#💻┃unity-talk
1 messages · Page 70 of 1
yeah that's very true - the red text will probably be enough to remind me to change it after the uni project is done tbh
"Hey this version has a known security issue it would be great if the pcs can have their version upgraded to something newer"
The security alert is just malicious local code execution right?
😭 they're very resistant to change
id report the teacher, he should be noticing that and teaching good practices of using security patches
bureaucracy and all that
Help. Can't install Unity 3D
the screen you are showing means very little. explain what you mean
oh, i see
shooting in the dark here, try disabling antivirus - I was using 360 total security when I first tried installing Unity and it silently blocked the install from happening
Kinda yea but thankfully places where it would be executed via like steam have mitigated it themselves too
https://unity.com/security/sept-2025-01
I remember our program coordinator mentioned how 3 of our courses were considered outdated, and should be removed or changed for next year, the headmaster said "sure no problem"... 4 years later, still using the same courses, schools are SO adaptive to change
oh cool, I'm doing it via Steam so there are multiple layers of "protection" then ig
entire course changes cost money in software and other materials, using a patched version instead of a security warning version costs nothing
headmasters are always ok with free stuff, they just dont want to spend money
It takes time to add new software and re image/update all pcs
though most network boot so that makes it easier
this is the exact opposite of how Edit: 'American' schools function. if you have ever worked in one, this would be known
In 2026 learn about brand new cpp 11!
lmfao wow how bad are your profs and tech department, should be able to image 256 computers at one time, university property computers should all be the same, students can do it in an hour while taking a shower.
I hate microsoft
well 255 need a drbm host
It makes it overcomplicated to deactivate the protection
microslop moment
you can always join us on Linux..'overcomplicated' reaches new heights 😄
The CEO said us to not call it Slop
Add your unity projects as excluded paths in windows defender
Even android studio prompts you to do it automatically
its not as bad in win 11, you just turn all 3 firewalls off and defender off in like 2 toggles, then it actually has an option now to turn off the stupid notifications about it
lol which version thats where it really gets fun, are you rooting or putting stuff in your wheel house lol
i still prefer my coined, MacroFlop instead of MicroSlop
Did it and the same problem still exists
try closing hub, then open it and sign out, then reauthenticate
and make sure you are installing on a drive with enough space
not the worst idea ^
you can also delve into the logs, but.. good luck with that
!logs
Editor logs
Windows: %LOCALAPPDATA%\Unity\Editor\Editor.log
MacOS: ~/Library/Logs/Unity/Editor.log
Linux: ~/.config/unity3d/Editor.log
Unity Hub
Windows: %UserProfile%\AppData\Roaming\UnityHub\logs
Mac: ~/Library/Application support/UnityHub/logs
Linux: ~/.config/UnityHub/logs
Fixed it
It was installed in my external hard drive and changed installation path to C:
welp the asset I bought doesnt work
what do you mean
its suppose to be a world generator hit a button and boom but its just the nebulas
doesnt generate stars planets skybox etc
no
which one?
SPACE for unity
If its actually not functional then contact support and hopefully you get a refund
test it with just it and no other assets in a new project that is the same version as listed in the asset description
if that doesn't work contact support and report it
yeah Im in the process of trying exact version if I can get it to work I cant seem to find it
shared a link
so like this asset you would use exactly 6000.0.23 and if that doesn't work it is a faulty asset and they should refund you
Hmm last update was for 2019 support so id expect this to work just fine
yeah so try it with 2019.1, it likely has problems with unity 6 it waswn't updated for it.
I cant think of a good reason so perhaps its just user error
Unitys apis are very stable
im redownloading the unity version and redoing the package
Perhaps things like input handling would need changing but thats it
yeah but thats 7 years ago, highly likely there asre errors
ive got thousands of dollars of 20149 2020 even 2023 assets that dont work unless i wsnt to fix a bunch of errors.
some of them are good enough i fix them lol
ewww 5.5 is so bright
try with 2019 not unity 5 😆
it says 5.5.0 here
how do you even find 5.5, there is no way do dl from the hub
manual dl I found it
You can from archive
thats original, look in description, it was updated in june 2019 for 2018 and 2019.1+
so best bet is to go with 2019.1
or 2019lts probably best
i think as rob already mentioned, it shouldn´t be a big deal to fix that for your recent unity version. i would highly recommedn you do that instead of downgradin to some ancient version, especially with the recent security bug that was found
this version should work it is security patched
if it doesn't work with that version i would contact support about a refund, because it is advertised to
ok its dl now
if it does you might just need to fix a few things to get it to work with 6.x
package doesnt even show up
i don't think you clicked my assets, thast looks like unity registry
gotta figure out 2019 lol
asset store stuff is always seperated
iirc it is window -> asset store in that version, been a long time
moment of truth
don't l;eave us hanging mate
not gonna lie its kinda uneventful its not like the youtube trailer
its too bright
gonna have to mess with it
at least it worked, so now you know if you would like to use unity 6 you just need to fix the errors and maybe some warnings
well thats the thing there wasnt any errors
it usually isn't tooooo painful
sometimes warnings will make things just not work but itll compile fine id go through those
the yellow ones
that looks like maybe render pipeline problems, are you using urp or hdrp
might need to fiddle with the shaders or something im not good with the shader stuff
it may be just post-processing. not sure, only half paying attention
2019 was a completely different post processing, have tons of post processing assets from then that no longer work
so if you fiddle with that stuff you can probably get it working
yea its visually different and im a noob so I'm probably not gonna figure it out
ill keep playing with it though
I wanna do cool space stuff
if you really want to use that what you can do is just use 2019 lts unity and make sure any other assets you buy are made for it
you just wont have access to newer features of uni9ty
forward adaptation, in general, makes more sense. make this asset with with the newer version, which will have more compatible assets
its just an option
yeah im gonna try and get it working with the 6.3 LTS I mean the nebulas show up Id have to see what other assets will work or not work
the important part is pay attention to when assets were last updated, if new don't buy things that werent updated in the last oh say 3 years, most of those will at least upgrade api auto fine
other than models of course, models dont matter, just watch out on the editor extensions and script assets
theres not many settings I can actually change cause this just creates a scene fab
go fiddle with the post processing for whatever rendering pipeline you chose, did you go upr hdrp or built in?
if you did urp or hdrp hit the converter too
prefabs can be unpacked and altered
id suggest duplicating the prefab then alter the duplicate so you have the default to look back on if you mess something up
why I can just create infinte prefabs till I find the right setting?
so that they are exactly the same if its some kind of random gen, unless you have a seed it generates off of so you can duplicate it thats all
oh yeah my goal right now is to get it working then worry about checking out the seeds
which render pipeline are you using?
ummmm urp I believe
do the material upgrader first thing
the what
ill get you a screenshot in a few when gaia finishes here
sorry this thing takes forever to import, its under edit if you wanna look around, near the bottom, you are looking for the urp converter/upgrade
If I made a VRC avatar in unity and it looks beautiful for PC users, yet shows up as “an untextured purple blob” for quest users, what did I do wrong?
