#💻┃unity-talk

1 messages · Page 72 of 1

worldly cave
#

do you need help with something?

vagrant rootBOT
fallow geode
#

hi

near wigeon
hasty zinc
fallow geode
#

lol mb

hasty zinc
fallow geode
#

lmao

worldly cave
#

this isnt a social space

near wigeon
#

did you even the read the webpage

hasty zinc
#

oh mb

placid onyx
#

Why is it when I use poiyomi toon everything that has it in unity goes bright of that texture

worldly cave
#

we cant really help you with third party assets

#

youre better off just finding their documentation and seeing if it mentions any common issues

storm sierra
#

sorry I couldn’t help solve it, I use fishnet so I am more than likely unfamiliar with the tool you used

radiant pewter
#

is there any way to make this window bigger lol

lapis grove
#

hi

near wigeon
somber spire
#

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

lapis grove
craggy pollen
#

that is for playmode tho

somber spire
lapis grove
plain dagger
#

Recompile and keep playing is utter shit

#

Only works if basically everything is serialised and in monobehaviours

somber spire
plain dagger
somber spire
#

fr

plain dagger
#

You want a real hot load plugin

somber spire
#

first of all i want it to reload when changing my code at all 😭

plain dagger
plain dagger
#

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...

somber spire
#

i use vscode and i have the unity extension but it doesn really seem to work tbh

craggy pollen
#

or just do code changes in non run time

#

as you would do usually

plain dagger
#

Reload after playing is the best setting for this

somber spire
#

thats not the problem it doesnt reload even in viewport

lapis grove
#

guys stop talking im trying to develop...

jagged sage
#

Can anyone explain to me the prefixed script when you make a new script in unity?

somber spire
jagged sage
#

These stuff

vivid cedar
craggy pollen
jagged sage
somber spire
#

start gets called once when the game is started

craggy pollen
#

you dont have to type it manually

lapis grove
vivid cedar
somber spire
jagged sage
lapis grove
potent geyser
vivid cedar
lapis grove
#

just right click in the editor and make a new script

jagged sage
#

Thanks all

somber spire
jagged sage
#

Can i just delete it or

potent geyser
vivid cedar
somber spire
lapis grove
jagged sage
potent geyser
#

Go for it then.

jagged sage
#

Where exactly do i paste it?

somber spire
potent geyser
jagged sage
#

Between the brackets under void start?

lapis grove
storm patio
storm patio
upper silo
storm patio
#

not this server

craggy pollen
jagged sage
upper silo
upper silo
lapis grove
jagged sage
storm patio
#

no, and no

jagged sage
#

Stupid question but not how i mean it lol

potent geyser
vagrant rootBOT
storm patio
storm patio
upper silo
jagged sage
#

Alr thanks alot yall

somber spire
storm patio
#

(but focusing on the thing you're actually using would be a much better use of your time)

storm patio
#

time to pull out the ol' reliable

somber spire
storm patio
#

ive written it before

lapis grove
somber spire
lapis grove
fossil smelt
#

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.

storm patio
#

no-one's keeping you here

hasty zinc
#

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
}

}

vagrant rootBOT
# storm patio !input
How to Set 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.

somber spire
potent geyser
#

Yes, you can have both enabled.

somber spire
potent geyser
plain dagger
#

Android can't really but other platforms can

hasty zinc
#

actually learning unity is fun

somber spire
#

it is until it isnt :(

hasty zinc
#

i always lose motivation so fast when i make smth or learn smth

#

but in this shit

#

i dont

somber spire
#

keep going!

hasty zinc
hasty zinc
somber spire
lapis grove
somber spire
craggy pollen
#

if he was mean he wouldnt be here and help people with their games

finite hemlock
#

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?

hasty zinc
vagrant rootBOT
# vivid cedar !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

near wigeon
finite hemlock
lapis grove
somber spire
lapis grove
hasty zinc
craggy pollen
#

for your code old or both

#

obviously

hasty zinc
#

lemme try it

stuck flower
#

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

hasty zinc
#

what the

#

nvm

craggy pollen
#

your code doesnt really move anything btw

hasty zinc
craggy pollen
#

well you are not doing anything else then just getting the input

hasty zinc
# craggy pollen well you are not doing anything else then just getting the input

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...

