#💻┃unity-talk
1 messages · Page 71 of 1
ok but it sounds like shader graps will be easier
am i right?
let us first get your pp running, i suggest you come to the #💥┃post-processing as Fogsight also pointed out
hi, I added a virtual effect prefab in my scene and when I play it, I don't see anything, what's the issue?
probably because it only plays once
oh and so I can't see it because it's too short?
maybe
hi, how to loop a visual effect? I can't find the looping field anymore
the sfx doesn't work, I looped it like this https://paste.ofcode.org/qNPWBaY8ZT7nvZ6P76Tnfb
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
you were not meant to send the entire log file
check them for errors near the bottom, those are the most recent logs
ok
i fixed it
thanks for helping
im going through it still
but i know how to do it niw
thanks
Could someone make a gorilla tag copy for me
no
no
hi why do the unity builtin visual effects not work?
I have a 3d world element implementing IPointerEnterHandler and visually above it, there's an UI element that also implements IPointerEnterHandler
I'm only getting callbacks from the 3d elements, but I want the exact opposite as the UI is visually on top
any quick workarounds for this?
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i'm not sure, but i would guess that that should happen already. i guess make sure your camera has a graphics raycaster and that your ui elements have "block raycasts" (or similar) enabled
they both work independently, but for some reason the physics raycaster is having priority over the graphics raycaster
ah, not sure then
That shouldnt be possible
For 3d world elements i think you need use OnMouseEnter
that is a separate thing
no that no longer works with input system
and it's for the old system
Interesting
I've managed to disable the physics raycaster whenever a UI is open, but it's pretty ugly
Its explicitly mentioned in the documentation for these functions
is this UI screen space overlay/uitk?
screen space - camera, ugui
To be honest, I've never used it since I preferred Physics.CastRay for world objects
OnMouseX is okay but a tad shit compared to event system pointer events
I have two cameras, one for UI, one for the rest, if it's relevant
what render pipeline are you using?
Im going to presume that world canvases do their graphic raycasting after physics ones.
The raycasters do have a priority but im not sure if changing this will help you
https://docs.unity3d.com/Packages/com.unity.ugui@1.0/api/UnityEngine.EventSystems.BaseRaycaster.html#UnityEngine_EventSystems_BaseRaycaster_renderOrderPriority
URP
interesting, so why the 2 cameras 
that has no effect on this
oh yeah no this is just my curiosity lol
self plug to my event system example project if that helps anyone: https://github.com/rob5300/Unity-EventSystem-Events-Example
sincerely at this point I'm not exactly sure anymore 😂 not sure if it was because of post processing, different rendering settings or whatever
I know for a fact that overlay canvases will do their raycasting first, then physics
Did you set the event camera to the main rendering camera on these world canvases? @tulip linden
it's targeting the UI camera
Why is the ui camera different? Does this canvas need to be using this render mode?
Unless you need some perspective stuff there is no benefit
with overlay it works indeed, but there's already a bunch stuff depending on it being screen space 🫠
are you using mesh renderers in this ui or rotating things to have perspective?
it also works without camera stacking, but then the post processing starts affecting the UI
I dont know if you can cheat and have your physics raycaster on this ui camera instead
but the fact that UI renders seperate on a new camera is probably why its not working properly
looks like the raycasting only works if the camera can see the elements
damn i hoped the raycasters having their own layer filter would make it work
the original idea was to have some world particles and maybe some stuff in front of the UI, but we never really did it
as it is only using the camera to know where the raycast starts and goes
at this point I'm happy with just disabling the physics raycaster whenever a UI opens
There are packages to render particles as graphics in UI properly
Thats probably best if you dont really need UI and 3d/2d interactions at the same time
I hope that stays the case 😂
thanks a lot for your help
would making a minecraft type map builder be a good way to make a map? like id make the block models but it would place and break like the game?
Only you can know if that kind of map would be good for the game you're making
hi guys, I'm trying to figure this out since 5hours, in the assets, I downloaded the visual effect package addons which contains a lightning VFX prefab, but unfortunately this SFX doesn't work and I can't make it appear in my game, thanks.
i mean if your game is made up of large voxels like minecraft you would ideally have some sort of tool to make level and map creation easier
you could combine procedural generation or some "voxelization" basically design your levels with larger primitives and have an algorithm automatically place your individual voxels to roughly match the shapes of what you have
it really depends on what kind of game you have and how detailed individual voxels are
They already left ¯_(ツ)_/¯
maybe he found an answer lol
time to find another server too 😭
for me it worked perfectly
make sure that it doesnt only play once
I made a script which calls it each a certain interval of time and I just can't see it, are you sure it works with HDRP?
i tested on urp not sure about hdrp but i dont see any reason why it shouldnt work with that too
yea fr, I'm using the VisualEffect.SentEvent(); function to play it each intervals, maybe it's the issue but I don't think so, it's probably poorly configured but I can't find the issue though..
is there a reason why you are using code to play that
yes, I can't find any loop fields
I think the looping option only is on URP
you know that you have the graph settings right. have you found that window
this right?
no i mean all of the inspector settings where you can change the particle values
yea there are not loop options here neither
There's no offtopic here.
@flat breach
you have to open the graph editor window, you can do that buy pressing edit.
OH yea, the lifetime is 1.5
yes I'm in
it is the spawn settings if i am right
there is a loop duration and a loop count which is equal to 0.5, should I higher this?
not sure how you want it, just try around until you are happy with the results
thank you so much for helping me, I hope it will work
you can compare it with the burst effect and see what values they used
i am following unity learn at the moment. in one exercise the standard skybox should be swapped with another one. I did as i was told and it swapped in scene view but it is still the same in cameras mode and in play mode. why is that and how can i fix it?
oh yea none of the visual effects work, maybe I need to enable something in the project settings
when you select your camera, on the inspector what does it show as clear flag
i am not sure if i have this checkbox or selection
under envoirement
In editor, leaving works fine, but in builds, it's broken to fuck???? If I join a server on the build, it's broken. But on editor, It's perfectly fine????? fuck this projecct
ey guys flying around viewport on a team level but its a bit laggy, is there a way to disable vfx or any post processes that might be slowing down viewport performance, without disabling it in game?
in scene view vfx can be turned off same for the pp
in the scene tab there is this icon that looks like layers on the right from the speaker icon, click on it and you can uncheck the things you dont want
whats better for 2d game making , Unity or Godot for beginners?
both
thanks that sped everything up!
thanks its sped up the scene performance nicely but when it saves still takes ages, guess that can't be helped as its quite a chunky prefab
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
are you familiar with any programming language
very useful stuff thanks!
nope…
im mostly an art guy xd
then start with the c# basics first
yesyes, unity uses C#
im aware but i havent look up the tutorial
but i ment c# outside unity
learnign unity + c# is really overwehlming in the beginning
do I use visual studio code right?
game dev is not an easy task, you would have to start small, most peopel will recommend going this way
i have it downloaded
visual studio code is fine, visual studio community is even better for unity
yes it def is not easy (already by the sound of it)
stuff like animation, music and sfx, and art direction is needed
Hey. Is there anyone here wanting to do an open world type game and would like rapid environment building for prototyping?
