#💻┃unity-talk
1 messages · Page 72 of 1
📃 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.
hi
no im just trying to learn how to add mouse movements yk
lol mb
mf then what we should say
lmao
you ask whatever you want to ask
this isnt a social space
you ask your question and wait for an answer
did you even the read the webpage
oh mb
Why is it when I use poiyomi toon everything that has it in unity goes bright of that texture
we cant really help you with third party assets
youre better off just finding their documentation and seeing if it mentions any common issues
sorry I couldn’t help solve it, I use fishnet so I am more than likely unfamiliar with the tool you used
is there any way to make this window bigger lol
hi
no
memes and reaction gif not allowed #📖┃code-of-conduct
does anyone know why i have to press ctrl+R to recompile? auto refresh is enabled
im using unity 6000.3.6f1 if that helps
check if this is the option in preferences
that is for playmode tho
i have stop playing and recompile does it make a difference?
shii then idk the issue
Recompile and keep playing is utter shit
Only works if basically everything is serialised and in monobehaviours
i get like a million nullReferenceExceptions haha
Yea it basically just breaks everything it's useless
fr
You want a real hot load plugin
first of all i want it to reload when changing my code at all 😭
If on Linux you are out of luck but on windows and Mac it should just work
now guess what im on :(
Then you need to use an ide that can tell unity to reload for you.
Vs code with the unity extension may do this
I have been wondering if its worth making a native plugin to fix this for Linux users...
i use vscode and i have the unity extension but it doesn really seem to work tbh
Reload after playing is the best setting for this
thats not the problem it doesnt reload even in viewport
guys stop talking im trying to develop...
Can anyone explain to me the prefixed script when you make a new script in unity?
nobodies talking 😭🙏
what about it
just create a new MonoBehaviour script
What exactly is this used for and what does it do
start gets called once when the game is started
you dont have to type it manually
we are now brotatochips
this is an empty script that does nothing right now. You would write code in here to make it actually do things
update gets called once per frame
So this script HAS to be in every script?
yeah
Stop adding noise here please, thanks.
no, almost none of this is mandatory
just right click in the editor and make a new script
alright brotatochip👍
This is false. Start and Update are not mandatory for scripts to run. You can remove it if you're not using it.
if oyu're not using it, you can delete it
depends
im trying to help people unc 😢
Well i mean i do wanna paste a movement script into it 
Go for it then.
then yeah, you need it
Where exactly do i paste it?
cant even talk in #💻┃unity-talk anymore :(
So far I've seen two comments that haven't, and one that was false. If you keep the noise up, you will be muted.
Between the brackets under void start?
right 💔
if it's a complete script, you would replace the entire existing script
alright mb unc
correct, this isn't a social space
where is
not this server
it seems like you are really new to programming, you need to learn some of the c# basics
Someone told me i should learn as i go 🤷♂️
LMAOOOO are we only allowed to talk about unity
id recommend learning unity c# basics atleast, it wouldve helped me when i started
i guess lol but they should add a general chat
yes
Do i need to specifically watch unity C# tutorials or is C# entirelly same
no, and no
Stupid question but not how i mean it lol
!learn is where you should start, since it's Unity specific.
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
750 
general c# tutorials will also help, but unity has its own conventions and built-ins that you'll need to learn specifically
youtube has over 750 hours, you aren't expected to watch them all
c# in unity is c#, but learning it specific to unity would help you if youre just trying to use it for unity, as the other guy said !learn would help majorly
Fair enough
Alr thanks alot yall
even java tutorials would help probably as theres a lot of programming basics you should learn that arent language dependent
(but focusing on the thing you're actually using would be a much better use of your time)
very right yes im just saying
where did you get this from this fast
ive written it before
blocking u
brotatochip why u hating sm man
im not hating gang theres nothing to do in ts server
Does anyone know how to fix this?
I've had the problem for a long time.
I get the error whenever I attempt to bake my lighting.
oh ok
ok, then leave
no-one's keeping you here
i have this fuckass error for fucking 20 minutes straight and i cant find it out how can i fix it can somebody help me
InvalidOperationException: You are trying to read Input using the UnityEngine.Input class, but you have switched active Input handling to Input System package in Player Settings.
UnityEngine.Internal.InputUnsafeUtility.GetAxisRaw (System.String axisName) (at <4f38eb50dbad4ded9aae3bc45549377e>:0)
UnityEngine.Input.GetAxisRaw (System.String axisName) (at <4f38eb50dbad4ded9aae3bc45549377e>:0)
PlayerMovement.Update () (at Assets/PlayerMovement.cs:10)
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
[SerializeField]
private string _horizontalAxis = "Horizontal", _verticalAxis = "Vertical";
void Update()
{
float horizontalInput = Input.GetAxisRaw(_horizontalAxis); // left and right controls
float verticalInput = Input.GetAxisRaw(_verticalAxis); // up and down
}
}
!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.
you cant use the old input system if you have the new one enabled
Yes, you can have both enabled.
wait you can?
Android can't really but other platforms can
ok nvm then
actually learning unity is fun
it is until it isnt :(
i always lose motivation so fast when i make smth or learn smth
but in this shit
i dont
keep going!
ye
thanks for the motivation :D
ofc bro gotta support were all in the same boat :D
you a meanie 🥺
dont let him tell you what to do brotatochip🫵
if he was mean he wouldnt be here and help people with their games
Hello, i am a beginner and im making my first simple game. its about dodging blocks that are comming towards you. i have came across a big problem that i have with spawning the blocks, i have tried to debug it myself. but it didnt help, google didnt work ether and i used my last resort... chatgpt. but that didnt work ether, is this appropriate to ask for help?
i cant find "Active input handlag" i use 2d btw
!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
i would go to #💻┃code-beginner
its there, 2d makes 0 difference to how the editor functions
thanks :))
your welcome.
u funny lets be brotatochips
ok add me 🥹
yeah i found it but theres a three option what should i choose:
"input manager (old)"
"input system package (new)" using rn
"both"
lemme try it
Well, which one do you want
One of them was giving you an error before, so the one that it had before is probably wrong
You can probably guess which of the other two is most useful
your code doesnt really move anything btw
ik it needs rigidbody ig
well you are not doing anything else then just getting the input
watching this guys tutorials https://www.youtube.com/watch?v=m5oxt-bjxHM&list=PLcRSafycjWFeHojgzbkNUXt9S6-Q7BGQE&index=6
In part 5 we will create our starter project and make our character move by grabbing Input - and by that recalling what we have learn so far, and next by learning how we can reference other objects like Rigidbody2D and how we can call methods and access its data variables from our script.
C# Basics for unity series:
https://www.youtube.com/play...
only a year old and he used the old input class, ok
i used "both" and same fuckass error InvalidOperationException: You are trying to read Input using the UnityEngine.Input class, but you have switched active Input handling to Input System package in Player Settings.
