#💻┃unity-talk
1 messages · Page 77 of 1
he answers to everyone
its the nice thing to do
fr
everyone wants to be included
I found him only like 2 days ago when I was learning C# with my friend Indi and at night I was scrolling YouTube and I found Code Monkey's Unity course and C# playlist
I think randomly soliciting random people to play your game isnt really nice
if he asked nicely its fine i think
Unless code monkey specifically asked people to send him their games for him to play, hijacking an AMA to try and get him to notice your game is not good optics
why though?
I feel as if i dont have to explain this to another adult
oh you think he'll stole my game?
that is not what i said.
not sure I correctly understood
bold assumption
apparently so
well i'd love to get started with unity as soon as i get ts error fixed
speaking of which
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'd love a response ❤️
It's irritating.
There was a time a few years ago where you couldn't post anything on Twitter without some audio person replying or DMing "HEY WANT SOME SOUND?!"
It's the same thing "Hey, I <just started> and made a game, will you play it? (and give me exposure, I'll get mega rich)"
Youre also assuming that code monkey's feedback is somehow going to be of greater signifance than it actually is
yep
anybody can give you feedback on your game it doesnt have to be a youtuber
We haven't seen your game, but you're a beginner and from the questisons you do ask.. it's not worth his time to look at, at this level
I've never asked him to give exposure actually, I just want him to test my game personally and give me advices with his experience
harsh
well, I ain't gon lie, if I asked him, even if I don't know him, it's just that I trust him more than someone random on discord, if my game ends up on Steam, I'll easily find him lol
it's reality
Honest. Not mean though.
how am I a beginner lol? my questions aren't dumb at all, give me an example
I like honesty explain me what makes u think so
i dont think you should put him on the spot like that.
and i do agree with him
theres no 1 specific instance, but its pretty clear to anyone even semi active here
i mean if you're asking someone on reddit for feedback on your game i'd assume you're a beginner
pretty clear that I'm a beginner?
🤦♂️
maybe clear isnt the right word
"obvious"
your mentality in this conversation is also very telling
and the way you are talking right now
man, no lol, everyone needs advices or playtest before uploading a game
you couldn't work out if a class was built-in or "custom" for a start
cant blame him really, most of this critiscism isnt very constructive
english is my fourth language, that has nothing to do with it
I have a stream with about seven active viewers in an incredibly narrow niche and it's already exhausting dealing with the people who keep trying to get me to play their mods that I've just started ignoring them and pretending I don't see them. I can't imagine what that is like with nearly 600,000 subscribers
you ask questions poorly "why does this happen?"
the irony here is sort of hilarious because i wasnt talking about the way you litterally spoke
and english is not my first or second language either
awesome
some people just feel entitled to other peoples attention ig
it was a question of english, language, no unity or anything dev related lol, and you didn't get my question, what I meant to ask was whether this was a component given with the asset or just a script written, and second of all, I'm a beginner with multiplayer games which was the case here.
what unity version is better to use, 6.3 or 2022? i get a bunch of errors when trying to make 6.3 projects, input manager has to be set to both because it doesnt recognize old inputs, cinemachine is not recoged and many more
aight man
this still doesn't make any sense
anyway, I'm not here to get at you, we can stop this now.
soo you're saying hes right and you are a beginner?
Should probably make a thread for the ongoing discussion (likely off-topic and unnecessary though)
Everybody thinks "It'll just take 20 minutes bro" but consider that it will only take twenty four people asking for "just 20 minutes" before your entire free time for the day is gone
I just don't care man.... I'm here to get better whatever my level is lol, ain't gotta prove nothing
So, fix those errors.
Use both if you need both
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 🤷♂️
and use the proper namespace for Cinemachine 3
i cant, cinemachine for examlple is installed but cant be found for a reason
recoged?
CM works in 6.3, maybe v2 doesn't and you need to update the package to v3?
Are you using the correct namespace for the version you have installed
i guess, i dont mess with settings much when creating projects so should be right
What namespace are you using
unity 6.3 LTS
that's not a namespace
That is not a valid answer to the question I asked
Are you updating an older project? Following/using a tutorial or project that uses an older version of Unity? You may want to stick with the version that's compatible if you are.