I checked both PC and Android during the build and publish process, but I never made two prefabs for both PC and Quest optimization, I’m not sure if I was expected to do that, I’m still a bit new
one of the planets is like this
@cloud flower doing that will automatically upgrade materials to the latest version, which will fix anything purple and maybe invisible things
oh I had that window open I did renderer but everything said 0 stuff
says conversion pending
guys I dont know why this happening. When I play app and unplay it again My Project window goes in " packages - scriptable render pipeline core - runtime - utilities " File location
is there some error or something like that
where is your console window, that will show if there is an error
open it back up and try again
window -> general -> console, it is probably an error in that file throwing you there for easy access
don't cross-post, you already sent this in #💻┃code-beginner . also, #📲┃ui-ux might be a better place for that.
ok I won't do it again
anyone have any idea?
no yellow or red at all
dude
I just realized I dont have everythign advertised in the video in the asset hmmm its missing the ship and warp drive effect
This was a known bug, selecting a file when coming out of play mode. I don't know what version you're on, but you can check release notes for newer versions to see if it's fixed.
I know it's not happening for me on 6.3(?)
did you look for a readme or documentation in the asset folders?
there may be support files you need to import
it may be there but all you did was create space thats not going to create the playable scene usually, look for a demo scene
its a script
I am on latest version when I have this issue 6000.3.6f1
Someone suggested to reset the layouts on Unity Discussions. Try that?
textureGradient.cs file is being selected after this
Oh I thought he said for someone else
we know hes offering things tyo try to fix it
okay I am doing it
i was talking to @cloud flower
but this also fixed my issue XD
well i wasnt the someone that suggested to reset layouts lol
When I reset layout why this issue have fixed. I have no idea
oh okay
not going to take credit for something i didn't do haha
it is cool You are still great person Help or Not
now If I could get the asset to work in 6.3
i tried, but in your case arshtat i was out of ideas hehe
why reseting layout fixed my issue. Do you have any idea
Nope
something was hung up in your layout save
causing it to go back there
its like clearing a cache
I see
Thanks btw
bleh bleh bleh about 100 gigs of assets to go
I need a new HD with this new venture lol
i just bought a new pc, i download all my assets into one project so i have them all local when things like last night happen where the asset store is screwed up and wont let us download them
i could just rip the drive out of the old computer but i want to format it when i do that
i love this new case, no screws just grab the spot and pull. its like its screaming upgrade me daddy lol
i use an asset called Asset Inventory(not affiliated, it just helped), but your method is a well used one. essentially the same thing, with added value. the assets end up existing in a local database so you can pull individual things from them as needed, without having to go to a second project. and more.
well its not about the project its just to get it in the cache so all i have to do is import
mostly just download them all then install the ones i might play with
for giggles while downloading lol
I have access to all the materials and textures from this asset pack right?
so technically I could try and reprogram the code and generator in the newer version and import all the textures etc myself
if you are new to unity i highly recommend going to the learn section of the unity website and do some of the tutorial projects, you can learn a lot that way
I have
yes you can change whatever you want in it
I did this all by myself no assets!
nice
i still cant believe thomas made rpg builder free just because he wanted to completely rebuild it as a new asset, that thing is awesome
its got 1 error in 6.3 but easy to fix, just // one line done
which asset?
he depricated it from asset store and made it free
I really need to learn how to use stuff from github
now working on spark which i will buy when he adds multiplayer
you just download it and put it in the folders as they are labeled and unity does the rest
honestly I have a ton of free time and I mean a ton I wanna teach myself to code and use unity and create the next ui based space sim
im retired and disabled i get it hehe
I wasnt gonna say anything but thats why lol
im in same boat medically retired
but I grew up on eve online
im 50, I retired in 2011, but in the last 2 years corpal tunnel, cubital tunnel, vikings disease, diabetes, and something wrong with my shoulders they don't know what lol
ill be 40 this year lol
i cant even doordash becauase i drop things, my left pinky is so useless i have to use my ring finger to hit a, which is why i don't capitalize or punctuate like I should, my right pinky isn't much better
reminder you can make threads.
Yea I think im starting to get carpal tunnel lol I played that new arc raiders game for like 800 hrs straight
then decided enough lol
i didn't even play that one, i was doing bellwright when everyone was doing ark raiders
who am I kidding Im months away from being able to modify this code lol I should just try and use what I can in 2019LTS and maybe grab these other 2 assets if they work woith this version that I wanted lol
apparently there was a security vulnerability that was discovered all the way back in october 2025. i havent really had the time to fix that for me until now, im currently using a 2020 build of the unity editor. do i need to install the latest version of the unity editor or can i find an update for my 2020 version specfically? im in the middle of a project so switching version completely might not be ideal
as a solo dev ive been working on my game for almost 10 years, you gonna need patience, but im also really picky
check archives for a patched 2020, its there
Yea I have a habit of staying up extended periods and getting loads done..... bipolar haha
wow, we see the cause of unity's constant user slide downhill right there
my current version is 2020.3.11f1 though, is upgrading to 2020.3.49f1 safe?
You can upgrade safely but always back up.
I thought I blocked you lol im sending unity an email about you your not welcoming new members
stupid question maybe but im not an expert at this
Unity doesn’t give a fuck lol
Mod not getting in trouble for following the rules
what a sad thing to say
Hi, I'm new to Unity and I'm trying to make my own game but I'm having problems with assets and textures. Can anyone help me solve my problem?
