#💻┃unity-talk
1 messages · Page 73 of 1
I tried a bit of godot which had code editor built into the engine so I could just edit code in another tab. I am kind of dissapointed that Unity requires me to swap windows constantly especially that I have just 1 monitor but i'll see how it turns out.
Some things require the editor but you can also automate many things in editor and spawn/create/modify most things at runtime too
Unity used to include a shit code editor program. Lets leave that job to IDEs and not some cruddy thing in editor
Yeah...
I mainly decided to try out Unity so I can make "homebrew" games for xbox. How's controllers support? Is it intuitive?
Unity has a legacy input manager and a newer better featured "input system" with very good controller support
https://docs.unity3d.com/Packages/com.unity.inputsystem@1.18/manual/index.html
Hm... I am gonna read that.
basically you define input actions and these can be assigned inputs from mouse/keyboard/gamepads/touch in many ways
direct device input reading is also supported if you so desire
So I create 1 action and I can assign it to many keys right?
like...
Action main gets triggered by: LMB and LT and L2
Btw if you want to build for console you would need a paid license to even install support for the platform
https://unity.com/solutions/xbox
HsbajaejehuHs sheet...
That sucks but I guess I can pay these 20€ or something to get dev mode...
WAIT WHAT-
Nevermind I don't want to make xbox games...
Unity Pro is already $2.3k per person + the cost of the xbox dev kit (no idea how much that is these days)
Yea that isnt really realistic with unreal/unity without considerable cost
What do you mean 200€ monthly...
Yeah...
Common W for linux lol.
Another thing: How does exporting to diffrent platforms look like?
Is it really just a checkbox for Linux, Mac, Winbloats, etc?
anyone want to help me wth my game #1468743582281371740
Hello is there any staff on
idk
why
If using mono backend you should be able to export for all 3
Sweet.
Is there a channel or something to put a post about indie game devs on x
fyi unity games are well supported by proton so many just use that for steam games
I dont think unity builds against the steam common runtime on linux
I want to make my games native on my own platform ya know.
fair but i just know that no distro can agree on how things work so shit breaky
local testing should be fine
Oki doki.
Well, I am now deffinitively giving Unity a try tommorow when I get back home. Thanks.
plenty of people on here to help out
can anyone help me with my game
trying to make it generate
um send me a friend request if ya are wanting to help!
Rather than just reposting the same question with 0 info, consider providing actual info about what you need help with. Also don't expect to get private help, that defeats the entire purpose of a community server
well
if you want me to tell what i need help with
well
i trying to make it generate when i touch the room
i just started working on it
today
Use chat gpt instead!?
and it generates a new room
ok
Ok I guess?
ChatGPT has Unity's interface mapped out in its mind!
Lmao telling someone to use an LLM to figure out what they need to do is bad advice. What they really need to do is figure out precisely what they want to happen then research the individual steps that make up the want so they can then just do it
Hi
Hi
I have no clue what this server about
LOL
Wha-
tbh it looks hard
how can I make a game with a laptop😭✌️
I’m just gonna ragequit 😭
Ima end up throwing my laptop across my room
What kind of game? For very simple tiny games you don't need Unity or anything like that.
gtag copy
Gorilla tag.
Or I will make a horror game
Do you have any experience with coding?
Do you have any experience with Unity?
Im just suggesting you to try something on a smaller scale? Like a simple 2d game. Ya know. Pong, Endless runner, Flappy bird.
Ye
(Doesn't necessarily have to be in unity)
Been doing game dev on my laptop for 3+ years now no issues what so ever.
You can try PyGame, RayLib, SDL2 or Ursina.
They are much simplier and teach you how engines work.
I rather just find a developer 😭✌️
How much money are you paying
none I’m broke 🥀
then you won't be finding people to make anything for you
I don't want to be rude but refusing to learn anything is kind of lazy.
@stone haven is a dev for me
Game developers are not just sitting in their rooms ready to jump at the chance to spend hundreds of hours of their own life and skills to make a game for someone else while they just sit on their ass eating doritos
Ik but im trash at everything
When I try to do smth I get mad
bc I always mess up
Have you tried anything related to game dev?
I tried to make a Roblox game
but I kinda Uhm
Python, C#, JavaScript, blender models, libresprite? Anything?
broke my mouse
Luau sucks.
no
Well
U tried blender but I gave up
It was too hard to use
If you don't want to learn how to do it, and you don't have anything to contribute to the development process, you won't be making a game
Simple as that.
Gtag pfp. Checks out
So either change your attitude or become independently wealthy
I’ll just probably give up on everything then
This is not the place to look for devs. Either use the unity forums or freelancer websites like upwork.
or give up
!collab
:loudspeaker: Collaborating and Job Posting
We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
• ** Collaboration & Jobs**
Atleast try python with pygame... anything?
I’ll just give up
I don't know...
Yeah if you don't want to learn anything ever that's probably the way to go
Realistically no one is gonna do the work for you . Maybe lil bro still young , one day you will grow and understand
I mean @stone haven made a gtag copy for me
Well then why not ask them for another game?
You mean they made a game
that you, I guess, put your name on despite doing absolutely nothing?
Even if I tried to make a game my laptop would probably crash
And I don’t have any money for a better one or a pc
Bruh pygame.org is down. Cloudflare died.
Specs?
what’s tha-
You need to be at least 13 to use Discord
Lmfao
Is it a bad idea to change the cameras ppu to zoom out? then the ppu wont be the same as my assets
A 2d cam. Do you have pixel perfect? Should be np there
yeah its pixel perfect
Ya should be fine there
I give up on this sh- ima just break my laptop at this point
You should probably not be given unsupervised access to expensive equipment until you are old enough to handle it
It doesn't matter. They're clinging on to every possible excuse not to make a game
Ya know what? I will try making a game on my 32 bit laptop with 1 gb ram just to piss you off.
Idgaf
Someone who really wants to make a game will find a way to make it work.
I think this is what people his age consider "Tuff"
I've seen people coding in firefox on android directly in the github browser because their PCs broke
True.
Man I remember copy pasting code from youtube tutorials just because I wanted to make a roblox game without coding.
Lol.
I kind of learned some small concepts of programming along the way.
