#💻┃unity-talk

1 messages · Page 76 of 1

dark star
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it was a rhetorical question, this status page is clearly updated manually. it has been down for an hour now

vivid cedar
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Yeah it's bad, they should have updated it.

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If they were our client they would have 😛

dark star
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thankfully it does look like they heard my pleas and it did just resolve and start downloading a package

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dreadful speed, but at least there's progress

pulsar mirage
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Package manager is not able to see any of my assets. Tried with 2 versions of Unity.

craggy pollen
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from the hub

pulsar mirage
#

Closed Unity, signed out of the hub, signed back in, reopened my project in Unity and still can't load any assets.

stuck flower
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Multiple people reporting issues with the package manager, it might be an intermittent outage

pulsar mirage
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working now

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spoke too soon. The projects show up but I can't download any

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and loading the list of assets is no longer working.

broken viper
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Same, not a local issue

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This has been happening on and off now the past few weeks

gray frigate
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It was working a little while ago, but now it's borked for me

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it's spinning forever for me

broken viper
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Would assume its top priority since keeping servers up to download purchases (taking a nice % cut for) is kind of a minimum

turbid finch
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hi

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how are you all going ?

placid osprey
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Turning up with the same issue as this, at least im not the only one so I'll leave it to you guys

stuck flower
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Yeah, nothing any of us can do but wait

turbid finch
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uhh hi

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how are you all ?

stuck flower
agile path
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woops

deft rock
compact spindle
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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

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gonna have 3 dropdowns for year month and day that would get autofilled

gray frigate
#

There's gotta' be a C# library for this

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you could install it using NuGet For Unity, or by just throwing it into your Assets folder manually

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(it wouldn't be designed specifically for Unity)

pearl oyster
#

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

compact spindle
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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

pearl oyster
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Days in the month vary by month, not year

compact spindle
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true true, still though, having the weekday to date info would be good to have lol

storm patio
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anyways does this even need a library

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these are usually baked into the language's standard lib

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get the value for the first day and extrapolate

compact spindle
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oh sick

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honestly

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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 notlikethis

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thank you UnityChanAFK

boreal river
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@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.

weary portal
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🐢

gray frigate
weary portal
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yea makes sense

balmy palm
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right. Just maybe.

raven cloud
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Guys I need help. is it really impossible to zoom out in game with cinemachine? ;-;

deft rock
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no

raven cloud
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no matter what I do the orthographic size changes but nothing happens

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I'm doing it with a coroutine throught code

plain dagger
# raven cloud

the gizmo changed proving it worked but something else is up to cause the game view to not change visually

stuck flower
plain dagger
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looks like some sprite is there?

alpine flare
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is anyone else having issues getting into asset store?

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getting a msg "try signing in with a diff account"

balmy palm
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You can do that too, if you really need it to do that.

plain dagger
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cool but doesnt matter in this case does it?

balmy palm
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What i’m saying is that it’s not that hard to write at all.

stuck flower
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Presumably, you'd be using smoothdamp to change the orthographic size

balmy palm
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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.

stuck flower
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Most likely because it's in a canvas as isn't actually being rendered by a camera at all

balmy palm
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Thanks for explaining. Yeah i see that now. I’m sorry for not checking.

gray frigate
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at least, a "Screen Space - Overlay" canvas isn't

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and a "Screen Space - Camera" canvas is automatically positioned in front of the camera

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(i don't think the orthographic size would matter in that case, either)

plain dagger
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guess we will never know but seems strange to do all that in UGUI and use a sprite of some kind too

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Though I have worked on games where it was all in UGUI but thats not always great

raven cloud
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Sorry for the late response! Yes everything in the scene is a sprite game object, not in a canvas

plain dagger
raven cloud
plain dagger
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remember that the highest priority one will be active and used by the brain

raven cloud
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Huh! I tried it on a different scene and It works so I'd have to look into what's stopping it

stuck flower
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Try searching t: CinemachineVirtualCamera while the game is running

raven cloud
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like this?

plain dagger
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in the hierachy search box but that should work too

stuck flower
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In the hierarchy

plain dagger
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new search is prone to taking fucking years

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time to re index the whole project again! 😐

raven cloud
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welp, It's there lol

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I'll just delete the camera and cm and create them again, see how that goes

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omg...

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it was the pixel perfect component all along 🤦‍♂️🤦‍♂️🤦‍♂️🤦‍♂️🤦‍♂️🤦‍♂️🤦‍♂️

plain dagger
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aha makes sense!

raven cloud
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guess I'll just get rid of it but now my pixels are wavy when the camera moves lol

crisp harbor
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HI I was wondering if anyone knows where I can find people to work together on a game? Current experience is beginner.

torn mulch
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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”

lucid harness
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should i remake my map. i think it looks pretty bad\

little sapphire
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uhm I don't even know what Im looking at 🤔

bold wolf
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>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.