It's fine, let them do what they will. We don't need to dig into it.
You need to ask a question so people can know if they can help.
are there any specific modules i should add before installing? like windows build support, for instance?
can you describe the problem in more detail please, that is if it is ok to talk in a channel called talk
Nope, everything will auto update.
When I insert an installed asset, I don't know how to get it into the game and I get an error.
Sharing the error would be an important detail.
what is the error? getting it into game depends on what kind of asset, like a model you would find a prefab and drag it into the scene
A polygon of Mesh 'Grass' in Assets/PS1 Dark Fantasy Horror Game Assets (by Stark Crafts)/PS1_ForestAsset/PS1_NaturAssetCollection.fbx is self-intersecting and has been discarded. UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
That's yellow no? A warning, not an error.
That's on the asset maker, not anything you can do unless you want to modify the mesh manually. Doesn't seem worth it though.
When I put the folder in assets, it didn't apply to the game and I don't know how to do it.
Assets in your folder don't magically appear in your scene.
i usually just ignore those and move on, assets like that i just want the prefabs, those errors generally have more to do with a demo scene
note, it is Unity talk, not Talk. you can view the #📖┃code-of-conduct
!learn is where you want to learn how to use the editor.
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
Also assets usually come with instructions, find it for that asset
and nothing was broken, we were TALKing about why we use unity
and unlike 10 years ago when unity was warm and welcoming we instead try to get ran off
The name for this channel is shit
Making a thread is not running off. It's reducing the noise so people can use this channel. Not having your personal conversation front and center isn't an insult.
Again we don't have to dig into it. We can move on.
its for general help with unity that isn’t covered by other channels and/or help finding the right channel
there whole sections for scripting, and multiplayer and graphics with multiple even more specific channels, this is literally talk
and nobody was discussing anything important or i would of stfu and so would he have
but if someone does ask if i can i will absolutely help
On the contrary, people might not ask questions because they see the channel moving quickly and will bury it.
i will agree the talk about playing games was off topic and wrong, but that was what 3 total lines
Which, absolutely, has been a point for some people in the past. Hence the rule for threading long convos. It's not that difficult.
So let's move on. Thanks.
Agree to disagree ive left so many servers for a lack of conversation.....
The name and description are really shit yeah
Feel free to #1161868835423526933 it
Does anyone have some time to explain textures and assets to me privately?
That's not how this discord works. You're free to ask clarifying questions for help.
But assets and textures is a vague topic. A general overview is something you can find videos on.
!learn is also a good place to start.
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
I looked on YouTube but there was only 1 video that didn't really help.
Support my channel by becoming a member: https://www.youtube.com/channel/UCRMXHQ2rJ9_0CHS7mhL7erg/join
In this tutorial we learn how to import textures into Unity 6 and we learn how to make materials
✦ Patreon: http://patreon.com/jimmyvegas/
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In this video we'll download Unity, setup a basic scene, import sprites, tile them and explore the asset store. NEXT VIDEO: https://www.youtube.com/watch?v=ENuJP9X7ua4&list=PLydLF_SVNKYaY5YnH7amiEeiUAVWRBCu3&index=3&ab_channel=WildCockatielGames
Links:
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ty
i suggest the learn area on the unity website if you are a beginner too, a lot of great tutorials to make whole games step by step
not code related but anyone knwo why i cant drag assets into my asset folder anymore?
just got a new laptop and clone my repo from github desktop
also dragging files directly into the asset folder through explorer crashes unity
ummm, try temporarily just to see if it fixes it, close the editor and hub, and disable your anti virus, just to see if that is causing an issue, if you don't want to do that i understand, but its the only thing i can think of off the top of my head
are tga files even supported? have you used them before
yes, i've been using them for flipbooks for years
the problem is with all files though, not just .tga
make sure your unity project isn't in a synced folder, eg onedrive or google drive
(if you want to keep backups or whatever, use version control instead. onedrive will mess with the project)
oh that actually makes sense I've been having problems with onedrive since I've gotten this new laptop and my project is in my documents which i think is ssynced with my onedrive
do you know how i can disable it?
You can disable it in one drive settings they hide it
but the best is to instead move your projects to somewhere else in your user folder
ok ill try it, thank you
or just put your projects in c:\unity projects
thats what i do, easy to find
or d or e ya get it
Onedrive is real bad. Never put your unity projects to onedrive, just makes them slow and sometimes even breaks the projects. Use a proper version control like git/github if you need that
it was jsut automatically there when i got hte laptop, i dont use it at all
i dont think that was the problem anyway, still cant drag in anything
try restarting the pc, but i still think having your project in your user/username area is not great
maybe try restarting unity or resetting the library
that's called a home folder, and it's.. where stuff is supposed to be
also tried that, didn't work unfortunately
thats why i was thinking restart the pc, if just uninstall without a restart something might be hung
one drive, norton, mcaffee its all like a plague, hard to get rid of lol
still can't drag anythign in
does dragging files work for other apps, eg chrome, your ide?
try turning off unity cloud with the 3 dots by the project in hub, just for giggles, shouldn't cause that but worth a check
yeah it does, its just unity that has the problem
have you tried moving it outside your user folder yet?
no and i might be uneducated but what does that change?
some syncing stuff not one drive likes to sync user folder stuff it just ensures its out of any kind of preference and settings syncing
even if it does fix it i dont think id be willing to work on my unity project if it was located outside of my user folder personally
its just a bit of an inconvenience cause its located outside of common folders like the desktop or documents
its just storage your asset cache, editors etc will still be in the user folder
its also kind of disorganized since thats where common files are supposed to be stored imo
once you move it right click the folder and pin it to quick access, then it is just as easy to find
alright if you wont try things i cant help you have a good one sir.
yes i know what you mean
but i dont want my unity projects to be located in the same locations as important system and windows folders
id rather a more robust solution that addresses the actual issue rather than work arounds
it wouldn;t be lol, i have it directly on c, completely outside of anything windows or program files, because it is just storage
in your user folder it is literally in the same location as important system and windows folders.
i didn't say i was putting it inside of any windows folders
which is why it can be tied to multiple sync and backup issues not just onedrive
like what?
everything about you as a windows user is stored in there
your project location is just storage, the editor isnt even in it
where? (aside from app data which im not counting cause its hidden)
lmao look i see one drive right there
NTUSER.DAT is a critical, hidden system file in Windows that stores user-specific registry settings, including desktop wallpapers, display settings, keyboard layouts, and application configurations. just 1
NTUSER.DAT is also hidden and is a single file
ok im not trying to sound rude but i think you're missing my point
look just be you im done with this, its silly, its storasge, no different from a place to throw music
what is even going on here
is there an actual solution to this or just work arounds?