I didn't ask what version of unity you're using
I asked what namespace you're trying to use that it's saying doesn't exist
using UnityEngine; <- UnityEngine is a namespace
i use only UnityEngine
... CM has it's own namespace, which must be inlucded to use it's api's
So, you aren't using Cinemachine
Which is why it's not working
If you do things correctly, they tend to work.
But cinemachine should be installed, how am I not using it?
Because you literally are not
because you have to type it in the code
try to do it manually mate
Are you referring to scripting errors?
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You should learn basic terminology so you can at least understand the answers you're given
Anyone know how to fix "failed to resolve project template, failed to decompress" error upon trying to open a project? using unity engine btw
You might need to reinstall that version of Unity
namespaces are just lables or groups for code. Im not talking about sripts. Im talking about packages that are installed not being found even tho they are installed properly and that problem i have with more than one project
Yes, and in order to use things in that group, you have to add a using statement for it
How would I get everything to level on the unity engine
Did you include those in the code that says it can't find them
im talking about this error when opening any project. that has nothing to do with reffering namespaxces in scripts
I don't think they're referring to code but rather the package manager and components etc
Open project manager
Okay, this is a different problem than when you stated it "couldn't find" Cinemachine
So, go in, remove the package, then re-download it
Whatever packages have errors
burst, timeline, version controll and VS editor but burst can not be removed
can it be updated?
If it's part of a collection you have to uninstall the full collection
Make sure you delete the error
nope, tried
So find whichever Feature has those included and remove the feature
you mean the folder in assets? what is burst good for? can I delete and forget it?
I mean the feature
in the package manager
under the header
that says features
doesnt say feature nowhere
Maybe look in the place where the packages are installed from
doesnt realy help, will switching to version 2022 fix all that cräp?
In Unity 6.3, even though 'Always Refresh' is disabled in the Scene View, shaders and such continue to update. How do I turn this off? Is this a bug, or is there some other situation I'm unaware of?
6000.3.5f2
You've uninstalled the feature and re-installed the relevant packages that quickly?
Probably not unless it's the version your project was built for
yes ,they were only 3 and 2 of them i dont need at all
So what is still showing as having an error
its a new, blank project
that burst has no valid signature
That's fairly interesting 
Which template is this with?
So you didn't remove it
this one can not be removed
3D build in render pipeline
So then you didn't remove the feature it's part of
there is no "part of" its a thing that comes with unity an can not be removed
I think Digi is saying that there's some dependency that prohibits is removal
It's part of a Feature you have installed and cannot be removed individually
So you have to remove the Feature it is part of
but i dont know what feature it is, it came when i created the project
So look at them
and see
which one it is
what exactly should I be looking at, its one error, burst can not be updated or removed
So you didn't do what I asked at all
If this all fails, you can try creating a new project again and see if this occurs again (same template, different template, different LTS etc)
This shouldn't be part of the normal behavior
i removed the other 2 features: version controll and VS editor
Okay, now remove the one that contains Burst
Again
It's part of a feature
and cannot be removed individually
so go to the list
under the heading
that says features
and find the one
that contains this package
and remove the feature
Go into the unity registry group on the left side
if it were, it would say what feature its part of dont you think? should i guess and remove one after an other?
Or look at the list of packages included in the feature
and see which ones contain Burst
i cant follow you, i dont find anything you describe
What screen are you looking at
in the package manager, under errors and warnings, there is only ONE label named Packages - Unity. No features
Unity Registry: also only packages, no feature
Show your unity registry screen
yo rate my insane game with my insane art
#1180170818983051344 and #🏆┃daily-win for project feedback
this is a help channel
If you're searching for "cine" it's only going to show results containing "cine"
didnt notice that, now features is there
but what now?
My friend has the inspector window in unity in a very odd way that looks like tthe degug mode but it is not
mine is the front one, his is the right one
is your friend selecting a game object in the scene?
yes
Try setting it to debug and then back. Also check the console to see if any custom inspectors have errored out
i clicked trough every "features" thingy and none of them include burst as a package
we did, few layers showed up but then back in normal mode it went how it is shown in the image
BTW: 2022.3.22 version
could it be that unity has to be re-installed in general? could there be a bug?
