#š»āunity-talk
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Yeah. Can you try disabling it?
Thereās settings to improve the quality but the default is⦠like this
I will have to check, I don't know how to do it.
While I'm checking that, I noticed that issue is only from some angles. On some angles, it seems fine:
So you may be right it's not mesh/smoothing issue.
Weird. Maybe photograph a carpet irl and make it a texture. Or make one procedurally in substance designer
I found this option, I unchecked it, it made some shading changes but that core issue was unaffected
Ah
If you step through the frame debugger youāll be able to see exactly which pass is causing it
If I turn off the lights, it doesn't show those lines. Maybe because it's too dark.
Is it possible to swap between Renderer Assets through script or / and between scenes?
Ok
At least for HDRP you need to assign them to a quality level in project settings > quality
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.
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
you're right, got it down now, thank u :)
Thatās a big question that you need to break down into smaller questions
I've heard before that public variables are "unsecure". Should I be using " [Serializefield] private" in place of public variables whenever I can?
"Unsecure" is probably the least accurate word ive seen used in this case. Access modifiers (public, private, etc) are useful for developers for clean code. Theres nothing more or less secure about it. Though yes generally something shouldn't be public unless it needs to be
Thanks! I don't really remember where I heard it from but this helps clear it up!
I would look into how multiplayer games handle the "moving platform problem", theres a few things to consider, including latency that could play a role in what others see, in addition to actually syncing the physics of the platform with your player(s)
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
smaller questions like what? sorry, I actually new in unity and its kinda hard to describe smth
Is hiring allowed here?
That will help
thats fair, not that this super helps you but worth mentioning what your asking about is pretty far from beginner territory
ideally you'd need to ask questions about specific things you don't know about, rather than a more broad concept
Hello
Anyone online here ?
I was just wondering how could i change the distance betwen two object's
Ik i can calculate the distance but how can i change that distance
you move the objects ?
youd have to be more specific
do you mean like how magnets push each other away?
No no
Like literally switching the position of one of the objects to the position that has the distance changed
Imagen the distance as a line
i can calculate the distance
float distance = a.position - b.position;```
> how can i change that distance
Depends on how you're wanting to change it.
I want to change it using transform.position pls
Change it in what way? Moving them both away from each other?
No
Make only one object move away
Im making a zoomable camera
To move the object away, you'd calculate the direction then set it's position equal to itself plus the offset
How would that be typed ?
var dir = (target.position - initial.position).normalized;
var offset = dir * dist;
initial.position += offset;```
Thank you very much you really helped me out
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.
You need to discard the local changes you have, then it will be back to how it was before you made those changes. I haven't use GHD in ages, so can't remember how to discard.. but you should have enough info now to google and find out
Once you discard those changes, there will be nothing to commit and push
Yeah I found. I found option to discard when I right clicked on those changes. Thanks
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
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.
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
Though that doesn't apply to scene files
Oh, maybe one click was enough for me then. But it didn't seem to do anything wrong. I got what I wanted.
just gotta look at the file names, you should know from those which ones you want to deal with
does anyone here use unity
yup, hope that helps
Why would anyone here use unity?? Don't ask silly questions.
Many times i stage some files and then bam they vanish and are no longer counted as changes š
but I dont use github desktop
hello guys,i wanna solve my problem that when i click hide menu my player shoots. how do i prevent from doing that?
i'm using old input system and the new one combined
mb bro
i use paint to make games
haha, yeah had this a lot too !
You need to ask EventSystem if the pointer is over relevant UI on button press, and if it is exit the method.
so i need to create a bool?
ah yes , the three horsemen of game dev , unity , godot , and paint
paint is the best
fr fr
thanks man
and do i just get a reference of the script on my player controller and put an if statement (if not over UI)?
for it to shoot
need a game jam where you must make the game using 3d paint for modeling
ye thats called a nightmare and u can find one if u watch a horror movie and go to sleep
You can ask event system directly. I think this is for the old one EventSystem.current.IsPointerOverGameObject()
so i can put in my player controller
do i have to compare it to a tag?
because i have 2
or rather you can pull from current information you need about the object
You can check by name or tag, however you wish
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.
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
when you dont use brackets it only does the first line
thats doing
if (foh thing)
Debug.Log()
npc.addrange
debug.log
are you getting an error in the console?
Yea meaning its always added regardless of it being null or not
ask more in #š»ācode-beginner
it was properly indented so... i tried with brackets anyway it still doesnt add
no it doesnt
alright thanks
does unity have like its own version control system and are there benefits to it over git?
yes, and depends on what you consider a benefit
well like what would you say are the reasons you'd use it over git i suppose
assuming that you already know git
While I'm packaging game, will unused assets be included in final build?
git is industry standard, ive always used git. haven't had a reason to try anything else really
i'm too young to have tried mercurial or subversion when they were still in prevalent use
Get an overview of all of the configuration options available with the Universal Render Pipeline (URP) in Unity 6. This video explains whatās available in the URP Asset, including settings for URP shaders, render paths, shadows, global illumination, post-processing and Renderer Features.