@twilit veldt have you tried refresh all assets or reset layout in unity? i think those would be covered if you reset library but i'm not 100% sure
yes, it doesn't work unfortunately
does it happen with other unity projects or other unity versions, if you have those?
I've tried other versions of unity and im still encountering the same problem but i haven't tried other projects since this is a new laptop and i only have one stored on it
other versions of unity on the same project?
i guess try making a new project and test on that
Tbh this Is something you might just have to deal with mentally unfortunately
OneDrive absolutely fucks with projects and windows loves undo’ing any attempts to disable it on a whim
Ideally it just should not be there imo
Are you using the default Unity projects location or did you move them somwhere?
its just stored in my documents folder
I dont have onedrive on my laptop anymore
Until you do 😅
practically a virus, because who would want to remove such a useful and flawless app
for the time being it's not here atleast
documents folder, do you have phone link installed, that syncs docs lol
nope
I mean sure but it honestly could come back and fuck up your stuff
It really do suck
yeah sometimes they will slip it back in with an update
i hate microsoft with that mess
Feel free to google this of you you don’t believe me onedrive loves to come back
no i believe you
im just sayign for the time being it's not here
So if you are having problems with windows managed folder, why wouldn't you move it into a non system folder as was suggested already?
documents isn't a windows managed folder?
Convert Selected Built-in Materials to URP." has been removed ? #🔀┃art-asset-workflow message
Try to move it first, to diagnose the problem, then continue discussing it.
yes it is,
i just tested it on a new project stored in the exact same location, i can drag files into it, but not into my other project
(Ai responses are yucky)
it is accurate though
specifically in documents rather than the default username/unity projects/ windows defender could be screwing it up
anyway i said i was done i need to be done or a mod is justified in yelling at me
oh mb i didn't know that, but thats besides the point anyway - the location isn't hte problem
in case you missed it
Ive made progress getting this asset from 2019 to work in unity 6.3LTS the only think left is the pink asteroids and im out of ideas
So change the location to test it!
This is still not #1391720450752516147 channel
the pink astroids should be the rendering thing i told you to get rid of purple things. the render pipeline converter
make sure to do the read only too
Also post the full question
yea that didnt work xype lol I did that
go put you a post in rendering, those shader folks will be better equiped to help
only materials using "Standard" can be converted
you are shit out of luck for any other custom shaders
You need to provide actual details as well, not just a screenshot
tried it doesn't work - like i said dont understand why dragging files would work for one project but not another if they're stored in the same directory
Hi guys
about App Store publishing:
I know iOS publishing needs macOS/Xcode, but do I actually need a physical Mac?
Can I publish the game using a cloud Mac (like MacInCloud), or is there any issue with Apple if I do it that way?
Didn't work where? Post full information. Where did you test it in what folder?
there is a documentation pdf in that space asset, and a readfirst, have you read them both fully?
stop
I want to add a wet trail following the player, should I spawn decals for this? or particle system? what's the recommend approach for this?
particles emitted over distance may be a nice easy cheap way
but requires you to ensure they align + position correctly
I'm sorry i'm really not tryign to sound rude or demeaning but i dont understand why we're trying to diagnose location as the problem even though i made a unity project in teh exact same locaiton that works fine
try that or unity cloud build
It's a file permissions problem. You need to test in the environment that does not have system managed permissions.
how is the root of c the same location as documents, what i see is you finally did what i asked and it works....
Hi, I'm adding a custom pixelart cursor to my game. I tried adding it but it's all blurry
Those are my settings, very similar to every other pixelart image
That's the output. I also rescaled it from 8 to 32 pixels, but it didn't change anything
@twilit veldt Create a clean folder yourself as well, don't copy system folders that can retain permissions
Thx 🙏👍
i did
why is texture type "cursor" 😐
derp i see you want that haha
i copied another project of mine from github in the exact same location as the project that doesn't work and it works fine
i'm pretty sure its a project-specific problem
Because.. it is a cursor?
Id not bother and just hide the system cursor and move a sprite/whatever myself
As changing the system cursor means relying on the os to do what you want
actually all of this is giving me a headache I think ill just make a new unity project and transfer the assets over
sorry for wasting your time and thanks for your effort
Moving things manually has a very small delay that would be really annoying
and would follow game's fps
you could raycast position it too so that it actually hits what the player is pointing at moving appropriately
That is true. How does the cursor actually look if we ignore the preview?
Absolutely the same, apart from the borders which havent any anti aliasing. I can't screen that because.. you can't screen cursors
..i tried..
do you mean you can't screenshot that
yes
you can with the right software but thats off topic i think
Then cheat and scale up the image to a better resolution (without filtering)
Already said that I did it
didn't change a single bit
That doesnt sound right
from 8 to 32 to the max which iirc is 128 (got back to 8 now)
how would bi linear filtering appear without the texture being lower res?
try a larger image and scale it down like you are doing retina for webdev lol
just as a sanity check, are the other build target tabs also set to compression: none
yes thanks for repeating what i say but worse
wdym?
man i answered twice, one is two messages above
you can set different asset settings (i guess, not sure what the term would be) for different build targets
They're off, not in override
perhaps check if the other tabs have different compression settings, and perhaps if they may be unexpectedly used
so the default is universal I think
ah, forgot that was a thing (goes to show how much i touch those settings lol)
I rarely touch them too and all other images work perfectly as sharp pixel art. Usually this problem is the filtering, but as every other image, it is to point (no filter), so this should not happen
(btw, what's that facebook icon supposed to be building for?)
does it become sharp as expected if you use a different texture type?
Nope, I was trying with the usual sprite before noticing there was the cursor setting, I thought it was the problem
I had the same issues
It stays in the build btw
ok so the issue probably isn't specifically being a cursor then
have you set a proper PPU?
