#💻┃unity-talk
1 messages · Page 76 of 1
Yeah it's bad, they should have updated it.
If they were our client they would have 😛
thankfully it does look like they heard my pleas and it did just resolve and start downloading a package
dreadful speed, but at least there's progress
Package manager is not able to see any of my assets. Tried with 2 versions of Unity.
did you try a resinging in
from the hub
Closed Unity, signed out of the hub, signed back in, reopened my project in Unity and still can't load any assets.
Multiple people reporting issues with the package manager, it might be an intermittent outage
working now
spoke too soon. The projects show up but I can't download any
and loading the list of assets is no longer working.
It was working a little while ago, but now it's borked for me
it's spinning forever for me
Would assume its top priority since keeping servers up to download purchases (taking a nice % cut for) is kind of a minimum
Turning up with the same issue as this, at least im not the only one so I'll leave it to you guys
Yeah, nothing any of us can do but wait
the asset store is having issues, this section of the PM will be affected
probably a dumb question, but how would I go about getting x years available dates? since things vary depending on the year I'd like to have some sort of system that automatically gets the dates that exist for a birthdate dropdown
gonna have 3 dropdowns for year month and day that would get autofilled
There's gotta' be a C# library for this
you could install it using NuGet For Unity, or by just throwing it into your Assets folder manually
(it wouldn't be designed specifically for Unity)
Maybe I didn't understand the question but what exactly varies? Every year has the same dates, except leap years that have one extra day in February. The only thing that varies are the weekdays but you wouldn't need those when asking for a birth date
the available days in the month would (I'm p sure lmao), also for other date related things it'd be nice to be able to refer to what day of the week corresponds to the actual number of the day
Days in the month vary by month, not year
true true, still though, having the weekday to date info would be good to have lol
i mean, they do vary by year too
anyways does this even need a library
these are usually baked into the language's standard lib
get the value for the first day and extrapolate
oh sick
honestly
no idea why just using the date functions didn't come to mind, was definitely overcomplicating it I think, like I knew they existed, but couldn't piece together how to actually make use of it 
thank you 
@turbid finch Hey! Dοn't get these guys wrong here ok, it's just they way the server works and the mindset more specifically ok because there is no General or Off-topic channel its Game Dev related specifically.
The server lacks a general chat deliberately! see #1180178376028327936 message
yea makes sense
right. Just maybe.
Guys I need help. is it really impossible to zoom out in game with cinemachine? ;-;
no
no matter what I do the orthographic size changes but nothing happens
I'm doing it with a coroutine throught code
the gizmo changed proving it worked but something else is up to cause the game view to not change visually
Are you using sprites or a canvas
looks like some sprite is there?
is anyone else having issues getting into asset store?
getting a msg "try signing in with a diff account"
Personally. I wrote my own zoom function for the camera using smoothdamp to make it smooth and natural.
You can do that too, if you really need it to do that.
cool but doesnt matter in this case does it?
What i’m saying is that it’s not that hard to write at all.
Presumably, you'd be using smoothdamp to change the orthographic size
Yeah. You can also change the sphere’s sizes if you don’t want the fov to change. But i used the orthographic values as well.
Right, which isn't much help if changing the orthographic size isn't doing what they want it to do
Most likely because it's in a canvas as isn't actually being rendered by a camera at all
Thanks for explaining. Yeah i see that now. I’m sorry for not checking.
at least, a "Screen Space - Overlay" canvas isn't
and a "Screen Space - Camera" canvas is automatically positioned in front of the camera
(i don't think the orthographic size would matter in that case, either)
guess we will never know but seems strange to do all that in UGUI and use a sprite of some kind too
Though I have worked on games where it was all in UGUI but thats not always great
Sorry for the late response! Yes everything in the scene is a sprite game object, not in a canvas
make sure you are changing the correct cinemachine camera and not one thats not even active.
Also are you using camera stacking and perhaps forgot to change those too?
not at all, just a very simple setup. I'm only using 1 camera
if you are changing the ortho size on the correct cinemachine camera then there is no reason for things to not work if just using plain old sprite renderers
remember that the highest priority one will be active and used by the brain
Huh! I tried it on a different scene and It works so I'd have to look into what's stopping it
Try searching t: CinemachineVirtualCamera while the game is running
like this?
in the hierachy search box but that should work too
In the hierarchy
new search is prone to taking fucking years
time to re index the whole project again! 😐
welp, It's there lol
I'll just delete the camera and cm and create them again, see how that goes
omg...
it was the pixel perfect component all along 🤦♂️🤦♂️🤦♂️🤦♂️🤦♂️🤦♂️🤦♂️
aha makes sense!
guess I'll just get rid of it but now my pixels are wavy when the camera moves lol
HI I was wondering if anyone knows where I can find people to work together on a game? Current experience is beginner.
feeling a bit lazy today, so I made this quick and easy main menu theme for my friend’s tactical fps game. He told me he wanted it to be “stealth but atmospheric”
I really like this!
should i remake my map. i think it looks pretty bad\
uhm I don't even know what Im looking at 🤔
>Custom materials work in editor 100% fine
>Only one works in build
>Have already added the materials to the 'Always Included Shaders' list in the Graphics settings, which had no effect.

I am going insane trying to fix this, using the built-in pipeline btw
How does it "not work"? Is the object with the material not rendered at all? Is it rendered in pink? Did you try investigating with a frame debugger?
Does the build use the same quality settings as the editor?
It was rendered pink, I JUST managed to fix it by editing the shader, changed a line from shader_feature to multi_compile
I want the server to make a job post to my rev shared profit to my team
multi_compile forces unity to compile variants for all keywords; shader_feature only compiles variants that are used in your materials
if you change keywords at runtime, multi_compile is the safer bet
!collab
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No I just want to learn and create things. If it eventually ends up being paid, sure but I don’t believe I have the skill currently.
Thank you!
Start with #🕹️┃game-jams , easiest way to get experience and find collaboration, you can find links to running ones in the pinned message.