UnityEngine.Internal.InputUnsafeUtility.GetAxisRaw (System.String axisName) (at <4f38eb50dbad4ded9aae3bc45549377e>:0)
UnityEngine.Input.GetAxisRaw (System.String axisName) (at <4f38eb50dbad4ded9aae3bc45549377e>:0)
PlayerMovement.Update () (at Assets/PlayerMovement.cs:10)
restart unity
oh wait i changed it to "both" before but and restarted but it changes it to "new"
Did you clear the console
no
So those errors are just still around from before
k lemme try it
hi
yeah it changed to both now
hello
did you get a popup from the input system prompting you to set it to new, and then you clicked yes?
😭
I just wanted to say hello. I've been here for a while but haven't been active
my error have been fixed btw
bro has a whole database for very specific things to say 😭🙏
thanks to all of you guys who helped me
why did you ask
They're both owned officially by Unity
it gets tiring to explain to every single person who doesn't read descriptions, yeah.
Anyone know how to fix this bug?
Just out of curiosity, I wondered why there were two accounts
it aint that deep bro 🙏
Because they have social accounts for different areas of Unity. Games being one of them.
yeah, it isn't... i just explained the very brief reason for it...
do you want to continue spamming nonsense here or what
Thanks, that was the answer I was looking for
its ok i dont want to be muted like my brotatochip @lapis grove
#freeCadavers
Do you know how to fix this error popping up whenever I bake lighting?
was he even muted or did he just get bored
Your next off topic statement will be.
eh whatever, good outcome either way
I just wrote 'Hi'. Is that a problem here? I just said hello.
do you have the generate uv light map checkbox
no he got muted by @potent geyser
it's an issue if everyone does it. this is explicitly not a social space
This is a vague error. It could be anything down to just the mesh itself being bad topology.
everything is
just lead with your question next time, if you want to include a greeting include it with your question rather than a whole separate message
greetings aren't an issue, a greeting with no other meaningful content is
why i think visual studio 2026 sucks
@somber spire Stop spamming the channel. Read #📖┃code-of-conduct
Let me check.
please write out a full sentence
I asked this question much later.
then use rider or vsc
it doesnt shows me smth like private void FixedUpdate()
{
}
have you configured your ide?
thats nothing to do with 2026. You have to configure it
regardless of year
!vs
If your IDE is not underlining errors in red or autocompleting code,
please configure it using the link below:
• Visual Studio (Installed via Unity Hub)
• Visual Studio (Installed manually)
it doesnt know about unity by magic.. they are different softwares
if anyone cares i recovered from skin cancer today luckily it wasnt spread out i found it in time, now i wanna spend my time trying to become a game developer it looks so fun .i know nothing yet but maybe someone has a good tutorial video they can share?
!learn is where you can start.
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
Can't even see the checkbox.
I'm not sure which object it is tho in the scene.
lighting tab
im new in unity tho
ok, so configure your ide so it can help give you an easier time
which is why its good to read things like the manual or go through the Learn tutorials which certianly mention about configuring your code editor
-# (I get the error regardless if I bake through CPU or GPU by the way.)
No, at the bottom of the model import settings, there is Generate UV map.
here
vfx graph & skinned meshes bouta make me loopy
Yes, you need to config it from there
Did you generate the mesh? In runtime?
I think Unity uses UV1 as the lightmap UV, but I'm not sure. However, you may need to process the UV1 channel when generating it
can I just delete it?
can you show the asset are there some child objects on it?
yes?
no i mean in the assets,if it has child elements expand them
After clicking on this, you can generate Lightmap UVs
this is all I see
no dude, this is all that is
If you clicked the link you'd see that it explains why you shouldn't just say "Hi". This is a help forum, everyone here is expecting to answer questions, you can just jump right in to asking one, no need for formalities that just slow things down and fill up chat
Alright, yes, as I thought, there is no FBX file, and you need to be able to generate lightmaps with these, which is a bit of an edge case. If you can somehow import these as FBX, it will be easier for you. Otherwise, you need to open the UV1 channel for all of them.
It's not saying "You aren't allowed to say hi" it was just saying we could have skipped a bit of the preamble by going straight into the problem
I thought this was off topic, but I guess it isn't. Sorry
I don't got the models anymore sadly
at least not all of em
only a few
Haven't had a chance to go through all of the stuff you've been suggested already but one thing that might help is toggling off objects until the error goes away to try to pinpoint which specific mesh is giving you trouble
Once you've found it, you might be able to remove specifically that submesh and it might not even affect much visually
To open the UV1 channel, you need to do this in the code and re-import it. Frankly, if you're not very advanced, this might be a bit complicated for you, so perhaps you could get an FBX output using the Unity FBX exporter.
Chances are if it's not able to generate lighting, it might just be completely malformed and you can't see it anyway
uhh no thanks I got thousands of meshes Ig I'll js restart the game
thanks anyway
this appears to be an asset rip
unity produces mesh assets like this when it does static batching
recovering assets from a built copy of your game (which is what I'm guessing happened here) leads to problems like this
you lose a lot of choices you normally get to make during asset import
btw how can i add configure to exsisting cs file
configuration is for your ide, not for individual files
hmm how can i add it
!vs
If your IDE is not underlining errors in red or autocompleting code,
please configure it using the link below:
• Visual Studio (Installed via Unity Hub)
• Visual Studio (Installed manually)
is it possible to install packages from package manager to a custom folder?
So instead of Assets/ it would put the files in Assets/ThirdParty for example
I'm not aware of a way to "retarget" a .unitypackage
especially because a .unitypackage could also want to write assets into Packages/
I only want packages from the package manager to target that folder,
So if it downloads a .unitypackage maybe there's a way to tunnel what goes to the "Assets" folder into the Assets/something.
I'm asking this as I purchased packages which downloads to Assets and I usually move them to a thirdParty folder, which now I'm starting to upload projects to GitHub.
I don't want to upload the code and those packages for free online, and adding the thirdParty folder to gitignore means that if I Re-Clone the project, it will auto download all the packages to the Assets folder which is a bit of a mess
i've wanted to do the exact same thing before, yeah
note that unity won't automatically download and import anything that came from a .unitypackage
UPM packages – which don't go into your Assets folder at all – are different
Unity Package Manager does download to the Assets folder, in my experience almost all the packages I've used from Asset Store Publishers are not Packages
if there is a way to move those to the Packages/ folder it would solve this...
the asset store might require that
i don't think you can actually export a .unitypackage that dumps stuff into Packages/ without doing it through a script
the best thing I can think of is to make an empty project where you:
- import a .unitypackage
- move every asset into a new folder
- export a .unitypackage
you could script that pretty easily, but it's still annoying to have to do
I am surprised that Unity doesn't offer a way to do this
Some assets do depend on specific asset paths, I guess
but...maybe they just shouldn't do that 😉
yea that kinda sucks, I will look into other solutions.
I also sometimes edit paid packages scripts / modify for my own needs so I can't just redownload on clone.
Oh well...
i do that a lot
at that point, you have to version-control them or it gets really gross really fast
I think the best solution now would be to just make a submodule for the paid assets and keep that one private
I can't make old builds of my game because I had a bunch of gitignored dependencies that were modified slightly
oh yeah, you could actually make a submodule that's rooted in the Assets folder of a project
Yea, I'm surprised I can't find any solution to this online.
I guess people just don't upload their projects to GitHub, or most of them upload with the paid assets...