▶ Play video
craggy pollen
#

only a year old and he used the old input class, ok

hasty zinc
#

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)

craggy pollen
#

restart unity

hasty zinc
hasty zinc
stuck flower
hasty zinc
worldly wind
#

hi

hasty zinc
#

yeah it changed to both now

hasty zinc
storm patio
storm patio
worldly wind
#

I just wanted to say hello. I've been here for a while but haven't been active

somber spire
hasty zinc
#

thanks to all of you guys who helped me

worldly wind
#

Is the @unitygames user on X an official account? There is also an @unity account

craggy pollen
#

why did you ask

potent geyser
#

They're both owned officially by Unity

storm patio
fossil smelt
#

Anyone know how to fix this bug?

worldly wind
fossil smelt
#

I've had it for so long

#

it's when I generate lighting.

potent geyser
#

Because they have social accounts for different areas of Unity. Games being one of them.

storm patio
worldly wind
somber spire
fossil smelt
storm patio
#

was he even muted or did he just get bored

potent geyser
storm patio
#

eh whatever, good outcome either way

worldly wind
craggy pollen
somber spire
storm patio
potent geyser
storm patio
# worldly wind

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

hasty zinc
#

why i think visual studio 2026 sucks

charred fog
fossil smelt
hasty zinc
#

for an xample

#

when i type FixedUpdate

storm patio
#

please write out a full sentence

worldly wind
near wigeon
hasty zinc
#

it doesnt shows me smth like private void FixedUpdate()
{

}
storm patio
#

have you configured your ide?

near wigeon
#

regardless of year

storm patio
#

!vs

vagrant rootBOT
# storm patio !vs
Visual Studio guide

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)

near wigeon
#

it doesnt know about unity by magic.. they are different softwares

rustic plinth
#

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?

potent geyser
vagrant rootBOT
fossil smelt
#

I'm not sure which object it is tho in the scene.

craggy pollen
#

lighting tab

hasty zinc
storm patio
#

ok, so configure your ide so it can help give you an easier time

near wigeon
# hasty zinc im new in unity tho

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

fossil smelt
#

-# (I get the error regardless if I bake through CPU or GPU by the way.)

worldly wind
# fossil smelt

No, at the bottom of the model import settings, there is Generate UV map.

fossil smelt
#

Only in assets.

astral stone
#

vfx graph & skinned meshes bouta make me loopy

worldly wind
worldly wind
#

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

fossil smelt
#

can I just delete it?

craggy pollen
#

can you show the asset are there some child objects on it?

worldly wind
craggy pollen
#

no i mean in the assets,if it has child elements expand them

fossil smelt
#

ohh

#

no it does not.

worldly wind
fossil smelt
worldly wind
fossil smelt
stuck flower
worldly wind
# fossil smelt no dude, this is all that is

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.

stuck flower
#

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

worldly wind
fossil smelt
#

at least not all of em

#

only a few

stuck flower
#

Once you've found it, you might be able to remove specifically that submesh and it might not even affect much visually

worldly wind
stuck flower
#

Chances are if it's not able to generate lighting, it might just be completely malformed and you can't see it anyway

fossil smelt
#

thanks anyway

gray frigate
#

unity produces mesh assets like this when it does static batching

gray frigate
#

you lose a lot of choices you normally get to make during asset import

hasty zinc
storm patio
#

configuration is for your ide, not for individual files

hasty zinc
storm patio
#

!vs

vagrant rootBOT
# storm patio !vs
Visual Studio guide

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)

brisk anvil
#

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

gray frigate
#

I'm not aware of a way to "retarget" a .unitypackage

#

especially because a .unitypackage could also want to write assets into Packages/

brisk anvil
#

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

gray frigate
#

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

brisk anvil
#

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...

