#💻┃unity-talk
1 messages · Page 74 of 1
Oh man ....in these channels there are lot of devs related to that stuff
and #💻┃code-beginner gets questions not related to code what-so-ever, people don't read channel names or topics.. posting in the wrong places all over
I'm afraid I gave the suggestion to the only thing I can think of, got no other ideas. You may stop pinging me now, I cannot help further (:
That's true
i did..
IA is stupid, and chatgpt in even more
just fyi this is a place for discussion or help and not a social space. we'd rather you not spam everything you do unless you want ask something or need help with something
Oki, mb.
🟢 Found the issue ℹ️
Cinemachine Volume Setting was overriding the default volume and removing the Bloom since its intensity is 0 by default.
From those of you that are using unity with git
And have set up the UnityYAML merge tool in the git settings like the documentation suggests...
Did you know you actually have to run the command git mergetool after a conflict for the tool to do anything!?
Once you get a conflict, you run git mergetool and that's when the tool actually does something 😐
Did y'all know? Was I the only one to not know this? 😐
my unity does not seem to save preferences anymore, anyone know what could cause that?
on linux
Permissions issue?
how do I check?
oh derp I got it
~/.local/share/unity3d/ did not exist so I had to create it by hand and now everything saves again
unity really should warn about that
how does unity run c# code
In what sense?
.net
i updtated unity hub and now i cant run it, i deleted the "old" one but now i cant open it...
how does it call c++ functions from engine
unity doesn't care about this stuff, the runtime (mono) can link native functions marked by extern in c#
not too confident about this stuff, but afaik, this is done with dylibs on windows and sos on *nix
if you'd like to learn more you could probably just research "c# extern c++ function" or something like that
Where can I learn to use the Programming Language? These tutorials only help with 3d models... -_-
look for programming tutorials instead of 3d model tutorials 
there are some pinned in #💻┃code-beginner
The built in Unity tutorials.
hi, everyone
I need some advice.
I am planning to make a 2d turn based strategy game with Unity.
but I am wondering that the app built for android will be too big.
if it's just 2d game, is that not too big ?
Will check that out.
Being a 2D or 3D game has no bearing on whether it will be "too big". Have you never played any game on the app store? What you have seen is literally what has been possible.
yeah, I have ever played some games but they were usually 200mb or so
I think 50~60mb would be good for mobile
Okay, so aim for that if that's a requirement for you.
I'm sure lots of very successful mobile games that aren't would love to hear the advice that if they were 50-60mb, they would have made magnitudes more money.
you mean, is that possible for sure ?
there are some programming tutorials and some 3d modelling tutorials
Hi guys do you know if Bonecracker Games (dev of RCCP) is here in this server?
Using Unity has overhead by default, but it's not 200mb by default. So yes, technically you could.
thank you for your advice
the size mostly depends on the content, ie. graphics and music etc
does anyone know how to make aoe attacks work?
I have an enemy with dynamic rb , trigger on , simulated and a box collider on it. I want to use a particle system to detect when the particle and the enemy overlap with each other.
Why dont you check the search feature? But if you have a specific question about a specific asset by a specific developer, chances are they might have their own server or at the very least contact info provided on the asset store (as its a requirement for publishing), maybe you can contact that dev through that way
i have been stuck on this for the last 2 days
i can't find guides on youtube which explain this precisely
I don't know why you'd want the particle system to check each particle for the collision? AoE is an area, just check within a given area and align your particle system to be the size of that area.
it's like a fart attack. it increases in size overtime
But if you feel like particles is how you need to do it, then there are particle collision callbacks:
https://docs.unity3d.com/6000.3/Documentation/Manual/particle-collisions.html
i have reffered to that doc over and over, i am too braindead to be able to use it to resolve my issue
Your collisions don't need to be pixel/particle perfect.
Just use a collider that scales with the particles.
Depending on the shape, you can even use multiple colliders (or physics casting) or a custom mesh like a cone
so...attach another collider onto the gameobject which has the particle system component, and increase its size along with the particle system through code?
Yes
Also, depending on how fast the actual attack is, you probably don't even have to scale it. Just have it at the actual size and call it a day. The visuals don't have to necessarily align perfectly.
ok, and are there alternative ways to do it?
Yes 🫴 #💻┃unity-talk message
another thing, i did say, it's meant for collision, but i rly just want it to trigger, i don't want to move the enemy away...does the link address that?
OnParticleCollision will just tell you that a particle in the system collided with something. It doesn't actually move push things around unless you apply that force yourself.
https://docs.unity3d.com/6000.3/Documentation/ScriptReference/MonoBehaviour.OnParticleCollision.html
yeah, this isn't working in my case, i don't rly know why
ideally, i could have just used this with trigger on, to detect the collisions but that doesn't work for some reason
couldn't you just use a trigger volume
i don't know what that is
oh, the enemy has that on, and when i have this
using Unity.VisualScripting;
using UnityEngine;
public class ParticleCollisionScript : MonoBehaviour
{
// Start is called once before the first execution of Update after the MonoBehaviour is created
void OnParticleTrigger()
{
Debug.Log("Particle Collision Detected.");
}
}
on the gameobject having particle system, it doesn't rly work
i'm referring to the AoE, not the enemy.
this is my aoe rn
said Duck gameobjects are the enemies
absolutely no clue what that is tbh
so that's the vfx for your aoe
i think so
did you read what i said at all though
you told me to use trigger volume, ie have trigger set to ON, i have it set to ON, and I have script which uses OnParticleTrigger(), if this is not what you meant, then i am def misunderstanding something
ie have trigger set to ON
a trigger collider, not a particle that interacts with trigger colliders
OH WAIT
the particle system is not a trigger volume
no shot
the "Trigger" module means it interacts with triggers, not that it is a trigger
what kind of a collider should i use?
hello, can someone tell me how to redirect the vector to another. move direction to camera forward for example
if you mean the shape, well, whatever shape you want the aoe to be
you would multiply the movement amount by the direction vector (aka magnitude * direction)
didn't you mean that i need to attach a collider and set the trigger to ON, for it to work?