!collab 👇
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is there some way of changing the volume of an audio clip while it's playing?
Audio mixers idk
what
thank you so much
Audio mixer track volume works or the audio source volume should work too
Change free space to full hd
(im applying post processing btw)
ok
game view is zoomed 2.5x
Hey can i ask in this channel if i could get someone to be a judge in our game jam?
its on purpose to show that its pixelated in the screenshot
wut that will cause it to be worse quality

Un zoom it then send a screenshot at the real resolution then
how can we help with an issue on top of the issue
twin the zoom isnt the issue
if it was the issue then the zoom would effect it on the scene view too
the post processing isnt applying properly
thats the issue
Is this a sprite renderer?
yes
What post processing is active?
bloom and vignete
what happens when you switch the resolution from free aspect to something like full hd or 4k
nvm i see we moved onto a seperate problem
do you have a camera stack?
wdym
ill take that as a no
im using cinemachine for the camera
which pipeline?
doesnt tell me much this screenshot.
but it is urp and you have a volume so thats something
does your game view show the post processing before you press play?
and when you click play it disappears?
no

you said your post processing isnt applying properly?
oh
i mean the only thing that would show is the bloom
It feels like there's anti-aliasing on the camera
the platform is appearing to be lower quality and not glowing which is why i assumed the issue was being caused by the post processing
even tho in the scene view its high quality but thats bcus i have the pp turned off
Can you show camera settings?
the cinemachine camera or the normal camera
The sprite may just be the wrong resolution for your desired game resolution
Normal
Did you mean for it to use point filtering?
whats point filtering
lemme google it rq
go to the sprite asset and change the filtering mode
by default it will be bilinear
It's strange that it looks normal in the scene view
ikr
i think the texture is supposed to be using a mipmap its just that it might be bugged out
Usually, when filtering, it is also blurred there
Usually for sprites you don't
im following a tut and in the tut his appears to be using mipmap
dont get confused with "spritesheets"
oh well for sprites in a 2d game we want mip map creation OFF
thats his thingy not mine so i have no idea
Why? because they are basically useless with orthogrphic cameras
also treat me as an idiot cus it helps me learn better and saves u alot of trouble
how come
mip maps make textures look nicer in distance
2d game not have perspective
means mip map useless and wasteful
means we turn off
happy times
https://miro.medium.com/0*wME1v_DZzeHf9MHC
anyone know how to get emojies working with text mesh pro?
They seem to require a color font - but that also does not work and return a blank.
I also get the warning:
The character with Unicode value \U0001F37F was not found in the [ArchivoBlack-Regular SDF] font asset or any potential fallbacks. It was replaced by Unicode character \u25A1 in text object [Text (TMP)].
But that's expected.
It may be possible with am emoji font as fallback.
Otherwise tmp has functionality for a special emoji fallback texture
Ummmm what's happening here? I'm on 6000.3.3f1, and a big majority of the Unity built-in packages I have installed just have invalid signatures apparently.
Upgrading to 6000.3.6f1 fixed it.
honestly making a unity game is very long but im honestly starting to have fun experiencing and learning things
😁
That's what I did, apperently the version on google fonts is not windows compatible.
But the noto color emoji font from their github repository is! so I used that one instead.
to anyone seeing this in the future, get the global, multidevice one from github:
https://github.com/googlefonts/noto-emoji/blob/main/fonts/NotoColorEmoji.ttf
And inside unity: right click on the font, create -> textmeshpro -> color. this is the one you assign in project settings to emoji fallback font.
Great! I forget what font I used in the past but this is a better option
My Unity Baking lighting goes up all the way till weeks of baking time, even tho I have a very small map, and the settings aren't even a little rough.
Does anyone have a solution?
I tried putting it under my GPU as well, but that still didn't work.
and also turned off Contribute GI on every single object
Unity Editor: 2021.3.26f1
I think my spawner gun ui is too bland for my vr game what do you guys think i should add?
look at how other games do it for reference
I need help regarding a shader problem I can't explain the issue i'd have to show on a discord live or something similar. If anyone can help please do!
They cannot as there’s no vcs or calls here
I am semi-constantly getting this error
MissingReferenceException: The object of type 'TMPro.TextMeshProUGUI' has been destroyed but you are still trying to access it
Your script should either check if it is null or you should not destroy the object
UnityEngine.Object+MarshalledUnityObject.TryThrowEditorNullExceptionObject (UnityEngine.Object unityObj, System.String parameterName) (at <a8e68401729c47848d649c58cc15c230>:0)
UnityEngine.Bindings.ThrowHelper.ThrowNullReferenceException (System.Object obj) (at <a8e68401729c47848d649c58cc15c230>:0)
UnityEngine.Behaviour.get_enabled () (at <a8e68401729c47848d649c58cc15c230>:0)
UnityEditor.EditorGUI.DoInspectorTitlebar (UnityEngine.Rect position, System.Int32 id, System.Boolean foldout, UnityEngine.Object[] targetObjs, UnityEditor.SerializedProperty enabledProperty, UnityEngine.GUIStyle baseStyle) (at <07f4737e5133458982cbf3761bb87dfd>:0)
UnityEditor.EditorGUI.InspectorTitlebar (UnityEngine.Rect position, System.Boolean foldout, UnityEditor.Editor editor) (at <07f4737e5133458982cbf3761bb87dfd>:0)
UnityEditor.EditorGUILayout.InspectorTitlebar (System.Boolean foldout, UnityEditor.Editor editor) (at <07f4737e5133458982cbf3761bb87dfd>:0)
UnityEditor.UIElements.EditorElement.DrawEditorSmallHeader (UnityEditor.Editor[] editors, UnityEngine.Object target, System.Boolean wasVisible) (at <07f4737e5133458982cbf3761bb87dfd>:0)
UnityEditor.UIElements.EditorElement.DrawEditorHeader (UnityEditor.Editor[] editors, UnityEngine.Object target, System.Boolean& wasVisible) (at <07f4737e5133458982cbf3761bb87dfd>:0)
UnityEditor.UIElements.EditorElement.HeaderOnGUI () (at <07f4737e5133458982cbf3761bb87dfd>:0)
UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <ee61d37dea8b4edeafdea3274c519a96>:0)
UnityEditor.Selection:Internal_CallSelectionChanged()
It started yesterday, if I recompile it goes away but it comes back after I keep changing one of my scripts
I mean if I reimport the project, it goes away when I do it
But it keeps coming back
If I click twice on the warning Unity doesn't show me anything
Any idea what it is or how I can get rid of it?
Also it only pops up when I press play
does specularity not exist with baked lighting? my material is shiny but it only gets that shiny look from realtime lights, the baked lighting looks very flat
it does
It seems to be coming from some of the editor ui. Are you destroying any objects on play?