Unity does not care about asset paths, so you could add this submodule at Assets/ThirdParty
though then - even if you paid for the assets you can't use the project unless you have access to the submodule. which ruins the point of putting this project public on github in the first place
you'd just need to go to your "package project" to import new packages
yeah
and it's extra annoying to add those dependencies now
since other people would probably just dump them directly into Assets
no way, that's too much of a mess
which might cause problems if they have name collisions with your first-party assets
Assets gets bloated too fast.
I try to keep it minimal
I will try the forums as well
Hi, can someone help me with this flickering issue when using spriteshapes. Basically there are these 1 pixel wide flickering gaps appearing on the seams between the spriteshape segments when moving the camera. The sprites it uses are perfectly seamless and do not have gaps on the edge, i double checked it. Is this just spriteshape limits or does somebody know whats going on here maybe?
Thank you
This is the result of not using a pixel perfect camera. Unity's cinemachine has an extension for that.
hm i tried it and added it but it did not solve the issue apparently 🙁 thanks tho
Hey ! Probably a question that has been asked every single day... As a beginner in gamedev how would you recommended to me to help me growing in the domain ? What are good projects or maybe exercices
Try making a simple game like flappy bird without watching any tutorials. Rely on using Google and unity documentation and this discord.
It's true that I really a lot on tutorials
Watching tutorials isn't necessarily bad unless your just copying and pasting without learning anything.
I mean I try to understand and sometimes I have no choice but to make it different but I always end up with an issue lmao... I guess it's normal
Actually, issues are good for you. It's the best opportunity to actually learn and improve.
Fair enough
Just don't run away from them. Learn to debug them.
tutorials are good for starters but the reason they are considered bad is you either dont remember what ur doing or how to use them later, take heavy notes like a class nd youll be good
Ok thanks y'all !
me getting gutted by unity for using visual effects graph (Im losing my mind rn)
How are you getting gutted? I don't have much experience with vfx graph, so can't help if it's something very specific to it, but you can try asking in #✨┃vfx-and-particles
Oh, I see you already did
way ahead of ya lmao, idk i feel like this is such a dumb problem to be having lol
Connect thing, thing no work
The only thing I can recommend is to use the frame debugger to see what happens on the draw call basis.
what woud i be looking for specifically?
For the r starters the vfx draw that has the issue. Inspect it's details. Make sure there's nothing sus.
its drawing particles but problem is the position is incorrect, for whatever reason it just does not want to use the skinned meshes info, ive tried a couple now. Even went to mixamo to get 2 of their fbx's to make sure I wasnt crazy lmfao
Is there more info on below?
Also, did you check your setup against the documentation? If so, can you share a link to it?
!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.
https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@16.0/manual/Block-SetPosition(SkinnedMesh).html
and I assumed this is where I had to look for the docs but i really dont know if theres more to the equation, using the set position(smr) with an smr & transform fed through the inspector shouldve been fine right?
can i change the layout unity uses for shortcuts? cause its using a qwerty layout but im using a qwertz layout so a few sortcuts are different which is really annoying. i dont know why it doesnt use the layout i set in my system settings, prolly because im on linux but im not sure
it cant get much simpler than this setup, i just want particles around a mesh
So, to clarify, the particles do spawn, but not on the surface of the mesh?
yeee, sorry if that wasnt clear, they are spawning theyre just not setting their position properly for some reason
how can i turn these off i knew there was a way to disable the messages but i dont remember (in vscode)
First thing I'd try is to add set position skinned in the update block.
anyone aware of a bug or reason why my editor keeps jumping down to the packages section? even if i collapse it and am focusing on something else, when i stop running my game in editor it jumps back down there. im on 6000.3.5f1, have seen it in a few other 6.3 versions too
just produced particles up in the top right
like with init
Second, try "apply world root transform".
shoves the group a little further up lol
Third, when the model animates, do the particles seem to move in sync with the animation?
Let's move this to the vfx channel.
Did you write the xr hand controller script?
!code
📃 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.
https://paste.ofcode.org/um5eF522DmtbiDJXJv6r7Y can someone tell me why my directional 2d movement animation script isnt working
No
Someone else made it for me
Well, whatever's written in the script has some collection being accessed using invalid values. The value is either negative or beyond the count of the collection
this is a very vague question
what is the problem?
HELP! I desperatly need someones help on getting IntelliSense on VS Code to work with Unity! So I originally had the newest .NET SDK for the C# Dev Kit for coding in C# for Unity, and for some reason, I got errors from VS Code complaining on how I did not have a .NET SDK that was NOT complient with Unity or some shit like that. SO After a couple of ChatGPT prompts and google searches later, I discovered that Unity is most stable on .NET SDK 6.0.xxx not the newest 10.0.xxx (xxx as in the specific version numbers that I cannot recall). After I set up the global.json that had the correct version for the SDK and everythin,g I got a new error from VS Code, saying (Look at screenshot). So, then I double click on the eror and see this sigh (check other screenshot). SO now, I don't know what to do know, I could get the .NET SDK 8.0.xxx but i'm not sure if that will work, and on top of that, im not even sure if that's the root problem!
I don't remember if the C# Dev Kit add-on is recommended anymore (it's been a hot minute since I used VSC for Unity)
!vscode
If your IDE is not underlining errors in red or autocompleting code,
please configure it using the link below:
ah, it is
Aw Hell nah there's a curriculum for this! I should have known better, this should walk me through it, thank you so so much!
I'm not sure if it'll help, though; I see that this deprecation just happened
I've never understood .NET versions very well
Me neither tbh
there's .NET Standard, .NET Framework, .NET...just that, with no other qualifiers
This depreciation shouldn't affect anything though.
I'd recommend going through the full guide, then restarting your PC and checking if the intellisense is fixed.
Hmph
.NET Standard is just a specification (which is satisfied by various .NET implementations)
that makes more sense now
The webpage doesn't seem to mention anything about the .NET setup or anything related
Because you don't need to do it normally.
The extension should install it for you.
I've tried unistalling it and reinstalling it multiple times, let me try to restart my computer, I'll update you when i'm done.
Yea, you usually need to restart the env for it to pick it up. It might be using PATH env variables that are picked at the start of the session. Usually restarting vs code is enough, but I've seen people that had to restart their pc for it to work.
No luck
No definitions on any of the Unity stuff
This is pissing me off
Why can't intellisense just work 😭
error that vs code sits out if of any use, and yes, the global.json matches it, I can provide ass of that if you would liek as well
Try running dotnet in the vs code terminal and then in a terminal opened separately.
Is that in VS code?
@robust schooner have you tried installing .net via the .net install tool in vscode
Yes, that was how I installed the 10.0.102
And in vs code..?
🤔 ive only ever installed via .net install tool and i have v9
The latter however I dowloaded elsewhere
I just got unity lol, and v10.0.xxx was released a couple of weeks ago so it makes sense
ah.
Did you actually edit that global json manually? I don't think I ever need to do it. Can you check the C# devkit output in vs code?
ah wait, slnx? i remember there being something different with that but i don't remember what...
I will send a ss
I actually don't know what slnx is, but it is mentioned in the C# error msg in VS code
What about the question that I asked?
Did you modify that json manually?