This suggests that optimal size should be 32 or 64 https://issuetracker.unity3d.com/issues/cursor-size-and-resolution-is-inaccurate-when-switching-the-default-cursor-field
Also try setting it to High Quality compression, it could be cached blurry version was the last compatible one as to why it doesn't change.
So try changing settings and maybe flushing cache as well by deleting Library folder, in case something preventing it from refreshing.
I acutally noticed that no matter which settings I modify, the cursor stays the same, as if there was a cache. I got back to high quality and 32*32, and it's the same. So... Which cache should I delete? I've never done that
There are many caches
When in doubt just close Unity, delete entire Library then open again.
yeah go into your project folder, and find the one named Library, just delete it
Arent there useful things in the Library? There are many gigabytes of data...
No I switched again to 32x32
Hey does anyone know whether there is a good voxel tool for unity similiar to this one thats for godot?
i have had a lot of fun with voxeland, but i like digger pro better, they are more high def but i think both have settings to be more blocky if you want, you wiill want to read about them to make sure
there are also others, but those are 2 i have experience with and enjoy
voxeland isn't up to date, digger is
alright thank you
if he isn't on a business trip adamantite that makes digger is pretty responsive on his discord if you have pre sales questions
it's mostly caches, with some transient state (like what scene you had open and what objects were expanded/hidden/frozen)
Hey, I'm having an issue with TMPro and I don't know wich is the right channel to find answers
where can i ask question or for help?
no one even hears me out :*(
:thinking: Asking Questions
:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
-# For more posting guidelines, go to #🌱┃start-here
what do you need help with, there are specific channels for each topic
This is a community server, nobody will be able to solve a web issue with the Unity Learn website.
If it's a big enough issue, you can submit a ticket to Unity.
ohk
I'am having an issue with TMPro, i've searched online for solutiosn but couldn't find any, but I don't know wich is the right channel for this question
tysm
Actually, they recently created a forum. You can maybe raise it here
https://discord.com/channels/489222168727519232/1463893276003401760
ohk
Post full question in #📲┃ui-ux
id:browse for future reference
i attached the main camera to my player and player have the controller script then why it is not moving and console generating such alrets so fast as i hit play button '
Heya!
looks like you need to change the input type in project settings > player
Oh thanks
either that or change whatever is trying to use the old system to use the new one
can you tell me where i find input handlind setting
edit
project settings, on the left click player, then open the other settings, and scroll down reading carefully, lots of settings there you might find others you like
!input
To set Active Input Handling, go to:
Project Settings > Player > Active Input Handling
• Input Manager (Old): Use the original Input settings.
• Input System Package (New): Uses the new input system package.
• Both: Use both systems.
in player settings there is no setting named active input handling or input handling
Inside Other Settings
thank God 😮💨
TY bro
ji said other settings
the bot needs to add that, the bot skips it
to be fair, in older versions it was open by default
hi guys, can anyone explain why the alpha transparacy not woking and how to fixed it
WTH After changing it to Input System package and restarting it still not working my charcter is still on a its postion
it still not working my charcter is still on a its postion
Can you rephrase this? wdym? What is happening

are you still getting the error spam?
yes
you sure? What does the error say now? And what did you change the setting to?
I thought it was already on new input system
the whole problem was you had code or something that is trying to use the old one
If you set it to "new" again, that won't change anything
yes which is why both may fix it, i think both are being used
you still need to change the thing that's trying to use the old one
or yes, use both
if i read the error correctly
the old one giving error spam so i tried new one still console spamming error
can you try both please
If you are using both, then yes you will get an error either way
again - either make everything use the same system, or switch it to both
let me try
engine regenrating project and new error box is appearning that i need to switch to new input system package
might want to take it to scripting, something is conflicting clearly
i fix it bcz its not input problem but the course project which i am following already include a controller file for player i disbled it and it worked
Yeah Thanks for helping also dumbest thing i ever seen throughout folllowing a course

oh you should see my life, i only know the things i do know because ive broken everything there is to break in unity every version since 2015 and had to fix them
2015 wooh , btw i am learning unity and i started today bcz for a long ago i just comparing engines like god0t unity now finally i choose unity over godot
welcome aboard, im not going to talk about other engines they like the topic on point here
audio 3d navigation creating different gameojects player and much more i am learning straight 8 hours
hey everyday you learn something is a good day
Yeah but i can learn it on saturday and sunday these are my offdays
Are they recreating a spiderman meme or something
im afraid to respond...
Why
im afraid to even say, after this morning im a little paranoid
Yes. And don't start off-topic discussions here.
: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**
Why there's no offtopic channel
\
i upgraded my project to the latest LTS version and i got an error in one of my packages that i've never seen before
It's complaining about a SerializeField attribute being on a function
The asset is assethunterpro. But like after the upgrade I can't even see it in my list of packages in the package manager
correct because it's just in your Assets folder
are you using it or not?
i've never actively used it since i came on the project
but is the project using it?
it's just an asset that is used to figure out other non functional assets
based on the description
so i guess it's not a core dependency for the project? but i'm not fully sure how to confirm that there's not other pieces that are directly used
not really sure what that means exactly.
If the project is not using it, go ahead and just delete the folder to save yourself the headache.
If the project IS using it the best bet is to contact the asset publisher and tell them which unity version you're on and what errors you're seeing
My code is correct and also everything ok but after adding following code for ```public void OnTriggerEnter(Collider other)
{
Destroy(gameObject);
}
your code is not correct.
This little snippet you shared is ok but you have a problem with the broader structure of your code
most likely mismatched braces {}
how would i confirm? like just grep the project to see if the namespace for the asset appears in functional code?
The best way would be to ask other members of the team working on it if it's being used
Look at the file for whatever your IDE is underlining in red
Assets aren't necessarily referenced directly in your code. They could be editor tools someone is using for example
we all kind of took on the project after the previous maintainers left
and it looks like it's been in there for a few years
another way to find out is to save your work (git commit ideally), delete it, and see if anything breaks
which could be difficult
but yeah just taking over someone else's project without any context is going to be a nightmare in a lot of ways
it has been 😭
``` using UnityEngine;
public class Collectible : MonoBehaviour
{
public float rotationSpeed;
public GameObject onCollectEffect;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
}
// Update is called once per frame
void Update()
{
transform.Rotate(0, rotationSpeed, 0);
{
public void OnTriggerEnter(Collider other)
{
Destroy(gameObject);
}
}
come now. You don't see an issue here?