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I am going insane trying to fix this, using the built-in pipeline btw

slow dirge
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Does the build use the same quality settings as the editor?

bold wolf
elfin iris
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I want the server to make a job post to my rev shared profit to my team

gray frigate
#

if you change keywords at runtime, multi_compile is the safer bet

vagrant rootBOT
# potent geyser !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**

crisp harbor
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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.

crisp harbor
charred fog
smoky estuary
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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

exotic relic
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Some ppl have characters that continuously go up since it never set the grounded to false

smoky estuary
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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

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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

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i'll record an example in a second

smoky estuary
exotic relic
smoky estuary
exotic relic
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Click on Base v2, what’s on it

smoky estuary
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each part is hierarchical to the one it's attached to

exotic relic
smoky estuary
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oh here

exotic relic
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If you disable the script and press play does it still fly away

smoky estuary
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I don't modify any of the transform properties in the script, it just sets target angles for child elements

exotic relic
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There’s a checkbox on the script

smoky estuary
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yeah it still does

exotic relic
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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

smoky estuary
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mass of only the base or mass of every part?

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still flies w/ no gravity

exotic relic
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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

smoky estuary
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it flies less

exotic relic
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Ok great. So it seems that it’s walking on Mars, needs more weight

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You can try increasing the Mass more. But not too much, there may be a second cause

smoky estuary
exotic relic
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I’m not seeing the gizmos, is the collider huge? I saw the ball move too

smoky estuary
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only collider is 4 capsule colliders on the legs:

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otherwise it flies thru the floor

exotic relic
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Sorry for so many questions it’s tough to guess.
I see.

smoky estuary
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yeah no worries

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i think it's something with resolving contraints at the start? since if i let it go down afterwards it's just fine

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but I don't see anything moving

exotic relic
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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

smoky estuary
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script has been off the whole time

exotic relic
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Ah. And with the body module disabled how does it behave

smoky estuary
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hm i think i found the issue

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if i disable the body module on these 4 components it doesn't fly away

exotic relic
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And does it walk fine? You could try a different method of handling it

smoky estuary
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ok more developments, only the far right one seems to make it spin

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if i enable the other 3 it's fine

exotic relic
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Honestly just keep testing settings!

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Watch those behavior changes

smoky estuary
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ok we're saved

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ty

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for some reason

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the target was set to 360 instead of 0

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which i guess caused the crazy movement

azure roost
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Hey guys any unity develepor free rn.

slow dirge
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Nah. Only paid.

stuck flower
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No, we're all still in shackles. Only once we overthrow the aristocracy and oligarchs worldwide none of us will ever truly be free

azure roost
slow dirge
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Sounds great. Make your dreams come true!

storm patio
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no, he's an unreal developer

slow dirge
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He's not a developor

storm patio
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(not unreal engine, he just isn't real)

stuck flower
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No one here is real. You've been in a coma since 2018. Please wake up.

slow dirge
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I don't know about real or unreal, but I'm unity!
Since 2019 or so.

storm patio
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oh my god it's John Unity

digital ivy
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Ah yes from the Unity Family

dusky forum
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don't ask "Any Unity experts around?", but rather ask "How do I do [problem] with Unity and [other relevant info]?"
https://dontasktoask.com/

robust spire
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Hi

thorny loom
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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?

latent meadow
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spolier, the answer is generally, 'Fake it;

thorny loom
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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...

ocean pumice
latent meadow
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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..

ocean pumice
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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?

thorny loom
latent meadow
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still confused as to if you mean x-ray or 'window'

ocean pumice
latent meadow
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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'

thorny loom
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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?

latent meadow
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and you want this for gameplay, or in the editor to help you place things?

ocean pumice
thorny loom
latent meadow
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i'd suggest taking your now clarified question (the screenshots and all), and heading to your initial thought #1390346776804069396

ionic crystal
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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

ocean pumice
ionic crystal
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ah, i'll try that then come back

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wait wont my project files dissapear too?

latent meadow
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from being listed in hub, yes. you re-add them. from your system, no, unless you make a BIG mistake.