Thanks. I’ll check it out!
hi anyone here worked with articulation bodies before? My lil robot keeps flying off into space anytime i hit play and I can't figure out why, there isn't any collider interference at least that I can see
Does it run by code? Have you made sure it’s properly checking being grounded
Some ppl have characters that continuously go up since it never set the grounded to false
it's behaving like it starts intersecting something and flies off into the distance, I think i had my anchors wacky so i'm redoing them right now
but in general, it's very jumpy and even when it does land on the ground, small movements cause the whole obejct to bounce around
i'll record an example in a second
@exotic relic
Cool stuff!! Can you show a pic of the inspector showing the parent features
Click on Base v2, what’s on it
each part is hierarchical to the one it's attached to
No I mean what scripts and animations
If you disable the script and press play does it still fly away
I don't modify any of the transform properties in the script, it just sets target angles for child elements
There’s a checkbox on the script
yeah it still does
Still flies? Ok on the body settings above disable gravity checkbox and see if it flies away. If it doesn’t fly away enable gravity and increase the mass from 1 to 100 to test
Ok keep gravity checkbox enabled and that Mass setting above, just to actually test increase that to 100 and see if it flies as much
it flies less
Ok great. So it seems that it’s walking on Mars, needs more weight
You can try increasing the Mass more. But not too much, there may be a second cause
i'm just wondering why it spins as well
I’m not seeing the gizmos, is the collider huge? I saw the ball move too
only collider is 4 capsule colliders on the legs:
otherwise it flies thru the floor
Sorry for so many questions it’s tough to guess.
I see.
yeah no worries
i think it's something with resolving contraints at the start? since if i let it go down afterwards it's just fine
but I don't see anything moving
Wonder two things, if the script is forcing new settings on the body component, and if it still goes crazy if you play with the body module disabled
script has been off the whole time
Ah. And with the body module disabled how does it behave
hm i think i found the issue
if i disable the body module on these 4 components it doesn't fly away
And does it walk fine? You could try a different method of handling it
ok more developments, only the far right one seems to make it spin
if i enable the other 3 it's fine
ok we're saved
ty
for some reason
the target was set to 360 instead of 0
which i guess caused the crazy movement
Hey guys any unity develepor free rn.
Nah. Only paid.
No, we're all still in shackles. Only once we overthrow the aristocracy and oligarchs worldwide none of us will ever truly be free
Bro I'm thinking of having a game on unity
Sounds great. Make your dreams come true!
Are U a unity developor
no, he's an unreal developer
He's not a developor
(not unreal engine, he just isn't real)
No one here is real. You've been in a coma since 2018. Please wake up.
I don't know about real or unreal, but I'm unity!
Since 2019 or so.
oh my god it's John Unity
Ah yes from the Unity Family
don't ask "Any Unity experts around?", but rather ask "How do I do [problem] with Unity and [other relevant info]?"
https://dontasktoask.com/
Hi
Good morning.
I'm looking to make a 3D model appear inside another 3D model, such as a taking a spaceship and making the cockpit visual while inside it.
I believe I have to use a custom URP Shader Graph, but I'm not sure what method to use exactly, and the instructions I've found online so far haven't been helpful.
Could you please let me know if the #1390346776804069396 channel is the correct place to ask for assistance, or is there something else I should be doing?
so you mean, for example, they see the ship from the outside, click the ship, then they are in the cockpit and can see, say, the bow of the ship?
spolier, the answer is generally, 'Fake it;
I don't want to change the camera position or view. The Camera is looking at the outside of a spaceship, and if they select the spaceship, they can see inside it, such as the 3D cockpit model, engines, etc...
So you want some kind of xray shader?
you can either just make the spaceship and the cockpit one big ol model (or a couple models) and have the 'windshield' be transparent/lucent, or you could use a series of images layed out in a parallax configuration.. i can imagine Many ways to do it..
Some reference image would be good to know. Do you want a mask to be on the spot of your mouse, do you want your hull to be xray transparent or the insides to be xray. What exactly do you want to achieve?
Hmm. Let me see if I can make a example image, although I'm not sure how to make the spaceship model transparent enough to show another model inside it.
still confused as to if you mean x-ray or 'window'
Thats not really a technical question tho. Its more of a visual decision of what YOU want to show actually.
but yes, transparency would be defined in the shader based on the mask/texture info. or the whole material, for the entire thing being 'faded'
Per say I have these 2 3d models, and I want it so that any model I move inside the spaceship model is still visible. Such as a part of the spaceship becoming transparent, so you can see the cockpit model inside it?
and you want this for gameplay, or in the editor to help you place things?
Than you gotta draw it on top of the spaceship shell mesh. Either by shader, or by a second camera to still keep depth working inbetween the meshes inside of your ship. If I get you right there
I've been trying to use the URP shader method, but I can't figure it out.
In-game
i'd suggest taking your now clarified question (the screenshots and all), and heading to your initial thought #1390346776804069396
sorry if this is the wrong place but for some reason my free licence was revoked and when i go into add licence and click free personal licence, nothing happens
i emailed support but yet to get a response and this is for a class so i need to fix it as fast as i can
Try removing hub entirely and reinstall, maybe get a previous version of it.
from being listed in hub, yes. you re-add them. from your system, no, unless you make a BIG mistake.
i suggest googling for step by step instructions. it will show you how to clear the cache too
got it
Hello
Why can't i play/preview the sound when im browsing.
You can only do so in the inspector when selecting the sound directly afaik
yes i can autoplay the sound in inspector, but its not previewing when im browsing to select.
As I said, it is not possible... it will not load every sound in the preview. same as it does not show a 3d preview for every mesh you can rotate and look at.
ok
I guess its just a thing of performance over convenience
i think what can i do is a make a Test-PlaySound button in scriptable object,
Why not just use the project folder view to test sounds?
Done its working now,
I need this cause i have to lock in soundManager in inspector to replace sound and if i dont like the sound i have to unlock and find the sound againa, go back to soundmanager and find the sound
Like this,
This makes it so easier now
Thanks anyway 💟
i can play test the sound in inspector dont even have to play 🤓
what would be the best way to make particles in UI?
make something like confetti throwing out as if its a particle emision system, but have it have gravity too
There are libraries that convert regular particle systems to UI space like this one: https://github.com/mob-sakai/ParticleEffectForUGUI
oh wow that is actually helpful
thank you
!collab
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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**
np, if you follow that link, you may find people. good luck
thx brother
also one more question, does anyone know how to make particle system's particles not be influenced by their parent that moves?
i kind of forgot how to do this
it is, look at the video
scaling mode?
well that should do anything anyways to my problem, it is world space
I did mean simulation mode, that should leave the fx where it spawned
well, as you can see it moves it
if you know what my issue is pls help, but i will respond later, gotta go for 5 hours brb
These are the settings I have, but it's for a gameobject not RectTransform... if that makes a difference
#1180170818983051344 or #🏆┃daily-win is the place to post that
I can find no tells that it might be AI art
Has anyone had issues in the Unity6.3 editor like this?