Looks like a dude with two left feet
Hey I want to learn how to model, is there channels to help me with this?
Blender discord would be better. Or Maya or whatever tool you want to use
or maybe there's a 3d modeling discord idk
Which ever is more simple, what do you recommend?
blender is the best to start with, as it's free free free
Is it easy to use?
sure?
It's a skill like anything
it will seem scary and overwhelming at first and get easier with practice
mean the trigger function goes in update()
Is that a question? A statement?
Ok, thank you!
The trigger function is definitely not supposed to go inside Update, no.
oh WTH
hence the "two left feet" comment
oh yeah lol
In time, with experience, that kind of error will really pop out and look weird as hell to you immediately
what's the distinction between an asset and a package?
Kind of a complicated and weird story but essentially:
- Assets can be packages.
- When we say package in this context I'm specifically talking about "UPM Packages", which are the things you will see in the Package folder. Many or most Asset Store Assets will simply be dumped in a folder in your Assets folder like you are seeing here
Packages are much nicer because they are just external dependencies essentially that don't clutter up your project's asset folder and don't need to committed to version control the same way (just a reference to them in the Manifest.json file)
that is kinda confusing. why aren't all assets treated and handled like packages
For historical/legacy reasons. Many many assets were uploaded and created before the package system was formalized
ah
Also, Unity is undergoing a longer term process to handle dependencies more uniformly the way the rest of the broader C# ecosystem does with NuGet. So even the UPM/package system will become outdated too
It's a bit of a mess
Well not really, becaue like i said "being used" could vary from "some people are using this in the editor as an edit-time tool" to "our scenes are using components or assets from it and/or our code is referencing and using the code in it"
to be fair i think unity should at least let you track if you imported any custom packages at any point
dont think you can even see that
you can't yeah, unless it's an actual UPM package
yeah you have to keep a manual list
which is whatever
i only have 2 custom packages i ever import for my projects
right my b.
Whelp
but still, for larger projects it would be nice qol
just like a simple .txt that says "hey at this time on this date you imported "whatever.asset""
for the sake of upgrade i don't see how its not a thign
sorry another question. for upgrading assets from the asset store that are paid, that would need to be tied to the person's account who bought it yeah?
there's a bunch of dependencies here that are paid assets. i assume that if i want to upgrade them, i'd need to be logged into the person's unity account that paid for them in the first place
Im doing a moovment with animations but the diagonal line IDLE are not working does someone know what could be the problem?
@crude pivot This is not an #🏃┃animation channel, don't cross-post please and ask the full question.
i think that depends on the asset
know that a lot of assets use "seats" so you have to consider that as well
someone buying 1 seat of the asset doesnt mean they can share it with anyone else working on the project without buying them a seat additionally
https://docs.unity3d.com/Manual/AssetStorePackages.html
I tried following the instructions in here to see the full list of packages but there's only 1 that registers out of the 50-60 that the app uses
So like i'm wondering what my recourse is now 😭
Hi everyone.
I need a Unity animation with hands building a house of cards.
Only animation, not gameplay.
Could you explain the exact steps from scratch? I’m a beginner and I started with a socket-based approach.
Can you explain because you are online
sorry i'm not sure what you're asking specifically
How to create animation in udemy
Like arms movement, and cards need to be where man puts
Like in real life
When you make house from cards
i'm not really familiar with how animations work in unity tbh. i'm sure that there's probably unity animation tutorials that you can learn the fundamentals and then you can use that knowledge to figure out how to create the animation you want?
sounds to me like youre just looking for an animation
youre better off animating it in some other 3d software and importing it in unity
animating this directly in unity sounds like a nightmare if not short of impossible.
Oh but for example in ue5 se have sockets, but ue5 is weird for vram
sockets as in networking?
those are the only sockets im familliar with in unity.
or are you talking about the vr stuff?
because you havent mentioned either vr or networking
Like when you use sword in game, sword just stick
Or gun
so by socket you just mean some bone on the character that you can parent it to?
or what lol
Yeah
youre better off doing that in something like blender
like i said
unity is not a good animation software
you can upload a 16k texture in blender if you choose
also textures are irrelevant to animation
mostly
Nope not at all
you would have to move them to a package (local, git repo or npm hosted)
-- Female Chest -- (NSFW parts covered by blocks)
WHY- Please help. I want the TRANSPARENT material to actually stay transparent. I change it to transclipping- BROKEN, fade- BROKEN, Transparent- BROKEN, Cutout? BROKEN.
Every single thing I do to this material breaks. I have created countless new materials, tried everything with the alphas. WHAT IS FREAKING GOING ON MAN?!? It was JUST working on my other model
i presume trans clip is meant to be opaque + alpha clip
try changing the alpha clip threshold to not be soo damn low
I see this is for vr chat so your options are limited compared to normal unity but doesnt help that they name things differently
Changing the alpha threshhold does nothing. Everytime I go into play mode, the entire material messes up
ngl this material looks overly complex in weird ways so there is probably some stupid setting in there
Hey, guys! How are you? Anybody here that took place in GGJ?
btw why tf is your alpha texture 11 mb good lord
why is it even its own texture anyway vr chat people hate performance i guess
Dont ask me why the mb are like that, I am just a consumer trying to fix a model
well i presume there are docs for this thing you purchased so go check those
Not much more we can do to help. Vr chat is known for its vast differences and limitations
!vrchat
Join the growing VRChat community as you explore, play, and create the future of social VR! https://discord.com/invite/vrchat
^ or ask here
ill say that the material changing when you play implies something is altering it affecting your settings
maybe some kind of property block 🤔
fuck knows in that big ass shader with all that crud
Does this even need such a complex shader? probably not
yeah you could check the documentation for the shader itself if it exists
it does actually i just googled it
they have an entire website
the vr chat waifu shader business is big
https://youtu.be/jvaoZJmjENs they even have an entire video for dealing with transparency issues
this is an incredibly detailed documentation page for a shader 😭
why cant everyone do this for everything
@copper ridgesee if this helps you out
not terrible but I cant forgive the sepeate alpha tex input
but i get it, its to make this easier for vr chat players
ʷʰʸ ᶦˢ ᵗʰᵉ ⁿᵒʳᵐᵃˡ ˢᵐᵃˡˡᵉʳ ᵗʰᵃⁿ ᵗʰᵉ ᵐᵒⁿᵒᶜʰʳᵒᵐᵃᵗᶦᶜ ᵃˡᵖʰᵃ
Take it up with VrChatters who sell these assets.