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i suggest googling for step by step instructions. it will show you how to clear the cache too

ionic crystal
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got it

fluid jay
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Hello
Why can't i play/preview the sound when im browsing.

ocean pumice
fluid jay
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yes i can autoplay the sound in inspector, but its not previewing when im browsing to select.

ocean pumice
fluid jay
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ok

ocean pumice
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I guess its just a thing of performance over convenience

fluid jay
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i think what can i do is a make a Test-PlaySound button in scriptable object,

ocean pumice
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Why not just use the project folder view to test sounds?

fluid jay
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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

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Like this,
This makes it so easier now

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Thanks anyway 💟

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i can play test the sound in inspector dont even have to play 🤓

polar basalt
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what would be the best way to make particles in UI?

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make something like confetti throwing out as if its a particle emision system, but have it have gravity too

reef dome
polar basalt
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thank you

tough kestrel
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hello

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i want someone to build me a game on unity

latent meadow
vagrant rootBOT
# latent meadow !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**

tough kestrel
#

very sorry

latent meadow
#

np, if you follow that link, you may find people. good luck

tough kestrel
#

thx brother

polar basalt
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also one more question, does anyone know how to make particle system's particles not be influenced by their parent that moves?

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i kind of forgot how to do this

deft rock
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change to world space instead of local

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oh you have it on local 🤔

polar basalt
polar basalt
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well that should do anything anyways to my problem, it is world space

deft rock
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I did mean simulation mode, that should leave the fx where it spawned

polar basalt
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if you know what my issue is pls help, but i will respond later, gotta go for 5 hours brb

deft rock
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These are the settings I have, but it's for a gameobject not RectTransform... if that makes a difference

latent meadow
sly lake
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I can find no tells that it might be AI art

misty wadi
#

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...

slow dirge
misty wadi
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Yep, 6.3

thorny charm
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why doesnt my button button

gray frigate
#

You may have another UI object blocking it

thorny charm
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help please anyone

gray frigate
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looks can be deceptive

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If you're using the old input manager, then you can look at your Event System object while the game is running

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you'll see information about the currently-pointed-at thing in its preview pane

thorny charm
gray frigate
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hm, that should be okay

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Canvas objects render top to bottom

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I forget if the text could be eating the click or not

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You can find out by deactivatign the button's child

thorny charm
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probably not

thorny charm
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do i miss something maybe?

gray frigate
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annoyingly, the new input system doesn't provide the same information

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Oh, is there an Event System in your scene at all?

thorny charm
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no

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i forgot about it

gray frigate
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Create one from GameObject > UI > Event System

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Unity creates one for you when you add new UI objects, but you might've removed it

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The Event System handles all uGUI events

thorny charm
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it works

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i copied the UI into the new scene cuz i found out you can do in in another cnese so

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i forgot to get the event manager

gray frigate
#

Ah, that'll do it!

thorny charm
#

whyd you type it like that

gray frigate
#

If you have many different UIs that you load and unload, it's handy to put an EventSystem in the DontDestroyOnLoad scene

gray frigate
thorny charm
#

like an AI or osmething

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🧐

gray frigate
#

I like my exclamations :p

thorny charm
#

oh alright

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ill keep an I on you

stuck flower
#

That seems like a pretty reasonable thing to say

viscid raft
# thorny charm why doesnt my button button

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.

vagrant rootBOT
#
<:error:1413114584763596884> No permissions

You are not allowed to execute this command.

stuck flower
#

!ide

vagrant rootBOT
viscid raft
#

Oh, there it is

#

Been a while

lusty turret
#

Where I can send some images of my game to see what you guys think about the artstyle ?

thorny charm
unique venture
#

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.

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The new version that is

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Anyone know what the problem is?

vivid cedar
unique venture
hazy mesa
#

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.

storm patio
#

oh wait i think ive heard about this before

#

what OS are you on?

unique venture
# storm patio what kind of file are you trying to drag in?

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.

storm patio
#

don't you usually get those as a unitypackage?

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or imported via the package manager

unique venture
storm patio
#

in a separate project?

thorny charm
unique venture
#

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

storm patio
#

i see, so no .meta files?

unique venture
vivid cedar
storm patio
# unique venture correct

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

inner bluff
#

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.

radiant pewter
#

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

unique venture
storm patio
#

have you tried restarting unity or a library reset?

storm patio
inner bluff
#

the .exe's supposed to be right there, right?

radiant pewter
storm patio
radiant pewter
#

oh sorry lol

storm patio
#

eh, good info to have regardless

radiant pewter
#

skipped a message 🤣

storm patio
storm patio
inner bluff
fossil jetty
#

It's nice that the community helps (;

storm patio
storm patio
inner bluff
#

no, I was trying to get a development build upso I could actually see what's going on when they're running it

storm patio
#

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

solid oriole
#

is there a channel for nav/ai?

storm patio
#

please don't advertise your post

worldly cave
#

whats the point of creating a post in rendering if youre going to crosspost it here

#

dont do that

storm patio
#

also why did you title your post about "shaders"

brisk drift
#

Its so funny when you figure something out that you yourself thought you couldn't figure out.