When ending play mode, a specific object in my assets is automatically selected, for example the Readme file. This is very annoying, as the Inspector switches to that new object. When tweaking a specific go, I always have to manually reselect it...
Yeah. Has been happening to me lately as well. On 6.3.
Yep, 6.3
why doesnt my button button
You may have another UI object blocking it
help please anyone
looks can be deceptive
If you're using the old input manager, then you can look at your Event System object while the game is running
you'll see information about the currently-pointed-at thing in its preview pane
hm, that should be okay
Canvas objects render top to bottom
I forget if the text could be eating the click or not
You can find out by deactivatign the button's child
probably not
do i miss something maybe?
annoyingly, the new input system doesn't provide the same information
Oh, is there an Event System in your scene at all?
Create one from GameObject > UI > Event System
Unity creates one for you when you add new UI objects, but you might've removed it
The Event System handles all uGUI events
it works
i copied the UI into the new scene cuz i found out you can do in in another cnese so
i forgot to get the event manager
Ah, that'll do it!
whyd you type it like that
If you have many different UIs that you load and unload, it's handy to put an EventSystem in the DontDestroyOnLoad scene
you mean the EventSystem? That's the name of the actual component
no i mean "Ah, that'll do it!"
like an AI or osmething
🧐
I like my exclamations :p
What's wrong with it?
That seems like a pretty reasonable thing to say
Considering nobody mentioned it, your editor is not configured. You must configure it if you want to receive proper help. Please make sure it's configured the next time you ask something.
You are not allowed to execute this command.
!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)
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• :question: Other/None
Where I can send some images of my game to see what you guys think about the artstyle ?
i had this problem for a while and i tried alot, how do i fix this someone please explain
Im having a weird issue. I like to keep all my assets organized in folders. I had to delete an asset from the folder so I could replace it with an updated version. Now im unable to drag that same asset back into its folder.
The new version that is
Anyone know what the problem is?
Looks like your code is telling him to look in that direction
what happens when you try?
i get that red symbol. ya know the red circle with a line through it. like ill drag it to the folder, and then that symbol shows and nothing happens.
why the fuck does unity keep using 10GB of RAM?
- Memory profiler says it's only using 4-6GB, with 90% of that 4-6GB of memory being from the editors various native objects (i.e. not from me).
- Task manager shows it using 10GB (as-well as 5 editor processes? I have no idea if that's normal. There's only 1 window. Ending any them causes the entire editor to close)
- No complaints of memory leaking from native objects in the console
- The open scene has no effect on the amount of memory usage. Changing to an empty scene doesn't change the memory usage at all
It's becoming almost impossible to work on my project because Unity will eventually crash due to no memory (as-well as taking almost any other open program with it because it took up the majority of my 32GB of RAM). I have no idea why it's using this much memory. This isn't an intensive project and the entire assets folder comes in at around 150MB.
what kind of file are you trying to drag in?
oh wait i think ive heard about this before
what OS are you on?
im trying to drag in everything pertaining to the asset. the FBX, some PNG textures, a prefab of the fbx that has all the components on it that are needed for the game. and some icons of the asset that show in-game. its never a problem if its a new asset. this only happens if i need to update an asset. ill delete everything from the folder to replace it with the updated versions. although, everything has the same name of course. im using windows 11.
nah, i made these assets myself from scratch.
in a separate project?
Alright so I just disable it in the Y direction I think then?
i model it in substance modeler, texture it in substance painter and then export it from there. then i just import everything into my unity project. then i put everything pertaining to that asset into a folder. @storm patio
i see, so no .meta files?
correct
you need to fix your code to make him look the direction you actually want him to look in
i don't think you'd want to import them then. assuming you have all the same file layout/structure, you would probably want to replace the assets directly and keep the existing meta files, otherwise the existing usage of those assets would break
I can't find the proper channel.
I'm working with some folks making a game for their thesis
They aren't game developers, never touched Unity
When I build the game it runs completely fine on my end. On theirs it breaks
So I'm trying to build a development build to see where it's going wrong.
Where is the .exe on dev builds? It's not in the main folder and I can't find it anywhere.
we've got an issue with the editor crashing on launch on our group project on a branch, any idea what could be the cause?
it crashes instantly, seemingly before any of our code could even run
the assets work just fine after i update them. unity just wont let me place them into the same folder anymore. even if i make a new folder, i still cant place them in the new one. the really weird thing is that unity will let me place those things into an old folder that i already have a different asset in.
have you tried restarting unity or a library reset?
ime dev builds have the same structure as normal builds, but that's for webgl.. builds go to the folder you specify, have you checked there?
the .exe's supposed to be right there, right?
yes, also this is on 2 separate machines
that message wasn't for you
oh sorry lol
eh, good info to have regardless
skipped a message 🤣
it's supposed to be wherever you built to. im not familiar with building for windows though so i can't really say what's supposed to be where specifically
look for errors near the bottom of the log
I got it, needed to uncheck "Create Visual Studio Solution"
It's nice that the community helps (;
you were told to post in the rendering channel
you were sending over the sln?
no, I was trying to get a development build upso I could actually see what's going on when they're running it
oh whoops i thought you were the other person, mb
there's a pinned "general" thread, you can use that. but if you think it'll take a while, a post would be ideal, yes
is there a channel for nav/ai?
please don't advertise your post
whats the point of creating a post in rendering if youre going to crosspost it here
dont do that
if someone knows, they'll be hanging out in #1390346776804069396
also why did you title your post about "shaders"
Its so funny when you figure something out that you yourself thought you couldn't figure out.
Like i was making this item inventory and I thought it would take me longer than it actually did to figure out.
I’m experimenting with an AI-assisted, rule-constrained placement system for graybox layouts and stress-testing it with simple scenarios — quick question for folks who’ve shipped procedural levels: which constraints caused the most production pain?
procedural level generation isn’t as hypey as you’re making it seem lol, the hardest part is probably making it seamless
maybe a “constraint” could be processing power? you could amend this by deleting parts the user won’t be able to see and regenerating them when they go back
Yeah, that makes sense — performance and memory pressure are definitely real constraints, especially if generation happens at runtime. Streaming / regenerating unseen chunks seems to be where a lot of systems end up.