**note [20:50]: ComplexLit supports ClearCoat, but not...
iirc, no
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?
Thank you
What does green checkboxes mean?
Means itās the default for that platform.
So, this project when builds for PC, there will be two settings: "PC" and "Dev" but the "PC" would be default?
Yeah. Although the user doesnāt see the options.
That used to be a thing but youād have to expose it yourself now
Small question;
Do linux builds always take forever to build? Its literally a simple dark forest with LODās and fog š its been 16 mins. It took 5 mins for the windows build
Or do builds not happen on the GPU
Builds do not happen on the GPU, no.
Okay. Is it possible to make Dev setting as default (green)? I can't see such option.
I just want to experiment.
The arrows next to default
So linux builds just take forever then?
lol. Weird UI.
Defo not adding linux support now š„
Wouldnāt know.
First build is always slower though
Since you have to do shader compilation. Which is cached.
Oh right so the second build will take less time?
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)
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
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
do you have a question that you need help with or something
i gotta remind you that this isn't a chat
Why is unity so jagged or its just the default render quality?
I think I found a reason and solution. I guess it's related to Shadows. Firstly, it doesn't happen when I use Hard Shadows. Secondly, if I increase this depth value, it for some reason removes those weird lines even for Soft Shadows:
I'm not sure if that's what this option is used for, though.
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
im good at physics and math, but i got zero experience in coding
The effect is called shadow acne. In this doc the problems of increasing the bias values too much is explained in more detail: https://docs.unity3d.com/6000.3/Documentation/Manual/ShadowPerformance.html. You generally want to use as small bias values as possible, just enough to not cause shadow acne or similar issues
Youāll want a little bias, usually
Ah I had read about it briefly when I was going through tutorials.
These are also same as the ones shown in the light settings right?
It's just that these are default for this URP asset.
0.5 fixes issue.
I changed it in light settings only.
Hey uh may I ask what channel I can use to get help with unity? ( As in in general with the editor)
This one.
Thank you, uh so I have a question
My whole package thingy whatever it is just shows errors for this entire sector because "The signature is Invalid"??
It does this in 3D and with any project I create
Installed unity as of yesterday evening
This seems to be a recent bug. You can probably ignore it.
Thank you will report back if anything goes wrong š
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
it does say Non-Programming Unity topics & questions ot covered specifically
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
if you want to open a discussion, you're free to, but this isn't a channel to just dump your thoughts
the camera issue, generally you separate the pitch and yaw - the player yaws and the camera pitches, then movement direction is based only on yaw (the player's rotation)
i don't know how you'd handle that with cinemachine specifically though
damn, maybe i should've just done a regular camera set up instead of with Cinemachine but it does have a lot of that legwork already set up for yah just need to know how ot navigate its systems
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, youāre 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.
I think answering my question is more beneficial than arguing, please ;)_ _
do be clear, i'm not saying it's harder in cinemachine or anything, i just haven't used cinemachine so i don't know if there are any extra things to consider in the setup with cinemachine.
anyways moving on, so you said something about seperating the pitch and yaw?
i mean there definitely is due to the pre-existing components and systems or what ever... but yeah future me problem my brain is a little fried at the moment... Plus i gatta go over the script and learn about it
pitch is the up/down rotation, yaw is the left/right rotation
your player would handle the yaw and the camera would handle the pitch, so your player's rotation is always aligned with the x/z plane
maybe the folks in #š„āpost-processing would know
i don't see much postprocessing discussion here, so the people who could answer might not be hanging out here
I see ty
Can someone help me, my blender character model turned grey when i imported it idk how to make it get its color
you have to assign the materials
Do u mind telling me how?
i didnt ask for link i asked if someone could help me import my material into my model
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
you can create materials and assign all the textures
import settings?
yes, select your model from the assets , on the right side you will get the inspector with the imort settings.
I cant find them
Can someone help me make a walking, running and jumping player (with wasd keys) and this is how I want it to look like:
Are you asking someone to model and animate this entire thing from scratch?
i mean only a walking, running, and jumping system with the wasd keys
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.
I already searched for a video but it didn't work
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)
use version control but yeah i'd suggest bumping up to uni
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
Does anyone know how do i make the raycast ignore my item game objects?
many ways, you could simply use a layermask, you could if not needed remove the colliders
i don't know how to change the code to ignore the item layer
i made a new layer called items
and what now
a layermask does the opposite, in your raycast method you use it so only this layer is detected
oh
wtf?
thanks,im gonna try
Jesus looks like Unity have another big bug: https://discussions.unity.com/t/package-manager-invalid-signatures-issue/1705385
Is this their fantastic new signature system for Assets? Failing on first try?