If you're going to reinstall, you should get the latest version of 6.3 so the package manifest bug isn't there any more, if it can Identify the version it can probably tell you what feature it's part of
i tought about downgrading. because 6.3 seems to be buggy and old inputs for example for player movement and camera gives me an error which needs me to switch player input to both insdead of thats new
That's not a bug
Project settings > Player > Active Input Handling > Input System Package (new)
It's telling you to change the input handling, which you would need to do if you want to use the old input manager
thanks unity that really helps
(don't mind me i just think this looks funny in the errors)
i dont even know the difference. all tutorials use the old one
so switch to the old one
you mean thanks shit library
yes basically
anyway if using unity web request you can check the response code
Seems like a Discord problem, Unity's just reporting it
i know it was a joke, i know what the problem is
then I have the yellow message saying it is recomendet to use the new one insdead
it just looks funny the fact that it literally just says
"failed to connect for SOME reason"
discord error: are you an adult?
Because it is
The new input system is better
Youre either going to have to use the old one, or learn to use the new one
But if you don't want to use it, switch it
most tutorials use the old one because its well... old
i dont know the difference between the old and the new one. Im happy to get my character even moving regardles how. Most of the time chatGPT helps me out
its not that i dont want to, I cant
So if the tutorials are using the old one, and you want to use that one
then use it
why cant you?
because I can not code. Im bareley able to read and understand code but writing it from scratch is not for me
i think this is echoing the start of our conversation, where i recommend you start following the unity pathways in order to actually learn properly
doesnt help you lack understanding of the basic fundamentals and are already relying on ai to help you make progress
that isnt a good sign.
Well we restarted the project, i found a forum that had the same issue but no solution. Weird since this post was from unity 5 version
already did two tutorials from unity and they do not teach the right stuff
but thanks still fo r listening and attempting solutions 👍 🙂
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which tutorials?
Did you check to see if any custom inspectors in the console had errors? Even for unrelated scripts, which could disrupt the render thread and break other scripts' inspectors
i think it was getting started with unity and Unity Essentials. they are tutorial projects within unity
I also went trough w3schools C# learning tutorial
start with these
the 3 errors there were hard to see and even copy paste wasnt clear.
yes the green one I already finnished
But maybe it was one of them and i couldnt have the brain to fix thorugh a discord call
I am still dumb in unity
and you say that one didnt teach you the right stuff?
well it didnt teach how to code from scratch or how to get rid of package manager errors or how to animate an character
Maybe because its the "unity essentials"
consider that in the image i sent you, theres another set of pathways litterally titled "Junior Programmer"
Also the "Creative Core" pathways teach you about animation.
anyways it doesnt sound like they dont "teach you the right stuff" sounds to me like you just didnt bother learning everything they offer to teach.
im starting that after i get comfortable with C# without all the unity vocabularies. understanding what methods, for loops and stuff like that are is already over my head
there are some pins in #💻┃code-beginner
for good c# tutorials and guides
take a look at those
i dont know about you but my day only has 24 hours. learning using unity, coding, modelling, animation ... all in one go is a bit much
nobody is expecting you to learn it all in one go?
this shit takes time lol
heres the simple truth, you litterally never stop learning
no matter how many days, months or years of experience you have, you will always be learning something
But taking your time is step number one, rome wasnt built in a day or whatever
I dont want to create a AAA game or be a game developer, i just do it for fun and because I want to make a fun game just for having it done once. So i wont dive too deep to learn all and i definitley dont want to learn all about coding because thats the most frustrating part
I think you fundamentally missunderstand whats happening here
i do what i can, I can only invest like 5-10 hours a week
nobody is expecting you to "learn all about coding" because guess what, you litterally cant learn everything, nobody can
but also understand that you are a victim of your own mentality
maybe coding is "frusturating" because you know so little, not the other way around
why is there no good tutorial on adding mod support to a game?
like adding modding support to your own project?
yeah
i can code websites with html and css and i still dont find it fun. I try to avoud coding where I can because its the exact opposite of creative work
like, not just assets, but custom mechanics too
coding is the opposite of creative work?