Like I said, I am just a consumer trying to fix a stupid model
Yea so check their docs/the video above for how to use this specific shader
Transparent or alpha clip should just work
okay im way too invested into this now for no reason but why are you using transclipping over transparent?
Rendering options in Poiyomi Shaders, such as Opaque, Cutout, and various Transparent Presets.
If thats alpha clip then it will be more reliable than actual transparent
again, if it means what I think
erm its not wtf is this
okay i think transclipping you would use only if you have multiple transparent objects overlapping each others transparency 🤔
I have a HUGE SOS, i changed something in my Code in tearms of laod and save when i attach my Player.cs to my player prefab mein unity freezes and crashes. I need help on this and i cant really describ it i would be really tahnkfull if somone got some time to jump on a clal and help me out i am close to cry..
Share more info in #💻┃code-beginner along with the code itself so we can help
Its hard to show the code i am not able to think clear currently because it seems that my projeced died is there a way to tlak to somone of you i am better in explaining
📃 Large Code Blocks
Use links to services like:
https://paste.mod.gg/, https://hastebin.skyra.pw/, https://paste.ofcode.org/, https://paste.myst.rs/
📃 Inline Code
Surround code with three backquotes. Not quotation marks.
To format as C#, add cs to the first line:
```cs
// Your code here
```
Add a comment with a line number if there is an error message.
I got some errors with the library, so I deleted it and now I'm re-opening the Unity Editor, it's been stuck on importing my render pipelines for an hour now, is this normal for a small game?
you can talk to us right here
yes
its pretty normal to wait some time
for my current project it takes close to 25 mins when i have to do it, perfect excuse for a walk
Alright.
Just thought an hour was kind of an over-extended amount of time.
Thanks.
anyways an hour is pretty long imo, it still depends on the size of the game itself, is it fully stuck on anything or is it making any progress
ok well this is new - why is layout group controlling it's parent's position?
seems I can change it's anchor preset, just can't access the x and y position fields
removing and readding the layout group seems to have fixed it, so weird
Thats not how it works so the parent must have something controlling it e.g. layout group, scroll rect, aspect ratio fitter
or a content size fitter but that sets its size only
I think it just bugged out tbh - I double checked for those
Its scale is .25 so thats probably causing weird shit
change it back to 1,1,1 and then try re doing stuff
Well it's fixed already, but yeah really weird
unity UI always has something up its sleeve just when you think it's going well lol
uitk is a bit better as that follows css like positioning quite well
theres this big singularity where most engines seem to converge onto the same thing here
"html as ui is easy"
well flex layout and most general styling options are things you probably want so thats already very similar
and it was time unity had a system that didnt rely on game objects
going to sound like a broken record here
but s&box
also uses razor which is the same thing
direct html and c# integration
ive used rmlui (in a source mod) and thats also very similar
html + css is soo well known why not copy it?
As long as its decently featured and performs well im good
Hi, I'm making a mod for a Unity game, and I have a question. If a texture is applied to an object/model in the game, is there a way to only apply the texture to a specific Material, while leaving the rest on the model itself?
#📖┃code-of-conduct talk about modding is not allowed but other unity questions are
These files seem like data caches of some kind, is there a way to delete them or shrink them without breaking stuff?
you shouldn't be committing/pushing anything within the Library folder, your .gitignore file should be covering that already
im gonna guess no gitignore is in use 😆
You need to undo this commit, remove ALL library files via git and then add a gitignore for unity projects
github desktop has an easy way to "undo" a commit which puts the commit back into your working copy
Huh. May have set that up wrong. I set a gitignore for unity but then like I got into some confusion with getting the project into the correct folder and just dragged the repo folder to another place then the whole project file in it was kinda a mess this is my first time using github desktop
If library files were already tracked then changing gitignore rules wont affect em
you therefore have to explicitly untrack them first then add the gitignore rule
Huh ok I'll try that
basically gitignore rules ignore certain files so you dont track them in the first place
It says it's supposed to be in the root, does that mean it should be in here? Because previously it was in the folder that this folder is inside of.
the gitignore isnt working because you have everything in a subfolder to root. the pre made unity gitignore presumes Assets and everything else is in the root.
You either need to move everything up ../ or correct the git ignore yourself.
I can tell because the .git folder is not present in the screenshot.
Ah ok thanks
Finally, I've set it up my FPS Controller but there's something wrong.
i want a shader that will censor my mesh by creating mosaic bluriness thats transparent and i wont need a texture for it. anybody knows a free shader that can do this?
!ask
:thinking: Asking Questions
:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
-# For more posting guidelines, go to #🌱┃start-here
if you google "mosaic shader" theres quite a few results that come up
some of them free
i have question, why is text visible on web build when i play in the browser but on itch it's invisible
wheres the best place to learn C# coding? im new i already know stuff about unity the gamespace etc i just wanna learn how to code c#.if anyone knows where it would help alot.
the other text uses the same font in another scene and that one is fine
how many here use multiple programs like blender photoshop etc
Do you mean some kind of pixelation post process effect? That can be re created yourself via a shader graph full screen shader and a custom post processing pass (to render some objects into a mask for the effect for example)
Some pre made solutions probably do exist though but I dont know
mhm! unfortunately im not so smart to make that myself ><
Hmm got any shader experience?
no i just make cool vrchat avatars lol
Oh well if this is for vr chat that changes things cus I have no idea what they let you do there
Do to this properly a post processing effect is best I think
basically to produce the pixelated effect you would sample the frame buffer with reduced precision in the areas you desire
What's the best way to make river splashes/particles using the particle system? The default particle looks a little too fake
the best way is to paint/make your own particle flipbooks.