In your experience, did that approach introduce more issues around state consistency (e.g. re-entering areas, AI/navmesh rebuilding), or was the overhead mostly manageable once chunk boundaries were well defined?
i think the "AI" portion is going to be your biggest overhead here
there were certainly consistency problems but those could be stored by having information related to states of objects in that space (like collected or broken) stored somewhere to be accessed (if data doesn’t exist it generates like new)
That’s fair — I don’t see the AI as the “heavy” part doing everything, more as a decision layer on top of fairly traditional constraints.
From your experience, was the overhead more about runtime cost, tooling complexity, or just debugging behavior when things went wrong?
Chat, wish me lucckkkk im coming to unity with a 4 gb ram laptop
Yeah, that makes sense — persisting state outside the generated space seems unavoidable once streaming/regeneration is involved.
Did you find that state management itself stayed manageable, or did things start getting messy once AI/navmesh/state all had to re-sync on re-entry?
server doesn’t allow off topic… but good luck lol
#1249155543264657408 might help in future though
I didn’t have ai or navmesh sorry so I can’t answer on that
i think by ai they litterally mean like an llm of some kind
and not pathfinding™
they did include navmesh
super weird, but I think something that was referenced in an animation was removed, and that was causing all of Unity to break
was it a render texture?
those seem to break unity quite a bit
oh wait I’m stupid nvm it was animation ignore
it was some custom class
but turns out it wasn't it 😢
I just tried to open one of our scenes and it crashed again lol
Hopefully you can go back to earlier commits till it stops and undo the change?
If no backups, i guess delete the file and learn a lesson (then report the bug)
we can yeah, I'm just curious to figure it out
Ive been trying to add movement for over a week now and have followed over 14 different tutorials and none of them have worked, does anyone know one thats worked for them
or some easy mistake i could be making without realizing
3d or 2d movement? With physics or not?
3d and yes I added a rigid body
Can you share the code of what you already tried? Use the linked websites the bot sends below ⬇️
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@serene nexus ⬆️
I got stressed out so im taking a break but ill do that in about 40 min.
none of them have worked
what issues are you encountering exactly?
-# inb4 it's just the input thing
that error gets spammed though but I know new users just dont read and understand errors
"shits fucked"
hmm what could it mean
I finally got my trajectory line setup and the question is how can I get the ball to follow this line while still having physics? I am going to be throwing the ball it should follow the line while still having physics.
youre sort of doing it backwards no?
the trajectory line should follow the balls expected movement, not the other way around
seems like much less of a headache at least
why is this script field accessible in the inspector? I've never seen this before
iirc thats always there but hidden
that's what I mean
did you update the editor?
I've never seen it editable
I don't think so - seems to be just a regular monobehaviour with 1 interface
I would say u are in debug mode of inspector but top component looks like normal
wait nvm I think it is using a custom inspector after all
!input
To set Active Input Handling, go to:
Project Settings > Player > Active Input Handling
• Input Manager (Old): Use the original Input settings.
• Input System Package (New): Uses the new input system package.
• Both: Use both systems.
im literally not using input in my code wth
ok 2 questions: why is this changing every commit*, and why did it cause the entire editor to crash lol
Stupid question. I have single object prefab, all set and ready, now I need to have it positioned slightly up, eg change Y position. So I need to create a parent object and then I can change the Y position. But how do I create a parent object in the prefab? I can create child object, but cannot rearrange.
Who likes biscuits 🤚?
this is not a social space
wdym? if the trajectory line follows the ball expected movement then how would the ball move in the same path as the line? kinda confused.
couldn't you move the pivot of whatever content you have inside the prefab instead
Sorry.
you figure out the intended trajectory, and then you make both the ball and the preview line follow that
How do I do that? With "pivot" you mean creating separate object?
Any course out there for making fighting game on youtube?🤔
I have explosion effect, like a animated sprite sheet, its gameobject position is in the center, I want to spawn it on the ground and not clip it, so I need to move it up, so I can spawn directly on the ground position it without adjusting the position in the world
....................?
I just need to create parent object for the Explosion object in the prefab on the left
Alternative is that I need to redo the whole prefab, which is kind of annoying, have had this issue before
Fine I will do it myself.😑
Did you consider looking for one
Youtube has a search button, you know
I didn't get any good course for making fighting game on unity. I only find ue4.27.
Did you try including the word "unity"
have you tried searching
oh whoops you were already told
huh why's this a mesh and why does it have a collider 
if it were a sprite you could just move the pivot of the sprite quite easily
i'm not sure how you would do so with a mesh
can anyone help? despite no errors it doesnt work
In what way is it not working
lemme try
it doesnt run at all after pressing C
doesnt register the input
What function is this in
Good question, this is what happens when you let claude instruct how to create sprite sheet animation. I'll fix that. BTW, claude was more than happy to create a copy of the prefab with the root node added.
😄 I know what you mean, I have been able to prototype within couple of weeks more than with 2 months without AI
i don't think you do
i just relized i accidentally put it under other function
thanks
even if transform it does move
does anyone not know how to fix this?
sorry for reposting but its been like 10 hours already
You want the particle system run in world coords not in local?
i want moving the parent to not move the particles, i think its because i have UI Particle, i might need to research into it more, its def because of that
Did some research
Turns out CharacterController doesnt scale like that 
how do you access the clips from audio random container via code?
Anyone able to answer this? Would love to continue working on my project without the risk of Unity crashing my computer.
In classic fashion, I immediately found a solution after posting this. Turns out the extra editor subprocesses I could see in task manager were workers for the parallel import feature inside project settings. Disabling it made my memory usage drop to normal (2-3GB). Not entirely sure why the workers for the parallel importer need 700MB of memory per worker.