If not, try resetting the windows layout.
need help with smth on the editor. i have downloaded about 5 different editor versions and each one does this. I tried to update the editor version to the latest version to be able to experience every option for making things in Unity. I select everything for Android, but when installing, the SDK and NDK tools dont want to install. Anyone know why>
I'm not sure what I'm missing to be honest. Why is my material pink?
this is what it shows
!install
- 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](#💻┃unity-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.
You likely have universal render pipeline active, but that material is using a built-in render pipeline shader.
oh yeah, I forgot about that...
rookie mistake, thanks
Ah, I reseted it and it went away, thank you
I mean I hope it doesn't come back
What options does a group of folks have that are simple hobbyists (more than 3 of us) to collaborate on a project? Is a cloud repo like GitHub our best option if we didn't want the very high prices of UVCS?
Unity version control has a free tier if you manage your project smartly(avoid uploading assets and limit it to code). Otherwise yes, github would do, though it has file size limits by default. If you want to upload the assets as well, you'll probably need to use git lfs, which also costs money(not sure how the price compares to unity though, might be cheaper).
Thank you. I'm on the git-lfs page and it looks like it is free?
Git lfs is just the technology that allows large files workflow in git.
Github is a cloud service that hosts git servers. Git doesn't charge you for anything. Github - does.
You can of course host a git server yourself on your own server. Then you wouldn't need to pay anything for version control.
what
could be some formatted text that's not handled properly, try checking the source
nope
wonderful
well, docs do have a link there, and that summary looks.. generated from some other source, it's not even using triple-slash?
https://docs.unity3d.com/6000.3/Documentation/ScriptReference/Profiling.Profiler.html
so i guess it is indeed formatted text that wasn't handled properly, but upstream lol
There is a #1390346776804069396 room which would have more information, but perhaps something do with Light Probes, or lack of? not sure, i use realtime
I know the diff of git and GitHub. I was talking about git-lfs since you said it had a cost.
it is free, to start, but can begin costing money quickly as the bandwidth and storage are both set at 1GB free, then it costs, iirc
not sure if it was mentioned, but one of you guys can local host a git repo, and allow access to the other team members. that would be free
ok... thanks for that. Nothing a little research won't hurt us to solve.
Git lfs itself does not cost. However github does charge for using it in your repo according to the storage consumed(beyond the free allowance).
Which is basically the same as unity vcs. Though github seems to be a bit more generous.
oh wow.. i just realized you had already said all of that (what i repeated) previously. i missed it when i scrolled back the first time
hello
Yo, I don't know if this is a unity issue, but this is what the model looks like up close, and when I go far, I can see the seams between the UV's. The UV's don't look like they have an issue and this doesn't replicate in Blender.
for anyone wondering, it was minmaps causing it
Your first
yep
anyone have a tutorial on how to create a tower that a player character slowly captures when they interact with it? like holding down a button on a tower would make it capturable, honestly im not sure where to start on some something like this. (im heading to sleep, so i'll be back in awhile sorry and thank you if someone replies!)
I would suggest starting with just having input log to the console, then have it log a number calculated over time, based on how long your input is held for, reset the input each time you press it down (unless you want progress to continue after an interruption), and then fire an event when the hold time reaches a number you consider as "complete", you can then apply that logic to your specific tower with a condition - maybe while you are considered "in range" of the tower (which could be with a collider or a raycast or another approach like position distance, frustum view, etc), that is your condition that allows having input held down and increase your number over time, you can have your tower or player subscribe to your "complete" event to decide what to do after
is there any solution for stylized vines or ivy in Unity? just plotting a point rather than having to model them out
?ban 1466832345276481832 spam
officialwangchuanfu0618 was banned.
Is this the place where we can get help from fellow game devs?
: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
That doesn't answer my question I don't need a bot i need a person who of course is willing to help
This is a community server. So you (read the last sentence) do NOT ask to ask or expect 1:1 sessions. You ask your question, describe your problem in the appopriate channel and someone from the community will help eventually, if they know a solution and got time
Hi, I'm trying to optimize the build of a navmesh (with navmeshcomponents). From the docs there's written that "When UpdateNavMeshDataAsync() is called, first the hashes are compared and only changed portions are rebuilt. For this reason, the list of sources should always contain all the input geometry, even if they haven't moved or changed. If the list of sources is modified between calls to UpdateNavMeshDataAsync the missing/added sources are considered changes. Try to provide the sources that have not changed since the last update in the same relative order as before because their sequence can affect the values of the hashes."
My game is a survival and has thousands of objects. Since I can't just update a local portion of the navmesh (localbounds seems to cut out everything that was outside of its bound, so it's not an "incremental" update), how can I optimize it? If I, for example, cut down a tree and the tree had index 1 in the source list, would it rebuild every single object in the navmesh?
i got hacked guys
my fault
!collab
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if you need as much space for your game as possible and you want it free, i couldnt find anything better than Gitlab which offers up to 10 Gb free space
hardest part of your game, finding there right assets.
or you can make your own assets
takes some time to learn
true but it scales with the quality of the game
as example making assets for a 3d game would take a bit longer than making ones for 2d
and depends on how much quality they would have etc
but personally i find making my own assets way better for long term
as diff design make the game look not connected
Hello, i've some issues with the action maps, i don't know if it's a bug related to me or of the version.
When i create input actions => actions map, and i relaunch the engine, it disappear from the list
And i can't see it in my inspector choice.
I'm on unity 6000.3.5f2
Thank you for that! I did some more reading and it looks like LFS is recommended to use even if you feel your game doesn’t need it immediately? For a basic beginner project that’s 2D this is probably sufficient?
https://www.instagram.com/p/DUQeiEdiEu3/ will you follow my first content?
I never developed a 2d, only a few in the pathways, so i dont really know. I did use LFS immediately for myself because i knew im gonna go greedy and i relatively quickly ran out of space so i purchased a mini-pc and configured local git service for myself where i have basically unlimited space for my repositories and besides first investment of purchasing the hardware, im not paying anything while having ... i think 1Tb space atm, i dont really remember
try asking in #🖱️┃input-system ig
maybe later when the game will get closer to the release i'll get rid of unused files but for now im happy as i dont need to worry about holding back
this isn't a place to advertise
nobody ?
!collab
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We do not accept job or collab posts on Discord.
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• ** Collaboration & Jobs**
I really wish we had that bot that makes it so every time someone tries to ping 40,000 people they'd get a role that gets pinged when anyone else tries
This would have been a hilarious one for those knobs to be woken up by
According to the description you provided, only changed portions are rebuilt, and adding/removing objects to/from list is considered the modified portion, so theoretically, removing one tree from the list should not rebuild the whole thing. Only the part where the tree was.
Hey guys i need help
So i wanna make an 2D UI button glow like with an material or something like that but i watched many tutorials but i am having an 3D based game any Ideas?
does your game being 3d really matter? you're going for 2d ui
where i can report bug ?