Sorry, yes I did edit it manually
Try deleting it then restarting vs code.
Will do, I will delete the file in file explorer, then restart VS Code by closing it in Task Manager, sound good?
Or is there a better way to "restart" VS Code
You can probably close it normally.
deleted
Now let me close VS code and reopen
Ok... so I think it might just be becuase I just reopned VS Code and didn't unistall and reinstall the extensions, but no error popped up, if you would like I could check the output. More importantly however, things native to Unity are not in a differnt text color and also, when I right click things like TextMeshProUGUI or Rigidbody and select go to Definition, nothing shows up, just like before
Switched to 10.0.102
What does the output show?
Try regenerating project files in unity preferences - external tools.
Then check if vs code even opening the solution) should be able to see in the tabs on the left.
I know how to do the first part, but I don't undertand the latter
Let me regenerate it first
I regenerated the files
In vs code there's the "explorer" tab. It should have a "solution Explorer" section.
Yeah, you're missing it. 🤔
Is that... normal?
Nope.
More problems 😭
Can you restart vs code, wait a min, then copy the C# devkit, C# and unity output logs and share them as big code blocks:
!code
📃 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 noticed that this is not the c# dev kit log...
I was about to ask about that
How do I check the output on the Devkit, C#, and Unity logs
It's in the same place, but you need to select the right output channel in the dropdown
Yes
Is it possible for me to just provide a ss? or do you need me to paste the exact output?
If everything fits in a screenshot and is readable, it's fine I guess.
That sort of explains it. And one big likely culprit is putting the project in a one drive managed folder.
First of all move it somewhere safe. And try reopening it again.
Somewhere safe as in a place outside the onedrive folder?
WIll
C:\Users[My user]\CodingProjects\UnityProjects work?
No. Users is bad as well
Oof
Ok
I'll create something outside Users
I personally don't like creating my projects outside of my User, considering my parents use this laptop as well, but if you say so!
I noticed when moving the folder I have it in right now to the New Folder I want to have it in, it says Copying instead of Moving
I don't think that is right
That's how working with big frameworks/engines works.
You could probably get it to work in users, but it might require more troubleshooting and configuring various access rights, etc..
Ok 👍
Copying is fine too. You can delete the old folder later if you want.
A lot of it is probably from the library, that you don't really have to copy.
In fact you might need to regenerate it anyway at the new path.
Uh, it's 93% complete should I cancel now?
No
Ah hell nah 😭
Let me close unity and Vs Code and try again
Now it's saying this 🤔
Try again just makes it load back up
You can skip it
Do skip for all
Ok
Right-E-O
All of it is copied
I will now proceed in dleteing the project in OneDrive
correct?
You can. It's not strictly required to run it in the new path.
Ok, I'll keep it for now in case anything goes wrong, but wil ldelete it later
Now what shall I do?
Open the moved/copied project in unity, then open a script in vs code.
Opened
First, does it seem to be fixed? If not, share the new logs.
Firstly, no it doesn't (same reasons as b4 -- no differnt txt color and no definitions) stay tuned for logs
Must I open a new Terminal and check output to see the logs? Or will that reset everything?
You need to open the output tab. It wouldn't reset anything.
Neither will opening a new terminal.
Hmm... Are signed in with Ms account in vs code?
Yes
Try "manage extension account preferences" and setting your account for the dev kit extension.
ok
I did
I selected my account
Nothing happned or appeared
just the popup went away
Now try restarting vs code and checking the devkit logs again. Do the errors still appear? If yes, try logging out/in into the ms account and repeat.
ok
C# devkit errors appeared:
2026-02-03 20:18:43.878 [error] IdeBenefitsSource: Failed to fetch entitlements. Error: 'Error: Request to https://api.subscriptions.visualstudio.microsoft.com/Me/Entitlements/IDEBenefits?api-version=2023-03-26&caller=vscode failed with status code: 401 and response ""'
2026-02-03 20:18:43.913 [error] IdeBenefitsSource: Failed to fetch entitlements. Error: 'Error: Request to https://api.subscriptions.visualstudio.microsoft.com/Me/Entitlements/IDEBenefits?api-version=2023-03-26&caller=vscode failed with status code: 401 and response ""'
Logging out
Interesting
I'll press "Sign Out" again
Logging in
Yeah that looks like a VS code error / licensing, not a unity one.
Unity Hub crashes when I try to open any file explorer from inside of it
@slow dirge interesting, found this when looking to sync back my profile
Anyways, I don't see a way to sing back in
Im stupid I know 😅
Should be in the profile accounts context menu. ProfileAccounts icon at the bottom left.
I don't see anything that allows me to sing back in with my microsoft account
This shit is so frustrating
Sign in to sync settings perhaps?
where is that?
Try manage extension account preferences and then add new account there.
Don't see an option to do so
Click the dev kit
Isn't there a "use new account" option?
I mean when you click the extension in the manage extension account preferences...
You have to click the GithUb option
Sorry I pasted the worng ss
You are correct
Also, did you try restarting vs code after logging out?
Yes I did
OK, so are you able to use a new account there or not?
No as in when i try to log in, it tries to log me in through github
Not the github extension. The C# dev kit.
I fyou click that it says "This extension has not used any accounts"
Try opening the extension page in extensions tab, clicking the gears icon - account preferences
Same error
However I also do see a settings tab once hitting the gear icon, dunno if that is of any help
That's weird. Try restarting your PC.
ok
Im back
Lemme open VS Code once again
Same error
Woah
I see a new popup!
@slow dirge Woohoo!
1 step closer
Singing in
Signed in
I'll wait here for instructions
(Finished signing in btw)
Don't wait. Use your own head a little bit.
Check the output logs. Try restarting the program.
Same Error
2026-02-03 20:41:19.362 [error] IdeBenefitsSource: Failed to fetch entitlements. Error: 'Error: Request to https://api.subscriptions.visualstudio.microsoft.com/Me/Entitlements/IDEBenefits?api-version=2023-03-26&caller=vscode failed with status code: 401 and response ""'
2026-02-03 20:41:54.882 [error] IdeBenefitsSource: Failed to fetch entitlements. Error: 'Error: Request to https://api.subscriptions.visualstudio.microsoft.com/Me/Entitlements/IDEBenefits?api-version=2023-03-26&caller=vscode failed with status code: 401 and response ""'
Restarting VS Code
Logging out/in
Restarting computer
Turn it off and back on?
Signing it
wow
woah
Only 1 error?
2026-02-03 20:47:26.672 [error] IdeBenefitsSource: Failed to fetch entitlements. Error: 'Error: Request to https://api.subscriptions.visualstudio.microsoft.com/Me/Entitlements/IDEBenefits?api-version=2023-03-26&caller=vscode failed with status code: 401 and response ""'
Basically, your pc/vs code is sending an invalid access key to MS and the server rejects verification.
That's the same issue.
A few things to try:
- make sure vs code is updated.
- try signing our of all accounts in vs code, restart it, then sign in with Microsoft account first.
I am up to date
Let me try to sign out of all accounts including my Github
If this doesn't work, might as well contact microsoft help support 😭
Again, the same error
ugh
I'm contacting Microsoft, thanks for the support everyone!