yes, the trigger field on the collider
ok lemme try
ty
all I did was adjust rate over time on a few particle systems

have to undo, looks bad
so, in a nutshell, i need to attach a collider with trigger, adjust its radius using code with the particle system, and if this collider triggers a collision, it tells me that i detected it. There's no way for just the particle system to tell me whether a particle collision has been detected unless i am attaching another box or whatever collider to it
i'm not familiar with particle system at all, to me it seems like an easier option would be to control both from a shared code system
There's no way for just the particle system to tell me whether a particle collision has been detected
idk about this at all, it seems to me like the Collision/Trigger modules are for just that
i just think a trigger collider just makes more sense for AoE
is there some specific reason you wanted to bind the AoE effect to a particle system?
because the aoe itself is the particle system.
its not like the colliders and vfx are separate or something or maybe i dunno
what, you want each individual particle to deal damage?
it's just one particle, which is increasing in size
the whole cloud is one particle
i was thinking it was something like dragon's breath or fire, sure ig
it's a fart by poop to be precise
why wouldn't they be separate though, just in general
visuals and simulated reality very often don't align
cus the particle system itself comes with collisions and triggers, seems kinda counterintuitive to use other colliders, like why would they bother giving particle systems these properties if noone could use them
look at this and tell me they don't look like colliders
my brain intuitively thought these were actual colliders
ah, that was for the trigger module
for the collider module it seems like phsyics colliders are generated for the particles
ah.
it has an in built collider in it then?
sure, i guess
then why the hell ain't it doing poop
nvm, i will just start reading the documents
something should pop up i guess
afaik particles usually come in groups though, this isn't wholly overlapping functionality with just having a separate collider

weren't you using triggers
I love squeezing unity's VFX into a 3 minute animation
loud and epilepsy warning
particle trigger, not circle collider trigger.
sorry man
also make sure to set it to use callbacks
BRO that looks amazing, i can't even begin to imagine how complex the colliders for that thing would be
not using colliders
bigger than it looks

Is anyone able to help me with the inspector panel? It doesn't work for me 🙁
In what way does it not work?
you haven't selected any object
I'm new to Unity but when I click NetWork manager I should see Transform or at least an add componet right?
It's a scene. Scenes don't have those things. Are you sure you weren't supposed to make a GameObject instead?
MMO might be a bit too ambitious for a first project
I have a scene selected.
Yes, a scene called "NetworkManager"
Okay. Thanks for trying.
Scene objects aren't actual game objects, there's nothing to show in the inspector.
Whats that
Messing around with transcode options for videoclips to see if I can bring down their file size
Where can I view the file size with those options enabled?
I don't see it in the build report in the editor log
wow respect I cant do vfx 4 shit
Feel free to ask this question in : https://discord.com/channels/489222168727519232/1202155978372423690
oh sorry
But spoiler, the answer is "it doesn't matter, pick one you like and run with it"
ok thanks 😭
!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
hiya! can i ask in Unity 6.3.2f1, In package Manager, is FBX exporter will have an update? says the signature is Invalid.....
That's a bug in Unity that is fixed in the latest editor versions
ohh ty!
What would be better for building large worlds in Unity. A dual 2.50 ghz cpu setup or a single 3.70 cpu? The workstation I am looking is either dual or single cpu setup.
Is the cpu from the last 10 years 😆 ? doesnt sound like it
most things are single threaded so you’d want a setup that can focus on that well
#1249155543264657408 might also be a good resource
Ok so unity is still mostly single threaded, that's what I needed to know, thanks.
I disagree but most "user code" will be single threaded
Anyway if your two choices are this bad i think both are going to be shit
If the cpus are very old they will be slowed down even more by the spectre and meltdown bug patches too
Hey guys, I’m trying to make a tool that shows recently opened prefabs in a neat way for quick access and was wondering how I would go about doing so… I’m struggling to find a way to find what the most recently opened prefab in editor is; i assume this will have to involve reflection of some sort?
Its actually easy, there is an event for when a prefab stage is opened!
https://docs.unity3d.com/6000.3/Documentation/ScriptReference/SceneManagement.PrefabStage-prefabStageOpened.html
that is the name of the special prefab editing mode btw
Thank you! Also, im trying to figure out a way to open prefabs via aliases on mac/shortcuts on windows, basically, opening the same prefab but have them in a separate directory(quick access)
I never said cpu models, building a new pc as I said. Its a workstation not a razer rebuilt like your probably used to.
HAHA okay
I build my last two pcs myself and basically no modern cpu is single core anymore
Unless you are restricted to older models where you are then you have to do the best you can
Or are you talking about dual socket (which would be overkill for unity)?
What I’m trying to say is, is there a way to pass the prefab by reference and display it in a folder inside the directory? Or do I kinda have to rely on a list/array to do it in editor
A prefab is an asset so it has a GUID that can be used to retrieve the same asset later
that is the case for all unity assets, they all have a unique GUID
Use asset database to get an asset path and convert that to a GUID
https://docs.unity3d.com/6000.3/Documentation/ScriptReference/AssetDatabase.GetAssetPath.html
Thank you!!
hiii can i ask why my graphics on anything but 2022 / 2023 LTS look kind of dead or mostly unlit regardless of how i tweak them? i wanna use some features exclusively on the 6.X series but im stuck on 2022 LTS😭
same issue here lmao
updated but now I can’t open it
lesson learned
Anyone in the group have experience with blender add-on "Human Generator" and exporting the humans to Unity? Drop me a DM if you have some advice to share. Thanks.
no DMs, share it with the class 😠
delete and reinstall unity, It Will be fixed
Ty, will give it a try
How did you find a single core workstation?
There’s guides for exporting rigify to Unity’s humanoid rig.
That’s about all the complexity I can imagine you’ll encounter there
Is there anyone here who speaks Russian?
Its either a troll, super old hardware or they mean single or dual socket server motherboards?
i did It and It worked
Im so sorry to bother, but I'm completely new to unity/ never used any 3d modelling software before and I was wondering if anyone could help me with an issue I've been having with the textures?? :)
Its probably really obvious but I know nothing😭
if its textures not applying my fix is get UniGLB and just export ur things as .glb
just ask
we cant help you if we dont know
is that a software?? srry im slow TwT
oh, okay ty!!
the fuck is uni glb. unity have their own gltf package
Thank you. I'll keep looking. Main issue has been converting hair to hair cards and exporting.
!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**
!wdym
There's no command called
wdym.
!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**
this is not the place to seek people to work with. actually read the message.
extension
You actually would want to use the GLfast package for glb support.