K bye everyone.
gtg eep
@slow dirge Hey dude, I contacted Microsoft, they helped me a bit, but we ended on a low note as we couldn't fix it, but they said to contact them back to finish the case. However, it seems as though my problem is magically fixed. Any chance you can walk me through on making sure that the problem, is indeed, fixed? Really not sure if i'm getting hyped up for nothing.
Was it about vs code intellisense?
Yes, indeed
You can see here, the keywords native to Unity are in green, not blue anymore!
And when I press Go to Definition it actually does so!
I think it might be fixed!
There's no command called
!!.
(those are identifiers, specifically namespaces and types, not keywords)
Thanks, never new the word lol
im still trying to fix this error @worldly cave
have you tried checking logs yet
Has anyone ever faced issues with black render textures on a Web GL build when they work fine in editor?
ello
Def finshed the essentials in its entirety. and have the course completion thingy. Any reason why these are saying 16% and 27% and 87%? and 33% complete?
Are you using a rendertexture format that is compatible with WebGL?
did you pay for it?
i used to get the shit beaten out of me whenever i used to destroy something in the house because i was not the one paying for it
O! I didn't know unity has these types of courses! That's cool.
Same! If I broke something they would just take away all my stuff for 2 months.
good old days
I remember reading them Diary of a Wimpy kid while having all pieces of my tech taken away from me. 🤣
I used to read it too!!
I got all the books so far + the cheesy edition of the first book in english.
Anyway-
I saw someone's piece of code here and aside from the comments that syntax looks surprisingly sane. I like it.
I can't wait to get back home and install unity rahhhhhh...
Comparing that to some... other... libraries it's readable.
same here!
is that solved or not
These are like interactive, right?
i completed unity essential and right now i am also on Junior programmer 😅
No
C:\Users\Admin\AppData\Roaming\UnityHub\Cache Go to this path and delete both folder in it
its UnityHub cache
Don't y'all windows users find it annoying to use backslash instead of normal slash for paths?
its normal 
Yeah sure, lol.
MacOS and Linux and BSD therefore superior platforms use /. >:-)
hmm i like linux but it is not suitable for my workflow !SAD
Thanks for the random ping at 4 am 
burbuh
!learn Pathways courses.
Me and my friend Indi want to make games in Unity but we're both complete beginners, I have 6 months of experience with Unreal Engine and so I don't think it'd be that hard for me to learn but Indi is a complete beginner :P
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
Let me check it
Do I need Unity Pro to export to platforms such as VR/XR or only for consoles like Xbox/Playstation/Nintendo?
Only for consoles.
Don't go buying Unity Pro just to publish on consoles, by the way. Instead, get in touch with the platform holder and see what options they offer.
I mainly want to distribute for Linux, Mac and Android.
And maybe IOS.
Any options to create for Xbox 360?
Or any older consoles like Wii or WiiU or maybe PSP.
No.
Nothing older than current gen
Last-gen
Not even on older Unity?
you need stuff people are no longer offering
Yeah I- Nintendo ninjas abduct Wolfos
Not even from archive.org?
Though psp and wii unity stuff never existed i don’t think
Aw...
Rawr...
Explain XeXUnshackle.
dunno ask them
People who’ve worked with these platforms are under NDA and can’t really give specifics
However, I can broadly state that older consoles no longer allow new releases
There are some illegal methods to doing some of what your asking in certain extents that requires pretty advanced development knowledge, we can’t elaborate on any of that here nor is anyone here likely familiar
It’s not really a productive path to go down if you intend for people to play your stuff regardless
Yep. Narrow your target audience. Focus on that. Worry about ports later
Doing multiplatform releases at the same time sucks for solo dev
is there a reason you don't need to add/remove listeners in code for inspector-assigned events?
Engine does that for you
but doesn't do it for the code-only ones?
Nope
🆗
Well, that SUCKS. Also, can I export to 32bit platforms and/or ARM64?
ARM64 builds supported on various platforms, yes
Still annoys me how, even months before they release an ARM-powered device, Steam still doesn't allow uploading ARM builds for Windows games.
Hi, I have a problem but i cannot solve it, and i dont even know what's the problem about, could I get some really quick help?
To peel a banana easily, hold it upside down and pinch the tip with your fingers to create an opening, then peel back the skin section by section.
Does that solve your problem?
Nope
Might want to explain it in more detail then 🙂
6.3.5f2, no button works, no UI, it's neither the event system nor the canvas, nothing above any other component, just, nothing works in any project
I want to cry
Same I am also learning...and Unity learn is one the best way to learn also the courses are interactive
And you already have experience with unreal unity is easy game for you
I know Unity will be easy for me, I'm just worried for Indi since you can say he has a "low attention span"
I'm gonna follow Unity Learn with him, but also, he sent me a link to a Unity course by "Brackeys" which is a name I've heard before
I wouldn't recommend Brackeys' Unity course anymore. It's too old.
well it's not exactly the input, it's only the canvas stuff, but even with a default scene, nothing works
After learning unity essential a short introduction to programming audio and 3D 2D navigation it becomes easier for him
At first place I also think that unity is rocket science but it's Soo easy
Oh, I see.
I don't recommend any video course except if you want brief introduction about a specific tool or workflow
Bcz docs are good to go
I always recommend watching this first thing;
https://m.youtube.com/playlist?list=PLhyKYa0YJ_5C6QC36h5eApOyXtx98ehGi
I just learn one thing from videos
Watch tutorial with focus and then fall asleep 
I am talking about RasberryPI and legacy 32 bit devices.
Unity does not support Raspberry Pi
Just focus on making good games instead of supporting things nobody plays games on lol
I don't want to, I preffer to make silly games for silly platforms...
I treat games more as a hobby project.
Well, Unity isn't for that 
More like "Yeah, I can compile that for Atari Jaguar"
No but I will make some decent games I hope, it's just sad to be limited by some stuff.
Use Scratch 
Most of the things I make are lightweigh arcade games clones.
Cmon, I am a normie but not that normie...
All build platforms are okay why Raspberry Pi
well that's the last time I'm using this engine
I feel like I would more easily learn x86 Assembly rather than getting good at Scratch.
PICO-8 is sick for this
I think you need to reinstall the editor or change a minor version
Sane decision IMO. Quality is pretty toasty lately.
RPI Pico? The mini board?
no
Hm... Interesting.
What is the programming language used by this?
Lua
Ew... No then.
Fair lol
Yeah that was the part that didn't really jive with me either heh
Same not python but lua is 
I want to code in C or some BASIC dialect.