gray frigate
#

i don't think you can actually export a .unitypackage that dumps stuff into Packages/ without doing it through a script

gray frigate
#

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 😉

brisk anvil
#

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...

gray frigate
#

i do that a lot

#

at that point, you have to version-control them or it gets really gross really fast

brisk anvil
#

I think the best solution now would be to just make a submodule for the paid assets and keep that one private

gray frigate
#

I can't make old builds of my game because I had a bunch of gitignored dependencies that were modified slightly

gray frigate
brisk anvil
gray frigate
#

Unity does not care about asset paths, so you could add this submodule at Assets/ThirdParty

brisk anvil
gray frigate
#

you'd just need to go to your "package project" to import new packages

gray frigate
#

and it's extra annoying to add those dependencies now

#

since other people would probably just dump them directly into Assets

brisk anvil
#

no way, that's too much of a mess

gray frigate
#

which might cause problems if they have name collisions with your first-party assets

brisk anvil
#

Assets gets bloated too fast.
I try to keep it minimal

#

I will try the forums as well

ebon karma
#

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

potent geyser
#

This is the result of not using a pixel perfect camera. Unity's cinemachine has an extension for that.

ebon karma
coarse tulip
#

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

shadow heron
coarse tulip
shadow heron
coarse tulip
#

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

slow dirge
coarse tulip
#

Fair enough

slow dirge
#

Just don't run away from them. Learn to debug them.

astral stone
coarse tulip
#

Ok thanks y'all !

astral stone
slow dirge
#

Oh, I see you already did

astral stone
#

way ahead of ya lmao, idk i feel like this is such a dumb problem to be having lol

#

Connect thing, thing no work

slow dirge
#

The only thing I can recommend is to use the frame debugger to see what happens on the draw call basis.

astral stone
#

what woud i be looking for specifically?

slow dirge
astral stone
slow dirge
green perch
#

!install

vagrant rootBOT
# green perch !install
When Unity fails to install checklist
  • Make sure you have enough space including on C: drive.
  • Check that it's not being blocked by antivirus/security programs.
  • Look through the logs for a real reason why the setup fails they are pinned [here](#💻┃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.
astral stone
somber spire
#

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

astral stone
slow dirge
astral stone
somber spire
#

how can i turn these off i knew there was a way to disable the messages but i dont remember (in vscode)

slow dirge
viral thorn
#

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

astral stone
#

like with init

slow dirge
astral stone
slow dirge
slow dirge
nocturne bolt
#

Where is the help channel

#

I don't know how to code yet and I've got this error

dusky forum
still quiver
#

!code

vagrant rootBOT
still quiver
nocturne bolt
#

Someone else made it for me

dusky forum
gray frigate
#

what is the problem?

robust schooner
#

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!

gray frigate
#

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

vagrant rootBOT
gray frigate
#

ah, it is

robust schooner
#

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!

gray frigate
#

I'm not sure if it'll help, though; I see that this deprecation just happened

#

I've never understood .NET versions very well

robust schooner
#

Me neither tbh

gray frigate
#

there's .NET Standard, .NET Framework, .NET...just that, with no other qualifiers

slow dirge
#

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.

gray frigate
#

yeah, I'd do that first

#

this may just be a red herring

robust schooner
gray frigate
#

.NET Standard is just a specification (which is satisfied by various .NET implementations)

#

that makes more sense now

robust schooner
slow dirge
#

The extension should install it for you.

robust schooner
#

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.

slow dirge
#

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.

robust schooner
#

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

slow dirge
robust schooner
#

Here you can see the original one and the one I installed later

slow dirge
#

Is that in VS code?