Especially you, @slow dirge
Thanks again
Might be easier to use visual studio.
100% is
But i'm 1. to lazy to install it and 2. Am not that hardcore of a progammer to use it
If anything vs code is more for "hardcore" programmers. Not something I'd recommend a beginner.
Oh really, and why is that?
ANd btw im not a beginner lol
I've programmed in python for 4+ years
Because you need to be able to troubleshoot issues like these. And other kind of tinkering often required.
Ah I see
While VS should work out of the box. With minimum setup.
This is so infuriating
This code controls an NPC moving back and forth between two target points and switching animation states. What errors are there? Why does the NPC in the packaged .exe file exhibit hovering in mid-air or spinning in place on different devices?
!ban 1100869035287134219 racism
@surge_teh_coolrec banned
Reason: racism
Duration: Permanent
!code
📃 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.
Code is in the txt ,could you see it ?🥺
Follow the post 🥺
Sorry, the code exceeded the character limit in the post, so I had to upload it as a package. If the code is too long, what’s the best way to share it?😭
see the "large code blocks" section
https://paste.ofcode.org/35mfgLDBP7sF39uhLyHQJkk I paste the link to the code instead, will everyone be able to view it correctly?
I am not sure if this is right channel or not, but I am unable to create new projects using unity hub. So whenever I click on project, and try to change it's location by clicking on "Location", it closes the unity hub.
Hey, i'm using the latest unity 6.3 LTS, and the editor is creating a shitload of empty windows :
I have no fucking idea what's happening here 😐
Make sure you are on the last minor version. Also could try restarting (rebooting) and maybe resetting layout or even regenerating Library.
i heard that moving speed code or whatever this code : "transform.RotateAround(Vector3.zero, Vector3.forward, rotationSpeed * Time.deltaTime);" gets changed to some codes like rb.velocity is this true?
It looks like some "empty" Unity process are opening, killing them resolve the issue but it keeps reopening after time :
what exactly is your question? i can't comprehend your sentence
Are you on the last minor version?
Try doing the things I've described. I'm on the same version and it is working just fine for me.
I've just tried it, but I still get Unity processes opening :/
Wow! - I updated to latest version of Collections package to see this. why this official package shows error? I am using Unity 6.3 by the way.
Did you try to update the package?
Yes
Looks like you are having a lot of editors open, which might call the hub to reopen or some background services. did you fully restart your machine?
this is a bug, update unity
Yep i restarted unity first and then posted here when i did not have any solutions. I just downgraded to v2.6.2 and the error is gone. So, yeah looks like a unity bug as @storm patio said.
For anyone else who might face this problem.. I am using Unity 6.3 LTS (6000.3.2f1) and Collections only up to v2.6.2 is supported.
It was fixed in latest version
Upgrade to latest minor version
also the error doesn't stop you from using the package
Hmm. that is good to know.
Just wondering if anyone here would happen to know - I am a 3D generalist but I'd like to start getting into VFX and shader work, more of a tech art role - if you're looking into shader work and vfx specifically what would you be looking to learn, Shader graph and amplify material editor? Curious to know what is used for creating VFX for unity now? Thanks
VFXGraph might one big topic depending on the target platform. But also shadergraph of course and probably also custom postprocessing effects
Did anybody knows any free locomotion pack which include as much as animation that can be used in shooter games
By "locomotion", I assume you mean a player movement solution..?
Unity does a FPS Start Assets pack, which is free.
animation.. search the store.
Every tutorial I watch about implementing some feature uses either Start or Awake to initialize, but it would be better to use OnEnable to init because that makes object pooling easier to implement.
I know this because I had to implement object pooling in a large project a few years back. I really wish that I had used OnEnable and OnDisable from the start
They all have their use. It makes sense to use OnEnable and OnDisable when pooling, because you may have things that need to run every time the object becomes active/ inactive.
If the thing you're doing is getting a component, then you don't need that every time, just once is enough.
So, it just depends what the functionaly being ran is doing.
That's true. I just wish that I had known what a pain in the ass it would be to udpate that and how I might have saved hours of work just by using OnEnable and OnDisable and making sure to clean everything up. Then, pooling would have been trivial.
Pooling is one of those things that people complain about implementing and it can be error-prone if you're not careful, but I didn't have many issues with it. Mostly, it was just a long and tedious refactor. I hope someone sees my experience here and thinks, "hmm, maybe I should use OnEnable to initialize this instead" because it might save them time down the line
Also, I don't have any singletons in my project so I think that made pooling a little easier to implement as well. I don't have to de-register things from a singleton or static manager
I knew that when I implemented pooling, I'd see a performance boost, but I did not realize that it would be noticeable on desktop. Pooling is great!
there's nothing wrong with singletons, when used correctly. Nor does their use make a real difference to pooling - there's where you would definitely want to use OnEnable/ OnDisable..
sorry for the misunderstanding due to less info. locomotion does mean player movement but i want the animation for making one character controller. so i am searching for a pack or assest which have some free locomotion animations
private void OnEnable() => RegisterActions(true);
private void OnDisable() => RegisterActions(false);
private void RegisterActions(bool enable)
{
someManager.Instance.DoThing -= Foo;
if (register == false) { return; }
someManager.Instance.DoThing += Foo;
}```
Yeah if I had a global event register this would be the way to do it. Instead I have a decoupled sparse managed messaging system to avoid tight coupling. It's useful in Multiplayer especially, because I can reproduce the messages easily and references don't need to be very congruent. In most game engines, I do use a singleton GameManager to handle things like scene transitions and fail states but in Unity I have a framework that I use to develop with and it doesn't contain any singletons.
I was thinking about this because I saw a video from Sasquatch B Studios where he talks about singletons and implements one for scene transitions. I saw him using Start to initialize and it made me think about pooling so I wanted to share that experience
It's this one https://www.youtube.com/watch?v=CQEqJ4TJzUk
Show your Support & Get Exclusive Benefits on Patreon (Including Access to this project's Source Files + Code) - https://www.patreon.com/sasquatchbgames
Join our Discord Community! - https://discord.com/invite/aHjTSBz3jH
The creation of this video started with a simple idea: I wanted to make a video showing people making metroidvanias how to ha...
Scrubbing through that, so I may have missed it, but I don't see a single use of Start() .. lots of Awake() and some OnEnable/OnDisable
the awakes (that I saw) are for things you'd only want to happen once
Yeah I don't think his code is bad
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
can someone help me please, I really need help on this, it's been 4 days
So what is nto working, your event being called or the prefab? Please try to rephrase it
I don't see the prefab effect appear at all and this happens with all of the VFX prefabs so I don't think it's the script the issue
You disabled them visually in scene view
No I didn’t
Everything is enabled there including the particle systems and visual effect graphs
On your screenshot the Button itself is disabled
Bro, thank you so much
Not the first time you help me, thank you soooo much, it’s always small things like this causing issue
You are very welcome and youll get use to those little things over time 🙂 We all been there at some point 😄
hey all, hope you're having a great week.
Quick "best practices" question, I'm building my first game, a fairly simple platformer game for mobile, see attached.
Should I use a new scene for each level?