!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**
I use it?
Read the bot message
I use that "collaboration & job" thing? Btw thx for navigation
But I can't access, should I use it for myself?
Yes, you should use it for yourself. It's where job/collaboration posts should go.
If you can't access it, you'll need to make an account on Unity Discussions.
It's a forum, essentially
it is working here, so yes, probably your end
Are you using a VPN or something to access the internet?
Feel free to make a #1180170818983051344
Was it nescessary to crosspost this in every channel but the one it would belong to 
Yeah a lot of people do, whats up?
You don’t understand me.
unironically true
Isd there anyone that would like to help me fix my Bakery?
anyone professional maybe?
https://geom.io/bakery/wiki/index.php?title=Bakery_-_GPU_Lightmapper
There is a support link at the bottom.
And did you run it?
And did you make sure?
Also try on a blank project as well.
Also, from the store page:
NOTE: Requires modern Nvidia GPU (6xx or newer) and 64-bit Windows (7 or higher).
im on a rtx3060
running 64
there is a lot of stuff that isn't imported into bakrey
im seeing it right now
idk why
nvm,
its just broke
ill use normal lighting settings
ill live
Light probes with normal lighting will work
so ill be fine
I appriciate your help
Where would I post about an editor tool/potential asset I am working on?
Its not a game project, so not sure if it goes in #1180170818983051344 or not. And it isnt on the asset store yet as I am still working on it and just want to get feedback. So I dont think I post in #1080140002849214464 either?
dev logs is fine
Ok, thanks. 🙂
I have a object with a particle system on it and when i enable it it plays an explosion But I want to change the sorting order so i can see it any ideas?
Sorting order is in the rendering tab in the inspector I believe.
Also #✨┃vfx-and-particles
i read that it wasnt possible in srp and its a default option in urp should i just switch over?
So, by default does unity keep a backup of the files?
like, the last save
I deleted a folder, that I reallly didn't want to delete
Windows recycle bin
❤️
you need to set up some sort of version control like git or unity version control. unity does not back up your files automatically for you
any advice made in blender btw
Convert i think
When I try to do a WebGL build (i tested it on a brand new project) I get this error (attached) I tried deleting Library\Bee but which was some of the suggestions when I looked up how to fix this error but it still gave the same error
hey ive started unity a few months ago and im trying so hard to learn how to code c# and i cannot. does anyone have recommendations on a good tutorial?
code monkey has some good c# tutorials
thanks bro ill look into it
Yeah C# course by codemonkey is best ... But if you want better understanding about C# try microsoft C# foundational certificate.
you can find this on freecodecamp website
I deleted library folder due to some bugs with it, but now it's been stuck on this without making any progress at all for over 18 hours.
my game is really small as well.
18 hours wth ,which version are you using
2021.3.26f1.
First open task manager and look for unity related executables select them and end task
Then again delete library folder
After that , press WIN+R and type prefetch a folder will appear select all files in that folder and delete them bcz these are useless no affect on your PC
Then restart pc and open again I hope it works for you
oh no almost all my stuff got corrupted
No that's not bcz these steps bcz these all steps are windows related not unity
Try minor version change like 2021.3.26f1 to something minor up version mean like f2
my assets won't load
how the hell do i ajust the mapping for my humanoid foot? i cant find an answer online - the bone is sloped downwards while the mesh is flat.
tried everywhere, moving the bone just moves the foot mesh
any idea why that happens? I copied the default character and swapped the mesh and animations for mario and now the camera, animation and jumping is broken
Hey, are there any must-have assets you guys know about? For localization, controller support, etc? I guess I could just use the input system for controller support
there's a localization package as well
ayellowpaper’s serialized dictionary solution
is the asset store servers down?
on that note, scene references by eflatun
There's no off-topic here.
hi, I'd like to make electrified water with electricity, I've looked online and most of the tutorials with vfx graph are outdated and I can't replicate what they do and I've never used VFX graph neither, do you guys know another way to achieve this or a tutorial on this please?
do you want that effect only on the water surface or so that the water emmits sparkles outside of the surface
like sparkles that go outside of the surface
huh both are good I'd say as long as it looks realistic
Is there a really good tutorial for First person controller?
i found 2 prefabs inside the vfx graph that should be exactyl what you are looking for
you simply add the samples addon in the package manager for visual graph
like when I make a visual effect graph, the presets or an asset? sorry if I don't understand
you got the visual effect graph in the package manager, click on it then inside there are samples you can dl,
ohh yeaaa, which is the one I'm looking for?
lighting and sparkles
addition?
oh yeah the one i imported
yes exactly, i also showed on the screenshot
ohh yea sorry I didn't see
thank youu so much
i am just doing vhs effect for 2d game
for main menu
have you enabled it on your camera
Make sure you are using the correct one for the pipeline
Preview always works, it supports both effects regardless of renderer
wait
What pipeline are you using?
glad you like them, you are welcome
its about game development
it doesnt lay on buttons and bg
Are you using URP?
yes
Show volume component
And this looks like V2 Postprocessing Package Volume
Which is for the built-in pipeline not URP
damn
go into packages and uninstall V2 PP pipeline
aaaah
URP has built-in and those would just confuse you
uninstall what?
aah
and i need to remove urp?
no
just uninstall v2 pp pipline and its all i need to do?
This package is useless on URP make sure it's not installed, remove it
now replace with same components from URP, they looks like normal scripts and do not have own icons still I think
Largely work the same, with only few modules/features not supported.
i need to remove these overrides>
you need to remove the whole component
yeah did it
you got Global Volume in your scene work with that thing
it is the built in Urp post procesiing game object
No vc’s here
i mean call
No calls here
dm call
that just defeats the point of having a community server
No dm calls here
but why, we already eplxained what you have to do, really straight forward
i didnt understood this
cool, then say so
and this
look at your hierarchy
just u said to remove whole component you mean global volume?
#💥┃post-processing Has manual linked including detailed walkthrough how to use its components
All resources are pinned there
Which should've been the first place to look really. It explains the difference between pipelines as well
sorry that i cant uderstand better i am not native eng, but i just i want to make a vhs effect on my game
not sure if you can do that with pp tho
only urp?
you need shader graph for that
Not by default but you can
can u explain?