storm patio
#

@robust schooner have you tried installing .net via the .net install tool in vscode

robust schooner
#

Yes, that was how I installed the 10.0.102

robust schooner
#

Oh sorry

slow dirge
robust schooner
#

I though I pasted the one in VS code

#

one sec

storm patio
#

🤔 ive only ever installed via .net install tool and i have v9

robust schooner
robust schooner
#

here's global.json:

robust schooner
storm patio
#

ah.

slow dirge
#

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?

storm patio
#

ah wait, slnx? i remember there being something different with that but i don't remember what...

robust schooner
#

I actually don't know what slnx is, but it is mentioned in the C# error msg in VS code

slow dirge
#

Did you modify that json manually?

robust schooner
slow dirge
#

Try deleting it then restarting vs code.

robust schooner
#

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

slow dirge
robust schooner
#

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

robust schooner
slow dirge
#

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.

robust schooner
#

I know how to do the first part, but I don't undertand the latter

#

Let me regenerate it first

#

I regenerated the files

slow dirge
robust schooner
#

Pardon?

#

Sorry for not understanding 😅

slow dirge
#

Yeah, you're missing it. 🤔

robust schooner
#

Is that... normal?

slow dirge
#

Nope.

robust schooner
#

More problems 😭

slow dirge
#

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

vagrant rootBOT
slow dirge
robust schooner
#

How do I check the output on the Devkit, C#, and Unity logs

slow dirge
robust schooner
#

Ah I see!

#

just the devkit?

slow dirge
#

Yes

robust schooner
# slow dirge Yes

Is it possible for me to just provide a ss? or do you need me to paste the exact output?

slow dirge
#

If everything fits in a screenshot and is readable, it's fine I guess.

robust schooner
#

Ok

slow dirge
#

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.

robust schooner
#

Somewhere safe as in a place outside the onedrive folder?

slow dirge
#

Yes. Closer to the disk root is better.

#

C:\unityProj or something

robust schooner
#

WIll
C:\Users[My user]\CodingProjects\UnityProjects work?

slow dirge
#

No. Users is bad as well

robust schooner
#

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

slow dirge
slow dirge
robust schooner
#

Ah ok

#

Holy shit! Didn't know there was so much!

slow dirge
#

In fact you might need to regenerate it anyway at the new path.

robust schooner
slow dirge
#

No

robust schooner
#

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

slow dirge
#

You can skip it

robust schooner
#

Ok

#

another one

#

Another one

slow dirge
#

Do skip for all

robust schooner
#

Ok

#

Right-E-O

#

All of it is copied

#

I will now proceed in dleteing the project in OneDrive

#

correct?

slow dirge
#

You can. It's not strictly required to run it in the new path.

robust schooner
#

Ok, I'll keep it for now in case anything goes wrong, but wil ldelete it later

#

Now what shall I do?

slow dirge
#

Open the moved/copied project in unity, then open a script in vs code.

robust schooner
#

Opened

slow dirge
#

First, does it seem to be fixed? If not, share the new logs.

robust schooner
#

Firstly, no it doesn't (same reasons as b4 -- no differnt txt color and no definitions) stay tuned for logs

robust schooner
slow dirge
#

Neither will opening a new terminal.

robust schooner
#

C# Dev Kit:

slow dirge
slow dirge
#

Try "manage extension account preferences" and setting your account for the dev kit extension.

robust schooner
#

ok

#

I did

#

I selected my account

#

Nothing happned or appeared

#

just the popup went away

slow dirge
#

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.

robust schooner
#

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

hushed hamlet
#

Yeah that looks like a VS code error / licensing, not a unity one.

gusty abyss
#

Unity Hub crashes when I try to open any file explorer from inside of it

robust schooner
#

@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 😅

slow dirge
robust schooner
#

I don't see anything that allows me to sing back in with my microsoft account

#

This shit is so frustrating

slow dirge
#

Sign in to sync settings perhaps?

robust schooner
#

where is that?

slow dirge
#

Try manage extension account preferences and then add new account there.