You can either go with scene per level or prefab per level. Depends how you want to handle stuff that is shared outside of those levels. When going with scene, you get a clean unload and reload of stuff. If you would go for prefabs, you would have to handle the level states yourself, but can keep all initial setup without the need to bring them over to the other scene or load scenes additive, but you would need to load the prefabs resource friendly and not as inspector prefabs for example.
thanks for the response, much appreciated!
I suggest dividing levels into different chunks which are actually just scenes (commonly called sectors, chapters, stories, etc). You could have around 5 levels in each chunk and add a neat little menu for each chunk.
guys is there a way to reput in a prefab... accidentally deleted it and all its instances got deleted too
i tried ctrl z but it didnt fix it
Go to the recycle bin on your computer
Trash bin
Should be there
thank u 🙏
unity
portal has 2-3 levels a "scene"
i love unity so much
Is that true Unity now support C# CoreCLR??
No, not yet.
hmm i think they are integrating CoreCLR in 6.7
which is far from now

And even that is partial iirc
Yeah but in future we are able to do that
Yeah, just a public test IIRC
Frankly, I think if you started building your own engine in dotnet right now you'd probably be done with it by the time CoreCLR is stable and usable in Unity.

i am also learning C# 
Right. Don't worry about CoreCLR just yet then 😉
Yeah Also C# is cool my experience with other languages is not too good
but C# is interesting
how come unity editor is stuck on infinite loading?
What exactly it means when they say "HDRP is for more performant high end game systems"?
I mean, what graphics card minimum? Would 3050 8GB be considered high end?
can someone help me with my unity lighting data? idk whats broken if its universal additional lighting data or somewhere in shaders?
3050 is not really high end no
its a budget card now and will stay one for a while with the current pricing crisis
as for the "hdrp is for more performant high end systems" well yeah thats pretty much what it is, it is the "high definition" render pipeline after all, but the general rule of thumb for development is, if you cant run your own game on your pc while developing it, then you really need to scale it down
Okay. Next relevant question: Games like RDR2 need 1060 6GB for good enough performance. It's not high end at all, even lower than 3050. Does it mean URP can make games like that?
red dead redemption 2 is an 8 year old game
built on a different engine in a different time
The RTX 3050 is perfectly adequate for HDRP
By "more performant high-end systems" it just means, not a mobile phone or Nintendo Switch 1
the rule of "dont make a game you cant run" still stands though
also ask yourself, do you need hdrp for your project
and is there anything hdrp will do for your project that urp wont
I get it. I know URP and Rockstar are nowhere same things so no comparison. But I'm curious. Would one use URP or HDRP to make a game exactly like that again? (so that official specifications are still same like 1060).
A game like that would almost certainly require a custom engine
yeah i dont think just using hdrp is enough in this case
theres also a lot more to getting a game to look like "that" then the renderer
sure its the first step here but ive seen some ugly ass hdrp games and a couple of really good looking urp games
So we really can't compare 🤔
i mean thats why i asked
is there a reason you would need hdrp over urp for your project
just using hdrp is no guarantee that your project is suddenly going to look better or more realistic
If you want to target current-gen consoles, and equivalent gaming PC's, then HDRP is a good option.
The GTX 1060 would be somewhere around the minimum where you can just about run at playable framerates. Rather than the recommended
But it's also quite old and not used that much anymore
So, suppose I (realistically a team) want to make a game with similar graphics as RDR2 (lights, grass, sky etc.). I want to decide which pipeline would be better for me.
in all honesty
even with a team, youre probably not making a game even close to rdr2's fidelity and level of detail...
considering that game was in development for 8 years with over 400 employees working on it
But HDRP does have nice sky and atmosphere systems that could get you somewhat close results
And especially not with a canned engine. RDR2 uses an in-house engine built from the ground up for that sort of fidelity
you can make a realistic game with unity using hdrp dont get me wrong, its going to take time and effort but rdr2 is just a completely different beast
A big chunk of good graphics is good models and the right lighting setup. URP can create amazing content. HDRP does not automatically make your game look good, it’s a lot of setup and mainly a atmospheric thing
also from a practical stand point, a stylized game with consistent and good art direction is going to always age far better than any realistic game would
Yeah, in 2001.
People are still playing GTA V. Games haven't aged meaningfully in a while now
GTA is my primary game, so I'm obsessed with realistic graphics.
Anyway, just go play with HDRP. It'll get you closer to what you want.
I don't enjoy stylized graphics much.
its hard to notice
but gta 5 while realistic is not photo realistic
it doesnt try to be like rdr2, not even that its a product of its time
its just how its designed
its stylized realism, csgo or rather cs2 does something very similar, and its another reason why it looks so good for so long
Lighting can make something horrible look amazing
Really just play around and youll learn
For now, if it runs on your machine that's good enough anyway
Hello there, im getting this error while trying to add project from repository.
this repository does not contain a valid Unity project. Unity projects must contain a valid Unity version file in the path "ProjectSettings/ProjectVersion.txt".
can someone help?
(also there is a projectVersion.txt)
Yeah but they did best for that time.
They did do a good job. That’s a big consistency thing
i dont think youre understanding what im trying to tell you
but its fine
Besides atmosphere red redemption graphics can absolutely be made in URP with good performance
I see a lot of mega scans in that game
Yeah but why would you want to use a render pipeline designed for mobile games when you're targeting gaming PC's?
anyone knows whats wrong with my unity? every vfx, lighting, point light and anything else connected to lighting and shaders is broken...
The biggest change in RDR2 and GTA5 is lights and volumetric stuff.
Because not everyone has a good pc, you should target 120fps.
Lol
That is one of my other concerns. I mean I don't want to make game for browser and mobile. Only PC.
The Knightling runs on URP. Couldn't manage a stable 30fps on XSX
Now it looks outdated and runs poorly
HDRP is overkill if you're making something liiiikkee.. Fortnite
poor development
(I dunno how/ why I replied to a 'lol')
For sure. HDRP adds a lot of background stuff that costs
Even in a empty scene I tested HDRP and it reduced my FPS by 50
I needed URP for good performance to make up for my textures lol. I have a dev log with something I made (which I need to start posting more pics of)
what is typically used for AAA games? on a stylized indie game we're working on we're on URP, does any one use built in render pipeline?
Yeah I think URP just doesn't make sense for a game like that. Your target audience will have modern-ish hardware
Most aaa games dont use unity
so its hard to say
typically in house engines
rarely stuff like unreal or unity
GTFO (old now) was Unity when HDRP was still new
Yeah, there are a few Asian MMO's and mobile games that fit that description
you guys know how to fix this? ive been searching for hours and i really dont know whats wrong...
But Unity really just doesn't scale to AAA sizes
Genshin Impact, Escape from Tarkov, Rust, Cities: Skylines, etc all use Unity
3* of those games i wouldnt call triple a
as with Unreal, if you are doing AAA you will re-write portions of the engine./
Which is why you want an engine that lets you have the source code
Unity does, at the paid levels, of course
From what I've heard they're difficult about this
Honestly I’ve had better luck developing good graphics in Unity than unreal. The only thing unreal does good is automatically give you awesome lighting and that makes anything stand out.
same
Wouldn't surprise me
do you know how to fix universal additional lighting data?