what
creating a systematically working code has no spark of creativity
what the fuck are you talking about
sorry for being crass
but that doesnt make any sense lol
creativity is where you decide how soemthing should look, feel and behave. code is trying to give the computer instructions how to do it. its like trying to tell someone else what to paint
Sounds to me like your describing AI not coding in general
which wouldnt be surprising given you had no issue relying on chatgpt to help you when you ignored learning basics
and also html and css are not programming languages, they are declarative by nature
I know what you mean bit no. imagine I want to make a cool mario style tripple jump. the idea, the design, animation is all the creative part and now you have to explain it to a computer only understanding code
the issue is that you are assuming that coding is somehow agnostic from the other elements of design here
simply put theres no opinion here, youre making an objective claim about something largely subjective which is art itself
Deciding how something should work is not the same as making it work
thinking about a painting is not the same as grabbing a brush and painting it
so you say coding is creative work will mean that you can code however you like but you have to follow a strict system
Do you think painters are not limited by the size of their canvas?
the passion of their work and the pallete of colours at their disposal
limitation is what drives creativity
clearly you can code no problem because you have the passion for it maybe. bur for me the cool thing about games is the design, environment, shading and textures. code is something that has to be done
so is there a fast and easy way to get just enough knowledge to make a game? without having to learn for 6 months ore so
no
like i said previously
"this shit takes time"
there is a shortcut though
if you want to just create ideas, concepts design and all of that, its actually really simple
its called being wealthy and paying for others to do the busy work for you
not realy a shortcut, tried my luck on fiverr and asked some indian guy to give me drag and drop code. just wasted $20 for nothing
i specified 'wealthy'
somebody who could pay people to work full time for them, to actually deliver something useful
i know what you meant 😄 i gotta ask, do you have fun coding?
been doing it for over a decade and a half, would be a masochist if i didnt enjoy it somewhat
you must be an old fossil. how long would you say does it take to learn enough to get even started with making games? i dont mean recreating AAA games but small projects
Depends what you're coding. It isn't uniformed. The language is easy in itself. Design and implementation is the puzzle of life-experiences/knowledge.
you find it easy? Im still confused with for and foreach and all the classes st!t
and those should be the basics
Reminder that easy doesn't mean likeable
thats why taking your time matters
i find it neither easy nor likable
why is there a philosophical debate being held here
such is the nature of debates regarding art I suppose
That's like learning to walk/run. You can probably eventually do it, climb a hill, run a marathon if asked but it doesn't mean you like doing it. And it would have probably taken you years to train for not to mention having to retrain yourself if you aren't doing it often enough. It's a part of life. Your choice. An extension of yourself in capability.
You can use visual scripting if you aren't wanting to learn the C# language. You'll still need to know programming concepts though @vapid dock
what would be the best way to fake shadows for this type of object? i have over 250 of them with each having a light inside, and unity doesnt want to render all shadows and spams my console
is baking an option?
First, what does it spam? Is it about forward rendering pixel light limit? If so you could try deferred rendering path.
Other than that, unity baked lights is an option.
Lastly, you could bake the shadows into a texture in blender and use it with a decal in unity.
im using deffered
Too many additional punctual lights shadows to look good, URP removed 68 shadow maps to make the others fit in the shadow atlas. To avoid this, increase shadow atlas size, remove some shadowed lights, replace soft shadows by hard shadows ; or replace point lights by spot lights
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
and the shadow map is at max
i put a culling mask on almost everything and it still shows this
point lights are the worst for shadow projection
yeah but i need it to be point..
to have 2 spot lights i get the same warning but now saying 200 shadows maps
hdrp has some more control over shadows, im not surprised that URP is more conservative
https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@17.5/manual/Shadows-in-HDRP.html#control-the-maximum-number-of-shadows-on-screen
If possible try to bake these lights + shadows
the shadows are supposed to move though..
give me a moment i will see what i can do right now, will come back later
also, how can i make unity not spam my console
it makes fps drop by a lot
Are all 250 objects entering the camera frustum at the same time???
yes
sadly
can we see an example of the scene? also may be better to move the conversation to #1390346776804069396 or #1391720450752516147
They should be pretty small then. Do all of them need to have shadows? Maybe farther away ones can be rendered without shadows?
Does it make any significant visual difference?