I’m just waiting for godot to mature more personally
Unity iffy as fuck but it sure is comfy
I started writing my own engine
OpenGL?
No, DX12 + Metal
Respectable but i’d mostly rather die 😛
Rawr... No linuk support...
Will be arranged
With DirectX?
I just wanna make vidya games and maybe some assets/plugins so hard to not go with unity
Game Engine takes year but your engine your control 
Currently rendering the Lumberyard Bistro scene at 120FPS but it's still missing a lot.
(Not my render)
I found some cool mini engine on steam, it uses BASIC and has all the needed tools included. You can even export the games to GameBoy.
Thats neat
Hol on ima send link.
my ambitions are a lil bigger than that tho aha
We had to use some BASIC dialect back in college. That was fun.
Is that your game engine 
Are you making engine in C#
Sure, it's much faster than Unity but it's also not rendering shadows so I wouldn't compare 😏
That's pretty neat.
Yeah building tools takes year
This is my current project which looks basic but certainly needs a proper engine lol
Is that assembly engine lol
If the sole purpose of AI was to automate game localization, the number of hours saved would be incalculable. I am living that hell right now.
how to actually add light that works in unity?
Whenever I add light, it does nothing, and everything has almost equal light everywhere
I want as an example make an indoor area that is not hit by the sun, and has light based on torches
Are you in lit mode? Using lit shaders?
I don't know tbh
ill check that
it's like that ingame too though
(not only in the inspector)
i disabled/enabled it now (the lightbulb) and a point light i've added doesnt really change anything
Point light won't do much if it's lit by the sun
wait I just got it to work
maybe it doesnt show on the inspector
that's weird
eitherway thanks
If you want localization that is pretty good and doesnt rely on AI trying to interpret stuff I can recommend the free plan of DeepL: https://support.deepl.com/hc/en-us/articles/360021200939-DeepL-API-plans
DeepL's API is accessible with either the DeepL API Free or the DeepL API Pro plan. Our API plans were specifically created for developers and for anyone who wants to integrate DeepL’s REST API int...
We have been using it and apart from very edge cases it works like a charm
The problem with not doing most of it manually is how common it is that words have multiple meanings. Even a professional translator won't know how to translate "mine" without context.
Yeah in our production apps we give the translators a version that is switching the loca texts between loca key and loca value on button press and also highlight texts in red that have no translation yet
but thats a pretty custom setup 😄
And even if evert word was translated perfectly for me, I still have to go into the text of evert button and associate it with a localization file. My game has MANY buttons.
Yeah well thats why you create a base prefab for buttons and just attach a loca script on there... hard to do after the fact 😄
The key rebinding section is going to be a nightmare
introducing loca in an already done app is always a pain
Did I mention this is essentially my first game? A passion project I have been working on for years.
Yeah I 100% understand
Its always easy to say "why didnt I do it like this" after the fact, but nobody tells you, that you will even encounter that problem when you start
I'm kind of surprised string localization isn't an automatic thing you would have to shut off if you didn't want it to do that.
Well a lot of things could be on by default in unity (looking at you cinemachine) but at some point they have to decide what is bloat and what is usefull for the avg user
Yeah, not a job i would want.
I don't think Unity had a localization system until recently
In fact I only found out it had one when I'd already built one 😅
Yeah I was surprised to see a loca package just about 2 weeks ago
Hi, I'm looking for someone to do a 1-person shooter with, I'm a beginner, but I don't have the stamina to write code alone, I really need an ally of the same level as me, I have a team not related to the code, but which can make assets, there is a game design and ent to the game, there is even a plan for the implementation of the plan. But there is no money.
I need you, let's study together, and what happens in the end and when we release the game will be divided equally.
!collab
:loudspeaker: Collaborating and Job Posting
We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
• ** Collaboration & Jobs**
Yeah, 1.0 in 2019.4. Definitely too late to be a core engine workflow.
They should really start breaking things with major versions, they are so scared to break upgradability that it hinders progress in some places
I think requiring UI text to be localized by default makes a lot of sense. Maybe a string textOverride for quick prototyping
updating objects to entityId is the most careful introduction of a breaking change I have ever seen in any software 😄 but with a feature that deep ingrained i can understand
When I first started out, updating my editor was a thing of nightmares.
They definitely used to break more
Yeah it still is a bit of a pain and for some versions it was worse, 2019 to 2020 was a pain, 2022 to 6000 was smooth
I'm still on the fence about going 6.3 eventually
I hear the shader variant prewarm thing got much better
We are on 6.3 in a production app with 50k monthly active (mobile) and it works fine, even solved some crashes for us
It's a lot of effort for me
I just did that today, on this game (from 6.0). The only issue I had was my own fault... tried to connect my player client to my headless server without rebuilding the server with the new version. It didn't go well.
And it's currently not crashing on the latest Nvidia and AMD drivers, would like to keep it that way 🙂
Yeah no idea about desktop here 😄
It's a fairly late stage project
I don't sweat it much anymore. I just do a full project backup (which I do pretty much any time I work on it for more than 2 hours), then if the update goes bad, i just scrap it and continue from the backup.
Currently working on 6.3 at my job for mobile
And a private project with a buddy on 6.3 for desktop but that way too early stage, we didnt even come to the stage where you would make test builds so when we are even close to release 6.3 will be 100% stable i guess
Project file is up to 35GB though, so it is starting to get annoying.
Let me introduce you to local git repositories 😄
you dont need to use github or another provider to take advantage of versioning, locally is totally fine
Is anyone else unable to open a project rn ?
Yeah, I have version control of course. It's still a risky move. Lots of custom graphics work, third party assets that tend to be fragile, etc.
Yeah, thought about it. Haven't been motivated to learn how to use Git.
I'm trying to just open a project from unity hub and the editor isn't loading
get a git interface, git kraken was pretty good I think
It will save you LOTS of time to learn that once instead of doing 35gb backups
I'm still using HDRP 16 or something
So need to merge my changes into the new version
Need more info... New editor version? Old project folder?
Or update it to work with Unity 6.3. Might be easier.