No. But you can try baking your lighting
try talking to #1390346776804069396 perhaps
'Inside' is indie and had source access
to be fair thats more about notoriety
Were they that big before 'Inside' ?
And it's not like AAA devs won't have notoriety..
Access, yes.
Getting to maintain your own copy though?
They changed the source..
limbo
What do you define as AAA tho. Is Minecraft a AAA? It’s a billion dollar game
16px resolution
that doesn't answer the question, Limbo was well known, but I wouldn't say they were as big before Inside
limbo was one of the defining "indie" games when it released
like i said, its about notoriety mostly
same reason why valve just gave garry newman the source 2 sdk
I have seen nice cinematics and arch viz made in Unity though
Little bit of new POV. What is the argument about AAA? What is the requirement from a game to become that?
Minecraft is fun, still has millions of players, billion dollar revenue, doesn’t even have a story or good graphics. What do you want?
Pretty sure these days it just means "I don't like it"
Whereas an indie game is whatever suits your narrative, even when it has 300 developers 🙂
what is this thing that keeps appearing as a child of any text using this font? it wasn't happening in a different project
Unity is perfectly fine. this is why i do not invest more than a line or two arguing with those set against recognizing that. people always point to UE, without understanding its terrible flaws and caveats
I'd say both engines are quite cursed with having to support a broad set of requirements these days
indeed
As well as an ever expanding hardware scene where nobody ever drops old stuff anymore
UE took every possible unity asset store tool and added it to the engine by default 🤣 it’s a lot to mess with. The performance is really not that good. I’d consider it to be more of a render engine vs a game
the true definition of "indie" has died the second dave the diver won that award
what a disgrace to all the talented actually-indie devs
The devs didn't agree with that label either
But yeah, I saw "Indie game ARC Raiders" as a headline at one point 😄
UE doesn't have prefabs does it, afaik?
got used to using Unity nowadays so its kinda become my favourite
their version is Blueprints, essentially
yall im struggling iwht my unity lighting data, can someone help me by anychance i need my project for saturday and i dont wanna restart...
Can you show the error
: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 its not ea or ubisoft its indie apparently
light should have more data in there and unversal additional light data script should show data too.
vfx arent loading well and some are not showing anymore even if they are complete.
point lights are also broken.
all this happened after i removed an imported shader from unity assets store..
ok, as i mentioned .. maybe talk to #1390346776804069396
ya i did already.. sorry, i just sent it here since she asked. mb
Minecraft is an outlier. Would you not say it started off as Indie when it first launched?
minecraft was an indie all the way up until the microsoft acquisition
simply because they were completely independently published up until then
you could even say they were super indie
because they were also independently distributed
There's the term "Triple Indie" I've seen floating about
So are you saying for me to make my game not indie but AAA I need to hire a bunch of people?
seems the biggest deciding factors in if it is 'indie' or not are, Massive budget and team, major publisher backing, extensive marketing, and usually 'high end production', i.e. professional voice acting, pushing the limits of hardware, etc
think that refers to games like expedition 33
its a play on AAA, but they are III
i really stand by that its entirely publishing
people really underestimate how much a good publisher does for a game
thats why "indie publishing" is such an oxymoron
Create a new project and copy the Assets folder over to it. Just to see if it might be an editor setting.
I haven’t seen the additional lighting script though, that’s always like that for me
I am unable to create new projects using unity hub. So whenever I click on a project, and try to change its location by clicking on "Location", it closes the unity hub. How can I fix it?
i remember back when, there were some cool games coming out of eastern Europe and surroundingn areas that i had never heard of until i bought them off the shelf. Witcher 1 as an example, but several, i think RUssian backed, looking back, perhaps Ukrainian.
a quick search came up with a random thing.. do you by chance have Aspera Connect installed?
i tried, it didnt work, i even tried to delete library folder so that all the assets reload. and i also tried to use library from old version from github cuz thats working but ye i didnt push my new lot of progress (my fault). so yea
What is that
NM then. not your issue @ aayush
Is your shader on the right pipeline it’s made for
Also that point light doesn’t have anything to actually project onto, add a cube. You may also need to enable additional lights in the URP settings
Everything was working fine 2 days ago, then suddenly it stopped working yesterday
IDK if it updated on your system, or what may have changed. you can always try uninstalling and reinstalling the hub
I did
I even tried updating my GPU drivers
Windows too
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
Hey guys im working on gamepad support and trying to implement my gamepad to work like a cursor. But, for some weird reason my virtual mouse doesn't point at ui (can't highlight) and clicking doesnt seem to work. This is the code im using:
private void UpdateMotion()
{
if (virtualMouse == null || Gamepad.current == null) return;
Vector2 stickValue = inputs[0].action.ReadValue<Vector2>();
stickValue *= cursorSpeed * Time.unscaledDeltaTime;
Vector2 currentPosition = virtualMouse.position.ReadValue();
Vector2 newPosition = currentPosition + stickValue;
newPosition.x = Mathf.Clamp(newPosition.x, 0F, Screen.width - padding);
newPosition.y = Mathf.Clamp(newPosition.y, 0F, Screen.height - padding);
InputState.Change(virtualMouse.position, newPosition);
InputState.Change(virtualMouse.delta, stickValue);
bool isPressed = inputs[1].action.triggered;
if (previousMouseState != isPressed)
{
virtualMouse.CopyState(out MouseState state);
state.WithButton(MouseButton.Left, isPressed);
InputState.Change(virtualMouse, state);
previousMouseState = isPressed;
}
AnchorCursor(newPosition);
}
While in my inputactionasset i've tried to set point to the position of the virtual mouse and for clicks to be on the virtual mouse left button and also the gamepad button. Im really not sure why it wont work. The event system is also set up with my custom ui input module.
so you know, there are dedicated #🖱️┃input-system and #💻┃code-beginner rooms
also send code properly
📃 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.
not sure what is suggested is wrong with the way they sent the code
honestly im under the impression that its best to keep inline for very small chunks
and use paste sites for everything else
thats how ive been doing it personally and i thought it was the general rule of thumb here
i think for something like this, it's fine in either solution
to a degree, it ends up a matter of personal preference. i seem to recall people on phones having issue seeing some attachments
well attachments are always not ideal since they clip content even on pc
hmm. the hosters need to fix that, then. seems a glaring issue
wdym? this is just a discord thing
oh, i thought you meant linking out to a hosting paste site
ah, i guess this is a discord api thing - in the api files in a message are sometimes referred to as attachments, so i thought you meant that
by clipping, do you mean length or width?
on pc file previews are clipped to like, 10 lines in the inline preview and 100 in the popup i think?
they're truncated and show ... (200 KB left) or whatever
unity users who learned blender afterwards. how did you get used to the controls? it annoys me
Ah. yeah. that is supposed to be the issue the paste sites resolve, but i think they sometimes introduce their own issues
ok fine
same way we got used to Unity controls... keep using
the mobile issue with paste sites was, when you tap it turns into a blank editor
but last time i checked i didn't encounter that issue, so maybe they fixed that?
well idk unity felt natural to me

cool deal. i hope they did
yeah
which ones?
definitely the moving around in the scene
i ended up getting a 'spacemouse' due to the annoying control differences
wha-
i changed mine to be exactly the same as it is in unity
imo the unity ones are more intuitive for new users, but using blender for close to half a decade at this point its almost second nature to me
you can do that?