Nooo xD
Like Canvas items and stuff it is for an Display ingame but without the glow on the 2D object does it look wierd and not good
I mean the 3D Object Display does have glow but i dont find any ways for the 2D Button
simulate the glow by using shaders graphs, i already did that
is there any good tutorial for that on Youtube?
:/
i didnt find any
Could you give me one? :)
im too lazy for that
xD
simulate it with decals
Understandable
why my message got moderated, when it was only "like"
because it had nothing of substance in it
oh
i'm trying to make a particle system that spawns particles in world space that move toward the player dynamically. couldn't really find any good search results for it. has anyone here done something like that and could point me in the right direction?
i could definitely do some hack-y solution involving spawning a bunch of individual prefabs with a one-particle burst attached but that feels like an incredibly wrong solution, so if anyone knows a better way, please help me 😄
@indigo lake
I found an video but it doesnt work could you look?
!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
Well, if I understand correctly, the order also matters, so if I remove the first element of the list (e.g. the one at index 1) every other element changed its index and is rebuilt. If I remove an element in the middle of the list, only half of them are rebuilt etc.
Am I misunderstanding that? Hash should be linked to the position in the list, no?
There's literally written:
Try to provide the sources that have not changed since the last update in the same relative order as before because their sequence can affect the values of the hashes
um, theres a problem , i want to install Screen Space Ambient Occlusion at my URP Render Data to enhance visual quality of my game, but after i click it , it always told me it's missing RenderFeatures and cant install it.
i have tried to creat a new URP Renderer Data to see if it can work , but failed.
did somebody know how to fix this error?
Do you have any other compilation errors in your console?
im trying to run a project, is my 1st start and it says me that
NO? i use attempt fix before, but it always report the same things.
(disregard, setting the emission shape rotation instead of rotating the gameobject it's attached to got me the results i was looking for!)
And what does the attempted fix option do?
I’m not entirely sure what it changes internally.
I clicked it to see if Unity could automatically resolve the issue, but the error still remains.
when i first encountered this problem , i go to ask gemini, and it told me to try the attempted fix buttom
what version of Unity are you on and what version of the URP package?
make sure all your packages are up to date
My unity version is 2022.3.52f
and the version of URP is 14.0.11, it didn,t told me to update the package
looks like your editor is a bit out of date. The latest version is 2022.3.62f3
I would try upgrading
and then make sure URP is up to date after that
im trying now with an older version and now it seems it's loading
i need to install this , am i right?
Hey guys i need help
So i wanna make an 2D UI button glow like with an material or something like that but i watched many tutorials but i am having an 3D based game any Ideas?
Render UI with separate camera in Screen Space Camera mode and apply Bloom to it. See pins in #💥┃post-processing for details. And recent discussion as well.
yes
Thanks @charred fog have to a just everything now and i reallyy apprichate your help :D
Sorry for my bad English skills i am still in School so 
...the problem still not fix, oh no, i already use the lastest verison editor to install the ssao
Why are the profiler frames so squished in latest unity versions? I'm suing 6.3, I remember that 2022 and previous ones spread the profiling in the whole space
so that you could clearly see individual frames
I can't even zoom in
anyone else getting unverified from burst?
Reinstalling does not fix it.
this is in 6.3, maybe burst name was changed or something?
Bumping this
this is a known bug, iirc it's been fixed and you can just update the unity editor
Thanks
Hii, I made a model and i wonder how people add those poses for sitting when u press c and z etc but i also want for walking and standing normally so it dosnt do the normal pose. do any of u know how or tutorial i can follow?
is there a reason why some objects on a hierachy wouldn't group into a gameobject with ctrl shift g? 🤔 works on a solo item but not several
Does it work if you right click -> create empty parent
tbh I didn't even know that keyboard shortcut existed
I think its because some of the meshes are already in a gameobject, its a big list. Is there a hotkey to unparent them do you know?
I'm not sure what you mean by "some of the meshes are already in a gameobject"
Everything in the hierarchy is a GameObject by definition
meshes are assets, not GameObjects
you can select them all, click and drag to unparent
So if everything is a gameobject, meshes must be a gameobject as well @vivid cedar
No, everything in the hierarchy window is a GameObject. Meshes don't live in the hierarchy window, they live in the project window
Thanks
Meshes are used by the MeshFilter component on a GameObject
The mesh files themselves are not game objects, and the game objects that reference them are not themselves meshes.
does anyone know why my sprite is super low quality? I downloaded this sprite but the quality is noticeably lower and I have no idea how to fix it (sorry if I don't respond super quickly, I'm really busy)
what are the settings on the asset
lkooks like it's using bilinear filtering instead of point filtering.
How do I fix/change this
by changingt hte filering settings on it
click on the asset
change the setting in the inspector
try to fix things on your own too
all you had to do is to select the asset and look for filter or quality settings
I have no idea what bilinear filtering means though...
I assumed it was a scaling issue
like my project is too big or something
but I wouldn't have known how to fix that
hello!
i need some help. I am making a gma and i want an in game screen that is still visible even if i am not focused into the screen but i cant find any tutorials
wdym by "still visible even if i am not focused into the screen"
specifically wdym by "focus"?
Because there's nothing I'm aware of in Unity that becomes invisible when you are not "focused" on it
i mean go around the scene and then idk press E to focus on the screen (make the coputer screen in fullscreen)
that part would just be a camera movement
to make an in game screen you generally use a RenderTexture and render it on a quad, or use a world space canvas
Hey, guys! I really need help. If you remember, some of you probably I have in college a project to translate my unity project in unreal engine and I have started working on it but there is a problem I have. I have imported my unity models (.fbx) in unreal engine but I see them all grey they dont have textures, neither materials on them. Is there someone with experience in Unreal Engine, as well as in Unity to help me fix the issue?
I have imported everything like all my textures png, tga into my UE project and not sure how to fix this.
I didn't move my .mat files from Unity because they wont work in UE
it has its own material system
now why is unity flagging their own stuff as malicious lmao
wdymmm its been a month singe i used unity ai
This isn't a Unity question, join the Unreal discord and ask there.
This was a bug that is fixed in the latest versions of the editor
I keep getting metadata corruption and it's very annoying 🙁
hey guys I am a newbie and I have a problem. where do I ask it? is this the right channel?
About once per day I have to reimport part or all of my project
There are categories for the types of problems that can happen. Best to ask in the matching category
it is about a package related to grids and tilemaps. I'm not sure which channel I should use
The update method checks for changes and then recomputes the navmesh based on those changes
You need to give it all of the relevant geometry
It should not be as expensive as computing a navmesh from scratch
<@&502884371011731486> spam
?ban 533283516079800330 bot
greko3000 was banned.
banned for being a small boy
This is now a boy free zone, sorry everyone.
i'm reading this in atomic shrimp's voice
Despite all of the servers I'm in, none of them have the "anguished emoji arms up in the air getting vaporized" emote to react with and I can't post gifs here so just pretend I posted that one
hi people, i'm a new person in unity and i started the progam of programer jr in unity learn, i've a question, i can use a recent version of Unity like 2022 or i really need the version 2020 as the course says?