Wait, you don't have two 4Tb m.2 drives in RAID 1 that are half full of project folder backups? lol
I've seen .git folders get that big 😅
Been working on it for the last few days in unity 2019.4
No just 1TB of project folders of the same hobby project started in 15 different ways
That's when you move to Perforce
Once the repo starts exceeding the size of commonly available SSD's you don't have much of a choice
if your project exceeds 2TB you dont have a storage problem you have a WHY problem
Nah, git stores the entire history
yeah you can easily prune a history of large files you won't need anymore
So if you have enough large asset updates it starts approaching 2TB
also it stores deltas for most things
Ok nvmd
I just signed out and signed in again and it worked
Probably just a license issue or something
I have the opposite problem with hobby projects. Variety! I have done PC, Android (GPS, sensors, AR), xSplit Broadcaster integration, YouTube live chat integration, Google Maps... All in Unity.
Hello guys, can you help me with a bug or what is it? I just created a terrain in empty project, used a brush and after Ctrl + Z brush won’t let me touch that area anymore, I don't understand what to do :/
Ctrl + Y 😅
Jesus, I just noticed it's 7am here. I have to get to bed so I can drag my ass through another 8 hours of localization tomorrow.
*today 🙁
Yeah my problem is that I love learning a lot more than finishing projects, so I try new frameworks and code patterns 😄
Stuff I worked on just the last 2 months:
- Picking out an IoC container: Zenject, VContainer, Reflex
- Updating my UniRx knowledge to R3
- Updating my DoTween knowledge to PrimeTween
- Trying networking libraries (Unity NGO, Riptide)
- Getting back into ECS/Dots
So yeah, experimenting a lot, but that involves starting in 15 different ways xD
That's one of the thing I will be scared about when using Unity. Random things like that will happen...
Oh I learn first and then do shit wrong anyways 😎
but it's a base... how to create with it 
I like to write a program with youtube tutorial and then rewrite it worser.
And then you fix it wrong 😎
I'll be honest, I know almost nothing about the things you just listed.
Mostly advanced things or related to a certain programming pattern, no harm in not knowing them
Though primetween is a thing that I can recommend to atleast take a look at
Ye I know uh Java Script is called JavaScript in C++ 😋
No JS is called javascript
/j btw
My favorite is to question the reasoning that someone way more talented than I gave in their tutorial for their system, just to agree with them a few months later and have to rewrite everything to how they suggested in the first place.
Experience vs studied knowledge
Also called the reason nobody is hiring junior devs atm
Yeah, I just speedrun experience. If the first version is going to be bad, better make it quick.
I never finish my projects 100% but atleast I am superior to 3rd party thinkers. (AI coders)
"Thinkers" 
My first ignorant move was ignoring any type of naming convention because well, "I have a good memory". Now it's the first thing I recommend to beginners. lol
3rd party thinkers. They use external tools for their thinking.
You are implying there would be any kind of thinking involved, spoiler, there isnt
AI is still a limit, not a flex. For another year or so anyway.
I still sometimes write likeThat and sometimes LikeThat and sometimes just x y z depending on the moon's position.
I just do what Rider says (re: name conventions)
Cmon... they can write prompts... Hou kruel... 'Writing prompts is harder than coding manually' 🤣
Well ok, sometimes copilot knows what I want to do before I do, that creeps me out sometimes but its a smart autocompletion at best 99% of the time 😄
I picture a lunar calendar in your code comments. 🤣
You use Jetbrains Rider
does unity 6.4 beta have ai?
I wrote print statement "welcome to Ninecraft installer" and it automatically wrote a whole program that installed ninecraft projects as a suggestion-
6.3 have it
Yep, it's great
where is it located? i cant happen to find it
Yeah now that rider is free for hobby devs I can only recommend it, before the pricepoint was to high of an entry
If you are used to VS keymap you can just apply that fully to rider
JetBrains is good for big stuff. For my everyday tasks I choose neovim.
I use Visual Studio but I also have Rider installed
Refference image for Windows users:
There is only so many ways that certain code can be completed cause its predictable lol
I don't excatly like Visual Studio...
You're not allowed to use Vim until your beard reaches your knees
Look it up, it's in the terms of service
My socks reach my thighs, does that count?
Vs code is just perfect
Nah, Code - OSS is my go to for web dev.
Best VSC fork.
Probably a package you have to enable or something , why would you even want that
cus i cant code for sht 🤣
i dont want to try these things in my life Arch linux , Vim , G0dot , Opera browser
the texture and animation generators are not too bad, aslong as they are free
Just learn it. There is no shortcut to making anything good
AI is a fad
Neovim is actually really decent.
ai the future gang
Have y'all seen LazyNvim?
When I tried them they were pretty lackluster tbh lol
*for prototyping
at that point just get an IDE
Nope! >:-)
Nvim is my go-to for C++, Python and C# for a while now.
Also I don't have to leave the deep abyss of my terminal to write code.
My bad for interrupting,
How long did it take you guys to actually lock in? Did you guys ever go through a phase when you went from project to project every few months? Like I start something like a mobile app, unity game, website, etc.. then id feel about 80% done (it feels like) and I realize how much polish I need to put into it and just put it off for "another time" I know im not building anything useful but ive been refining my skills in different languages and frameworks just to find my niche I guess, I understand how LLMS work and I realize they're tools and arent a replacement for actual developers, just a tool, but I feel like it raised the bar quite abit. Ive been practicing coding before AI was actually popular and ruining schooling and economy etc.
Ai hasn’t raised the bar, unfortunately its lowered it quite abit
Did you guys ever go through a phase when you went from project to project every few months
Phase? That never stops.
Every few month? More like every few weeks 😄
Just gotta make smaller projects and really push yourself
Honestly I feel like its raised the bar for people that dont vibe code or really use ai. I use it sometimes obviously but ive been trying to actually learn
like sidia said this never stops lol
Same.
i try to make the game feel good so that i want to work on it more
if i put the feel of the game for later then im not gonna work on it much
so maybe find something you wanna do first in every game to keep you motivated
Wait am I allowed to show some pics of my most recent project here or is that another channel, it has no game name or anything
No they don't raise the bar, AI is not outputting quality anywhere near what a semi skilled human can produce
they are fast but sloppy and you hear daily about apps that come down because the AI has no concept of cypersecurity or anything related to that
And they need people to train the AIs aswell i guess too right? Like it sends a prompt and you answer it and someone reviews it etc
I can't fathom how many people installed Clawdbot and just gave them access to their credit card
and then researchers code reviewed that thing and it contained hard coded api keys and stuff
Lemme expand on that, I know training is on the internet, but I realize some companies hire people to write code snippets to modify training data to be better
You got that wrong, the people able to write AI are getting jobs
not the ones using it
Ah, oki.