robust schooner
#

Don't see an option to do so

slow dirge
#

Click the dev kit

robust schooner
slow dirge
#

Isn't there a "use new account" option?

robust schooner
#

No 😭

#

Oh yes

#

nvm

#

I see it

slow dirge
#

I mean when you click the extension in the manage extension account preferences...

robust schooner
#

You have to click the GithUb option

robust schooner
#

You are correct

slow dirge
#

Also, did you try restarting vs code after logging out?

robust schooner
#

Oh nooo

#

I mean ye

#

yes

robust schooner
slow dirge
#

OK, so are you able to use a new account there or not?

robust schooner
#

No as in when i try to log in, it tries to log me in through github

slow dirge
#

Not the github extension. The C# dev kit.

robust schooner
#

I fyou click that it says "This extension has not used any accounts"

slow dirge
#

Try opening the extension page in extensions tab, clicking the gears icon - account preferences

robust schooner
#

Same error

#

However I also do see a settings tab once hitting the gear icon, dunno if that is of any help

slow dirge
robust schooner
#

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)

slow dirge
#

Don't wait. Use your own head a little bit.
Check the output logs. Try restarting the program.

robust schooner
#

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

gusty abyss
#

Turn it off and back on?

robust schooner
#

Signing it

#

wow

#

woah

#

Only 1 error?

slow dirge
robust schooner
#

Hmph

#

Let me try 1 last time

#

Signing out

#

Closing

#

Restarting

slow dirge
robust schooner
#

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

slow dirge
robust schooner
#

100% is

#

But i'm 1. to lazy to install it and 2. Am not that hardcore of a progammer to use it

slow dirge
#

If anything vs code is more for "hardcore" programmers. Not something I'd recommend a beginner.

robust schooner
#

Oh really, and why is that?

#

ANd btw im not a beginner lol

#

I've programmed in python for 4+ years

slow dirge
#

Because you need to be able to troubleshoot issues like these. And other kind of tinkering often required.

robust schooner
#

Ah I see

slow dirge
#

While VS should work out of the box. With minimum setup.

robust schooner
#

This is so infuriating

pastel echo
#

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?

sage basin
#

!ban 1100869035287134219 racism

vagrant rootBOT
vagrant rootBOT
pastel echo
copper gust
pastel echo
# copper gust 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?😭

storm patio
pastel echo
sacred imp
#

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.

soft cloak
#

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 😐

charred fog
hasty zinc
#

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?

soft cloak
storm patio
charred fog
soft cloak
#

6000.3.6f1

#

the last one available in the hub

charred fog
# soft cloak 6000.3.6f1

Try doing the things I've described. I'm on the same version and it is working just fine for me.

soft cloak
#

I've just tried it, but I still get Unity processes opening :/

upbeat prism
#

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.

ocean pumice
upbeat prism
#

Yes

ocean pumice
upbeat prism
#

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.

charred fog
#

Upgrade to latest minor version

pearl oyster
#

also the error doesn't stop you from using the package

upbeat prism
safe garden
#

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

ocean pumice
ember verge
#

Did anybody knows any free locomotion pack which include as much as animation that can be used in shooter games

deft rock
#

By "locomotion", I assume you mean a player movement solution..?

Unity does a FPS Start Assets pack, which is free.

animation.. search the store.

visual pumice
#

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

deft rock
visual pumice
# deft rock They all have their use. It makes sense to use `OnEnable` and `OnDisable` when p...

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!

deft rock
#

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..

ember verge
deft rock
#
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;
}```
visual pumice
# deft rock ```cs private void OnEnable() => RegisterActions(true); private void OnDisable()...

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

#

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...