There might be differences but most basic courses are going to have mostly the same concepts
Unity 6 would have a fairly decent departure in that the new input system is now the default, but the old one still works fine you just have to change some options
It's best to use the same version as the tutorial you're following, so that you don't need to spend time not on the course when there has been UI/ feature changes
hey guys, I'm looking to find out which mesh this collider belongs to using physics debugger, but how are you supposed to know which mesh it is? I've got like 200 wall pieces in hierachy
After selecting it in the scene view, put your cursor over the hierarchy and press F
I can't select it though, I think it might be a hidden mesh but the collider of said mesh is still appearing
oh, okay got it, thank you! i hope the difference between unity 2022 and new versions will be not big
just trying to breakdown which mesh it could be, I think it may be hidden which is why I can't select, but the collider is still appearing
you can click and drag to make a selection box, this will select things within it (i can't remember the criteria for the selection, maybe going over the transform pivot..?) .. might help select it
other than that, you're gonna have to systematically disable gameobjects in the heirarhcy and work it out through process of elemination
2022 -> 6 was quite a big change
Yes, I'm doing that as I said, that was not my question. It's written that the order and position in the list modify the hash. So, if I remove, for example, the first element in the list, every other element after that is recomputed since its hash changes. Is that correct? Is there a way to not do that?
I'm already giving the full source list every single update
damn
I'm really trying to add text to a dark scene which will later get illuminated by lights. SRP/Unlit (errors) or Tmp/DistanceField(Surface) (Magenta of death) don't work. Ive been scouring niche Unity Forums for the past hour. I made it through UI- TMP, It is on scene. Im trying to make a diegetic interface.
EDIT: Figured it out. If anyone is having the same problem:
Reimport TMP (Window -> TextMeshPro -> Import TMP Essentials)
On your text use the following shader: TMP_SDF_URP-LIT
if you are not facing any problems, no need to downgrade
Ah, I didn't see your later reply
I am not sure about that. It'd be worth profiling.
I wonder how this compares to using NavMeshObstacle components that are set to carve the mesh
it may be an identical code path
It doesn't work, the profiler shows nothing in any thread (with deep profiling)
right after i finally decide to stop constantly updating they break the one im using
i'm trying to download unity for a month now
and this is the error it give me please help im gonna destroy my f### monitor and smash the shit out of this fucking pc rn
Hi ,
I bought pixel art gui assets for my game. But when i try to add image from this asset, resouliton is looking so bad.
What should i do ?
this is my sprite editor
Re size the sprite to make its aspect ratio match the sprite
You can also use an aspect ratio fitter to help
hey everyone, you are my last hope, i imported an asset package to my project and my entire scene disappeared, only a few assets remain visible, everything else is an outline and all my prefabs are gone
Was your main scene "SampleScene" still?
no, it was my main scene
i can send you a link to my stream cause i was streaming it so you can see what imtalking about
Ill pass on that but you either opened another scene and got confused, you imported and override your scene or you just have your scene view camera in a weird position or setting
If you overrode the scene and you have no backups /do not use source control you are fucked
yeah... thats what im afraid of, my assets are only showing up as outlines and i reimported all my assets and all that
share a screenshot here
Hello I'm having a problem with tilling for my textures I just need help getting it wrong because I don't want it to just like be repetitive and I don't want to just be a blob I just need it to look normal
Do you mean to be in orthographic/2d mode?
yes its a 2d game
Take a screenshot showing the entire editor. Did you accidently hide some layers or gameobject visibility?
there are some really weird ways you can wind up hiding everything
the weird thing is, some assets are still visible, like the canvas and coins, but all my prefabs are invisible
can you show me the inspector for the Camera object?
Does anyone know how to fix this? I've been trying for quite a while.
I can't seem to find a solution for it.
Y'all I imported a fbx tree model and it has no colliders. I added mesh collider and I still phase through it
customize the collider size
oh wait
is the log and leaves a different model?
No leaves it a dead tree
Definitely don't use a mesh collider for a tree model
start with a capsule
Do I have to size the entire thing?
a tree is going to be way too complex for a MeshCollider
Cuz I've got a lot of trees
wdym by that? YOu should size the collider to fit the general shape of the object, sure
prefabs
They are all positioned differently
anyone got a fix for this?
Will it still work
When I resize the capsule
Will it go up all the branches
Even if they are rotated differently
The collider will be whatever size and position you make it
the branches are irrelevant
They are
It's a gtag horror fan game you can climb up trees
it really depends on the tree mesh etc, but if you need the individual branches to collide then you can use a mesh collider but depending on how intricate the mesh is, a mesh collider is not going to work well and you will need to fall back to primitives
if this mesh has like tens of thousands of triangels, it's really just not going to work
you would need to make a decimated/simpler version of the mesh to use foir the colliderf
I'm very new to unity so a mesh collider basically does it all for you? Like All the collider?
Like Gorilla Tag?
The VR Game?
Howdy yall. I had a question about 2D game UI in Unity. It's my first time using the Unity Canvas system and I am attempting to create a 2D game with a player inventory, and inventory containers around the world. I have the inventory system as a canvas, but should all future UI boxes also be canvas elements attached to the inventory UI? Right now I have two seperate canvases, one for inventory and one for a world container. What's the best approach to creating a scalable canvas where I can transfer items from the container to the inventory? Any guidance helps, thank you.
Yea but it's my own map and I'm making a bunch of horror maps none of the gorilla tag assets
sure
send me in dms
the video
I already got it thanks for your help :D

Hi fellow devs,
Is anyone willing give me some tips regarding learning advanced unity programming? I’ll dm if it’s no problem. Any help appreciated!
Learning advanced c#, algorithms and design patterns are the things you want to look at.
ask more in #1390355039272439868
Oh alright. Thanks!
multiple canvases is fine.. just don't mix any logic with UI.
Logic should always be independently working without any UI involved..
UI should only be displaying the data , and possible interactions with UX that transmit to the logic side of things
I would do
Inventory Data (ScriptableObjects / classes)
UI Views (slots, icons, panels)
Interaction Controller (drag/drop, clicks)
So also a canvas per thing is perfectly fine, and probably recommended to do so.
like container canvas, drag canvas etc.
I don't think they're using such a naive approach as to just check the list hash. That would break regardless even if you removed the very last element in the list. It's more likely a combo of checking several hashes(including mesh or bounding boxes) at several places to determine what exactly needs to be updated.
Anyways, the only way to tell for sure is "test and see for yourself". I don't think we have the source code behind it, do we?
Anyone got tips on learning c++
Probably not a great place to ask but you want to find resources online like those from microsoft or code academy
https://learn.microsoft.com/en-us/cpp/cpp/?view=msvc-170
cppreference is great for looking up details about the language spec and standard lib https://en.cppreference.com/index.html
@stone bane ^
Ok thanks
After installing Unity's local documentation, is there a way to make the cookie settings permanent? It seems it pops up the opt in options every time a page is rendered no matter what I choose.
no
there's no way to do that
prob
That's a bit annoying, thank you
Just in case you really got confused - unity doesn't use c++. It uses c#.
he prob confuded c++ with c# (bc the names are similar)
Which coding language do you recommend for a complete beginner?