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
or do i just remodel it so the posts are different objects
uv mapping needed
classic unity
Probuilder UV editor lets you assign ~~textures ~~ material per-face
(must probuilderize the mesh first)
if you want separate materials, you need multiple sub-meshes (so, multiple material slots in Blender)
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
quick question , whats better for a 3d wave based survival game , isometric topdown view , normal top down view , or 3rd person
alright thanks. back into blender i go
how long is a piece of string?
there isn't a "better" it all comes down to the aesthetic / design you're going for
what 
Neither of these questions have a meaningful answer š
Different perspectives will influence how the game feels and how the player interacts with it
the answer is "It depends"
But that's more of a matter of art style and theming
a piece of string equals f(x)=x
A third person camera makes you feel more connected to your character
ok ok i got the memo
but it also makes it harder to see everything
alr then third person it is
then topdown it is
then isometric it is
I have a rotation platform and I want it so when my player is on it the player should rotate with the platform as well and I should be able to move, jump and look around. Since my movement is camera relative should I just make the parent of the camera called platform follow the rotation of my camera then make that follow the rotation of the rotating platform?.
if you rotate the player doesn't that already rotate the camera? what is the exact setup with taht
I am just trying to go for a clean setup. Rotating the player doesn't rotate the camera as the Main camera is not a child of the player but an empty gameobject called camera is a child of the player which the camera follows. should I make the camera rotation follow the player rotation?
that depends entirely on the design / look of your game you're going for.
you don't, but also this isn't exactly a unity question
oh okay thanks
idk where to ask
but yeah itch has their dc
you can google it
okay
hey how can I find publishers to make a deal with them as a developer?
not on this server, it does not allow collabs
yeye i know not on this server so i ask where
not an easy task to do..if it was everyone wold be publsihed, maybe to get your foot on the door.. make something for a jam that has enough traction to attract attention
more generalized gamedev community, this is a Unity Editor help/
Sorry im not the best at unity, what does PBR mean?
physically based rendering. What basically all major game engines and 3d rendering software uses by default for semi realistic/fully realistic rendering
oh okay. What do you suggest I do?
Get the material and use mainTexture to get/set the diffuse texture
https://docs.unity3d.com/6000.3/Documentation/ScriptReference/Material-mainTexture.html
Ill look into it. thanks
hi, I'm trying to make a throwing system with rigidbody, I've kinda finished it but I get an issue, sometimes the projectile goes through colliders as you can see in the video, the projectile has a rigidbody and a box collider, what might be the issue?
you tried continuous collision mode?
which collission detection mode do you have on?
no I didn't, and now it works with it lol, thankkk you so muchhh
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
continuous
Almost all using the same algorithm too
yee that's why I gave them a little force
but why did continous not work?
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
This shading model, to be precise. https://cdn2.unrealengine.com/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf
https://docs.unity3d.com/6000.3/Documentation/ScriptReference/Rigidbody-collisionDetectionMode.html i personally consult this
Not sure where to ask but any reason why meshes is grayed out?
Itās also trivial to switch these in Unity. I experimented with a few but ended up with the defaults 
does unity use lambertian diffuse like unreal does š¤
No, and neither does Unreal
i thought ue5 did up until recently
Itās noted in the above PDF that Unreal, like Unity, uses Disney + GGX
i would disagree honestly
lambert makes everything look like hot plastic garbage
disney/burley is simply peak
istg i always thought unitys urp shaders used lambert ig im wrong
I tried both in my game and could scarcely tell the difference
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
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
since that would be an engine bug
I'd take a look at impactPos
how to fix?
trying to get back into unity after 5 years and installed the latest build
instant errors
this is a common bug going around
its not breaking per say , I don't think
but if you don't want to see it stick with 6.0 LTS for now
its what happens when Unity releases new shit and some intern pushed it out or something
Unity is going to release a new version of the editor that fixes this soon (if they didn't already)
whats your thoughts on unitys progression over the last few years and vision for the future?