Nothing fixed,it just closes whenever I try to choose location for folder
what, what? a spacemouse is a hardware device that you use to move around in 3D space in either blender or unity. i also use voice commands for many functions
yeah blender has a freelook camera mode
have you tried deleting the Hub cache?
Yes everything
i have no ideas then. good luck to you
the truth is every tool has subtly different controls from every other tool in the same category and eventually you either override controls in one of them or you just live with it
examples include:
- programming language syntax
- ide keybinds
- mouse binds for moving in 3d space
- media controls for videos in the web
- media viewer apps
- drawing app keybinds
- touchscreen/trackpad gestures
- markup-style text editors
- os system keybinds/actions
Lol thanks for your help though
first time i heard about this. wow
honestly i always thought of getting one but the learning curve really makes me rethink it each time
ok great so basically the best way ahead is to just go with the defaults for now as most beginner courses use that
i found no learning curve.. you plug it in and start using it. the most difficult thing was deciding if you want to be the object or the camera, then you just set what is natural for you
i have no clue about all the settings so that would take a lot time probs
yeah, they'll be referring to specific keybinds a lot. once you're comfortable with the actions, you could then customize them
now i want one after seeing it lol
Wait is it possible some controllers dont support unity's virtual mouse?
ive changed so many aseprite keybinds that i can't tell people what keybinds to use since i have no idea if what i use is the default lmao
i think everyone who really gets serious about their workflow ends up like that
"yeah just press cmd+g to open the package manager"
"wdym it doesn't work"
"...oh, that's my own keybind"
i lot of times i try to do stuff in other ides or other people's devices and it just doesn't work because turns out, i'd customized that keybind lmao
indeed. i can only use my own computer. cannot even use blender on someone elses
well, blender is not terrible, thanks to the added context in the status bar. FreeCAD 1.1 is finally doing the same thing! it is rc2 now. full release should be pretty soon
theres any way to fix this error
did you follow the notes in the image?
and how exactly did you check to verify your firewall policies are not interfering?
!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
have you tried changing the Default location in the settings, instead of using the post location? maybe OneDrive or something silly is causing havoc
like, make a c:\ProjectsFolder then set that as default in Hub Settings
Problem is, it doesn't allow to manually type location, so whenever i click on default location thing form settings it still closes
that is not the default location.. does it do the same in the default location setting? .. let me make sure i am not mis-recalling something
@sacred imp
i am on linux, so slight differences
I am not able to change location from there too, so whenever i try to click on it to change lcoation it closes
oof. ok. i do not usually suggest this, but run hub as administrator
tried that, nothing happend
then you have much deeper system issues, i'd say. run sfc /scannow and the dism cleanup (you can find instructions online). also, what antivirus are you using?
did the scan it said no issues found and i am using windows only no 3rd party software
i am not even able to add my old projects into hub
did you also do the dism cleanup first? chkdsk (or whatever thay call it now) may be a good idea too. IDK, Windows is such baffling garbage at this point, it could be simply an AI written update they, MS, pushed that screwed it up
what's that
if you think it is truly only unity related, make sure you do a full cleanup of Hub. this means deleting 'hidden' folders too. again, instructions are online for both that cleanup, and how to run DISM cleanup
ok i will try
Because unity was runiing fine till monday
But started issues form tuesday
iirc correctly, MS patches on tuesdays
i have to run up to the store though, so logging off for now.
YW, you too
hi, if I want to opt for a baked lighting, should I set everything to realtime till I'm fine with everything and then bake everything? or use baked immediately and rebake everytime? what do most of the people-pros do?
honestly it really depends, i bake it then if i change the scene drastically i bake again
if you have something like bakery its even faster
Baking can completely change the way the lighting looks. It will not simply replicate the realtime to a frozen state. But what I like to do is really set up the scene how I want, the choose which hierarchies should be static or affected by global illumination, then worry about lighting later. I often also clear baked data and work on the scene again. Be sure to add adaptive probe volumes and reflection probes
is this an asset making everything faster?
do lower quality bakes until you're ready to do the "final" bake - as it'll take longer and is pointless if you're still actively working on the scene
it makes baking marginally faster and fixes certain issues caused by unitys own lightmapper
what I did in my older project but it's hard to see if you like it and you might bake something you don't like
Don’t worry too much about the lights because you can always add more baked lights to fake the way it reflects
ohh okay, I'll do this then
For example in a dark room 1 light bulb can sometimes be made up of 3 baked lights
!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.
does anybody know how to fix this error i try opeing unityhub and it says this
did you try reinstalling it?
hi, do you guys know how to make a visual effect emit more like on a plane? here the lightning kinda goes everywhere but I'd like it to emit onto the water
#✨┃vfx-and-particles, perhaps?
Guys any ideas why a custom virtual mouse solution isn't detecting UI? I've set up point and click in the ui input module but it just doesnt detect ui
I got these 2 messages now after installing the entities package. I know that it is the new signature feature added in the editor.
Is it normal for these to have that warning though? could it be because i am stll on an older 6.3 instead of the latest 6.3 version?
I HATE THIS SERVER 😭😭😭
This is a bug in the Unity editor that's fixed in the latest release
Don't use title text for attention.
ah ok, for now keeping this version as long as everything works what i need
hello! i'm working on a vn in unity, and was working in a specific resolution the entire time. however, when i exported my game and uploaded it, the sizing became off whenever the game was resized. how do i fix this?
Hi, I updated to Unity 6000.3.6f1 and now the console writes things only if I move the cursor over Unity UI's buttons
is it normal? Is it a bug?
If this is UI then you need to use anchors or fill modes correctly for your background images
ask for more help in #📲┃ui-ux
You need to properly anchor things
Oh dc just updated didn't see it got replied to already
Not using anchors, a tale as old as unity
Though here an aspect ratio fitter set to envelope parent is the way
ty! <3
Yea @worldly cave
Hello! I am new here. I am thinking about learning to use unity. I come from RayLib (C++) and Ursina (Python) if you can even call those engines, lol. I would just like to know some more from people that actually use it. My main concerns are:
- I never really used a engine with a editor and I am a bit scared that to let's say make a basic shape I would have to enter 10 menus and press 2 key combinations. (Unreal Engine refference lol)
- The IDEs. Am I only limited to Visual Studio or can I let's say use VSCodium, Code - OSS, Nvim or Raider? Also isn't it annoying to change windows just to code?
Aside of that I am kind of excited to learn how to use this engine. I would also like to know if anyone here had any issues on Linux with Nvidia graphics?
VS, VS code and rider are the main officially supported options. I suspect vs code forks work just fine too.
unity supports opengl and vulkan so dont worry about that but expect weird bugs because linux
the unity editor is well designed and easy to use so dont worry it takes like 2 clicks to spawn a default shape
I mean it's Pop!_os which is basically ubuntu so I am kind of hoping for usable experience lol...