Depends on what you plan to do in the future. If it's using unity, then definitely C#.
(as your only option for Unity is C#)
I’m planning on making games and I wanna go to college for software engineering but I’m not really stuck with unity im open to more
Well, you need to decide what you're gonna do in the near future. If it's just for general computer science skills, C++ might be better, though more difficult. Anyways, once you have a good grasp of one language, learning additional is gonna be easier.
Ok
How did you originally learn c++ did you use a program or something?
I had to learn it for my work as we're working with different engines, including in-house ones. I started with unity and C# before that.
The way I learned it was mostly reading the docs, watching YouTube videos and reading project code at work.
Ok
👍
I’m taking my 7th or 8th stab at game development. It’s sticking a lot more this go around. Any tips? I don’t want to get stuck and quit out of lack of progress. The motivation is here to stay. I’m currently going through the unity learning tutorials, is that enough to get good?
no, basic tutorials are not going to magically make you 'good'. they are there to teach the very basics. the rule with most skills is 10,000 hours of quality time invested will make you 'good', perhaps very good.
if game dev is what you want to do, you must invest the time and effort. it is a long journey. Motivation is generally not something that will remain constant. perhaps consider motivation a momentary force to kick discipline into gear.
just about every room here has pinned links to on topic tutorials or resources that should go a bit beyond the basics.
Hi everyone! I'm a PhD student in Software Engineering specializing in Games, and I'm researching how to make generating automated tests easier in games 🎮
I would be very grateful if you could answer this questionnaire. If you know other developers in the field, you can share it as well.
It only takes a few minutes, and you can pause and continue from where you left off (just accept the terms again).
if you find yourself failing repeatedly to learn game dev you should ask yourself question whether or not going to school in coding would be worth it or try easier stuff to learn programming like for example the scratch language for beginner
It’s not that I’m failing. It’s that life gets busy and I take breaks to take care of responsibilities. I want a path that helps me learn faster. I can learn anything, I just want the learning to be substantial
i could not learn unity without first doing scratch personally. and i only use unity for it's visual scripting. if you find yourself failing repeatedly like i have then i would suggest you try coding with the Scratch Language or something like that. personally i have a hard time learning text coding. but that is something i think i will do in the futur.
i never felt like i learned anything substantial before i got into scratch and got Code Monkey Unity Visual Scripting course pretty much. but i had some experience with Game Mod Development Tools
it is very possible that what i'm telling you is not the right thing for you. i am just saying this in case you fail again. you should be able to develop a game with a full loop within a month
if you are willing to spend a decent amount of money there is also gamedev.tv c# programming course that could really help you.
thats true also
is there a way i could have text light up like an image?
like somehow mask the text within the image
to convert the image into the shape of the text
i like when unity says
im not even sure how to make the game i wanna
hi yall
i have error in a code
i use visual studio 2026 btw and unity 6.2
and my code doesnt works
using UnityEngine;
public class Weapon : MonoBehaviour
{
// 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.RotateAround(Vector3.zero, Vector3.forward, 200 * Time.deltatime);
}
}
what's the issue
Assets\Weapon.cs(14,67): error CS0117: 'Time' does not contain a definition for 'deltatime'
oh wait
i remember now
this was another code error
sorry
is there anyway to make the forward backward mouse buttons work inside the Project View?
ngl visual studio 2026 sucks
sounds like you imported the wrong Time
oh ok thx
<@&502884371011731486> scam/spam
im trying to learn unity
?softban 1465264316617068737 crypto scam
joyful_quail_87412 was softbanned.
tho
is theres good tutorials for unity
what type of tutorial are you looking for
for begginers im trying to learn unity from 0 to 100 yk
are you good at doing text? or do you prefer visual scripting?
i would suggest Code Monkey or Gamedev.Tv
what is the diffrence?
text scripting is using text, like you did, in c# thats how most people do it
visual scripting is using UVS or another Visual scripting tool. essentially you right click and choose node to put on the graph, and then link those graph together to make logic
text scripting ig
!learn
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Over 750 hours of free live and on-demand learning content for all levels of experience!
Thats cause it doesnt, you've got Time.deltatime where the actual float variable is Time.deltaTime
thanks fam
This should be something that your ide would've informed you of though
you could try to learn programming before game dev
it's a simple way to start and makes everything onwards easier
make simple games to start
sorry for the n00b question, any idea why these appear? pink arrows as well, think I accidentally clicked something xD
"these"?
Any idea what this error means? "[Package Manager Window] Error while getting access token: Server response is "The requested URL returned error: 400" [Code 400]
UnityEditor.AsyncHTTPClient:Done (UnityEditor.AsyncHTTPClient/State,int)
"
black arrows I mean, seems like part of the UI but not sure what
Looks to me like some gizmos for translating or whatever.
When does this happen? looks like your package manager has a problem connecting to something. Did you restart Unity and Hub?
I'm not sure - it happened on build, but I have a few assets that seem to ping the asset store to check if they're updated - it might be that
Yeh, sounds legit
unless it happens again I'll just assume it was some random error because of build error
You could try turning off gizmos in scene mode and see, if they disappear
can someone tell me a diffrent between the unity 6 and another versions like unity 6.1 , 6.2 , 6.3 , 6.4
Well, they are updates of 6.0... changelogs tell you, what have changed
oh ok thx
do i need to learn basics of the C# for unity or learn full
6.0 and 6.30 are both LTS versions -> supported for 2 years from release.
6.1, 6.2, and 6.4 are 'supported' versions -> they lose support as soon as the next one comes out.
To start learning Unity it's good to have knowledge of the basics of C# .. "need" is subjective.
another n00b q sorry - for some reason on a prefab my camera is rotated where you can see this slant in the grid even though I am facing it head on, is there a reason why the camera is rotated? It doesn't happen on other prefabs
Is that scene view?
yes scene view
And the prefab, where do you open it from? Hierarchy or Project view?
opening from project view
You can get in this pos when you're moving around, just select something in the hierarchy and press F with cursor over the scene view
when I do it from hierachy it looks fine
it'll reset
As Carwash said, you most likely just "flew" there 😄
just realized had this turned off, orientation - reset cam and works now!
No memes here sorry
how do i make ui text follow a gameobject?
I assume, you mean 2D UI screenspace?
thank you bro
@wraith spade Don't post off-topic here.
Hey yall I’m brand new to game dev and my goal is to learn both unity and unreal in the coming year. I’ve been trying to find an answer online but can’t. Is there a unity equivalent to unreal’s “motion matching”?
what is 'unreals motion matching'?
Guys I need help please with Light!
can someone give me just 5 min to help fix a problem!
Post your question in #1390346776804069396
after reading 👇
!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
In this video I’ll show some insights about Motion Matching on Unreal Engine 5, explaining what it is, what are the alternatives and my opinion about it.