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Like i was making this item inventory and I thought it would take me longer than it actually did to figure out.

meager ravine
#

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?

fleet canopy
#

procedural level generation isn’t as hypey as you’re making it seem lol, the hardest part is probably making it seamless

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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

meager ravine
# fleet canopy maybe a “constraint” could be processing power? you could amend this by deleting...

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?

worldly cave
#

i think the "AI" portion is going to be your biggest overhead here

fleet canopy
#

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)

meager ravine
lucid saddle
#

Chat, wish me lucckkkk im coming to unity with a 4 gb ram laptop

meager ravine
fleet canopy
fleet canopy
worldly cave
#

and not pathfinding™

fleet canopy
#

they did include navmesh

radiant pewter
fleet canopy
#

was it a render texture?

#

those seem to break unity quite a bit

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oh wait I’m stupid nvm it was animation ignore

radiant pewter
#

it was some custom class

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but turns out it wasn't it 😢

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I just tried to open one of our scenes and it crashed again lol

plain dagger
#

If no backups, i guess delete the file and learn a lesson (then report the bug)

radiant pewter
serene nexus
#

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

plain dagger
serene nexus
#

3d and yes I added a rigid body

plain dagger
#

Can you share the code of what you already tried? Use the linked websites the bot sends below ⬇️

#

!code

vagrant rootBOT
plain dagger
#

@serene nexus ⬆️

serene nexus
#

I got stressed out so im taking a break but ill do that in about 40 min.

storm patio
#

none of them have worked
what issues are you encountering exactly?

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-# inb4 it's just the input thing

plain dagger
#

that error gets spammed though but I know new users just dont read and understand errors

#

"shits fucked"
hmm what could it mean

shadow heron
#

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.

worldly cave
#

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

radiant pewter
#

why is this script field accessible in the inspector? I've never seen this before

worldly cave
radiant pewter
#

that's what I mean

worldly cave
#

did you update the editor?

radiant pewter
#

I've never seen it editable

worldly cave
#

oh

#

are you using some kind of property drawers?

#

or custom editor scripts?

radiant pewter
#

I don't think so - seems to be just a regular monobehaviour with 1 interface

stiff quest
radiant pewter
#

wait nvm I think it is using a custom inspector after all

jagged sage
#

!input

vagrant rootBOT
# jagged sage !input
How to Set Input

To set Active Input Handling, go to:
Project Settings > Player > Active Input Handling

• Input Manager (Old): Use the original Input settings.
• Input System Package (New): Uses the new input system package.
• Both: Use both systems.

jagged sage
#

im literally not using input in my code wth

radiant pewter
#

ok 2 questions: why is this changing every commit*, and why did it cause the entire editor to crash lol

jagged sage
#

oh nvm

#

found it

radiant pewter
fading ravine
#

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.

ornate dock
#

Who likes biscuits 🤚?

storm patio
shadow heron
worldly cave
#

The ball moves how it moves

#

You then draw the trajectory based on that

storm patio
worldly cave
#

You dont draw the trajectory first and make the ball follow it

#

Thats inefficient

ornate dock
storm patio
fading ravine
storm patio
#

no

#

ok let me ask this - why do you need to move the prefab up?

ornate dock
#

Any course out there for making fighting game on youtube?🤔

fading ravine
#

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

ornate dock
#

....................?

fading ravine
#

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

ornate dock
#

Fine I will do it myself.😑

stuck flower
#

Youtube has a search button, you know

ornate dock
stuck flower
#

Did you try including the word "unity"

storm patio
#

oh whoops you were already told

storm patio
#

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

jagged sage
#

can anyone help? despite no errors it doesnt work

storm patio
#

is the code being run?

#

add some logs to make sure it's being reached

stuck flower
jagged sage
#

it doesnt run at all after pressing C

jagged sage
stuck flower
fading ravine
storm patio
#

pretty sure that breaks references

#

maybe don't use AI lmao

fading ravine
#

it can fix the refs

#

done it many times

storm patio
#

sure man, whatever

#

insane diff churn

fading ravine
#

😄 I know what you mean, I have been able to prototype within couple of weeks more than with 2 months without AI

storm patio
#

i don't think you do

jagged sage
#

thanks

polar basalt
#

does anyone not know how to fix this?