Hey, not sure where to put this, but:
Every Game (.app) I export to MacOS requires the user to either adjust their security settings or fidget with terminal to run it. I'm trying to find a resource ensure that this isn't necessary for the user to do. Does anybody know where to look? Been searching up "certified apple" on google and finding stuff for iOS but not MacOS
Are you a member of the apple developer program?
Does that require the yearly subscription or no? I wasn't sure if being merely an apple developer was free until you developed for ios
yes it's $99 per year
welcome to Apple's hell
Aaaaa... maybe I should just tell Apple users to use Itch.io and Steam's app launchers then lol
You also need a mac to do this process, IIRC. Or to rent one in the cloud
I have a mac
Then yeah, you need to be an apple developer program member (paying)
So really? No way to make an .app file that doesn't immediately call itself corrupted or incompatible without somebody in the know using terminal / security settings unless I pay the enrollment fee?
If that's the case, I'll just tell Apple users to use the itch.io / Steam launchers, because I think it bypasses all that.
Why do you think that company is worth $4 Trillion? They know how to suck money out of people
Can't really justify $100 a year making free itch.io games. Maybe one day I become a big boy game developer and sell something lol
Correct. This is why I mostly tell apple users to buy a real computer instead.
I was under the impression the $100 a year was just for iOS, I stand corrected.
Hey think of it this way, you get OSX and iOS for just one low price!
I do find it funny that instead of telling the user "Hey, this is made by an uncertified developer, if you think you trust the app, you can adjust it in settings"
It just goes "Oh, this app's corrupted. Sorry. Can't work at all."
Let me acquire Activision and will do so
my score text isn't dragable in the gameobjext please help
Is your text a legacy UI Text or TextMeshPro TMP_Text object?
i get this when i try to install
have you tried closing the process in task manager?
-# at least you're not using windows 7 anymore
guys I want to make a game like lethal company how do I get people to get into my unity project with me?
heya guys, so i need some help with using Unity Explorer
So there's a game that I'm playing rn and there's this thing where each time the player dies and ragdolls, they just automatically reset the player and the ragdoll itself dissapears
Anyone here knows how to disable the function?
No mod support in this server, sorry
alrighto fair enough
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Task Manager > Unity Hub > Kill Task ?
thanks
Hello
Please in unity how do I disable physics between character controller and rigid body
I don’t want my controller just passing through I want it to not be able to push the rb
Hi, sorry to bother you, but I have a question. I started using the Localization asset at the beginning of this week, but for the past two days, whenever I reopen the project, half of the things I had done in the Tables are not saved. Do you have any idea why? Just to clarify, I’m not in Play Mode while working and I save continuously.
Hello, i have an issue when making maps.. i'm trying to develop a game for college with a small team, and currently i am working on making the maps themselves, however the trees that i want in the background either work when looking at them from far but disappear completely or turn pink when getting close, or vice versa.. anyone know how to fix this? any help appreciated!
Tmp_text
My unity breaks when i try edit code while running the game AND the code uses a flat c# classes (not inheriting from monobehavior) ---------- at least thats what i think triggered it, it worked before
So is the runtime code reload not compatible with plain c# objs?
Like this
Can you show the full error?
And normally we'd create new instances in Unity with Instantiate
NullReferenceException: Object reference not set to an instance of an object
PlayerController.Update () (at Assets/PlayerController.cs:16)
It's a plain c# obj
Knowing what a Rotation and Movement is might help. You've mentioned that they aren't MBs.
How to post code btw:
!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.
It shouldn’t
It litearlly should
Start absolutely runs before first update 🤔
Oh runtime code reload
is that a particular third party asset?
Check the LOD component. When its pink it means one of its LOD versions has broken shader. And when it dissapears it either means the last LOD is fully culled or the LOD is missing a mesh
My code works
What i meant before is
Updating the code while RUNNING the game wouldnt work correctly
Thats cause Start() wasnt called again
And it lost references to c# objs
So i just remake them in OnEnable
In general this isn’t standard intended behaviour in unity
it is, it breaks references to your custom c# classes
If it doesnt then youre not using them
Well, normally you wouldn't be expecting to edit scripts while the game is running
No as in updating code while actively in play mode isn’t supported by unity
I know it can work in some scenarios, especially with third party plugins
But intention wise it’s not supported
Most devs are not doing that
Yeah it works on a new project but as you expand the project it stops working eventually
ye
Just trying to keep that functionality as long as possible 🤣
If it's an editor script.. it would differ but that wouldn't be dependent on the regular game loop.