I've published a free Rig project to GitHub so anyone who needs it can download.
https://github.com/cjmlima/UE5-Blender-Rig
Support my projects here:
https://www.paypal.com/donate/?hosted_bu...
theres no built in solution but you can make motion matching work in unity
motion matching as a concept is entirely engine agnostic
there are some third party assets on the asset store that help make it easier
Thank you
hi to everybody i have seen so much people that imported unity games to unity and they can add so much things to the game and how can i do it? (sorry if my english is bad)
theres no modding discussion here of any kind
oh ok
hi, I'm trying to solve this issue since 2 days, I want to use a VFX addon from the Visual Effect package in HDRP but none of them work, what I do is I just play them but nothing appears, thank you.
We can't do anything with this information. Try showing a video of the problem, maybe that'll give people something to go off
Hello y'all, I'm trying to make a plugin for unity. Need yall opinion, What kind of plugins you need that help and make things easier for you in your Unity Project?
does universal2d or universal 3d is good for making games?
sure, yeah
mane learning unity and c# basics is so fun
you're absolutely right
Hello, I downloaded The VisualEffectGraph additions from the unity registry in the package manager and there is a Lightning prefab in it that I want to use, I just slid it into the hierarchy and it doesn't work(doesn't appear). I'm looping it using this script: https://paste.ofcode.org/mgMsTcNqpCtcNHz8TuKUCj
hi running scene then stopiing it locates a random file in project menu. and it gets annoying
Having an idea for a "plugin" usually comes first, or rather before the idea to make an asset of any kind
How do I get notified when theres a new editor release?
i think you can go here id:customize and select News as something you want notifications about. they Should be broadcasting updates in that
Okay
He means, he wants to use ai to generate a plugin and take credit for it 😆
Sadly I noticed not just code but now 3d models for sale generated by ai
Any 'major' new releases are in #📢┃announcements - there aren't any posts for patch releases, there's no need for notifications on every single release.
Okay, I was just wanting to be notified for 6.X and stuff like that.
Yeah, they get a post in #📢┃announcements - the next one (6.4) won't be for another 3 or 4 months (going off last year)
Okay, I just wanted to keep my projects on the newest stable release. Other than patches.
No solution about that?
It might be clicking "through" the play window to the assets tab below it? If you move your play window to another part of the UI do you still have the problem?
i dont think i can click through a random gif from textmeshpro. and i just clicked 1 time
hello, I still help need on this if anyone can help, thank you.
maybe they should start fixing their engine instead of focusing on ai slop
Once in "full production" there's only really two reasons to update:
1- you need a feature in a newer version
2- you need a bug fix that's in a newer version
Additionally, there's no rush because the x.x.0 release are never as stable as the previous LTS that's had months of patches. Wait until around x.x.8 if you want stable
Usually I update the project if Ive been activly been working on it. The projects that I update later I wait because of possible API changes.
"newest and stable" a stretch
maybe if 6.4 is stable
but it might not be yet
it takes a bunch of patches before it gets "stable"
6.4.0 probably won't be ... just like every other .0 release. ~6.4.8 will be around when it does start becoming stable
Yea, I meant like once it gets out of beta
We are not talking about beta
but also yes your best bet is always going with LTS a bunch of patches in
the "supported" versions are always wonky
everything rn is just a 6.7 waiting room anyways
i hope the 67 meme dies before then
oh it better does
Unless there is a specific feature you are intentionally wanting for your project, you should just stick to whatever version you started the project on.
6.7 actually has my hopes up, coreCLR and unified gameobject/entity are two things I am waiting for so much
still on 6.0.33f cause has been very stable for all my projects
still on 2022.3.61f1 😆
We just updated our two production apps to 6000.3.5f2
they are introducing it in 6.7 but wont be full yet
yeah i know, but editor is the first to get it and I really hope it brings the performance improvements they have been teasing
yeah most likely though.
mono is hella old
yeah and the csc workaround to get some new c# features is wonky at best too
at least full CLR should be 6.x not 7. 🤞
I mean it should be their 100% top priority of dev facing topics
i know their publishing platform has taken their prime spot now but for things regarding the actual editor that should be prio
you would think but apparently AI slop took precedence
Oh I mean "AI Tools"
gotta keep dem investors happy with the latest fads
But it's the future! If we don't put a bunch of worthless shit in our product we'll be left behind!
I mean i've been enjoying them for prototyping so far but as soon as it costs money the tools can fuck right off again 😄
i wouldnt give a shit about the ai inclusions if they were just some experimental bullshit someone is messing around with
but theres so many things that need fixing rn or should have a higher priority that are actively ignored
ignore / laying off the teams
especially that
I am still sad about the world building / terrain stuff
i cant wait for this bubble to pop
QA def has gone down a lot more too
wdym? we are the QA as is tradition in the software industry
but unironically
probably also delegated to ai
delegated to the user
releasing a LTS version with a clear bug like they did with UPM lately, its a bit embarrassing
Though i gotta say i haven't noticed anything too bad since working on 6000
I mean the beta version i tested was buggy as hell but thats my fault for downloading a beta 😄
what happened with upm?
signing issue
Every package was marked as insecure
took a couple days to fix it
Even Unity internal ones
for an LTS thats pretty sloppy..
A bug like that is forgivable if it didnt take a few days, atleast they didnt brick it 😄
And I mean we all like to complain and we just looked at our own stats some days ago... not looking good 😄
and requires the installation of a newer version
hi, teachers!
just curious
i wanna know how to get a unity job
who can help me?
like a job at unity™ or a job where you work in unity the editor?
what..
salary range
🤷♂️

Check the website I guess?
which
Wherever you're applying for a job?
... the Unity site that lists the available jobs..
gotta say, if a hiring manager saw this exchange they wouldn't be calling you for an interview ;p
highly doubtful
i dont think unity is hiring remote workers
at least not industry veterans
tbo, i'm pretty interesting at unity
than web

but how can i get a job
Usually by sending resumes and portfolios to hundreds of places until one of them writes you back
looking to create a studio, gaming wise. e.g mob entertainment
would be up to creating games on steam/app store too!
dm me if interested to join!
worked for billion sessions studios in the past and owned million sessions studios myself.
!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**
Ah
you picked a bad time for this to be your trade if you are looking for work
lol
Approximately every game developer has been laid off in the past year and are looking for work.
I don't know what a "jost" is
about 8 years ago
very unlikely you're gonna be hired lol
I just linked you to the place to post this
alr ty
Why does light leak through things I am not looking at?
who is working at company using unity now?
a lot of studios use unity, highly doubt anyone here active right now does though.
but you asked to work for unity itself, this is a different sort of thing all together
youre a lot likely to find work as a game dev for a studio that uses unity than you are to find work in unity the company
there u go
what
With tens of thousands of redundancies in the games industry over the past 2 or 3 years, even veterans with lots of experience are struggling to find work.
when i said "likely" i meant as in your chances are slightly further from 0
0.001 😄
yeah, that makes sense.