Something something dont share memory
Hello can someone teach me or dm me how the classes work in unity in c# im confused
we don't do DMs here
classes in unity aren't much different from classes in c# in general, have you tried looking for guides or explanations online?
there are some courses pinned in #💻┃code-beginner
that's a pretty vague question. Is there a specific thing about classes you don't understand?
yeah, why a class Player, dont have to be public or whatever and i can see it in another scripts
what do you mean by "don't have to be public or whatever"?
something being public means everything can access it
for members (fields, methods, etc), the other access levels (eg private, protected, internal) dictate what other types (classes, etc) can access it
but for entire (top-level) types, the other access level specifies what namespace can access it. it can't be private, it defaults to internal
so a non-public top-level class can still be accessed by everything in the same namespace (which is the anonymous namespace if you don't declare one yourself)
Yeah the default access level for classes is internal
The default access level for fields inside a class is private
You can read about what they all do here and why that difference matters
Did someone know the YouTube course that will give me all basics to unity c#?
Unity Learn is probably your best bet.
Just cuz its probably the most consistent and up 2 date
How could I make a pixel art button, every time I try it just gets stretched.
Look at sliced sprites
Sliced?
It works now. 😄
i am trying to make a dropper type thing to drop stone on a conveyor to move it in the stone collector but it does not move why is this?
transform.forward in a 2D game?
that's most likely something like (0,0,1)
which gets cut off to (0,0) in 2D
so you're adding 0 force
transform.forward is the object's local z axis
so i put the z to 0?
You shouldn't be doing anything with the Z axis
you want transform.right or transform.up
for the x or y axis
well you're not
because 2D physics only uses Vector2s
so your (0,0,1) Vector3 becomes a (0,0) Vector2
and nothing happens
Your object is probably rotated so that the blue arrow points into the screen. Applying a force in this direction does not make any sense in 2D.
btw i just got unity like yesterday so idk what you are saying
I explained above what you should be doing instead of transform.forward in your code: #💻┃unity-talk message
idk how to code i asked a ai to do the coding for me
You're aldo using OnCollisoonStay instead of OnCollisionStay2D
Tell it "oops can you redo everything in 2D? MY game is 2d"
it will fix it
If you have no understanding of what your code actually does, then you're not going to learn anything by asking for people to fix it
it is copilot and it knows it is 2d i told it
Well all the code it wrote was for 3D
so either it didn't take, or copilot is bad
i would strongly suggest stopping whatever it is you're doing and using !learn to figure out how this stuff works
oh right, it has to be on its own, doesn't it
!learn
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it is bad i was asking it to help me find something and it could it find it in unity its self i had to look it up
Anthropic Claude or Gemini are better, use those
Or actually try to learn yourself 😛
i mean next school year i am taking a game development class that uses unity and a coding class that uses C# so i think i have to wait 1 year
There is absolutely no reason you need to or should wait
You can start learning right now, and you'll have a better time in that class if you do
where do i start to learn
here
what does this mean
why is it blocking a learning app and how is that for my safety
It means whoever is running your internet connection blocked the website
And yeah I ahve no idea that's crazy
no look up qustodio it is the worst
Yeah your parents
ik
I would tell them you're trying to learn programming and it blocked your access to learning resources can you please unblock?
that's crazy it would be in any parental control list
They probably just lumped it under "gaming"
they say i have to learn how to do my fruture job on my own gaming time and i only get 4h of game time per week : (
i think i do have to wait until next year
What was the question though..? It seems like you just dropped an image for it to transcribe.
Theres no way you had to ask ai to do simple algebra...
The kids are cooked
Good luck, but atp youre also missusing this channel
if anyone knows anything about animating i would love some help!
People in #🏃┃animation might
additionally you should ask your question outright
Somebody help me fix receipt Validation using Tangle files in IAP v5. I have already generated the Tangle files via the Services window, but it seems like v5 handles the validation logic slightly differently than previous versions. Has anyone successfully implemented local validation in v5 or encountered similar issues? In iOS, Unity said there's no need to local validate because StoreKit2 now can handle it for developer so I can remove validation logic from iOS build but in Android, I have no idea how to fix this.
StoreKit2 automatically handles it so you don't need manual validation for IOS but for android regenerate tangle files for v5, and send if debug GooglePlayTangle.Data actually returns correct data
i would recommend making separate server-side validation for Pending orders
hmmmm, if i still want to use local valication, what would i have to do? What solution are u using in your working project?
I don't really have an example, but I am using separate microservice for in-app transactions
If you want to go with local validation I would recommend you use chain validation instead of OR
Easier to read and debug for different platforms
hey, Im having a problem with a mesh collider, but confused on where to put it. Where should I put it?
as a component to a prefab i believe]
put it on the mesh filter
Oh - sorry, refraising. I wanted to ask a question regarding mesh colliders on a specific discord channel here 😅 Can I just ask it here rq?
all good
can u explain me what chain validation is?
Smth like
#if UNITY_EDITOR
...
#endif
#if UNITY_ANDROID
...
#endif
#if UNITY_IOS
//skip validation, go straight to checkout or smth
#endif
Etc..
Not all in one if
Might be a platform specific issue and that would be much harder to debug with your current version of code
wtf
ok ?
Without showing the actual setup / code how we supposed to know for sure.. its your project
most likely the look at including the X rotation
!code
📃 Large Code Blocks
Use links to services like:
https://paste.mod.gg/, https://hastebin.skyra.pw/, https://paste.ofcode.org/, https://paste.myst.rs/
📃 Inline Code
Surround code with three backquotes. Not quotation marks.
To format as C#, add cs to the first line:
```cs
// Your code here
```
Add a comment with a line number if there is an error message.
your low quality screenshots aren't very helpful
do i just send the link?
sure
here in your line
117 | transform.LookAt(player);
your player origin looks to be higher than the skele origin so it will cause rotation like that
if you dont want it to rotate on the x/z then use a Vector3 instead of just passing in the player
i see
Vector3 lookTarget = player.position
lookTarget.y = agent.transform.y
LookAt(lookTarget);```
Check the asset store. They've got paid and free stuff
Ohk I don’t know how to start nothing
Because mine already got the camera and direct light
On it
But the water when it’s played it in the air
I made a post in #1390346827005431951 because of a breaking bug when other people download my build version if anyone can take a look?
It's not necessarily a code issue (but it could be, idk) but I thought it was the most appropriate thread channel for the issue. Videos included is why I put it in a thread channel
Let me ask u last question :(((( . When I made a purchase transaction. It thrown this exception. Can u see any solution over this logs ?