they focus too much on shit we don't want / ask for and neglet the things we want š¤·āāļø
gotta appease the shareholders tho..* cough * AI CRAP etc. * cough *
hahaha
at this point im just waiting for s&box to figure its licensing situation out
i remember that feeling when bolt came out lol long time ago
whats that
Unity but Source Engineā¢
My feelings towards s&box have changed a lot. I got to start using it very early on when it was more s2 like
changed towards a more negative or positive attitude š¤
Its cool but I dont like the whole "here is a skin buy now or its gone forever" they keep doing
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)
anyway its more unity like now and I think regardless of unitys fuck up that unity is still strong in the industry
yeah im hating the gamification of it personally
i dont need another roblox
my biggest fear is they start pushing it exclusively as a distribution platform ontop of engine
thats whats going to kill it
Id rather they just supported development of some popular addons and you buy the game like gmod
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
I mean it is working for roblox and fortnite
thats not the point
it used to be like that
it was exclusively a gmod sequel
it would have been a sandbox game with modding capabilities, then they started to refactor to it into a dedicated engine
the issue is that they are now going back to that old style
i want an engine lol
Tbh I personally think theyād have more of a chance going that route vs engine
at least both could work
working with Source2 was awsome, switching it to Unity was a mistake
shouldve been basically GmodSource 2 and work similar
its still source 2
it just uses unitys scene system
kinda like godot does (sort of)
it was a welcome change and almost everyone agreed it was for the better
ĀÆ_(ć)_/ĀÆ
I dont know if its the same now but if you wanted hammer maps they were just slapped in the scene all weird
still uses hammer but they made some improvements
you can also edit the hammer geometry in engine now
imo hammer is a great tool and a good reason they stayed with S2, its probuilder but significantly better at what it does
hammer S2 is goated
pretty much
one day we will get something similliar in unity
i can only hope
would make level design so much faster and easier
i've always found probuilder to be very clunky
i'd rather use something brush-based
(i know that a lot of stuff in Source 2 isn't brush-based, but still)
Freya Holmerās tool sometime eventually maybe
unity acquired probuilder 8 years ago iirc and since then it hasnt felt like it has got any significant changes since then. if only they'd worked on it, we would already have source 2's hammer editor inside unity.
also you just reminded me, this isnt anything for facepunch theyve been doing this with rust for years
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
thats why the original author is working on a new version of it with much improvements
Aha interesting, I stopped playing rust years ago
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
https://steamcommunity.com/market/listings/252490/Surgeon Scrubs this is an item you can only craft if you own this skin, its also a very cheap craft with good protection, theres also the ninja suit which works in the same way but that was tied to a twitch prime promotion that ended half a decade ago
and i have no clue why the community just lets facepunch off for shit like this
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
also keep in mind Unity was made after hammer existed and they had the ability to re-use lessons learnt from it
hammer is like 30 years old lol, everyone had time to catch up
that's something that I find interesting
it's very purpose-built
the Source engine does Valve Game stuff
and includes a bunch of Valve Game-specific features
i think there's a continuum here
where one end is the Unity engine (which makes very few assumptions about how your games works)
the other is Source
and then Unreal is somewhere in the middle (it has a lot of pre-built systems)
i think the word youre thinking of is "sdk"
At some point it does just turn into an SDK, yeah
source is its own ecosystem
but what even is software
i mean im pretty sure its called the source sdk
but also theres no reason something like hammer couldnt work elsewhere
its purpose built but that purpose is generally universal
as proven with s&box
But given that itās closed source that does kinda feel half measury
yeah s&box gets big ups for going open source too
true, you can't be expected to hack the engine if it's closed source š
GameObjects are now Florps
This does mean that all Unity games are somewhat...unified
oh my god, title drop
U
Need
Iteration
Time,
Yāknow?
Who can help me
you dont have to pay
just ask
whats troubling you
we are here to help with unity issues
!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 #šāfind-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 #š±āstart-here
Upgrading Now Is Terrifying, Yikes
Unexplained New Issues This Year
Ultimately Not Improving The Yield

š Hey! Where would I go to ask questions about debugging shaderlab issues?
Found it. Thanks!
How would you draw multiple meshes? (as in Mesh[], on a single component)
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
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
Plus he's currently rewriting parts of it
You can enable and disable the components..
You donāt need to create and destroy them
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.
One mesh with many sub meshes can be drawn by 1 mesh renderer so depending on how these meshes are made this could be done
I could try that
Have a main one on the player usually
how you said also works but if you pooled it, should be fine too
And I would be doing the PlayOneShot over and over right?
depends on the sound you're playing
but usually
OneShot cant work sometimes for long sounds because it can't be interrupted
any idea why the content is being offset? these layout components drive me crazy
its strecthing according to parent
Is this a scroll rect?
its not tho - it is being forced to a -325 top offset and 325 bottom offset
your parent starts right here
yes
look at the anchor
Yes move its pivot to top center
wait what how is that possible
ScrollRect controls the position of "Content" inside its viewport
ah ok I see what's going on now, thanks
Btw its common that if you use a horizontal/vertical layout group on Content that you also want to use content size fitter to set the width/height of Content too.