However for a beginner its better you learn how to setup a material with textures yourself instead
I bet this is a vr chat thing anyway based on the seperate alpha texture 🤔
This means that something has an invalid reference
I see this pretty often with Animator Controllers for VRChat avatars
it's a very vague error
thanks
this for vrchat?
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
Check the hub logs.
github
what about like game assets and graphics?
drive/whatever is okay for random assets and not projects in progress
do you feel like there can be something better thn drive to store assets? or are you satisfied with that?
but why bother using drive, you dont get that much space before needing to pay
Yes there is something better, an ssd
a cloud solution though
that really depends on if you are willing to pay for it or no
where I work we use gdrive as we get lots of space via google workspace
anyone know what that huge yellow outline is supposed to be?
in 3d, it looks like a box
nice do you work for a gaming studio
I FUCKIN KNEW IT
Does anyone have idea why configurable joints behave like that when they collide with a collider? they are fine when they arent colliding
<@&502884371011731486> advertising
you were trying hard to bait a conversation to share it
just read rules bro
I lowkey thought it was a bot I’m ngl
You never know these days, anyone you could be talking on discord can be a AI agent
but just trying to get a feel what different consumer types use
game dev community hostile man
dont shoot me
lol
i disagree, a lot of ppl here have helped me a ton
If only it was very clear what this server was for oh wait it is
very hard to find people who are willing to guide you for no pay
@lunar basin There's no off-topic here or promotion. Read #📖┃code-of-conduct
ive heard
hey
Can someone vc to help me dubug?
I've encountered a persistent error that I cannot seem to solve
!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
theres no vc in this server for a reason
CAN SOMEONE PLEASE HELP ME WITH SHADER GRAPHS IM VERY NEW, (6000.2.12f1) (URP)
What is the process of adding a mesh object landscape from blender to unity, do i treat the landscape or scene like any other character or player and just add a collider or something how does that work im very new to game dev 🤭
The landscape is also very huge so i dont think ill be able to manually add box colliders etc
#1390346776804069396 don't ask to ask, and put forth an actual question of the problem
also, we can do without the caps
mesh collider is the only logical choice for an imported terrain mesh
Thx, havent use that yet tho
Til serialized dictionary homie is making a mirrors edge inspo game
Creating Glass Horizon https://t.co/dgmKgwzcbd with @niklasbellok + @BrandPeter_
First Person Parkour game with flow and fluid movement
• Programmer, Wannabe Designer
there is nothing special about it, apply it to the gameobject that has the mesh . It should already add the mesh to it and work out the box
Wow
!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**
Unitask or Awaitable in 2026?
use the one you want/like, it being 2026 has no bearing
Every time I open project, the objects in hierarchy become collapsed, rather than continuing the last state. I have to browse and select the object I was working on again. Any way to preserve last state?
Probably not if it’s not already doing that
idk which one to pick tbh
can't seem to find a difference other thank UniTask has no allocation
But Awaitable is built in
Yeah for no reason 
Nothing is no reason
iirc this should be saved in the library, which seems to be persisting since iirc whatvs hidden/locked is also saved there
i'll have to test that i guess
if i wanted to make cracked glass should i make a shader for it in unity or make a new glass material in blender with cracks on it?
depends on how you want it to work and what you're more familiar with, i guess
Does anyone know how to fix this issue were the material in your scene mode is different looking then when you enter your play mode. Cause in play mode thats what itll look like when uploaded to vrchat. I cant fix this problem.
is there a way to tile a plane i created in unity by 4x4 material slots or do i need to use blender for that
is there any way i can move something with my mouse raycast but only on specifical x,y,z
Different looking in what way? show screenshots
The scene view has a few options for different rendering modes so it could be those
Use 4 different quads/planes or make a single mesh in blender with 4 materials
Yes, just keep the previous value on that axiscs Vector3 newPos = // Your raycast hit point or whatever newPos.y = transform.position.y; // Keep old y transform.position = newPos;
@placid onyx no DMs
oh mb
1st is before, and the 2nd one is in play mode. tryin to get this done for someone soon
I sent
Guys what would the formula be if i want to calculate how huge a map will be if i travel from center to end of map in 1 hour straight horizontally at average speed of commercial planes?
Constant speed btw
Im tryna make a map that i can fly around 
Without turning too much
Wdym exactly? Does the game become low performance?
👋 sup yall
Or roughly 6.3 times the size of France
Im not going for realistic anyway just an arcade game
Basically no engine system holds up at that size
how do games like Microsoft Flight Sim handle earth size maps?
Custom engine
It’s doable. Kerbal Space Program did it. But you need floating origin, you’ll want HDRP for camera-relative rendering, and a custom terrain system
You’d be working around a lot of limitations
May want to look into other engines though. Some are designed for this kind of thing
- a full dev team full of experienced, senior staff being paid full time wages
Hey, guys! I have a problem. On my game, when the player doesn't see a particle that I have on my lantern it works fine, but when he sees the particle it doesn't player VFX it gets disabled.
maybe it has to do with the message below
duced additional punctual light shadows resolution by 4 to make 12 shadow maps fit in the 2048x2048 shadow atlas. To avoid this, increase shadow atlas size, decrease big shadow resolutions, or reduce the number of shadow maps active in the same frame UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
i remembered wrong
Particle system or VFX graph?
Seems like a Bounds issue
It's a particle system yes and I am 100% sure its not related with code
I dont disable it somewhere
Look at the bounds, is it properly around the particle system?
Oh let me see
I am not sure
Thats my bound box
Looks ok
I'm confused by this description though, doesn't it just disappear when you get too close?
Basically, it disappears when I am crouching
Well that makes you closer to the lantern
It has a weird behaviour
I am not sure what the problem is yet
so I cant describe what I see
I was wondering maybe it has to do with static flags but yes nothing works
because I have occlusion culling
Well it seems like some kind of culling problem so occlusion culling might very well be the issue
I dont think it has to do with occlusion culling because I have it disabled just noticed that
Bro its very very weird what it does let me send you another video
If I am on stand state it works fine but if I crouch it doesn't work.
Either you screwed up or your hardware is very inadequate for Unreal
I am making a game in Unreal engine I think you have to reduce or remove assets that you dont need if you have terrain and you draw a lot of plants or whatever that can cause performance issues. On my game I drew 3K plants and my FPS fell to 30-35 from 100 that they were.