It's faster
Tru dat
If you're trying to run a method from the inspector, you could try using https://docs.unity3d.com/ScriptReference/ContextMenu.html instead of toggling the component. I'm assuming you're doing so to fire off certain statements.
[ContextMenu("Do Something")]
void DoSomething()
{
Debug.Log("Perform operation");
}```
This implies you're still using Start for initially setting the data (assuming you're wanting to do so by default once)
Does anyone know why "LiberationSans SDF - Fallback.asset" keeps changing in version control before any changes are made? It caused Editor crashing when pushed recently, so I'd like to prevent it from happening again
It might be your git settings. Possibly git interpreting the file as a text file instead of binary and adding byte order marks or trying to normalize line endings inappropriately
I ran into something like that recently - some .asset files are text and some are binary, so got can be stupid about it
The solution for me was explicitly telling git which specific.asset files were binary in .gitattributes
Does anyone know when I can use unity on an iPad? I heard plans were in effect for that
Is the iPad operating with ios 15 or above?
iOS version support
Unity supports iOS 15 and above.
The editor? Or games?
Editor
Afaik there are no plans to bring the editor to iOS
I'd be happy to be corrected but I doubt that will happen anytime soon
The model is a 10th gen if that helps
Those requirements linked are for building games for the platform. Not running the editor
:(
Hey. If you want a portable device. Why not get a laptop then?
A full game editor and touch exclusive controls is just incompatible tbh
HI guys can someone PLEASE help me with importing this character i got at the store to unity? I m new i just want help please
Please don't suddenly beg in my dm. It's rude.
(And will get you banned)
help me with this
Where the heck is the option "convert materials to URP" gone?
Window -> Rendering -> Converter. Seems like other upgrading workflows are doing a similar thing
i dont need job i will be labirinth game burglar elf hiring assasins and adventurers to find treasures and kill greedy kings and will escape from labyrinth with lots of treasures on my huge traausre magical train and drink coctail on crab islands join my kingdom inside Chaos Labirinth someone please stop me!
There's no off topic here.
i am making game iot s game description (game for unity)
Ok but can u help pls
Still off topic
This is a help channel
If you want to talk about your project you should do it in #1180170818983051344
Not here

i am usiong hex prisms as building blocks
any suggestions from game designers any shader ideas
guys is there a way to bring in the water shader from Unity's Boat attack scene to my own project?
Yes
If its the same render pipeline then yeah you can litterally drag it over
OK
btw is unity support usually awful? i emailed an opened a ticket like 4 days ago and NOTHING
i'm a little dumb. Please expand on "literally drag it over" I am using URP unity V6.
Who knows...to give benefit of doubt there are probably thousands of ppl also needing help, not enough employees to answer quickly and prioritizing
Like put the files from one project to another , drag and drop files
If the unity project is also urp you can just find the shader file, litterally drag the file from one project to another from the file explorer
could be more to It , especially if there is a screen space effect in PP or the scriptable renderer .
There a couple of ready to go free ones on the asset store too, or github
To be honest i have no clue how advanced it is, but given it comes from a sample project it cant be that bad
Dont crosspost
I think I tried using it once a while ago and had issue but it's been a while I don't recall the details , doesn't hurt try try tho lol
No need to pester people about it...
Why are you like this
You asked here, i told you go to #1180170818983051344 for game feedback
Now youre back here
You have better luck posting in a gamers discord.
guys this character is swimming...
why are you ignorig me just hepl me a bit pls even small idea is great help
You were told where to find feedback and you keep asking here
ah
And also your #1180170818983051344 post is a blatant scam
ouch
help me fix this :((
So that isnt helping your case either
We need a lot more info before we can even tell whats happening, ask in #🏃┃animation
just ideas submitting
Provied as much detail as you can
That wasnt directed at you
And no game dev enthusiast here will give you ideas and suggestions for a game that doesnt exist
it exusts i made engiune already
Let alone one that seems like a blatant crypto scam of some kind
i am not making any crypto games exept Atom Adventure 🤣
Your entire post is written by ai, offering revenue share and "diamonds"
i wnat to earnb SOL pwize iam low on money
You also use the pronoun we when its just you
Youre offering money and looking for portfolios but you arent "job posting"
I think you should delete the entire post
Also "on-chain metadata" just confirms its a blatant crypto scam
fixed post
fair fair
If the unity project is also urp you can
been having troubles descerning with collision triggers. anyone got an idea as to how i can find out which colliders colliding is giving such triggers?