Cuz I see more and more posts on r/vibecoding and offers to buy vibe coded ass stuff from some freelancing sites.
Which is obviously stupid to me.
I have a very simple and possibly silly question, uh... Idk if this is the right place to ask. Is there a native ability in unity to restrict rotations of an object or do I have to make a script for it? I just want to apply some restraints to make animations a bit less jank.
rigidbody objects?
not yet
or just normal objects you move via code?
just objects, specifically animation handles actually
is your own code moving those objects?
it should be an animation clip
I mean it's only a few lines of code but just wondering if unity had a native way to do it so I don't waste time
you can edit the animation clip in unity or reset the position every frame but that might mess with the animation
for rigidbodies that are moved through physics, yes there is a way, for animationclips there isnt a checkbox or something
I think I'll just make a script which is like 'maximum rotations, if > 180 rotate towards < 180 or smth
it's just to make my life easier down the line with animations is all
anyway thanks.
My favorite thing i coded in unity so far was working with chasing AIs, that or coding an office chair that you could push around 😀 it like rotates and the wheels move 🙃
Whole chat is about Ai 
Anyone know if unity has any plans to improve the client startup time or code recompile time?
I have seen some assets regarding the code recompiling though, but I'm just wondering...
What do you mean by plan or you talking about pro or enterprise version
Maybe you can read documentation
Plans to move to CoreCLR were announced back in 2022
So yes, it will happen. But I wouldn't hold my breath for it.
the CoreCLR stuff is that
Oh they said the implement that stuff in 6.7
yes
That's when the first test version comes out, yes
After GTA 6 maybe
There's no timeline for it being production-ready
Yeah For Stable release we need to wait a lot maybe GTA 7
That's still good in my books. It's not only on the radar but actively being worked
just hope things go smoothly lol
They won't 🙂
If you see the unity requirement page for windows it's 4/8gb and for Linux they mentioned 16gb
Unity is optimized for windows but on Linux it's actually faster
Like fedora KDE
Yeah I'd believe it. I've had many things compile faster on Linux. It's just way faster with file interactions
which adds up a ton
oddly I never thought to see if Unity even worked with linux before now 😅
might have to setup a dual boot again at home
Linux is best for programming tasks but for game dev workflow it isn't suitable
No Linux is perfect just for programming tasks but for game dev needs like Unity works better on Windows and also most of the other softs used for game dev
quick performance question,is raycast faster than collision? i want to add a way for my enemies to see players and other enemies and have a more "realistic" line of sight and its kinda hard to do with collision so i wanted to do it with the physics raycaster component
Don't worry about it
Just use what you need. Raycast is fast.
The only thing that is meaningfully slow, and worth optimizing, is meshcollider
Even convex
good to know,tnx
the physics raycaster is for clicking things afaik. you would just make physics queries via Physics.Raycast or Physics2D.Raycast
oh and about trees,my scene has a lot of them and ive been using a tool i found some time ago to add nav mesh obstacles but the AI sometimes still bumps on them and starts sliding instead of following the path,i kinda fixed it by making the obstacles bigger but i feel that there is a better way
!collab
:loudspeaker: Collaborating and Job Posting
We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
• ** Collaboration & Jobs**
By default, Unity's navmesh system doesn't take terrain trees into account. You can hack this in though
read the bot message
please stop spamming
read the bot message
i'm not interested, this is not a space for recruitment
Ohk sorry
yeah the tool i have does the same thing,i really hope unity adds a fix to this tho
Heh
I've been hoping they'd fix terrain up since 2010
I wouldn't say it's just as bad as it was then, but it hasn't come very far.
Is there a good way to verfiy that a NavMeshLink is working as it should? I am running into problems with dynamically baked nav meshed and sometimes not working links.
Everything is as it's supposed to, yet I still get the same error, does anyone have a solution for this?
!ask
:thinking: Asking Questions
:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
-# For more posting guidelines, go to #🌱┃start-here
Solution to what? You showed yourself opening a file (you know you can just double click the file IN Unity right?).
Also, your IDE isn't configured. Which you will want to do.
!ide
If your IDE is not autocompleting code or underlining errors, please configure it.
Select one:
•
Visual Studio (Installed via Unity Hub)
•
Visual Studio (Installed manually)
•
VS Code
•
JetBrains Rider
• :question: Other/None
The script dass thing.
!ask
is multiplayer issues discussed here, I am creating a game using Fish-Net and would like to ask around
There's no command called
ask is.
i had this issue once but forgot how i fixed it maybe u can just create new cs file and copy paste code there then delete old one
Happens when the code isn't compiling - or compilation wasn't done for some reason
!ask
are the unity prototype series files still available, meaning can i acces them currently, if so how?, i undrestand that the videos are still up, but i couldnt find the files, nor answer if they are avalibale somewhere, anywhere. so yeah, are they still avaliable?
There's no command called
ask are.
!cmds
There's no command called
cmds.
!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
Make sure that there are no compile errors and that the file name and class name match.
Why you guys using bot commands and also wrong one 
Because no one actually reads the bot messages they just think they have to repeat them
😮💨 Sad
Hey,
I'm working on something for myself and looking for animations related to the black powder era e.g. musket aiming, locomotive with a musket and reloading... Any assets ppl know about that can be purchased? Not an animator myself so would greatly appreciate it.
Your best bet is to look on the Unity Asset store.
Guys, generally for a FOSS game, is it more recommended to use the MIT or the GNU GPL v3 license?
I'm leaning more towards the latter but I'm not sure what's standard
there's no standard really, you can use either
try reading through what they specify (or check out some comparisons by OSS initiative or similar) and see which one fits your intents better
hi, how to make my player be able to slide a GameObject and position it in the actual world?
Get the position you want it to appear and spawn in a prefab at that position
I lean more towards GNU GPL to avoid tacky proprietary derivatives with barely any credit but I also feel a bit icky about forcing people to open source projects that might use our code snippets
MPL sounds appealing too but I'm less informed with that legal stuff
Hey, I just saw your message! I'm working with Fish-Net quite a lot – do you still need help with it?