▶ Play video
deft rock
#

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

visual pumice
#

oh sorry you're right, he used Awake

#

🤦‍♂️

deft rock
#

the awakes (that I saw) are for things you'd only want to happen once

visual pumice
#

Yeah I don't think his code is bad

flat breach
#

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

flat breach
ocean pumice
flat breach
ocean pumice
flat breach
#

Everything is enabled there including the particle systems and visual effect graphs

ocean pumice
flat breach
#

Not the first time you help me, thank you soooo much, it’s always small things like this causing issue

ocean pumice
#

You are very welcome and youll get use to those little things over time 🙂 We all been there at some point 😄

weary vortex
#

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?

ocean pumice
# weary vortex Quick "best practices" question, I'm building my first game, a fairly simple pla...

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.

weary vortex
hybrid tangle
tidal raft
#

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

hybrid tangle
#

Trash bin

#

Should be there

tidal raft
#

thank u 🙏

scenic ore
#

unity

scenic ore
#

i love unity so much

nova brook
#

Is that true Unity now support C# CoreCLR??

sly lake
#

No, not yet.

nova brook
copper gust
#

which is far from now

nova brook
copper gust
#

And even that is partial iirc

nova brook
sly lake
#

Yeah, just a public test IIRC

sly lake
sly lake
#

Right. Don't worry about CoreCLR just yet then 😉

nova brook
#

but C# is interesting

tight solstice
#

how come unity editor is stuck on infinite loading?

woeful spear
#

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?

jovial ledge
#

can someone help me with my unity lighting data? idk whats broken if its universal additional lighting data or somewhere in shaders?

worldly cave
#

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

woeful spear
worldly cave
#

built on a different engine in a different time

sly lake
worldly cave
#

also yes

#

i didnt mention this

#

but your 3050 is enough for hdrp

sly lake
#

By "more performant high-end systems" it just means, not a mobile phone or Nintendo Switch 1

worldly cave
#

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

woeful spear
sly lake
#

A game like that would almost certainly require a custom engine

worldly cave
#

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

woeful spear
#

So we really can't compare 🤔

worldly cave
#

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

sly lake
#

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

woeful spear
worldly cave
#

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

sly lake
#

But HDRP does have nice sky and atmosphere systems that could get you somewhat close results

stuck flower
#

And especially not with a canned engine. RDR2 uses an in-house engine built from the ground up for that sort of fidelity

worldly cave
#

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

exotic relic
worldly cave
#

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

sly lake
#

Yeah, in 2001.

worldly cave
#

even now

#

but ok

sly lake
#

People are still playing GTA V. Games haven't aged meaningfully in a while now

worldly cave
#

do you think gta 5 is not stylized?

#

in some capacity

woeful spear
#

GTA is my primary game, so I'm obsessed with realistic graphics.

sly lake
#

Anyway, just go play with HDRP. It'll get you closer to what you want.

woeful spear
#

I don't enjoy stylized graphics much.

worldly cave
#

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

exotic relic
#

Lighting can make something horrible look amazing

#

Really just play around and youll learn

sly lake
sly eagle
#

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)

woeful spear
exotic relic
worldly cave
#

but its fine

exotic relic
#

Besides atmosphere red redemption graphics can absolutely be made in URP with good performance

#

I see a lot of mega scans in that game

sly lake
jovial ledge
#

anyone knows whats wrong with my unity? every vfx, lighting, point light and anything else connected to lighting and shaders is broken...

woeful spear
exotic relic
sly lake
#

Lol

woeful spear
sly lake
#

The Knightling runs on URP. Couldn't manage a stable 30fps on XSX

#

Now it looks outdated and runs poorly

deft rock
# sly lake Lol

HDRP is overkill if you're making something liiiikkee.. Fortnite

deft rock
#

(I dunno how/ why I replied to a 'lol')

exotic relic
#

Even in a empty scene I tested HDRP and it reduced my FPS by 50

sly lake
#

These settings are locked to 60fps on the RTX 3060.