I've been trying š¢
ask for more ugui help in #š²āui-ux and ill try to help
I have done soo much ugui it obeys my every command
Hey skis
I have a fat issue with this player take cover system Iām working on
šš«©
!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 #šāfind-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 #š±āstart-here
chat i need help
!collab
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We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
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Im sure they know they can do that
Sorry
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
yea i figured it out it thought my editor was still installed even tho i uninstalled it
Does anyone know what version unity wants me to install š¤
This is likely a bug in the recent versions. A lot of people get it in the last few days.
I'ts probably safe to ignore.
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
You'll need to provide a lot more info than that. Also if it's mainly code related, then you should ask in #š»ācode-beginner or #1390346827005431951 .
!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 #šāfind-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 #š±āstart-here
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?
you would have better luck on the Game Dev Network discord, i'd say
is that a server?
ok thank you ;DD
you dont want to hear my game idea?
just asking lol
i've already told you where to go. also, do stop pinging me.
You don't need to ask to ask. If the idea is short enough to fit in one paragraph of text, you can post it here and if someone has anything to say they would.
i dont want to post it in public if someone is willing to hear about it imma just send it in dms
It's very uncommon for someone to go into DM with a stranger here, but good luck.
well here it is but when you play games its really not
seems like you dont play game that much
you got a life
i dont
š
make sure to read the #šācode-of-conduct
This is not the correct place for such a post. Try patreon or fivver or something.
you cannot attempt to sell things here.
via whatsapp ? sound sus
very.
or Dm
you have been told, this is not the place. please remove the message or a moderator will be contacted
use the legitmate means to sell code/projects
use the legitmate means to sell code/projects what are these
Unity asset store, or your own website, for example.
Gumroad is also a good one
Word appreciate it... I'm just tryna have it set up like Kenshi
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?
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.
How is this related to Unity?
He was/is a mod on the unity official discord server. However I apologise. I don't see any other chat more appropriate for this.
There has never been a mod here named CPU.
Ah okay thank you
doesn't hurt, especially if its a bullet hell game
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.
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
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)
yeah I do NOT know how to do that lol
ive tried before and it just did not work at all
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
gpt can help you with that for sure, wanted to paste mine here but char limit kicks in
i can try send via pm
sent š
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
'''
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;
}
'''
Without using Renderer Debugger, i cant get shadows to show
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;
}```
Yeah, and potentially resource loading as well. If they weren't already in memory.
Started new project in the LTS build and its like this. Is this normal?
Yeah, this is a known bug.
Or real people here
What am I supposed to do
Also my hub constantly eats 7% cpu and i have to turn off the process always after launching unity. Sick!
I've just been ignoring it.
hello i got my first phone now i can finaly talk here where do i introduce
when the pipeline unification happens whats gonna happen to all the asset store products that support one of the two?
Hellos, Im trying to find out who or where i can go to see about the AI-Assistant?
prolly #1202574086115557446
True, saw that , seems its a forum and not a chat sadly
what problem do u have with the assistant?
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??
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
your target platform is windows?
u can use the profile with "profile editor" enabled to see what causes it exactly
Never did like looking at that but ill try i guess
Was hoping this was somewhat common and a fix for it
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?
I getcha , thank you though
Yeah and also when Unity is in focus
When i disabled it , it runs like normal Unity
by disable u mean hide the panel?
I found the issue, and yes i do use windows
when i turned on GPU instancing for resident drawing this happened
If i recall in t he eiditor preferences, let me check
i was thinking u may build for mobile and it doesnt support smth
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
lost u
Yeah the Dev Consol, when you click the assistant and "manage account"
That site has the option to toggle it
so when u disable that the lagging stops?
if its enabled but the assistant window hidden do u have lag?
Oh i see what you mean , i Can test that for sure
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
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
Oks thanks , at least manage to semi solve it thanks to you , this was a bit maddening lol thanks again š
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
Like normal rigging? Or VR?
Vr
Yeah theres 3rd person and 1st person setups , let me see if i can find that asset to get you started
Alr thanks
https://assetstore.unity.com/packages/tools/integration/vrtk-virtual-reality-toolkit-vr-toolkit-64131 i believe it was t his
Do note, i had this yeears ago , 2020ish, there may be better options by now , infact im sure there are
Alr thanks
How does Unity Webinar works?
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
You'd need to check the actual script with the conflict
It would be the follow object holder script
public List<Transform> FollowObjects = new List<Transform> ();
this is literally the script
You've got some other content there as the component illustrates the check box
as in more code? no i dont
Make sure you do not have a duplicate component somewhere or are referencing the wrong instance.
are they gonna get rid of the old input manager? (i like old input manager)
probably not for another major version or 2 at the very least
deprecation and removal are very separate things
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
good point, legacy and deprecated aren't the same either. docs say input manager is legacy rather than deprecated
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??
do you know how to create a material and assign a texture to it?
most channels here are help channels
Honestly not really... I just added the standerd meterial... Is that something I need to check out? To achieve that?
the lr has a field for a material
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
Oh ya... Noticed it... Oh ok... (I kinda feel like an idiot now...)