Hello! I'm reading https://docs.unity3d.com/6000.0/Documentation/Manual/hierarchy-reference.html where it says, "To open the Overrides dropdown directly from the Hierarchy window, select the override indicator. The override indicator appears as a blue line in the left side of the margin..."
I see the line, but selecting it does nothing. Right-clicking brings up the normal list of options for GameObjects in the Hierarchy. (Also, it's a tiny line that's difficult to select. :P)
Am I doing something wrong?
this is easy to do, but I meant getting the position, because I want the object to spawn on the ground but the ground isn't at the same height everywhere
How is it that you want the player to select where the object should be?
I just want him to press a keycode and then the object should instantiate like 2 unit forward on the ground
So get the position 2 units forward and raycast towards the ground, then spawn it at the place the ray hits
okay , thank you
wouldn't spawn it at the rayhit position just put the prefab center here?
Objects spawn at their origin point. If the origin point is at the center that's where it'll be
ohh yea right, I'll just parent an empty gameobject to it and put it at the bottom
been looking cant find anything maybe my searching is wrong will keep looking
why not have the pivots be at the bottom of the objects
There is more likely a reality that what you're looking for isn't something that is available.
that seems easier to standardize/conventionalize throughout your project
The time it takes to make animations and the market for it probably doesn't align.
look on fab as well
can I move it in unity?
you can't move gameobject pivots, you move other stuff relative to the pivot
eg offsetting colliders, setting pivots for sprites
the pivot/origin is where the object actually is
yes, in my case the prefab's pivot is in the center, but I can't put it at the bottom right? I need another gameobject for this
everything else in the prefab is centered on the pivot, not the other way around
you're being very vague here. is this a prefab with a mesh or what
the prefab only contains a mesh and a mesh collider
and its pivot is centered
it being an fbx?
yes
that would explain it
you can move the pivot in eg blender i think, for an in-engine solution you would have the meshrenderer be a child of the actual prefab and have that child be offset such that the mesh is above the pivot
yeaa I'll do this, thank you.
There's nothing called Cosmetics in Photon.VR.
ah
i got my character moving but for some reason looking left and right moves my character, how do i fix that?
You make a project and follow along and it shows you the basics.
Nice.
how should we know if we cant see how you implemented the movement.
Yeah I just started the junior programming. Has it been useful for you in your personal project?
Hi
For Learning it is super cool it far more better than any video tutorial
Am new but i wanna be a vfx artist like particles etc yk but should i spend money for textures?? I'll draw them but when i get better cuz am so bad at drawing
Like anyone knows some for free
If you want to be vfx artist so why you purchasing ...learn them bcz you want to be a vfx artist
I mean textures
Just as a start
Yeah then it is ok
i mean you can always get free ones
Hey everyone, I’m relatively new to Unity and I'm starting to practice by trying out the flappy bird tutorial running and I ran into a UI issue. I have TextMeshPro objects on a Canvas that display correctly in the Scene view, but they don’t appear in the Game view or camera preview. The Canvas is in Screen Space – Overlay. I’ve double-checked that the objects are active and the Canvas Scaler is set. Any idea why the text isn’t showing in the Game view?
try free resources
I mean any sources?
Like where I search
Thats fair, idk im new to all this, i did a tutorial on how to get the new input system to work but i think theres something lingering in my project i just cant find
select the canvas and press F
or double click the canvas in the hierarchy
Guys ik i mean webs
google will give you a list
Like unity free source?
here you go
there's your answer
Go to assets store and filter Result for free
Oh ok thx I'll try
do i increase the size of the sprites?
there's your answer. that's where the canvas is, notice how it's the same shape as the view port
screenspace canvases use screenspace units, not world units. your textboxes will be rendering very small at the bottom left of the screen
they'd be outside the viewport then
they're already the proper size
it's the canvas elements that are positioned wrong
ohhh ok I think I get it
I scrolled for a while and i couldn't see except pre made vfx
I just wanna textures
I searched and nothing comes out
you need to include particles in your seaches
particle sprites gives a ton of results
Yea but i find nothing all are just like selling vfx
Is there's any plugin for unity or there's not
anyone know why my camera is so small?
When I put my sprite inside it acts like the screen as shown below
Is it small or are you far away
idkk
but when I add some text
its huge
idk why and when I size down the text to fit in the box it does not show
How big is the canvas?
On screen
How big is the canvas
The canvas is your screen. UI elements are positioned on the canvas and that's where they end up on screen
So, you'd see your text in the bottom left corner of your screen in play mode
it's in screenspace units, not worldspace units
@runic swift just explained it to a previous question lol
(that's the scale btw, not the size)
wait so then why does my image need to go into a diffrent box?
Is your Image a UI object on a canvas?
I had to go dig through my past posts to find this visual example but here's how things on a canvas should be thought about:
The canvas is your screen
UI elements positioned on the canvas will be on the corresponding spots on the screen
If it's not a UI object, it'll be on screen when the camera can see it
For UI elements only, yes
okay well im making a 2d game so everything will be ui'
They shouldn't be
wym
Only UI elements should be UI regardless of the game type
yeah but its a 2d game so everything is a ui
Everything is not an UI in 2d games
Google sprite
The cat sprite is not UI
but its in the canvas
Well yes, because you put it there. Don't put it there
so where do i put it?
Outside the canvas as a normal sprite, like you already had it before
but then it does not show up
Looks like it showed up just fine here
No it's not
Put it where the camera is like you already had it here
But why is that in the camera but the canvas/ui usn't?
Canvas Overlay is a representation of the UI overlay projected on the camera, it scales with resolution and has relative units to that. It's only relevant to UI.
Everything else goes into world space, which has consistent dimensions, where you move your sprites etc.
To show world space items you need to point camera to them
Can you run unity and blender on a Chromebook?
is anyone else getting an invalid signature error on packages?