I was wondering what is happening
I don’t think this is a “too many objects” issue 😅
i did everything i barely get like 30 on a blank project that has nothing lol
yep
😂
What hardware? Just curious
im in laptop and i dont have a dedicated gpu, i have a built in gpu in my i5 which is already old 😭
My phone does a better job lol
only thing i can play is minecraft cuz it doesnt use gpu it uses cpu 😭
so ok it has to do with hardware
Oh yeah, that’ll do it
its hardware specific the issue
lemme give u ss
ts laptop was 700 euros bro
i could buy much more better stuff with 700 euros
i mean its low for a good pc
but like ts isnt real
less than 1 fps in a low poly map is crazy 😭
that map was also like only 300mb and it was LOW POLY BRO
wait
Yeah don't use Unreal with that
this is ram
when i used unity it was so damn smooth i couldnt believe it
but like
i think i might have the same issue when i actually start making stuff
it was smooth only in a blank project
idk
not as much(regarding same thing in Unity). Unreal loads the entire pipeline. to put it simply, a high poly map vas a low poly map will have very little performance difference. 100 million vs 50 polygons will have little difference in UE. i will not explain why here, but somethign to know. also, your machine is well below min spec for UE, as mentioned
1GHz is eh... yeah.
By they way, what about Unreal Engine to tell you the truth I dont like a lot Unreal Engine, because its completely different eco system from Unity that I have used to working with and I mean the component system and everything are horrible for me. If Unreal was the same as Unity or very similar to then yes. Maybe I am saying this because I didn't got familiar with the engine yet but I hate the way it works.
so i should just go with unity right?
.. or godot
If it works for you, sure
But yeah, this laptop is slower than most smartphones and €700 is a lot of money for it 😅
i mean i just used both of them for like less than 5 days now so i dont have a problem switching
i used ue more tho but I CANT DO ANYTHING WITH THAT PERFORMANCE
just learn Unity with small prototypes
its asus tho it looks autistic
i mean aesthetic lol
i quite Godot when i figure out its Limitations
i mean it was made in 2021 and purchased in 2022 for 500 euros main price was 700 sum euros
i saw some videos i didnt like it but im happy to hear about it
@clear spoke Stick with Unity you are going to love it
Do not even think starting with Unreal Engine its in my opinion horrible and very advanced
If you are a beginner I mean
Godot user creates a zone where they introduce their engine like its industry standard at first place i also think that Godot is better than unity but its toy Level engine
but lowk if i want to get into the gaming industry not as an indie, like getting a REAL job in a company, specially if the game is 3d the chances are higher that they are using unreal engine right?
Even if you want to start with Unreal you will have to learn blueprints first cuz C++ is harder than C# you will get confused especially if you lack programming epxerience
No unity is also industry standard
Yes.
ts is terrifying bro
Unreal devs demands are higher as AAA games takes much effort
two different answers
@clear spoke If you want an easy to learn environment and programming language basically I would recommend starting with ROBLOX XD
which one is the correct one?
i lowk dont play roblox
i downloaded it to play some horror games on it with my friend
Hello people
i have like 2 hrs of playtime on it
idk bro 😭

i feel like unity's the goat

Everything sucks
Use whatever sucks less for you
They are
W comment
this guy is the goat i can tell
imma use unity, much better performance = sucks less for me
bruh i cant send gifs
Engine are just tools , everything depends upon dev 
fr and since im the goat i can use everything i want
my game would be automatically good
one last thing
Then use scratch
Are you a kid?
imagine TWO identical games were made one in ue and the other in unity, everything is the same, which one would get a better fps on gameplay
16-17?
Oh ok and just starting programming and game dev?
I d ont know
yeah im lowk autistic
I was just thinking maybe you are
yeah i think he is exicted about Gamedev
Probably Unity but depends if the game is doing stuff Unity doesn’t support
Most game devs are 😏
im not diagnosed with autism but i think i am 😭
My advice is btw
like what
Game Dev Venn Digram is Autism and Gay. Gotta be comfortable with both if you wanna make games 😅
@clear spoke Dont see other perpective and dont try to learN every engine also just pick one and start building something by following learning sources
every... engine?
ok bet then the question is not which engine i should learn the question IS which engine do i start with lol
i mean lowk im going with unity im just here to talk
If you just start your carrier in Game Development and Programming, I would recommend not following courses and watching all day tutorials I mean you have to do it at the beginning but do not fall in tutorials hell try experimenting you have watched a tutorial for example try creating something that you have learned in the tutorial or a course. Personally, when I have started my carrier in Unity and Programming 3 years ago I have followed my first course in Unity Learn the Create with Code named if you people know and it was amazing I have made 5 simple prototypes following this course a fruit ninja like, a rolling ball game another one with a character shooting projectiles and a car simulator game.
Start simple
my main goal is to make a brainrot game that i cant say probably here
then dont talk much just learn and start building something
its like about a famous person that had an island and "DIED" and now there are some files that are "getting" published
lol
Yeah follow the rule , WATCH and THEN DO
With carl
why the thumbs down
why not he is OG
Not a good nor appropriate thing to joke about
bro im lazy and autistic dont except much from me
not a joke
my main goal is actually that bro
dw nothing weird or creepy
the main character is called einstein, a german scientist
I loved him bro the first time I have opened Unity Learn and clicked on this course. This guy did an amazing course, I mean the instruction and everything and of course WATCH then DO was the best advice he could give to beginners.
einstein and nikola tesla the goats, they both are going to be in my game, my main focus is einstein tho
Yeah Super cool course
i think einstein was a good friend of donald trump too
I mean he was explaining so well that I wasn't even bored. It was something new to me and I really had the motivationg to create these games.
bro thats not a offtopic channel 
bro this is literally unity talk, im talking about a game that im going to make in unity thats the story
The name of this channel is bad, this is not intended to be a discussion channel
It’s meant to be for direct, general support for unity
Yeah i completed unity essential in 8 hours and now i am doing junior programmer and really he is doing an amazing job
bro you making things look too srs, dont spike your cortisol bro im not even tryna ragebait and you be ragebaiting lol 😂 ✌️
No it's made for people to talk to each other
It’s meant to be a pretty serious server, primarily just to support unity dev
It’s not particularly a community server persay
Non-programming Unity topics & questions not covered by specific channels. Any prolonged discussions and game design questions should be threaded ---channel description
about the games they make, mine is about einstein
The description is wrong, i agree that it being wrong is super stupid
https://www.youtube.com/watch?v=bWmaYLZBw08&list=PLx5zbiZWi-JJCJLiVoaf_AkIRh08J7lNg&index=45 yall fw with this tutorial
Creating Landscapes, Sculpting, Painting, Foliage and Workflow all in 8 minutes! Unreal Engine 5 Compatible!