#

At eh, 1440p resolution

exotic relic
#

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)

#1453983653993648199 message

safe garden
#

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?

sly lake
worldly cave
#

so its hard to say

#

typically in house engines

#

rarely stuff like unreal or unity

deft rock
#

GTFO (old now) was Unity when HDRP was still new

sly lake
jovial ledge
sly lake
#

But Unity really just doesn't scale to AAA sizes

latent meadow
#

Genshin Impact, Escape from Tarkov, Rust, Cities: Skylines, etc all use Unity

worldly cave
#

3* of those games i wouldnt call triple a

latent meadow
#

as with Unreal, if you are doing AAA you will re-write portions of the engine./

sly lake
#

Which is why you want an engine that lets you have the source code

latent meadow
#

Unity does, at the paid levels, of course

sly lake
#

From what I've heard they're difficult about this

exotic relic
#

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.

latent meadow
#

same

latent meadow
jovial ledge
exotic relic
deft rock
worldly cave
deft rock
#

Were they that big before 'Inside' ?

And it's not like AAA devs won't have notoriety..

sly lake
#

Getting to maintain your own copy though?

deft rock
#

They changed the source..

exotic relic
#

What do you define as AAA tho. Is Minecraft a AAA? It’s a billion dollar game

#

16px resolution

deft rock
# worldly cave limbo

that doesn't answer the question, Limbo was well known, but I wouldn't say they were as big before Inside

worldly cave
#

like i said, its about notoriety mostly

#

same reason why valve just gave garry newman the source 2 sdk

safe garden
#

I have seen nice cinematics and arch viz made in Unity though

exotic relic
#

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?

sly lake
#

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 🙂

radiant pewter
#

what is this thing that keeps appearing as a child of any text using this font? it wasn't happening in a different project

latent meadow
#

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

sly lake
#

I'd say both engines are quite cursed with having to support a broad set of requirements these days

latent meadow
#

indeed

sly lake
#

As well as an ever expanding hardware scene where nobody ever drops old stuff anymore

exotic relic
worldly cave
#

what a disgrace to all the talented actually-indie devs

sly lake
#

The devs didn't agree with that label either

#

But yeah, I saw "Indie game ARC Raiders" as a headline at one point 😄

safe garden
#

got used to using Unity nowadays so its kinda become my favourite

latent meadow
jovial ledge
#

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...

latent meadow
#

no one can help until you actually

#

!ask

vagrant rootBOT
# latent meadow !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

worldly cave
jovial ledge
# exotic relic Can you show the error

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..

latent meadow
jovial ledge
deft rock
worldly cave
#

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

deft rock
#

There's the term "Triple Indie" I've seen floating about

exotic relic
#

So are you saying for me to make my game not indie but AAA I need to hire a bunch of people?

latent meadow
#

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

worldly cave
#

its a play on AAA, but they are III

worldly cave
#

people really underestimate how much a good publisher does for a game

#

thats why "indie publishing" is such an oxymoron

exotic relic
sacred imp
#

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?

latent meadow
#

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.

latent meadow
jovial ledge
latent meadow
#

NM then. not your issue @ aayush

exotic relic
#

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

sacred imp
latent meadow
sacred imp
#

I even tried updating my GPU drivers

#

Windows too

latent meadow
#

!logs

vagrant rootBOT
# latent meadow !logs
📝 Logs

Documentation

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

gusty abyss
#

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.

latent meadow
worldly cave
#

also send code properly

vagrant rootBOT
latent meadow
#

not sure what is suggested is wrong with the way they sent the code

worldly cave
#

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

storm patio
#

i think for something like this, it's fine in either solution

latent meadow
#

to a degree, it ends up a matter of personal preference. i seem to recall people on phones having issue seeing some attachments

storm patio
#

well attachments are always not ideal since they clip content even on pc

latent meadow
#

hmm. the hosters need to fix that, then. seems a glaring issue

storm patio
#

wdym? this is just a discord thing

latent meadow
#

oh, i thought you meant linking out to a hosting paste site

storm patio
#

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

latent meadow
#

by clipping, do you mean length or width?