Hi all, I would like to know where are other prototype project tutorials mentioned in 2nd video at this page - https://learn.unity.com/pathway/junior-programmer/unit/player-control/tutorial/lab-1-personal-project-plan?version=6.0
Overview:
In this first ever Lab session, you will begin the preliminary work required to successfully create a personal project in this course. First, you’ll learn what a personal project is, what the goals for it are, and what the potential limitations are. Then you will take the time to come up with an idea and outline it in detail in your...
does anyone know if it's still possible to trim audiofiles in unity, preferably the editor?
hey can someone tell me why my model is not animating like he is suppose to be running but he isnot
Does it work in the preview?
no it doesnot
i imported animation from mixamo
This is the ss of the video i am watching
and this is mine
in that video he automatically had Ch09..... in the controller i tried to do it manually but not working
why do you have both an Animation and and Animator component
perhaps check the import settings
we can only use one?
ohh its working now thanks everyone i forgot to add player controller in controller
anyone knows how to use unreal engine's combined textures thing into unity?
im trying to get an exported model with the texture into unity
i need an object to render over the ui. how do i do that? i made another child camera and set its culling mask to my object. i set the child camera as an overlay camera and i added it to the stacklist of the main camera, but its still not working
hello im pretty new to unity. im creating an app more than a game and i want to know if is possible which i suppose it is to have several output texts and that only 1 can be seen at a time. like a square where i have 1 output text and if i click a next button i go to the next output text and so. idk how is this called but where can i find a tutorial for this ?
There's not going to be a tutorial for every specific feature. Break it down to parts and look up what you don't know how to do. Here's one way to do it:
- put all output texts into a string array
- store the index of the current text in a variable
- when the next button is clicked, increment the index by 1, use it to get the text from the array, and change the text field to show it
Yes. Sounds like a menu system or dialogue system.
Hi! I'm working on a game project and we’re looking for team members. Where’s the best place to post about it on this server?
!collab
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Thanks
hello is FusionBootstrap an included script in photon? or just a custom script provided in some game samples? the script contains 700 lines and is in a beginner game sample which is why I was wondering this
why would the length of a class make a difference?
700 lines is a small script
and it's just an example
you can probably use it if you want but most games will want to customize it or write their own
never said it's big, but it's not for beginners when I look at the code's complexity
not only the length but the code itself too
it doesn't look like a beginner script
1- Networking isn't for beginners
2- It's for beginners to networking and/ or Photon
3- The functionality of it will be required for whatever is being demonstrated
I'm not new to coding and when I say it's not for beginners, I mean networking beginners
and yea I understand it's required but I just wondered whether it's a script completely custom or just like a builtin component
It's not a built-in Unity component, which makes it custom.
You can find that sort of thing out for yourself by finding it in the project window
can anyone help with this please
Is it just me or is the current lts version (6000.3.6f1) really bugged? For example after stopping the play mode, the editor selects and shows a random package file on the inspector. Serialized fields showing incorrect values on prefabs (without scene overrides) and scenes themselves getting marked with changes even though you only make changes to prefabs.
Face ID checks from UK rolling out globally
I've heard similar complaints from others. I recommend submitting a bug report
You're a day late announcing this, it's common news already. But this isn't Unity related, so to avoid the inevitable discussion over this that will flood into this channel, I'm going to remove it.
No problem. Did not know where to put it properly.
Or feel free to post it in #1157336089242112090 and since it's related to this server somewhat.
Check its references, if your using Visual Studio, you can "Find all References" and see all the scripts thats using it, and the folders those scripts exist in - if they are in "Sample" folders only, then its probably only for demo purposes, if they are a part of any of the actual package folders, then its probably also used as a core script - though if your concern is weather or not a specific script should be considered (networking)beginner-friendly, I dont think that should matter as its probably written in a way that a beginner should eventually understand anyway, and unless the script is heavily commented or mentioned in their official tutorials, theres a good chance it wasnt written for beginners to learn from but as part of Photons functionality/architecture
ok i just started a 6.3 2d project and I get this errors on packages that comes pre loaded from unity itself
this is a known bug, update your unity version
wow something like that you think would of been caught before going out to the public as it tells you right away as starting there is 7 errors
fixed when you update to the latest
The bug didn't surface until months after this version was released it was some weird interaction with the backend that IDK if they ever explained to us
someone help
input is literally not registered at all
do you have any errors in the console
nope
just some mild bug
but not an error
have you tried debugging
is that code being reached, before the if?
also, what message is this in?
What does "mild bug" mean
But yeah definitely add more logs here
one befoere the if and one in the else
it looks to me that we also need to fix the ide, seems like intellisense is not working when i look at the color (unless you have changed them)
its just some BoxCollider stuff
i think that's the vs color scheme (but i could be wrong)
Debug would have to be green sae for Input (classes)
What function is this in
none i think
Then you would definitely be having compile errors
ah, i misremembered, it's fields that are white isn't it
that is why screenshots of code are never a good idea
mmm yeah that definitely does not look configured 
wich means?
!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
you need to configure it
actually the enums are colored different, so... idk even lol
📃 Large Code Blocks
Use links to services like:
https://paste.mod.gg/, https://hastebin.skyra.pw/, https://paste.ofcode.org/, https://paste.myst.rs/
📃 Inline Code
Surround code with three backquotes. Not quotation marks.
To format as C#, add cs to the first line:
```cs
// Your code here
```
Add a comment with a line number if there is an error message.
share your code properly please
- Configure your IDE
- If you are getting neither
CrouchedorUncrouchedlogs then you are getting an error. You need to tell us what the error is.
uh you haven't saved there but ok
huh
yeah that if is in the Update method/message/function
did you set up your project to use both input systems?
yup
So, are you getting "Crouched" or "Uncrouched" in the console?
none of those
Then you have errors
is your script on a gameobject
are you sure you did not disable the console messages
you never know
this is the entire console no?
it is not
the ui buttons too
it's the inside of the console
You have literally cropped off the important part
Do you have errors enabled at all
oh
or are they hidden
i had plenty of errors before
on other stuff not this
Did you actually save the file
it autosaves after making changes
No, it doesn't
idk for me it does kinda
It never has
(most can, some do by default)
yeah, but it does have the capability
I haven't seen an IDE that does, saving a file is usually something you want to deliberately happen in a program
jetbrains ides autosave by default don't they
there it is
this is why you never assume anything
why do i suddenly have to save this now
That's the one C# IDE I haven't used
You always did
better get used to it
i haven't used rider before but ive been forced to use intellij before 😔
like i always say, save and commit often
youre all the smarter for it now
you are welcome, now fix you ide problem
we use idea in college and i dont think it autosaves
you are not working with auto code complete which is a pain for beginners
i allready have it
or atleast i think so?