★ Come join the Team Beard Discord: https://discord.com/invite/hhv4qBs ★
★ WolfDigital Marketplace Asset Page: https://www.unrealengine.com/marketplace/en-US/profile/WolfDigitalLLC?count=20&sortBy=effectiveDate&sortDir=DESC...
its 50 videos around 5-20 minutes each
https://discord.com/channels/489222168727519232/1180170818983051344 you can also create a thread here and talk about your game
Landscape is not hard bro even in unity Terrain is easy to learn
The hardest part is Material Graph
watch it on 2x you will become a unreal dev in 4min
the video is about landscape there are 50 topics in the playlist, are they enough for a beginner
bet bro great advice since im lazy too
wth is that sir
like perlin noise and shiet
or like the textures nd shiet
i spent more time in fab searching for free assets than the time i spent in the engines lol
but like free assets for unity are much less
or assets in general
fab has 80k for ue but only 13k for unity
is there like other places i can download assets specifically free assets
then you should use ue i guess
lol even if i wanted I COULDNT
sure bro
whatever u say
takes more than 1 second to fucking do a single shit
does anybody knows why i am getting this error
How did you get this fps counter friend
Man i wish i could use UE but my laptop sucks so bad
it is probably ue, because of the previous messages
and i wish it suported c# and had decent documentation
not worse than me bro
built in option
what error broski
its in ue
its not even 5.x im using 4.27
which the environment looks like the first windows and also it doesnt have built in fab or quixel and ALSO it doesnt have nanite or lumen
ALSO EVERYTHING IS BETTER IN 5.x ONLY THE PERFORMANCE IS WORSE
this
i dont know but my friend chatgpt might know lemme show him this
Here’s what the message means:
:mag: What the error is telling you
CS0101: The namespace '<global namespace>' already contains a definition for 'GameObjectData'
This means:
- You have two classes named GameObjectData somewhere in your project.
- They are both in the global namespace (meaning: no namespace { } block).
- C# does not allow two classes with the same name in the same namespace.
Unity detects both definitions and stops compiling.
:white_check_mark: How to fix it
Here’s the exact checklist I’d use:
1. Search your project for duplicate class definitions
In Unity or your IDE (VS, Rider, VS Code):
- Press Ctrl+Shift+F (global search)
- Search for:
class GameObjectData
You will almost certainly find two files that both contain this class.
2. Decide which one should exist
You have three options:
- Delete the duplicate file
- Rename one of the classes
- Move one class into a namespace, e.g.:
namespace MyProject.Data {
public class GameObjectData { ... }
}
3. Check for .meta leftovers
Sometimes Unity keeps a .meta file for a script you deleted.
If you see a GameObjectData.cs.meta without a corresponding .cs file:
- Delete the orphaned .meta file
- Let Unity reimport
4. Check for auto-generated scripts
If you recently created a script with the same name as an existing one, Unity will generate a new file with the same class name. That’s the most common cause.
If you want, I can help you track down the duplicate quickly — just tell me the names of the scripts you created recently or paste the contents of your GameObjectData files```
Don’t do this
is it illegal or sum
If you don’t know how to help, don’t
oh nah its not illegal we cool
yeah not allowed here
lol
<@&502884371011731486>
@fickle rapids dw AI has alot of more knowledge than this dude just ignore him and follow those stuff
yo bro they aint gonna put me in jail or sum dw 😭
im not doing anything bad dont ragebait
(This person does not know how to make video games)
"AI WILL STEAL OUR JOBS DONT PROMOTE AI"
Don't post AI responses. If people want an AI answer they can ask it themselves.
bet imma dm them if they wnat
oopsie, rookie mistake, mb captain
🔨
@fickle rapidsthis error means you have 2 scripts with the same name somehow
ai already said that sir u lowk behind
this is gonna be a rough memory when your older
older than 19 is pretty much expired
yeah
and it got some stuff wrong lmao
im also 19 so i had a good life bro
Praying this is a lie 🙏
- C# does not allow two classes with the same name in the same namespace.
this is factually incorrect
yikes, there's so much other misleading crap in there
They've been banned
Btw what’s the resident role here
thats a deletion
good
they live here
i gotta up my no grass touching 🫡
hey yall, i want to lerp a number from x to y then i want the number to lerp again from y to x, im facing problems with the while loop that im using inside my coroutine, could anybody help me with solving this?
gotta give some info about your issue, perhaps start with sharing code and what the issue is in #💻┃code-beginner
ok
im not sure why by changes done in rider dont get saved in unity i have close the project and reopen it
this sems to only happen in version 6000.3.71f 6.3.6.1f
the version before that work fine like 6000.3.5f1
Did you change settings relating to recompilation? Also are you on linux?
yes on linux but did not change any recompilation
haha yea its a common issue that file change detection just doesn't work well on linux.
many people on here have had similar issues
is that something added to 6.3.6?
but the one before that works fine
I dont know anything more than it being unreliable for linux
VS/rider can tell unity to recompile but thats seperate to file change detection
Nice, I'm trying to learn how to use it with rec room studio
when i apply animation to 3d model and start the project for some reason the object rotates and becomes giant but animation works, what could be the issue?
what happens when you preview the animation? I bet the animation is changing scale and rotation
if that only happens when you play the animation, then it must be somethig the animator is controlling and changing
oh sorry only rotation, object becomes rotated when animation is playing
on x axis
maybe i have to adjust settings in blender before export
do you parent your gameobject to another gameobject, the parent objetc could be the reason, try it with a new gameobject or reset the rotation of the parent
or just unparent them for testing
yes
animator is applied to Player gameobject
also
Animation type is generic
try with Z forward Y up
you can also try using the experimental bake transforms option
just tried, didn't work
I was on the Global Game Jam and I saw a kid 16 years old that was making a game in Roblox Studio and he was copy pasting code guys that was incredible. I gave him some advice and tips that this is not fine what he was doing. Like I asked him to answer me a specific question what Local keyword does in Lua and he answered "You know we have global and local so thats what it means" XD
Be sure to apply rotation on your model before exporting too
If that doesnt help then ask for more advice on this in #🔀┃art-asset-workflow
try the "apply transform" tickbox
i tried that, the issue with this is that the object becomes giant + the rotation issue doesn't get fixed
then you correct the import scale
your blender world units are probably already metres which is what unity uses so ensure scale is good there too
scale correction is easier than rotation
yesterday I did something the rotation was fixed but couldn't fix scale, dang i forgot what i did
Ah okay so let me explain my workflow.