Update to the latest minor version
!collab
:loudspeaker: Collaborating and Job Posting
We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
• ** Collaboration & Jobs**
@charred fog could you answer my question if you know please and thank you
Please don't tag people into your questions. Also it seems like something that you should lookup with 
Ok
how exactly are you supposed to use the physics raycaster component??? i see it adds a camera so i thought maybe i dont have to code the actual logic manually like i do usually with Physics.Raycast,i tried looking at the docs and online but i cant find anything about it all i can find is tutorials about Physics.Raycast i dont need Physics.Raycast i want to know about this component
PhysicsRaycaster allows objects with Colliders to be used with the Event System
i.e. you can use these with them:
https://docs.unity3d.com/Packages/com.unity.ugui@1.0/manual/SupportedEvents.html
You can find info about raycasters here: https://docs.unity3d.com/Packages/com.unity.ugui@1.0/manual/Raycasters.html
Every software is going to have "Minimum Specs" listed on their website, if you want to know if your computer can run certain software you need to make sure your specs are just as good or better than the minimum specs they list, if you want to know if it can run multiple software, ideally youll want specs that is better than both the minimum specs of both software, you might be able to run it but if you dont have good enough hardware it might be a slow/laggy experience and you might face occasional crashes if one maxes your memory (which might be greatly affected by what your doing in either software)
oh ok i get it,ill use another approach for enemy fov then
https://docs.unity3d.com/6000.0/Documentation/Manual/InspectorItems.html - " If the values are different across two or more selected GameObjects, the Inspector displays a dash (-). To apply a property value from one selected GameObject to all selected GameObjects, right-click the property name and select Set to Value of [Name of GameObject] from the context menu."
I don't seem to have the "Set to Value of [Name of GameObject]" option. Can somebody else try?
Nevermind, it seems to have worked on one Component property, but not "Scale".
No. Maybe Blender, but not easily.
Ok
hello, with virtual effects what's the difference between Play() , SendEvent("onPlay") ? I've tried Play() in the start and sending event each 3 seconds but it doesn't play the visual effect
Do you mean Visual Effects? Like VFX Graph?
yes exactly
ohh yea my bad I said virtual sorry
https://docs.unity3d.com/6000.5/Documentation/ScriptReference/VFX.VisualEffect.Play.html
This call is equivalent to VisualEffect.SendEvent("OnPlay");
ohh okay, do you know why my VFX doesn't appear in playmode? when I play it using the editor it works
Not off the top of my head.
Try asking in #✨┃vfx-and-particles
I deleted the cache and it’s still not opening @nova brook
Try complete reinstallation of Unity Hub not editor just Unity Hub
It might work
Alr
i plan to make 2 cutscenes for a game me and some friends are making for a school project the cutscene would be for a spaceship clashing with a meteor shower. For the first cutscene it would switch from a calm view further from the ship to the panic of aproaching the meteors and clashing them. Would it be better to learn to do it in units cinemachine or blender?
unity has a Timeline system that is best suited for making cutscenes
Look into Unity Timeline
oops I was 🐢
Alright thanks for the help
It’s still not working idk what else to do @nova brook
Last Steps to do
1.First uninstall Unity hub
2.Search %AppData% on search
3.when you open that folder you see a lot of folder Just Delete UnityHub and then reinstall it will work
After uninstalling and deleting UnityHub folder try to restart pc and then install hub again
Appdata ain’t poping up in search
are you on windows?
Yea
it might be hidden
appdata is a hidden folder by default
at the top bar in file explorer, press view and then check hidden files
Where would I find it tho cuz I got the hidden folders on
I got that on but it’s still not popping up in search
try typing %appdata% in Run
I just deleted the folders
win + R
I found it
Omg it opened thanks so much
How do I move a project file into a new unity project that’s in my folder

are you trying to load another project?
you really just need to drop the contents of the project folder in the other
I’m trying to get my old projects back they are still In my files
But none of my projects saved
So they are in my files I just need to switch them over now
you can also go into the Assets folder of your project there is the .unity file this will also open unity
Wsp guys does anyone know why i dont have the climbing prefab in Xr interaction?
Wym like drag the unity project folder into somthing
double click it
There we go I did it
now the project should be in your hub , you can open it form there next time
Hey if I wanted to ask questions abt urp shaders which channel should I ask in again
ty
Hi
Does anyone know who is behind the unity version of geometry dash lite i saw gd colons video and now im eager to know
Why are your only messages in this server pinging a random other user
Then you should DM them, what's the point in pinging them in a public server
Then you should probably take that as a hint
dw once he replies i wont repeat it
They blocked you. They're not replying.
This isn't what this server is for
And they literally blocked you. They won't see your pings.
ts is my new id
they will dude
can u just stop
That's not how discord works
If you're literally just here to cyber-stalk someone, leave.
go make a thread and ping him there if that is how you want to spend your time. next step is contacting a moderator. stop flooding the room
<@&502884371011731486>
Do not DM people without asking.
were
Hi
hi
Is it normal that everytime i open a folder that has a scenetemplate inside for unity to freeze up?
seems to only happen with scene templates for some reason
Yo guys can anyone recommend a good laptop?
hi is there any way to check if a button is being held down rather than just being pressed once?
Is it possible to use unity on mobile?
a game, yes. the editor, no. not unless you run it on a PC and remote control it
Oh ok
Actual input button or UI button
You have to do that yourself with the pointer events
using pointerdown to start a timer and pointerup/exit to end
Set a bool in OnPointerDown
https://docs.unity3d.com/2018.2/Documentation/ScriptReference/EventSystems.IPointerDownHandler.html
And then whenever the button is released, un-set it. (Don't use onPointerUp because that fires when someone releases the button over this object)
So unconditionally un-set the bool on release. If it's already off, setting it off again won't do anything
damn, scriptablerenderingfeature are so poorly documented and barely anyone covers it effectively
Yeah I don't think anyone actually knows how scriptable renderers work they just occasionally ship-of-theseus the code into something that kinda works and everyone else is copying their homework
how do I even connect a material output to a pass, I really just want to do some simple compositing and I am ripping my hair out
There are some docs about render graph that do explain how to do it to some degree
https://docs.unity3d.com/6000.5/Documentation/Manual/urp/render-graph.html
I presume it mostly applies to hdrp too
heya
@ember plaza Stop spamming "hi" in the channel. If you have a question ask it.
I only said it twice✌️
chill
jesus it is fogsight again...
im working on URP, and the renderpass I dont think allow me to have a seperate output for seperate pass
This is a help server, if you have a question ask it. But if you're here again to ask someone to just make your entire game for you for free you can probably just skip the question too.
If you have a moderation related question or a feedback, use #1161868835423526933 otherwise don't spam the channel.
basically I need 2 set of this for individual pass, is it possible?
Ok
Try checking this page on how render to some texture that is then used on another pass
https://docs.unity3d.com/6000.5/Documentation/Manual/urp/render-graph-add-texture-to-frame-data.html
You would want to use one pass to render to some texture to then utilize this "output" in another.