#

sorry for reposting but its been like 10 hours already

fading ravine
polar basalt
jagged sage
radiant pewter
#

how do you access the clips from audio random container via code?

hazy mesa
hazy mesa
plain dagger
#

Something something dont share memory

tropic pecan
#

Hello can someone teach me or dm me how the classes work in unity in c# im confused

storm patio
vivid cedar
tropic pecan
vivid cedar
storm patio
# tropic pecan yeah, why a class Player, dont have to be public or whatever and i can see it in...

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)

tropic pecan
#

i think i understand now

#

thxx guys

vivid cedar
#

You can read about what they all do here and why that difference matters

tropic pecan
#

Did someone know the YouTube course that will give me all basics to unity c#?

hushed hamlet
#

Just cuz its probably the most consistent and up 2 date

hard relic
#

How could I make a pixel art button, every time I try it just gets stretched.

reef dome
#

Look at sliced sprites

hard relic
#

Sliced?

hard relic
#

It works now. 😄

magic nymph
#

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?

vivid cedar
#

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

magic nymph
#

so i put the z to 0?

vivid cedar
#

You shouldn't be doing anything with the Z axis

#

you want transform.right or transform.up

#

for the x or y axis

gray frigate
#

the red and green arrows are the right and up directions

magic nymph
#

i did not think i did anything

#

with the z

vivid cedar
#

well you're not

#

because 2D physics only uses Vector2s

#

so your (0,0,1) Vector3 becomes a (0,0) Vector2

#

and nothing happens

gray frigate
#

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.

magic nymph
#

btw i just got unity like yesterday so idk what you are saying

vivid cedar
magic nymph
#

idk how to code i asked a ai to do the coding for me

vivid cedar
#

You're aldo using OnCollisoonStay instead of OnCollisionStay2D

vivid cedar
#

it will fix it

gray frigate
#

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

magic nymph
vivid cedar
#

so either it didn't take, or copilot is bad

gray frigate
#

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

vagrant rootBOT
magic nymph
vivid cedar
#

Anthropic Claude or Gemini are better, use those

#

Or actually try to learn yourself 😛

magic nymph
#

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

vivid cedar
#

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

magic nymph
magic nymph
#

why is it blocking a learning app and how is that for my safety

vivid cedar
#

And yeah I ahve no idea that's crazy

magic nymph
vivid cedar
magic nymph
vivid cedar
#

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"

magic nymph
#

i think i do have to wait until next year

slow dirge
#

What was the question though..? It seems like you just dropped an image for it to transcribe.

worldly cave
#

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

odd falcon
#

if anyone knows anything about animating i would love some help!

fleet canopy
#

additionally you should ask your question outright

half sand
#

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.

sturdy solstice
#

i would recommend making separate server-side validation for Pending orders

half sand
#

hmmmm, if i still want to use local valication, what would i have to do? What solution are u using in your working project?

sturdy solstice
#

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

worn crown
#

hey, Im having a problem with a mesh collider, but confused on where to put it. Where should I put it?

odd falcon
worn crown
#

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

half sand
sturdy solstice
#

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

odd falcon
near wigeon
odd falcon
#

whats it doing

#

i didnt make that

near wigeon
#

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

odd falcon
fleet canopy
#

!code

vagrant rootBOT
fleet canopy
#

your low quality screenshots aren't very helpful

odd falcon
#

do i just send the link?

fleet canopy
#

sure

odd falcon
fleet canopy
#

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

odd falcon
#

i see

near wigeon
#
Vector3 lookTarget = player.position
lookTarget.y = agent.transform.y
LookAt(lookTarget);```
lone maple
#

Hey how do I start using unity with a city

#

Or I gottta pay for it

dusky forum
lone maple
#

Because mine already got the camera and direct light

#

On it

#

But the water when it’s played it in the air

inner bluff
#

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

pliant nacelle
#

hey everyone, I study unity.

#

and english though conversation.

half sand
vernal notch
#

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

Unity Learn

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...

rugged blaze
#

does anyone know if it's still possible to trim audiofiles in unity, preferably the editor?

formal tide
#

hey can someone tell me why my model is not animating like he is suppose to be running but he isnot

formal tide
#

no it doesnot

balmy palm
#

Then that’s a blender problem. The animation itself doesn’t work.

#

Not unity.

formal tide
#

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

storm patio
#

why do you have both an Animation and and Animator component

#

perhaps check the import settings

formal tide
#

we can only use one?