Basically I have a 3d player model. I export this model from blender (no animations yet). And import in unity.
Then in blender i import animation data to this model and export this modal with animation (idle stance for example). Import to unity then adjust some settings and extract animation and apply to that model with no animation and then this model becomes rotated, but if i use the model with exported animation from blender in unity it's not rotated. If that makes sense.
What should I do for making online game in unity 2d first?
Have you made unity 2d games before
Yeah but I've never made online games
hi, is it normal that I can't find explanations on Rpcs and NetworkBool in the fusion 2 photon documentation?
if you already have knowledge about 2d then try to learn unity netcode
if not then try to learn 2d fundamentals then try to learn multiplayer and networking dont rush on multiplayer if you dont have basic knowledge about 2d or 3d
thank you, I guess they simply haven't added it in the new doc
hi I'm not I understand what => does in variables, from what I understand it's just a way to equal a variable to another?
exactly
there's like, 4 uses of =>, what are you referring to
public bool IsGameFinished => GameOverTimer.IsRunning;
this, these are basically 2 bools
that's shorthand a readonly property, public bool IsGameFinished { get => GameOverTimer.IsRunning }
what the hell does this even mean...
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.
this is the GameOverTimer: public TickTimer GameOverTimer { get; set; } , what you mean is the IsGameFinished bool gets the IsRunning bool to eventually set it later and use it?
no, IsGameFinished is a property, not a field
properties are methods that look like fields
you basically have this:
public bool get_IsGameFinished() {
return GameOverTimer.IsRunning;
}
```except that to access the value, you don't need to call the method
should i use both?
do you mean using both systems, or setting the active input handling to both
setting it to both
if you're only using 1 system, you should set it to that
i mean i have no idea the difference between em
the old system is Input and Input Manager, the new system is called Input System and all its types are in a separate namespace
ohhhhhhh okayyyy, so it's kinda equal lol
ah i see
thanks alot
but why would I use this then? and how to access the value if I don't need the function?
the same reason you would have methods, reducing repetition
it gives a simple name to whatever expression is specified
ohh okay
thank you so much for helping me
in the case of GameOverTimer.IsRunning, i don't think it's doing much, but it would definitely help if there's something you have to compute many times used in many places
and how to access the value if I don't need the function?
no clue what you mean by this tbh
"except that to access the value, you don't need to call the method" , you said it's the same as a function returning something
it is, yes
if I don't need to call the method then how to use it?
in my code, it seems like it doesn't do anything
these are functionally the same
bool GetSomeValue() { return true; }
Debug.Log(GetSomeValue());
``````cs
bool SomeValue { get { return true; } }
Debug.Log(SomeValue);
OH okay, so to acess it I just need to specify the property name
tysm
yeah, as if it were a field
what that mean
Hey, quick Cinemachine 3 question. (edit context 2d camera)
I am trying to make a camera that follows the player only on Y with look ahead and keeps a fixed world-space X (vertical scroller style).
The only solution I have found that actually works is using a "CameraRig" GameObject that follows the player’s Y, with the CinemachineCamera following the rig.
I cannot find any native CM3 way (inspector or scripting API) to lock or constrain a world axis. Most answers online are for the old API.
Is the rig method really the intended CM3 way, or is there a proper built-in or code-driven way to lock world-space X in CM3 that I am missing?
hey guys
quick question
i want to have a bunch of raycasts pointing around a object
is there any way to get a vector 3 without trial and error looking at debug ray casts
like its pretty easy to do raycast vector.down but if i wanted to have it 30 degrees to the right and whatnot how could i figure out what vector coordinates i would need to put in
never mind i think ive figured it out
where are you using this technique
wdym
i need a little causule ai thing to detect its surroundings so im going to give it a little cone of raycasts pointing to the floor around it
i was going to do it manually but then realised you can use Quaternion.Euler instead
anyone who has faced this question. i am using a class in a script can i use the same class name in other script?
Is there anyone Russian here? I'm looking for a friend to make a game together.
why russian only.
I speak Russian myself, it won't be very convenient to communicate in English.
I've submit a bug about Input manager now 2 week ago, i can't create any input in the input settings. How i manage to move forward if i can't create any input button
i tried to make a simple movement script
the result
bean forcefully tries to return to 0 0 0 cord
if you paste the script somebody will answer
i thrashed it rn
im just giving a funny insight
ill probably try to remake it
!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**
wdym, what's the issue exactly?
You can't create any new input actions maps, if you create one and close/reopen the editor it disappear
Also, the editor don't let you to use the one you create
I think you create it "locally" but not really in the editor
It's not persistant
If it is in a different namespace (SomeNameSpace.ChildClass) or nested inside another class (ParentClass.ChildClass) then there's no issue
ok so this.. is not the input manager
have you saved
Yes i've saved, i've posted on the forum another member had the same issues, even if a new project
The bug appear from the last update of input system 1.18
Before that, input was not saved when assigned on prefab, now that is solved this bug appear 
i'm having an issue that i can't possibly explain the cause of, is it ok if i post my clip of it here for help?
if it's in the wrong channel please tell me
i'm having a weird issue with scriptable objects but only in one thing and i can't really say why
here's the video
here's the part of the code where the comparison happens
i can post it in the right format if it's importnat but i'm not really sure how that would help, since my main concern is how they're all pointing towards the same object yet return false when compared with each other
Make it easier for people to help you by explaining the issue properly in text
alright
so i have a scriptable object for the item i'm dealing with, and it's referred to in the ItemManager script which is kind of the base for all of these operations
and when the player picks up an item, it is put into their inventory array using the instance from the ItemManager script as the reference
yet when i compare the item within the player's inventory to the item within the ItemManager script by doing Contains(), it returns false for some reason
and i don't think it's broken for any of my other items. i can't say why
if there's any more information about this you need me to give, please say
network stuff is so freaking frustrating, idk how anyone makes online games
configure your ide
!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
im making one
it's not that bad
just have to change your mindset
and keep progressing
I haven't been able to make progress in weeks because I just keep running into wall after wall without being able to find information on how to get around them
i swear at some point it was possible to load assetbundles in edit mode
i'm just using vscode right now, i thought i had already done that
is it still possible to do that
You may want to show the lines-methods where you're evaluating contain and adding.
if it's properly configured then types should be in green, not blue (at least with the default theme you appear to be using)

idk what to even do anymore
lol
anyways @safe arrow consider adding some context to the logs to make sure you're looking at the right object in the inspector, and try logging out the contents of ItemArray
using mirror lol
yeah thats what I'm using
so what kinda walls do you hit?