do you have autocomplete (for types and members) and error highlighting in your ide?
it did complete the crouching script for me so
and it does highlight errors
...that sounds like intellicode, not intellisense, but ok
i think its the AI in it
as Chris said it is called intellicode, intellisense is something else, read the bot message on how to fix it. it was posted above
why would i want to remove it tho?
remove what?
you can keep intellicode, but you also need intellisense
intellicode is for whole code blocks and intellisense for auto complete
oh ight
anyone got a 2D top down spritesheet ? 8 direction zelda like with rolling and ememies and stuff
cant really find any on google
i litterally copy pasted your message verbatim into google and got pretty good results
asking for help im not mentally defficient
mostly from opengameart
could also try sites specifically for sharing assets like itch
no they are not what i need
also most spritesheets are rarely as exhaustive as you described
do you expect us to magically read your mind then
please show with 8 directional and rolling
i was asking if anyone had one you can say no just dont say stuff thats stupid
its not like i havent been looking for hours so ik i need help
if u dont want to help dw
https://gizmo199.itch.io/hooded-drifter-8-directional-sprite i actually bought this one myself
this was from https://itch.io/game-assets/tag-8-direction, which i got to from a google search
kind if need it to be pixelated cos ive already made my map but thats good thankyiu
any free tho?
that's pixelated
good, free, easy, pick 2
true
also you said "8 directional zelda" but im not sure if any 2d zelda game was 8 directional
...what do you think "pixelated" means
That's very much "pixelated"
i just mean 32x32 or near enough
I would like to again bring up the trifecta:
- Good
- Fast
- Cheap
Pick two.
add some more keywords to your search, i'm sure something will pop up
also 8 directional spritesheets are less common than 4 directional ones
for obvious reasons
can someone help me save some time here, I have been using unity since about 2011 / 2012, I took a long break of a few years on godot engine between 2020'ish to now, anyway the last license I had I think it was a full student license, and before that a pro license, but I have two confusing things I wanted to clarify before contacting support, my personal license is all good and working but its weirdly confusing:
-
Unity Hub = Personal: Activation date: Sat, Jul 2, 2016
-
Unity ID hub on website = Unity Personal: Activation date: April 16, 2022
Overall is it worth me wasting time contacting unity support about, its strange the dates are not in sync? I am now just using the personal license as it suits my needs.
btw really impressed with how well unity runs on mac m1 chip now lol
I think the mismatch might be caused by the license change
i dont think it should affect anything
yeah because in the about of the editor it states: Unity Personal, iOS, Android, Windows Store
This might be one of the last things on my list of concerns lol
under license type
I always check my licenses lol
in the future I could get sued
but my unity account is that old, I have a license key on it as well, I can't remember what its for, I think Unity 4 possibly lol
If I were using anything above a personal license yes
ok
has unity been slow for anyone else recently? it takes SO long to go in and out of play mode
i dont think that has to do with unity
it was working fine a week ago ish, and now it's just hella slow idk why, i have no idea what the hell it could be honestly
what did you change and what did you add, maybe it has somethign to do with that
i've just been adding new scripts/shaders/prefabs etc, you get it, nothing special
hi, do you guys know why this happens? this my first time seeing this:
why what happens
the left side is black
you gotta be more specific man
probably ask #1390346776804069396
tbh, you should probably know this by now...
it could be your light maps
Literally any one of those things could easily be responsible
yea I've just baked the scene but why though? and how to fix it
yeah i suppose i'll check them
btw does someone know whats this about
i get this a lot and my unity crashes often with this or when i let it running for long and makes me have to close it from the task manager
yeah still you should take a look, quick google research will tell you where they are located for your os
editor
ok editor.log
i have to go to the botton?
or is the top part
which has the latest
this is a completely normal amount of memory for a completely new project to use, very good job unity 👍
any benefit of parallel asset importing is completely negated by the fact it needs hundreds of megabytes of memory per worker. utterly ridiculous.
wsg guys
Do you have a Unity related question?
What did you expect, asset importing is always memory intensive and when you are doing it on multiple cores it burns through memory, but its a temp effect, once the import is done unity will go back to normal levels, you cant use it during import anyways so whats the holdup ¯_(ツ)_/¯
nah im just making smth
The project had finished importing for about 5 minutes when I took the screenshot. I have never seen these workers go away despite the timeout for them being set to 60 seconds.
If you don't have an on-topic question, don't spam the channel then. You already have a warning for that.
alr bro it aint that deep 🥀✌️
Given so many people are now contracting part time it's been difficult trying to figure out licensing for seats. Companies don't want to purchase a year of licenses for someone to be on the project for a few weeks, and contractors don't want to buy a year of license to do a bit of work. How is anyone doing work? Why doesn't Unity have a pricing solution for this?
It seems Unity's pricing model only considers full time employment in their pricing.
A contractor doing Unity for a living isn't doing "a bit of work". $2000 annually (for their own license) would factor into their invoicing.
I usually buy monthly and communicate upfront that this will be licensing costs the company has to carry, or they provide me with a license
That's right. That's how people are doing it. But I've been in the situation now where companies just say no thanks. They only need a limited amount of work done and don't want to carry a $2000 add on for $2000 worth of work.
I wish Unity offered a one month license for these situations.
it is 179€ per month
For a year commitment.
They wouldn't cover your annual cost, they would cover the costs of how much time you spent using the license.
oh wait, did they switch it? I am 100% sure I had a monthly plan last time i did contract work
That's if you need them to. It's a competitive market. If you're lining up jobs, then you can decide where you can lower your costs to stay competitive, and the jobs themselves would naturally cover those license fees.
Maybe I'm reading it wrong, but these are the only two options to buy a pro seat.
Both annual commitments.
It is annual, yeah
https://www.reddit.com/r/Unity3D/comments/1iosxzm/unity_6_input_box_not_showing_above_keyboard_on/
There's this problem with android input fields. The first comment's solution works but Im wondering what I lost by switching application entry point from GameActivity to Activity. Anyone know?
They did, but they've changed to annual only
ah damn, yeah then you buy it and ask them for the costs for the time you used on them, which is less than 10€ per day
On a say 4 week contract that leaves the contractor on the hook for 11 more months.