#

ohh its working now thanks everyone i forgot to add player controller in controller

last basin
#

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

arctic portal
#

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

remote summit
#

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 ?

pearl oyster
#

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:

  1. put all output texts into a string array
  2. store the index of the current text in a variable
  3. 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
dusky forum
solemn falcon
#

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?

vagrant rootBOT
# deft rock !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**

solemn falcon
flat breach
#

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

deft rock
#

why would the length of a class make a difference?

vivid cedar
#

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

flat breach
flat breach
#

it doesn't look like a beginner script

deft rock
#

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

flat breach
#

and yea I understand it's required but I just wondered whether it's a script completely custom or just like a builtin component

deft rock
#

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

tawny tusk
#

can anyone help with this please

tall breach
#

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.

shut rampart
#

Face ID checks from UK rolling out globally

vivid cedar
potent geyser
#

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.

shut rampart
#

No problem. Did not know where to put it properly.

potent geyser
fair cove
# flat breach and yea I understand it's required but I just wondered whether it's a script com...

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

abstract falcon
#

ok i just started a 6.3 2d project and I get this errors on packages that comes pre loaded from unity itself

storm patio
abstract falcon
#

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

vivid cedar
vivid cedar
jagged sage
#

someone help
input is literally not registered at all

craggy pollen
#

do you have any errors in the console

jagged sage
#

just some mild bug

#

but not an error

storm patio
#

also, what message is this in?

vivid cedar
#

But yeah definitely add more logs here

#

one befoere the if and one in the else

worldly cave
#

if its an error it certainly cant be mild

#

unless its a warning

craggy pollen
#

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)

jagged sage
storm patio
#

i think that's the vs color scheme (but i could be wrong)

craggy pollen
#

Debug would have to be green sae for Input (classes)

stuck flower
jagged sage
stuck flower
storm patio
#

what, this is in an initialization block?

#

that definitely wouldn't be right lmao

storm patio
craggy pollen
#

that is why screenshots of code are never a good idea

jagged sage
#

this is the entire thing

storm patio
#

mmm yeah that definitely does not look configured thonk

jagged sage
#

wich means?

worldly cave
#

!ide

vagrant rootBOT
worldly cave
#

you need to configure it

storm patio
#

actually the enums are colored different, so... idk even lol

storm patio
#

!code

vagrant rootBOT
storm patio
#

share your code properly please

stuck flower
# jagged sage
  1. Configure your IDE
  2. If you are getting neither Crouched or Uncrouched logs then you are getting an error. You need to tell us what the error is.
storm patio
#

uh you haven't saved there but ok

jagged sage
#

huh

storm patio
#

yeah that if is in the Update method/message/function

jagged sage
#

yeah

#

isnt it supposed to be there

storm patio
#

it is

#

we asked, you said it wasn't in a function lol

jagged sage
#

mb im new to this

#

didnt know those itself were functions

worldly cave
#

did you set up your project to use both input systems?

stuck flower
#

So, are you getting "Crouched" or "Uncrouched" in the console?

jagged sage
#

none of those

stuck flower
#

Then you have errors

worldly cave
#

is your script on a gameobject

craggy pollen
#

are you sure you did not disable the console messages

worldly cave
#

you never know

jagged sage
#

this is the entire console

stuck flower
#

including the buttons that would hide errors

jagged sage
#

this is the entire console no?

storm patio
#

it is not

craggy pollen
#

the ui buttons too

worldly cave
storm patio
#

it's the inside of the console

stuck flower
#

You have literally cropped off the important part

#

Do you have errors enabled at all

jagged sage
#

oh

stuck flower
#

or are they hidden

jagged sage
#

on other stuff not this

storm patio
#

and are they enabled right now?

#

logs as well

jagged sage
#

yup

#

log for jumping shows up

stuck flower
#

Did you actually save the file

jagged sage
jagged sage
stuck flower
jagged sage
#

idk for me it does kinda

stuck flower
#

It never has

storm patio
worldly cave
#

vs code doesnt, at least not by default

#

for me

storm patio
#

yeah, but it does have the capability

stuck flower
#

I haven't seen an IDE that does, saving a file is usually something you want to deliberately happen in a program

jagged sage
#

ok

#

i swear

#

when i put that movement script

storm patio
jagged sage
#

i didnt save it with ctrl S

#

and

#

it

#

worked

storm patio
#

there it is

worldly cave
#

this is why you never assume anything

jagged sage
#

why do i suddenly have to save this now

stuck flower
stuck flower
worldly cave
storm patio
#

i haven't used rider before but ive been forced to use intellij before 😔

worldly cave
#

like i always say, save and commit often

jagged sage
#

stupid mistake learnt ig

#

thanks all

worldly cave
#

youre all the smarter for it now

craggy pollen
worldly cave
craggy pollen
#

you are not working with auto code complete which is a pain for beginners

jagged sage
#

or atleast i think so?

storm patio
#

do you have autocomplete (for types and members) and error highlighting in your ide?

jagged sage
#

and it does highlight errors

storm patio
#

...that sounds like intellicode, not intellisense, but ok

jagged sage
#

i think its the AI in it

craggy pollen
#

as Chris said it is called intellicode, intellisense is something else, read the bot message on how to fix it. it was posted above

jagged sage
#

why would i want to remove it tho?

craggy pollen
#

remove what?