I wasn’t specifically aiming for Unity the compani
more studios or products that use unity
i know the market’s pretty rough right now,,
🤔
well if you have a really good portfolio and a lot of experience you might stand a chance against the competition
then start working on one
takes a couple of years but with enough patience and determination you might get something good out there
a couple of years?
if youre lucky
i mean making games isnt fast
making good games is even slower
when i said build a portfolio i didnt mean pick out a nice ms word template, i meant create something worth showing off
Juniors aren't likely to be getting remote jobs either
oh yeah "remote" work is a pipedream
is it possible to learn unity in 1 month or 1 week
lol, no
i dont mean like fully learn its like "junior game dev"
i make sure your thought might be valuable for me
even a junior game dev has years of experience
or a year at least
oh ok
you can only really learn through experience itself, you have to build something to get somewhere
like i said a few minutes before, making games takes time
imo if you want to get into game development, focus on a more indie centric path
No such thing
you want fast money?
you chose the wrong career
this shit is anything but fast and in recent times its anything but "money" as well
70% of all games released on steam in 2025 did not make back its 100 dollar deposit
just make a hit indie game and get rich
duh
~40 mins has been wasted going round and round about something that isn't useful right now.. because you are not at a hireable level of experience.
so i set the grid on a higher level than the bg and it still is behind
how do i fixy
where
Does anyone know about locally running LLM's in unity for npc interactions?
I am trying to learn how to best achieve realistic npcs and thought LLM's could be useful.
Because 70% of them didn’t actually make the game its ai 😭
" realistic npcs "
what does that even mean
The LLM you can run with whatever RAM your game can spare will be pretty dumb
i cant think of anything i would want less as a player than an llm npc
Ideally they are able to respond to players and interact with them with strict parameters on the behavior. Ideally they can communicate in a human fashion is the critical point.
what config??
No it is just a feature in the game, certain key npcs that are critical for the story/plot. Should be able to speak to the players
Oh man
I’m on neither side but if you use a LLM for NPC responses you would get a much wider variety instead of relying on regex
if they are key npcs that are critical for the plot then you do not want to give them the ability to make up and hallucinate whatever they want
i can assure you this is far more likely to turn away players from your game
they are critical to the game but want drooned out paragraph written by "ai"
I think it's a neat thing to experiment with
Well I didn't want them to be fixed routines, the idea was a LLM could make sense
But I think you're going to find that good writing is preferable to "realism"
look into Sentis maybe, this is what unity was trying to push its use for at some point
use a premade model
Is sentis an ai system?
its a "inference engine"
anyone pls?
Try #🖼️┃2d-tools
Real writing will always be limited by the sheer amount I can realistically write. The key reason I wanted a LLM was the fact it can continue a conversation post the most important point.
Think of it like this. Npc written script by me finished----> LLM for bonus dialogue
Okay, but think about it as a player
Is chatting with a really dumb chatbot going to be worth my time?
If im hearing bonus dialogue as a player
i want it to be something worth hearing
nobody is going to stick around talking to an llm inside of your game just because it has an answer to "how many times do you shower"
If the conversation wasn't important enough to write it's not important enough to read
also how do you ensure it doesnt get jailbroken? and your npcs start spouting nonsense
thats a bad image for your game
I can see the issues with this
For nigh on 40 years we've had "Welcome to Corneria!" levels of dialogue from NPCs and no one has cared. Major AAA billion dollar budget games have NPCs repeating the same canned dialogue when you talk to them over and over again. This is not a problem.
I really wanted my npcs to be seen as human in behavior. That is the true goal at the end of the day.
They need to respond to stimuli in situ, not in fallout fashion of dull npc walks into gunfight unaware.
How much would an LLM bloat the installation of your game?!
I'm assuming the data required to run a local LLM is... a lot
I really don't know, that was also something I wanted to learn.
you can do this without llms
Hello everyone,could someone with me an idea to how create system like if server player is gone so every other player is out, i did some codes but for some reason they kicked in random moments
i mean share ideas
Are you using a server as authority system or a p2p?
sounds like a question for #1390346492019212368 honestly
i dont know actually. but my system is like server is the main guy and its deliver every fail to clients and they just sync it on their client
This is something important to have laid out from the start. It sounds like to me your using a system with mixed responsiblities and that is confusing the way data is meant to flow.
if has any real benefit or improvement with an LLM to do this there would be tons of games using such a system...realistically is not possible
I've report bug in forum and form the editor, it is normal i don't had access to the reporting portal ?
You won't fool anyone and attempting to do so is going to make your game seem even cheaper and less lived-in than just writing some good dialogue
Gamers don't want gen-ai in their games either
Fair enough, I was just hoping to use the latest tech to improve the quality of npc
you can still do this without llms
and youre game is going to be all the better for it
"The latest tech" has done nothing but make everything it touches worse
this just translates to "make game good ez "
slapp an LLM and now game is good rite?
I have implemented a strictly server-authoritative architecture where all game logic, physics, and state changes are processed exclusively on the server. Clients only send input commands and receive synchronized data updates
make a thread in#1390346492019212368
So the goal is to kick inactive or is this focused on out of sight players between one another?
why the hell every company just thrives to satisfy the investors instead of making better products
i hope AI bubble pops asap
goal is checking system which cheks if server is still there or not, if player who is server is gone -> everyone else is thrown in lobby
because they chasing the quick bucks based on trends
because thats how public companies work
they value investors
however from a consumer perspective private companies are far better
and "can't get left behind"
This is fairly easy to implement, depending on the tool used on server side. I use fishnet and would create a broadcast to all players that would in essence remove them from the target area.
Your main issue it seems is sending out wide broadcasts to the players from the sounds of it right?
look at valve, prime example
private company, extremely efficient, nobody thinks ill of them
because they have no investors to appease
Valve is the GOAT
that is not to say they arent without flaws
does nothing and wins
idk valve does pretty corpo shit for money..
Lots of people think ill of Valve, just a lot less than other companies
You don't own your purchased games.. GoG you do
seems like that, i dont sure what is issue with my system , i just wonder how to implement it since i have no clue how to do it
Hi im new can you tell me whats this server used for?
its more of a choose your poison type of thing
but i would rather pick valve over epic
for games distribution
unity editor help
help when you are stuck with something specific
Okay thanks
talking with people finding solutions for your problems about unity etc
I would recommend finding the exact name of the network system that you have chosen to run. Then find the documents related to it
ok thanks, now its time for investigations...
not saying they are better or worse, but just pointing saying valve is just as corpo n do funny shit.. less but still..
hi, do you guys know a discord server or a place where I can get help?
get help on what?
this
made my first movement script in 2d "using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
public float speed = 5f;
void Update()
{
float horizontal = Input.GetAxis("Horizontal");
float vertical = Input.GetAxis("Vertical");
Vector2 direction = new Vector2(horizontal, vertical);
transform.position += (Vector3)direction * speed * Time.deltaTime;
}
}"