storm patio
#

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

wraith pasture
#

unity users who learned blender afterwards. how did you get used to the controls? it annoys me

latent meadow
#

Ah. yeah. that is supposed to be the issue the paste sites resolve, but i think they sometimes introduce their own issues

worldly cave
#

i was the opposite

#

blender first then unity

#

the truth is, you get used to it

wraith pasture
deft rock
storm patio
wraith pasture
latent meadow
#

cool deal. i hope they did

storm patio
#

yeah

wraith pasture
latent meadow
#

i ended up getting a 'spacemouse' due to the annoying control differences

modest meteor
worldly cave
#

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

wraith pasture
sacred imp
#

Nothing fixed,it just closes whenever I try to choose location for folder

latent meadow
#

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

modest meteor
latent meadow
sacred imp
latent meadow
storm patio
# wraith pasture unity users who learned blender afterwards. how did you get used to the controls...

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
sacred imp
wraith pasture
worldly cave
wraith pasture
latent meadow
#

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

wraith pasture
#

i have no clue about all the settings so that would take a lot time probs

storm patio
wraith pasture
gusty abyss
storm patio
#

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

latent meadow
#

i think everyone who really gets serious about their workflow ends up like that

storm patio
#

"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

latent meadow
#

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

proven obsidian
#

theres any way to fix this error

latent meadow
#

did you follow the notes in the image?

proven obsidian
#

yeah

#

and it didnt got fixed

latent meadow
#

and how exactly did you check to verify your firewall policies are not interfering?

sacred imp
#

!logs

vagrant rootBOT
# sacred imp !logs
📝 Logs

Documentation

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

sacred imp
#

Whenever i click on locate, it just closes on its own

latent meadow
#

like, make a c:\ProjectsFolder then set that as default in Hub Settings

sacred imp
latent meadow
#

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

sacred imp
latent meadow
#

oof. ok. i do not usually suggest this, but run hub as administrator

sacred imp
latent meadow
#

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?

sacred imp
#

i am not even able to add my old projects into hub

latent meadow
#

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

latent meadow
#

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

sacred imp
#

Because unity was runiing fine till monday

#

But started issues form tuesday

latent meadow
#

iirc correctly, MS patches on tuesdays

#

i have to run up to the store though, so logging off for now.

sacred imp
#

thanks for your help

#

Have a good one

latent meadow
#

YW, you too

flat breach
#

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?

worldly cave
#

if you have something like bakery its even faster

exotic relic
# flat breach hi, if I want to opt for a baked lighting, should I set everything to realtime t...

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

flat breach
deft rock
#

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

worldly cave
#

it makes baking marginally faster and fixes certain issues caused by unitys own lightmapper

flat breach
exotic relic
exotic relic
#

For example in a dark room 1 light bulb can sometimes be made up of 3 baked lights

zenith shore
#

!input

vagrant rootBOT
# zenith shore !input
How to Set 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.

swift rain
#

does anybody know how to fix this error i try opeing unityhub and it says this

worldly cave
#

did you try reinstalling it?

flat breach
#

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

storm patio
gusty abyss
#

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

elder geyser
#

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?

lapis grove
#

I HATE THIS SERVER 😭😭😭

vivid cedar
stuck flower
elder geyser
#

ah ok, for now keeping this version as long as everything works what i need

onyx stratus
#

Hi

#

I’m trying to remove lighting from a certain camera

#

How do I do that

#

Please

charred cairn
#

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?

buoyant igloo
#

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?

plain dagger
near wigeon
#

Oh dc just updated didn't see it got replied to already

plain dagger
#

Not using anchors, a tale as old as unity

#

Though here an aspect ratio fitter set to envelope parent is the way

swift rain
lapis escarp
#

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:

  1. 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)
  2. 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?
plain dagger
#

the unity editor is well designed and easy to use so dont worry it takes like 2 clicks to spawn a default shape

lapis escarp
#

I mean it's Pop!_os which is basically ubuntu so I am kind of hoping for usable experience lol...