Can somone help me to figure out whats wrong with my stat loading and saving system?
!ask @austere hill @feral smelt š
specifically that last point
: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 #šāfind-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 #š±āstart-here
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)
do you have a stacktrace for that error?
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...
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.
yo basic question. ui mouse input is best with newest input system right? not used unity in 5 years
input system compared to the old input class has alot of advantages, i would recommend using it.
hey guys! i need like 5-10 tester for closed tests
damn inputsystem_actions is a lot different from the old 'new' input system lol
not really what this server is for, sorry
ok
Its different but better. Its easy to make an action to provide mouse input or you can read from the current mouse directly.
hi how do I stop peoples screen resolutions from screwing over my object placements?
do proper canvas scaling and anchoring
ahh okay thank you!
Why I have this when I open fresh project ?
Unity bug thats known and getting fixed so you can ignore it
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...
At 16:43, he says "ok now we can just link them toghetter"
If I try to press "J"
Whyyyyyyyy xd
A supportive community for Blender artists of all levels. Share your work, ask for help, and learn from others! https://discord.com/invite/blender
press F instead
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?
That hardly makes sense so give an example
errors can be caught as the bubble up the callstack
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)
you can get consoles for builds
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
I spent all day yesterday making one from scratch š
Yea no need to. Probably bes to just use the application event linked above if that includes exceptions too.
that's what I'm using but it seems if an exception actually interrupts the game, then it cannot ever be logged
unless I guess I'm doing it from a different thread?
but that's way too complicated for me
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.
wth is happenin with the volume overrides i thought when a toggle is unchecked the shown value is used, isnt that it?
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?
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)
it wont let me post there thats y i came here
use the renderin general thread
ima be honest i dont know what that means...
!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**
Hello
Please who knows how to stop colliders from entering each other
Like my character controller and a box collider to be precise
physics
you have to move your rigidbodies with addforce or set velocity directly for them to respect collisions
CharacterController will not enter colliders by default
show us what you're doing
you've misconfigured or miscoded something
Iām not making use of rigid bodies
What part
Ok let me explain
Itās a cover system and basically everything works fine but when Iām holding forward and Iām near a wall I kinda glitch into it
CharacterController wonāt collide with other colliders even if they donāt have a Rigidbody
Like the character mesh? Not fully through the wall right
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?
Not fully just a bit and itās from the character controller
What does āfrom the character controllerā mean
Enable Gizmos, the Capsule collider of the CharacterController surely isnāt going through at all
When Iām not too near the point to take cover it works but when I am it does
the components you have on everything
This might be a code issue now I think about it lemme check again š«©
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?
Itās normal behavior. The capsule itself wonāt go through, thatās how that works
Your character mesh can clip through for sure.
The model has nothing to do with it because I disabled it completely
Iām still checking the code
the other way is blender, depends on which you prefer
How do I share my code
Is the way I use though efficient? Or is the blender way better in efficiency?
!code
š Large Code Blocks
Use links to services like:
https://paste.mod.gg/, https://hastebin.skyra.pw/, https://paste.ofcode.org/, https://paste.myst.rs/
š Inline Code
Surround code with three backquotes. Not quotation marks.
To format as C#, add cs to the first line:
```cs
// Your code here
```
Add a comment with a line number if there is an error message.
probuilder's uv tool is pretty bad but if it does the job for you then it's fine. blender is probably better, i dont know what you're exactly doing
Nvm my people I am dumb š
I fixed it
I was checking if player is near in a straight line instead of all around
I got a unity asset store pack and I want the materials to flow together well so I want to grab the same wood texture from the pack and put it on my own stuff and that's how I'm doing it.
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
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
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?
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
Just give them capsule colliders instead of cylinders
and add a tiny random angular velocity
that worked
- 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](#š»āunity-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.
Thx
until now it's going greate
Visual Studio + Unity package is enough for C#, right?
For unity and basic console c# apps yes
Will I need more for Unity?
Or that one is enough
nope
Is it supposed to auto suggests commands for scripts?
if configured properly it will show all the available classes, methods etc.