🤔
So can't do side work.
Assuming they literally do no work those 11 more months?
Hmm its a bit harsh for me aswell, I do both Unity and Webdev contract work so sometimes I use Unity for 2-4 months a year, rest is webdev
Realistically, if any company is using Unity and reaching thresholds, they need to own the licenses anyway. Unity will eventually come calling.
Apart from my day job which provides the license I use there ofcourse
Yeah but they would need to buy a new seat for you
at that point, doesnt they have enough $$ for ya?
Or assign an existing ones. They can own them and reassign them as needed.
Let's say the company's main focus is not games, but they just want some visualization prototype. They can't prototype without commit to a full year as they already cross the threshold.
yeah if they have one on hand 😄 thats not used by their dev rn
It's pretty easy to come up with holes in the pricing model.
This feels like it's going back to Unity doesn't eat their own dogfood.
If the company is doing visualization, then they need an industry license anyway
Okay, well these are all good reasons to use another engine.
Okay, here's another question about licensing. Their license says one seat is for one person. But you can have one active seat for development and one for a build machine that has no person attached?
Since we can have two activations on two different machines
You can definitely go to another engine, but it's going to be the same thing, licensing fees. UE is $2500 for non-gaming seats for $1m + revenue companies.
(Which is essentially the same as Unity)
Godot has none of that. I have almost 15 years on Unity and I'm really struggling to justify staying with the platform considering their changes to licensing.
in theory, GameActivity has better performance. In practice, it increased our ANR rate by 200% so I steer clear personally
so how did you deal with inputfields without the visual textbox?
I'm all into the bonus performance, if not only for this one problem
modified the UI to account for it. It was extremely frustrating to try and make it work for the exact reason you came across
as time goes on the most* unity esque alternative seems to be s&box
but only if facepunch commits to it fully as an engine
and not as a creation and sharing platform like roblox
I spent 6 hours making a mirror inputfield (that acts like a textbox) for it, then I found the solution online and I was like "ugh I wasted time for this", hence me asking the original question
Any idea why that happens? I followed the instruction on https://gist.github.com/zak-grumbles/2d832936f70bf4eaf5a0afe59bded68a#file-playercontroller-cs
what is supposed to be happening that isnt?
there should be an object that's should be tracked and moved rotated my the camera, but he is rotating the player instead
im going to assume that maybe your camera is a child of the player here
and it probably shouldnt be the case
Hi
there is no object that should rotate the camera why should there be one? the camera should just track the player
is the camera a child of the player
yes, thats normal isnt it
i dont think it should be the child in this situation
see that its not under the player and see if that fixes the problem
keep the player as the target object
how do i do that?
just keep it as the target object in the Target field in the camera script...
but dont make the camera a child of the player
i do that my renaming target to the players name? sorry Im a complete beginner with unity as well as C#
no...
you do that by litterally dragging the player into the public field on your camera script
the one looking for a "Target"
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i get the red "no" sign. cant drag the player there :/
hi guys, why are my walls full dark like this? I've baked my lighting and they are all static
im already leaning but im currently trying to lean C# in general
Are both the player and the camera in the scene
yes
Show a screenshot of where you're trying to drag the player into and what you're trying to drag into it
#1390346776804069396 .... again
well it didn't help lol
i dont think you understand the purpose of this channel.
and I'm sure it's not something really specific to rendering, it's kinda general knowledge
its almost entirely a lighting issue
So you're dragging it into empty space?
youre trying to drag your camera game object into itself as a component
look at the player camera component
there is an empty field called "Target"
bro, I've lights set to baked mode, the walls static and contribute gl, lights have intensity, what kinda problem would you except lighting related?
drag your player there
If you want to assign target you should drag it into target
No idea, but the people in #1390346776804069396 might
ahh, found it 😄
any tipps on how to make the movement less "wonky"? it feels like a sack of potatoes when moving (:
more speed, more turn speed 😄
it'll look better when the model is walking too
didnt figure out how to add animations yet. not only am I extremley bad at rigging and animating in blender. even using mixamo doesnt solve the case. I just have 3 different player characters each with one animation
Hey someone here who wanna be part of my MMO Project? send DM if u want to hear more 🙂
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but gl.. you'll need it..
where do i ask for help?
in the channel that matches the topic of your question, they're all help channels
id:browse for the list
nothing puts confidence into an mmo like discord per discord recruitment
whenever i open a project i get an error but i dont really see a channel for that
read the topic for this channel
Hello!
you guys have plenty of experience i guess. how realistic is it to make a 3rd person game where you can walk, jump, and shoot enemies (balls) in one weekend? Im a beginner and just want to know the scale of possibility
I'm new to Unity, what IDEs are recommended for it? (Free ones)
gonna be pretty difficult unless you specifically follow some tutorial
i just downloaded unity and wanted to open the begginers project thing and everytime i do it says failed to resolve project template, failure to decompress soo if anyone knows how to fix it 🤷♂️
i think you should prioritize the learning pathways first
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
a lot of people will tell you vs code
me included
VS > VS Code
blue > purple
It's all personal preference
it really is
shoutouts to the notepad++ troopers
I have some experience with Unreal Engine and VS Code is literally traumatic to use I can't lie. I used Rider mostly and I also used Visual Studio 2022
(jk lol)
as long as it works
Visual Studio (or Rider) will generally have more advanced tooling
I happily used VSCode for quite a while though
if you have rider use rider
imo
just use those then
I see, okay.
I use Rider on my Mac because I can't use Visual Studio, and it has a bunch of really nice unity-specific features
rider in general is i think ever so slightly above vs and vs code
I'll just use Rider my beloved.
Rider vs VS is day and light
day and night*
I can't lie bro
I do UE C++ stuff
icl
brotato chip tryna send gifs 🤣
{Insert the traumatized soldier gif}
yes
This really isn't a social server but rather a development support server
I see.
code monkey posted on reddit, I asked him to test my game, do you guys think he'll say yes?
Maybe
i just downloaded unity and wanted to open the begginers project thing and everytime i do it says failed to resolve project template, failure to decompress soo if anyone knows how to fix it 🤷♂️
nope
dunno who that is
bruh, why lol?
A unity ytber
if hes soo popular i doubt hes got the time
it wouldn't take him more than 20 minutes
why should he