#

you can keep intellicode, but you also need intellisense

#

intellicode is for whole code blocks and intellisense for auto complete

jagged sage
#

oh ight

stark wharf
#

anyone got a 2D top down spritesheet ? 8 direction zelda like with rolling and ememies and stuff

#

cant really find any on google

worldly cave
#

i litterally copy pasted your message verbatim into google and got pretty good results

stark wharf
#

asking for help im not mentally defficient

worldly cave
#

mostly from opengameart

storm patio
#

could also try sites specifically for sharing assets like itch

stark wharf
#

no they are not what i need

worldly cave
#

also most spritesheets are rarely as exhaustive as you described

storm patio
#

do you expect us to magically read your mind then

stark wharf
#

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

worldly cave
storm patio
stark wharf
#

any free tho?

storm patio
#

that's pixelated

worldly cave
#

its also 7 bucks

#

and the drifter is even less at 3

storm patio
stark wharf
#

true

worldly cave
#

also you said "8 directional zelda" but im not sure if any 2d zelda game was 8 directional

stuck flower
#

That's very much "pixelated"

stark wharf
#

i just mean 32x32 or near enough

storm patio
#

ok, then specify that then lmao

#

64x64 is definitely in the realm of "pixelated" lol

stuck flower
#

I would like to again bring up the trifecta:

  • Good
  • Fast
  • Cheap

Pick two.

storm patio
#

add some more keywords to your search, i'm sure something will pop up

worldly cave
#

also 8 directional spritesheets are less common than 4 directional ones

#

for obvious reasons

solemn thunder
#

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

worldly cave
#

I think the mismatch might be caused by the license change

#

i dont think it should affect anything

solemn thunder
vivid cedar
solemn thunder
#

under license type

solemn thunder
#

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

vivid cedar
#

If I were using anything above a personal license yes

solemn thunder
#

ok

wanton ibex
#

has unity been slow for anyone else recently? it takes SO long to go in and out of play mode

craggy pollen
#

i dont think that has to do with unity

wanton ibex
#

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

craggy pollen
#

what did you change and what did you add, maybe it has somethign to do with that

wanton ibex
#

i've just been adding new scripts/shaders/prefabs etc, you get it, nothing special

flat breach
#

hi, do you guys know why this happens? this my first time seeing this:

storm patio
#

why what happens

flat breach
storm patio
#

you gotta be more specific man

#

tbh, you should probably know this by now...

craggy pollen
vivid cedar
flat breach
wanton ibex
remote summit
#

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

craggy pollen
#

check the log files

#

might indicate what is going on

remote summit
#

where are thosse

#

the message changed but is still busy for 3 mins

craggy pollen
#

yeah still you should take a look, quick google research will tell you where they are located for your os

remote summit
#

oh i found some logs but which one should i see exactly?

#

there is cache

#

editor

craggy pollen
#

editor

remote summit
#

ok editor.log

#

i have to go to the botton?

#

or is the top part

#

which has the latest

deft rock
#

they're time stamped... no..?

#

25 mins late 😬

hazy mesa
#

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.

last wagon
#

wsg guys

charred fog
reef dome
last wagon
hazy mesa
charred fog
last wagon
#

alr bro it aint that deep 🥀✌️

dense sigil
#

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.

potent geyser
#

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.

reef dome
crimson grove
#

no way you guys finally added this 😭

#

🥀✌️

dense sigil
#

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.

dense sigil
#

For a year commitment.

reef dome
#

they do

#

no

potent geyser
#

They wouldn't cover your annual cost, they would cover the costs of how much time you spent using the license.

reef dome
#

oh wait, did they switch it? I am 100% sure I had a monthly plan last time i did contract work

potent geyser
#

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.

dense sigil
#

Maybe I'm reading it wrong, but these are the only two options to buy a pro seat.