Alright, I'll look into it
if you mean autosuggest as in completion of code thats a different thing
Can I message you, I have one more question
you can ask me here, I don't have open dms
How to fix this error?
its a bug going around, dw for now and wait for a fix
Alright
Thank you
Visual Studio doesn't even suggest me any basic things like gameObject, destroy or transform like it doesn't in Unity Learn - Programming Essentials course
did you set it up in unity
https://learn.microsoft.com/en-us/visualstudio/gamedev/unity/get-started/getting-started-with-visual-studio-tools-for-unity?pivots=windows#configure-unity-to-use-visual-studio @crude sluice
check the steps, if you still don't get anything try clicking Regen Project Files
close vs first
I think I did, I followed Unity Learn
I have problem with this, it might be this that is stopping it. IDE is working fine, it's just that I don't get suggestions at all
doubt it. But If you really want to not see it just use 6.0 lts
did you do this
try clicking Regen Project Files
close vs first
I close vs first and when I click regen project files, nothing happens
yes thats fine, open a script in unity and let it open vs
Still nothing lol, but VS is suggesting that I download .NET extension too
hmm screenshot your VS Solution Explorer
right click where says unloaded and do Reload with Dependencies
I'll install this, as it wants me to do it
alr so do it then try the same steps again
Alright, thanks
Everything is working, thank you
hey
shucks
im wondering what artstyle should my game use?
the one you want? it's your game
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
wheres the conversation take place here?
!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 #šāfind-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 #š±āstart-here
hey guys
Hello. When I click on any object, my inspector stays blank?
No matter which object I select, inspector stays blank
have you tried restarting Unity?
!install
I did
- 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](#š»āunity-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.
have you tried reset layout?
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
its sayign unity is in use so I cant uninstall but its not
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
When I do, it changes to what I've selected but it won't change if I select anything else
and the advice about putting it in a folder on the root of C is just to make sure it isn't in a system path, which presumably it isn't if it is on E
I'm pretty sure it's a bug. idk if I should report it to Unity or Pop_os/COSMIC
Opened a new issue if anyone's interested: https://github.com/pop-os/cosmic-comp/issues/2024
Are you using any assets or plugins?
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
Whatās up
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?
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 
how can i use look rotation 1d to make these objects "join" each other?
rn it looks like this
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
hello people. i need to get an "AvatarMask" from my humanoid charachter
now
i don't know how to get it
i need an avatar mask for only making some body parts animated
This is the avatar mask
but i don't know how to save it? seems like i dont have it in the files
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.
found it
any loading screen is more optimal than no loading screen
try making one
For reference, "FreeSync" on my monitor solved it fully, from Ultimate to Off" (G49 Monitor)
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 ...
yea all these extra settings can mess u up. i disable all of them from the device apps
if its a prefab, make sure the render obects are children and rotate THOSE to the right direction
Lol true
this is quieter than I thought
if you have a question you're free to ask. this isn't a social space
Lol guess i cant post a 'funny' gif @@!
that's correct, yes.
Sorry about that
do make sure to read the rules of spaces you participate in, btw.
i believe this is covered in #šācode-of-conduct
Bascially said "Shhhh, people are sleeping", but i understand tbh
Understood, just goofy by nature š
Ill attacah the boring script to the human prefab, for now
if you have animation relatd questions, there is a dedicated #šāanimation room you can check with. if you are looking for people to work with, this would not be the place to find that, but i think you are looking for learning help, so, the mentioned room is good
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?
Im g etting these errors on every install of Unity, Ive uninstalled the editor and still getting this problem
@fish Thats your gizmos
Press e
or a
Oh you mean the box, You might have hidden it via the gizmo ui?
this thing i believe?
You cropped out the entire editor so we can't tell if the gizmos are on either
oh sorry
kinda dumb of me wai
the gizmos thing is on the game tab for some reason but this thing is on
this seems to be an internal error, and not a malicious thing. will most likely be fixed in the next patch. (aka, they pushed something before they fully tested and forgot to sign it, or failed to propely check it) IDK exactly, but consensus is, ignore it for now
Might be ortho mode, se that to Perspective temporarity to see if that fixes or you can see the issue
Ahhh oks Thanks Hunanbean
it didnt seem to do anything ahhh
Select reset layout in the layout menu
woah everything looks normal now
thank you, did not know that existed for some reason
Geeze, seriously , seriously this AI-Assistant is JUST AMAZING, Sovled by using AI-Assistant.
Unity Devs, Keep Rocking!
Didnt have to bounce myself all over the net, call anyone, go to forums or even email support, Nope , Consult AI-Assistant
Thank the people that advice is sourced from lol
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
Lol
Too bad the advice is incorrect entirely
Yeah was re-reading the whole thing and hm
True, ill explain my fix, this response actually let me in the right direction
āshit from butt lied to me but it had good vibes!ā we need a server counter for this kinda ai response
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
Since i reinstalled the editor , all was reset
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?
there is a dedicated #šāanimation room you could ask in
no worries. they just know more there
Hello
is unity ml-agents toolkit still good for thesis?
@gusty abyss Not a place for promotion.
how would I get my IK Targets pointing the same way as my stick direction?