I think I need to serialize an adressable asset reference to make character selection work but I can't find out how to make the custom read and write functions for that
hi, why isn't there an explanation on rpcs in the photon fusion 2 documentation?
wdym, why do you need that?, related to networking or smt?
idk, let me check
tell the photon guys
Hey, guys! I know that this doesn't have to do with Unity but probably with Design Patterns, but I have heard this about Model View Controller terminology and I was just wondering what is this in depth? Does anybody know?
well I need to get the information on what prefab to spawn from the selection scene to the game scene
I tried to find for a dc server but couldn't find any
hmm, i am in it
the concept of rpcs in general, or the specific usage in photon?
not sure how i got there
i will let you know
have you tried googling it
that should be your first step
so it's related to networking?
oh lol, could you send me an invite please?
yeah that's what I said
you select a character locally
you want the host or server to know
you can send a string of the GUID
it doens't allow that
I've already googled the concept of rpc in general but yea the usage in photon seems to be a little different
people here have strongly discouraged me from doing that
wow nice
wdym?
if it's one time
it's fine
otherwise a list of all references
and send the index
also it would be really messy and bad because I would have to keep a separate dictionary that translates the id into the prefab reference
Yes I cant understand a lot.
what parts exactly?
thankk you so much, once joined should I remove the bot's access to my account?
dw, I'm in it now
Cool!
what bot access
I think I have to watch a tutorial but if you can explain what Model, View and Controller are I will appreciate that
photon engine I think, the link in #📗┃quick-links lets you give access to a bot which then joins servers inclding the photon community one
view is what you see, model is the data and controller are the methods that do stuff with the data
it's an oauth join instead of a server invite?
I make a pizza which i can throw towards the deer but i set a script that after the pizza and deers leaves game scene view they got destroy, Also there a playercontroller script where when i press spacebar it instantiate pizza but here the twist after adding destroying script pizza no longer spawn by pressing spacebar cs void Update() { if (transform.position.z > exitentity) { Destroy(gameObject); } else if (transform.position.z < lowerbound) { Destroy(gameObject); } }
yes I think
well, up to you then i guess
i have shared you the link in the photon server
what exactly is the issue? consider using some punctuation
i think it's best to have a list of asset refs (characters), then just syncing the index will work, i haven't used addressable tho
PlayerController Script spawn mean instantiate pizza prefab when i press Spacebar , but i apply another script on pizza that it destroy after leaving the Game view -- Now pizza is disappearing when leaving game view but i cant throw more pizzas using spacebar 
ok, now that's some useful information
sounds like you're using a gameobject in the scene to instantiate instead of a prefab...
lol
then I have to keep a separate dictionary with every reference that has to be amended manually for every character added to the game, in addition to the character select menu and the prefabs list, which also have to be amended manually. it would be very bad
you destroyed the base pizza, and then you try to clone it
make an SO
with a list, just one list bro
same problem, I can't serialize that
what can't be serialized?
Mean i add prefab pizza in scene and what about the main gameobject pizza
asset reference
so how do you do it for UI then
wdym
Haven't we've been over this already? You should re-read the original advice people gave you.
what do you mean by "main gameobject pizza"
which is already in scene
I did, it doesn't work because I can't serialize the asset reference
why would you need a dictionary also btw?
to translate some serializable id into an asset reference
that would just be the one in the scene, it wouldn't be the "main" one
what exactly are you asking
And the part where you reference by id
can;t you have a [SerializedField] List<AssetReferenceGameObject> AllMyChsracters;,
no how can i destroy prefab pizza instead of Gameobject pizza
no AssetReferenceGameObject can't be serialized
but then I have to manually keep a separate dictionary to look up the ids
@dusk dock No need to go over this again. This is not how networking referencing done.
You have identical list of asset references, this is how any of the participants know what to instantiate
Do literally any networking tutorial
They explain how to network instantiate prefabs
That's a solid point. Adding specific labels to logs or even using 'Debug.LogFormat' can save a lot of time. Also, checking the length of the 'ItemArray' before logging its content might help avoid those annoying NullReference exceptions.
i forget to assign throwable lol
Did bro write his response with ai
is this some chatbot again
within cells interlinked
i think interpolated strings have well superceded format strings in c#
it can be, so what i said applies, a list, and just sync the index
but how?
public List<AssetReferenceGameObject> MyChars;
nothing complicated
just the normal stuff
Unity says "Mirror.Weaver.ILPostProcessorHook: (0,0): error AssetReferenceGameObject can't be deserialized because it has no default constructor. Don't use AssetReferenceGameObject in [SyncVar]s, Rpcs, Cmds, etc. (at UnityEngine.AddressableAssets.AssetReferenceGameObject)"
you soo funny
who told you to do syncvar?
come on bro
its not a syncvar
I'm trying to send a network message because that's what the mirror manual says to do
you can't send the list, what are you sending, lets talk in mirror
lol chill bro, i'm a real person. just habit of typing like a pro i guess. currently coding on my pc, so keeping it quick.
make a thread in mirror, im COMing, and ping me
No Problem bro
I've been interested in making my own projectile trajectory, I made one with the line renderer but didn't like how it looked. Is it possible to make one with actual sphere's?
Why not?
Fair Point, how would I approach it in my game though? My game is a 3D platformer but its at a side view and there are no restrictions (player can move in any direction).
You said you did it already with a line renderer, which means you've generated the points. Use those points and place spheres instead.
Or a nicer solution would get the Shapes plugin and use that instead.
wait wdym shapes plugin? can I use shapes with the line renderer?
No, you'd use the points you've used.
But the shapes plugin gives you nice options for dotted lines and such
Unity engine download
what ?