#

Both annual commitments.

potent geyser
#

It is annual, yeah

glass saddle
dense sigil
reef dome
dense sigil
#

On a say 4 week contract that leaves the contractor on the hook for 11 more months.

potent geyser
#

🤔

dense sigil
#

So can't do side work.

potent geyser
#

Assuming they literally do no work those 11 more months?

reef dome
#

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

potent geyser
#

Realistically, if any company is using Unity and reaching thresholds, they need to own the licenses anyway. Unity will eventually come calling.

reef dome
#

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

glass saddle
#

at that point, doesnt they have enough $$ for ya?

potent geyser
#

Or assign an existing ones. They can own them and reassign them as needed.

dense sigil
#

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.

reef dome
#

yeah if they have one on hand 😄 thats not used by their dev rn

dense sigil
#

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.

potent geyser
#

If the company is doing visualization, then they need an industry license anyway

dense sigil
#

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

potent geyser
#

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)

dense sigil
#

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.

sweet tartan
glass saddle
#

I'm all into the bonus performance, if not only for this one problem

sweet tartan
#

modified the UI to account for it. It was extremely frustrating to try and make it work for the exact reason you came across

worldly cave
#

but only if facepunch commits to it fully as an engine

#

and not as a creation and sharing platform like roblox

glass saddle
vapid dock
worldly cave
#

what is supposed to be happening that isnt?

glass saddle
#

there should be an object that's should be tracked and moved rotated my the camera, but he is rotating the player instead

worldly cave
#

im going to assume that maybe your camera is a child of the player here

#

and it probably shouldnt be the case

lone maple
#

Hi

vapid dock
worldly cave
vapid dock
worldly cave
#

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

vapid dock
worldly cave
#

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

vapid dock
worldly cave
#

no...

#

you do that by litterally dragging the player into the public field on your camera script

#

the one looking for a "Target"

vagrant rootBOT
#

:teacher: Unity Learn ↗

Over 750 hours of free live and on-demand learning content for all levels of experience!

worldly cave
#

If you wanna learn Unity, i would recommend you start from here 👆

vapid dock
flat breach
#

hi guys, why are my walls full dark like this? I've baked my lighting and they are all static

vapid dock
stuck flower
stuck flower
# vapid dock yes

Show a screenshot of where you're trying to drag the player into and what you're trying to drag into it

flat breach
worldly cave
#

i dont think you understand the purpose of this channel.

flat breach
#

and I'm sure it's not something really specific to rendering, it's kinda general knowledge

worldly cave
#

its almost entirely a lighting issue

stuck flower
worldly cave
# vapid dock

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"

flat breach
worldly cave
#

drag your player there

stuck flower
#

If you want to assign target you should drag it into target

vapid dock
reef dome
#

more speed, more turn speed 😄

deft rock
#

it'll look better when the model is walking too

vapid dock
feral smelt
#

Hey someone here who wanna be part of my MMO Project? send DM if u want to hear more 🙂

vagrant rootBOT
# deft rock !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**

deft rock
#

but gl.. you'll need it..

karmic basalt
#

where do i ask for help?

deft rock
#

in the channel that matches the topic of your question, they're all help channels

worldly cave
karmic basalt
deft rock
#

read the topic for this channel

ancient moat
#

Hello!

vapid dock
#

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

ancient moat
#

I'm new to Unity, what IDEs are recommended for it? (Free ones)

worldly cave
karmic basalt
#

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 🤷‍♂️

worldly cave
#

i think you should prioritize the learning pathways first

vagrant rootBOT
worldly cave
#

me included

deft rock
#

VS > VS Code

worldly cave
#

blue > purple

deft rock
#

It's all personal preference

worldly cave
#

it really is

compact spindle
#

shoutouts to the notepad++ troopers

ancient moat
#

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

compact spindle
#

(jk lol)

deft rock
#

as long as it works

gray frigate
#

Visual Studio (or Rider) will generally have more advanced tooling

#

I happily used VSCode for quite a while though

worldly cave
#

imo

ancient moat
gray frigate
#

I use Rider on my Mac because I can't use Visual Studio, and it has a bunch of really nice unity-specific features

worldly cave
#

rider in general is i think ever so slightly above vs and vs code

ancient moat
#

I'll just use Rider my beloved.

ancient moat
#

day and night*

#

I can't lie bro

#

I do UE C++ stuff

karmic basalt
#

icl

ancient moat
#

And VS22 bro...

#

why can't i send gifs

karmic basalt
#

brotato chip tryna send gifs 🤣

ancient moat
#

{Insert the traumatized soldier gif}

ancient moat
karmic basalt
#

rookie mistake

#

never made it myself tho

#

cause i read the rules first

dusky forum
ancient moat
flat breach
#

code monkey posted on reddit, I asked him to test my game, do you guys think he'll say yes?

karmic basalt
#

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 🤷‍♂️

flat breach
ancient moat
karmic basalt
flat breach
#

it wouldn't take him more than 20 minutes

worldly cave
#

why should he