Ofc at some point you must blit/mix with the main frame buffer.
I think you are confused about how these scriptable passes even work 🤔
plz move this to #1391720450752516147
"#unknown" means it hasn't loaded the thread name. "🔒No Access" means you don't have permissions
!warn 1336399290448347167 Don't spam off-topic on the server.
@j45m1n123 warned
Reason: Don't spam off-topic on the server.
Duration: Permanent
Hahahah it solved 
how do I add my custom output to Universal Render Pipeline Fragment Output Block
guess you forgot about the correct place to ask about rendering stuff
is it possible to use root motion with an animation clip I create in unity? all tutorials always have imported clips where they match the avatar on the import settings which I cant do cuz I've made the animation itself in unity...
You should ask in #🏃┃animation
Does anyone know how I can track down this new-sphere?
nothing pops up when I search for it in project window.
nor is it in resources.
What does the stack trace show? What's looking for it?
It happened when I baked lighting
It just duplicates every second
into more compiler errors of the same thing
and what does the stack trace show? What is actually throwing the error?
Unity isn’t giving me a stack trace. The error is coming from the asset database refresh after baking lighting. It’s a resource‑loading error, not a script exception. There’s no script line to trace as far as I know.

Show a screenshot of your full console with one of those selected
It should at least say what internal script is giving the error
which might be useful in narrowing down the problem
a bunch of objects also disappeared after baking
Okay, so I guess it isn't there,
withdrawn. I figured it'd at least show one script name, something to go off of
Nothing comes up when searching for the error and it seems like some context is missing here. Is new-sphere.fbx a file in your project?
No, it's not a file
Have you tried restarting the editor
Particles and any pipeline
VFX graph as well, very powerful tool
https://www.youtube.com/@unity/search?query=vfx graph
Welcome to the official Unity channel!
Unity is the creator of the world’s most widely-used real-time 3D (RT3D) development platform, giving content creators around the world the tools to create rich, interactive 2D, 3D, VR and AR experiences. Our 800+ person engineering team keeps Unity at the bleeding-edge of technology by working alongside...
Is there a way to toggle the status (on/off) of an object in the scene with the use of SO?
I can't link assets in thie hierarchy with SO since it's a type mismatch. Any suggestions?
The idea is that I have SO Quest Objects, that toggle the next quest giver/location/item to be turned on and the previous to be turned off
basicallly this
You'd need to inject that in someway or create an event it can be subscribed to
ScriptableObjects are "standalone" assets and can only reference other assets
I was thinking about creating a list of all needed interactions, but that sounds so whacky
I mean you can but that sounds like a different thing, In terms of telling an object you've completed a quest I'd use some type of event
the SO quest object can have an event that fires OnQuestCompleted then handle it from there whatever objects are interested into it, subscribe to it when you want to "track" that quest
more or less, quests systems can vary in complexities and scopes, just giving a small suggestion to make it easier
as long as you know SO are assets, like say a Soundclip or png, that you can reference from scene gameobjects but not other way around
(you can add it at runtime though in a field)
why tis not blending
?softban 746520347892908162 crypto off-topic job posting. Don't come back if this is what you're here to post.
stefunhouse was softbanned.
they don't seem to be adjacent clips ?
my unity hub is crashing when I try to add a project from disk
does anyone know how to fix this?
!ask
:thinking: Asking Questions
:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
-# For more posting guidelines, go to #🌱┃start-here
Hello idk where i should put this question but is this normal this is my first time baking
#1390346776804069396 but yes, baking lights can take several hours
Im gonna start praying for my laptop 🙏
hey
uhm so im quite new here, i just joined. just wanting to know how can i start on unity, no tutorials seem to be up to date and i dont know where to start
Hi guys :) Question for those familiar with uploading WebGL buils to Itch- right now, i have it set to 1920x1080, but when most people click on the game, theyve been telling me it takes up so much of their screen they have to scroll, and im not sure why its so huge! Idk if its a Unity export thing or an Itch upload thing 😭 on my 4k monitor it shows up appropriately, but my normal size monitor its huge
Any help greatly appreciated!
If your screen is 1920x1080 then using a 1920x1080 web resolution will of course eat up the whole screen
On itch.io
it fills more than the screen though is the problem
as you can see here, there are large margins cut off (about 10-20% of the total game size)
That’s because the web resolution isn’t the whole screen.
This isn’t a unity problem. You just gotta set a smaller resolution for the not fullscreen game.
AH okay word, thx
Your browser window is zoomed in
It had the problem regardless of when I zoomed in or out so I was toying with it, but ty for pointing that out! <3 I had to reduce the size from 1920x1080 
Note that you can't rely on players all having that size monitor or what zoom level they use. Usually games have a fairly small embed size and a button to make the game fullscreen
Looks like lightmapping without lightmapping UVs
Hi all 👋
Not sure if it is the best channel to post my question but I have some issue with HDR (to make color bright). I have been debugging this for 1h now and I don't understand.
Here is my issue.
"I have a shader graph with HDR to make a texture super bright, I see in the scene view that my object is indeed super bright but in the game view it is never bright. I checked lots of thing and even used AI to help me but still not working :/ "
Here are the screen shots:
If someone can help me it would save me ! 🙏
is post processing activated on your MainCamera?
I am using Cinemachine camera and yeah I did try with and without post-processing. I will try this again
What do you have 'HDR' set to on the camera component, and if it points to the pipeline settings, is HDR enabled on the active settings?
yeah it is on.
In the settings I am in High quality and HDR is enabled
(I don't know if there is a vocal chat here but if someone has a bit of time I ill gladly accept a debug call xD)
there is no vc on here
would you be available for a quick call by any chance ? getting desparate on my issue xD
no
There are lots of results on google for unity urp hdr not working in gameview .. search that and work through them.
yeah thats what I am doing, currently but for now not working and chatgpt is also out of ideas it seems
AI is stupid anyway, stop using it
it can help for debugging
ok.
So can actual debugging 😄
#🎥┃cinemachine or #💥┃post-processing post in these channels they are specific channels for that purpose 
HDR is neither of those things
I know but they are related to that stuff
Not related to Cinemachine whatsoever
... no.
Remove CM and you still have HDR, it makes no difference.
Have no post processing, and you still have HDR, it makes no difference (to the availability).