From my friend
Question so when I try to go to C# when going to create there’s no option to go to there anybody know why? Wasn’t sure what channel to ask this for
Yeah
I think
i mean
therss just no C# option
like the right click context menu doesnt show anything regarding c# or monobehavior?
i just have no idea what dat is until you just talked about it
!learn You should start with Essentials course on Unity Learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
😔 i was slow
sorry literally started like 6 hours ago
ok ty sir
Yeah after completing Unity essential youll got the basic knowledge , btw sorry to say but your name is weird
yeah my friends hate those types if jokes so i do it to piss them off
This is not your friend's server though. So consider renaming to something less edgy.
fair there was a setting that im gonna check out that will only display it in there server as that user so i can have a diff user
resetting it to your nick for now
aight 👍
I would like to do it by code instead. I have got this idea where the white circle follows the mouse have to points one at the player and the other above the white circle and fill in the empty space with the spheres. Is this a good idea? I have been fidling around with the line renderer and I can't get it to look the way I want it to look.
would anyone be able to help me with something?
this is happening with all my animations
#🏃┃animation . And you'll probably want to describe what "this" is
thank you :)
i write a method for Spawing random animal but it works in Update () ,but when i create a new method e.g. SpawnRandomAnimal () the same code doesnt work and also i am calling SpawnRandomAnimal () using an if-statement in Update() 
could someone help me with a thing im making? i have no idea how to make attacks go towards the direction of the camera
🙏
there’s not much context for what you’re making but maybe https://docs.unity3d.com/6000.3/Documentation/ScriptReference/Vector3.MoveTowards.html (bryn)
Oh i figure it out
or you might want to just utilize one of the direction vectors of the transform. you need to provide much more context if you want to receive effective help
please do not spam.
dont have time
can you help tommorrow
just ask when you do have time
don't single people out for help, it doesn't particularly make us want to help
Don't ask other for help .. mean asking someone to help in creating or devolping something just learn basic start creating and then whenever you stuck just ask for help try to figure out problems ...in this way you learn and also make more better projects 
So you don't have the actual points yet. Look up the equation or a tutorial on calculating trajectory. Wanting to use spheres or a line renderer has nothing to do with the first step of actually have the math down.
Once you actually have the curve, sample it to make the visuals however you want, such as spawning spheres along it.
got a little question - i'm working on a project and am looking @ a custom build setup
just a pre-bundle task that saves the project
please just ask your question with the context attached, no need to space this out in multiple messages
sorry, a habit of the way i message people. just wondering what the idiomatic way to set up a custom build event that saves the scene before building the asset bundles would be
alternatively direction to some easy-to-understand documentation for asset building setups please and thank you
actually there are better places to put this than #💻┃unity-talk, my apologies
any idea how i can fix this ?
open the actual input action asset instead of doing it from this menu
see if that works
Oh thats works !! i'm waiting since one week a fix 💀
Does anyone have any good resources on Steamworks.NET SteamNetworkingSockets? I'm struggling to find stuff
yandere sim
i need someone's help
ican't download a unity editor
please can i dm somebody and go in a cal??\
no, ask here about your issue
when i try to download an editor it always say's failed to verify or out of stock and now it's giving me this it's stuck at this loading menu i've been trying to download unity for 3 months by now mate i swear the god
someone please help[ me i'm tired of this shit
I guess u have bad internet
i think this internet is enough no?\
for the "failed to verify" thing, see below
!install
- Make sure you have enough space including on
C:drive. - Check that it's not being blocked by antivirus/security programs.
- Look through the logs for a real reason why the setup fails they are pinned [here](#💻┃unity-talk message).
If you still have issues, perform a clean install in another location:
- Install the Hub and Unity in a non-system drive or a clean new folder in the root of
C:drive. - Failing that use the recovery Refresh option or reinstall OS entirely then repeat the previous step.
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
End task and restarting hub works. I hardly get problem like this
Hey guys! Writing an editor tool and was wondering where I can find how I could display in editor how unity's directory system displays different types of assets? My assumptions are that unity just does this by looking at the main asset type and finding the corresponding image icon, which can is done with UI toolkit if I'm not msitaken? I've heard that the unity editor has since abandoned IMGUI and moved onto UI Toolkit for its editor interfaces
Download editor from Archive Unity Download website it's the same editor just after installation you need to locate it
don't you need to then download modules from there instead of using the hub
the hub is the recommended option
it took me a long time too, i downloaded mirror for unity, and had to write my own script.
can you showme how to do that?
i'm tired of this shit man i can't get an editor for my unity it's been 3 months
What did the logs say when you looked through them to see why it failed?
is anyone here familiar with how the particle system collision/trigger detection happens?
yeah me too, but I'm slowly figuring it out I think. It's just every new question I run into makes me feel so stupid 
me too! lol. its alright, programming is hard
s1nth i know the basics of oncollision2d
"You're questioning people's confidence in their abilities." sry did not realise this. I just want my one particle to detect when it's colliding with a box collider and get it to OnTriggerEnter to work
i only know scripts though.
i have asked a bunch of people in here over the last 3 days but i just can't seem to get it to work
Show code
And of course the relevant objects
wait, let me link them
wasn't it OnParticleTrigger
i remember linking that to you
ya mb
||private void OnTriggerEnter2D(Collider2D collision) { // collide with creature if (collision.GetComponent<Creature>()) { something...||
it doesn't work apparently
have you set it to use callbacks
i am doing smth wrong rly wrong
actually just show code/setup, rather than this 20 questions lol
wait, my game is loading
it takes a lot of time
i will be sending out a burst or images...just saying that before
might get automodded for that
are you moving the object with physics or by translation?
maybe you want to make a post in code-general
will do that then
Is earth streaming available in unity?
hello, I'm not sure I completely understand what is StateAuthority and it seems like it's super important, could someone explain me what this means please? from what I understand it's like the local player
is this part of the Photon networking package?
i'm going to beat the concept of a switch into yanderedev with a switch
bottom pic is just what it shows when nothing is selected 😆
dont worry about it
Hopefully the term "inspector" informs you what the window does
that just does not help
The best solution here is using "switch()", my advise.
Oh yeah. That definitely looks like someone could really use a switch stamenet.
yes, sorry I didn't see
you have nothing selected
therefore, there is nothing to show
I actually understood it now anyway, but I'm struggling with rpc if you can helpp
Bro what are yall talking about i dont understand