Ask a full question in #šāart-asset-workflow
nah nah thats unity related issue
yet you never asked in the animation room..
what unity version should i use for unity ml-agents?
is there a caveat for using unity 6?
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
idk whats going on and how to fix it š
version is 6.2
Yeah, something went wrong on unity's end and it's reporting a lot of their own internal packages as invalid
It'll be fixed soon, hopefully
If it says invalid but it's also showing as "From Unity Registry" you can trust it
okayy thanks
btw if i make a standalone build of the game it works perfectly and i dont get the lag spikes
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?
cant open this project for some reason
no
Did you try selecting "that" instead?
I'm pretty sure "this" needs a context to work.
when I play and stop unıty sends me in package folder why
Also the issue about package manager When it will fixed any timing we know?
everyone have this issue I guess
I converted mp4
(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 š
I've tried a Unity 6.0 LTS to no avail as well.
Hi there,
The fix has been deployed and there are now available updates for LTS 6.0 and 6.3
Please update your editor!
https://discussions.unity.com/t/package-manager-invalid-signatures-issue/1705385/102
oh very cool to hear that
thank you for telling that
rolling out new features without fully testing them, classic
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?
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
i just dont sure if its posible to make it in chat
Also there is always new features. And they are also human and can make mistakes.
being that LTS is supposed be Production ready, these nonsense things should go through rigorous Quality Control / Assurance Team.. This isn't uncommon in unity .
Unacceptable for such a big company, but maybe they should stop scrapping teams..
How are you supposed to update editors? I usually just use the same version and never update
Without messing up your project
you download the new editor version you would like to use then open your project with that version
Yea but isnāt it bad if you do huge jumps like 6.1 to 6.2 or nah?
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
probably better off asking in #1390346776804069396 and show the exact set up
those aren't that big of jumps
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
ofc you want to use Version Control and not make a move like that without a commit
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
Use the system that works best for you, as long as you can understand it thats all that matters. Iif you work with a team, agree on a system and be consistent, the main key is consistency
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
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
if its HealthBar-Image now I know what that Image is
I always Prefix or Postfix the type in the name
WelcomeText - TMP
AlertWindowBtn - Button
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!
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
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
not a huge fan of acronyms personally. I easily forget what something might be later on
gotcha
yeah, there have been times after a couple weeks if i look back on something ill need a moment to remember what it actually stands for lol
ya. If you can glance at it and immediately know what it is, you're on the right track
but yeah reasonably you don't want the name to be a long novel lol
Hello :D, im new to game dev, is c# too different from c++?
easily googleable tbh
different yes but if you are used to c++ you will have it easy to learn c#
great, im using c# at college so im glad to read that :D
@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?
not a single AI helping
redudant
also what reflection problem, I'm not sure I recall
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
you seems to me very proffesional since you answered some guys before
professional thats rich lol
but anyway, I answer when I somewhat know the answer.
No clue what the issue is
oh okay, anyways thankls
my guess is they have two different FOVs but without you showing the setup, with a screenshot like that along is just speculation
Me?
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
use a Mask
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
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
conceptually, you should be able to just tell the shader to not draw in the masked area, instead of not drawing outside the area
but that would require you to mess with the shader
unity doesn't offer an option for that
w unity
You'd also get some ugly pixels at the edge anyway
since masking is all-or-nothing per pixel
the mask component is kind of evil: it reaches in and replaces the shader for the child renderer
how do u use ProBuilder UV mapping? I've watched a tuto but it's for some reason different
the UI changed a fair bit in Unity 6
they moved everything into a scene-view overlay
(rather than being in a separate ProBuilder window)
The texture doesn't show up in the UV Editor.
Perhaps does anyone know how to revert these arrows to text in the project window?
bug ?
I don't think it's a bug because it has functionality
If I click on it the categories appear
I don't recall turning anything on
doubt its a feature
Uhhh guess it's not, restarted my editor and it fixed
Oh I see I think the text just disappeared but it left the arrows
Didn't know the arrows were a functional thing before
both the text / arrows are clickable
in normal navigation this part of "breadcrumbs" nav
hm okay thanks
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.
#1391720450752516147 is the place to ask but I presume you do not have any reflection probes in use or any that update frequently?
define "interact with"
Correct. I'll post there instead, it seemed more like a potential bug than a rendering issue.
Have you looked into the frame debugger what the gpu does?
Or RenderDoc
Hm, I'll check the frame debugger. In RenderDoc it shows up as 0ms, but I might not have hit it during a spike. (Still, I'm not seeing it as 0ms anywhere in the GPU profiler)
Try changing the graphics API
(DirectX, Vulkan)
I generally catch black screens on DirectX 12.
Hey everyone
Im senior engineer working mainly on Web3 projects.
Recently Iāve 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...
So i'm using DirectX 11