Debug logs
nah it ain't working
too many ghost collisions being triggerred
between just two bodies
debug logs
What is the best unity version for low end pc I got 5.6.2f1 is it a good version
The latest version
that version is wildly outdated
nearly a decade old, damn
See I have a really low end pc that's why I know some good tutorials for that version like brakeys old playlist
Windows 10 ran so much better than windows 8
later version does not mean harder to run
Yea see the latest version is just too heavy for my pc
its not heavier than the version you are using
have you actually tried or are you guessing
I tired I can't even cuz my pc is and hardware is just old 😖
Ram is low and cpu is decent but not enough for physics it can crash
The physics hasn't changed
Wait see the reason iam using old cuz the ram is just lower than even minimum requirements
If the latest can run normal at very low end pcs I will try it again if I can
Okay so I'm confused what the question is. If you're insisting that you can't run the latest version of Unity, then your answer is to continue using the old version you know works.
If you want to find the highest version you can run? Start downloading versions off the archive and find out.
Ok btw I got a pentium it's new and got 3 ghz and two cores and 2-4 threads and some people said it's not enough for higher than 2017 version
Then download a 2017 version.
There's really no conversation here, just download a version and see if you can run it.
hiya. quick question;
how do i stop the camera from rotating like this when im trying to put a straight wall up?
scene flythrough cam*
Can you guys provide help in older unity versions
I would say on 90% of the stuff, you are on a 10 year old version so some stuff might work differently
Gyus is 16gb enough for gamw dev or ahould i get 24gb
as in ram or storage?
assuming ram: 16 is enough in my books depending on the project
you can click on top right on the axis you want to lock on and then just dont use rotation controls, if you click the middle of that little thing there you can also switch to orthographic view
thank you o7
i think it also had smth to do with almost everything in my scene is rotated 🫠
forgot i made uneven terrain 😭
example: im running unity off a laptop with 16GB RAM atm and its working fine
Have you ever seen a person with 16gb of storage
yes
10 years ago, last week, etc
Last week?
usb sticks are commonly 16GB
yes
lmao
me about 20 years ago, i had to uninstall fifa 2003 to install a racing game that i dont remember and vice versa
w racing game experience
Would 24gb me more convinient or is it unecessary
Bro I am tweaking and running my pc on windows 7
when I read 2007 my mind went to "wow he starts unity so young" and then it dawned on me that means 19yo
ready to pick up my crutches...
they make 24? i thought the defaults were 8, 16, 32. 16 is fine, 24 idk, 32 its good for more detailed projects i believe. it's more personal preference but 32 is always recommended
19 this year haha. tbf i did start unity on and off around 5 years ago
I have 8rn and i add 16
you shouldnt do that
both 3 sticks of 8 and 1x8 + 1x16 is not recommended
always either 2 or 4 of the same stick
it should be fine but 1x8GB and 1x16GB doesn't work good together. rather use 2x8 or 2x16 or 1x16
motherboards don't like it when you mix and match
Owh
especially if they're different speeds
Welp im too poor for 32 gigs
with 16 you are fine
pov ai shot up ram prices
Ok then
yeah. again, im using 16 on the laptop atm and its running perfectly
That's true
Yeah my laptop is running on 8 rn and
i mean look at unity's minimum requirements
Its beggining to be wuite laggy on random times
My youtube just started tweaking for whatever reasons despite wifi not being the issue
@jagged sage
After closing 3 tabs it was fine
im currently running unity on a massive production application project and i use 6gb, so you should be fine
and also unity works better when you have a dedicated gpu
I am running unity but old on 2 gb ram and still getting alright performance
I have a 1650gtx 
And i doubt i can change laptop gpu
that should be fine???
i believe so
tbf i started on a 1660 super
it was mid
Intel hd graphics 4000 💀
integrated graphics is poor for unity
Yeah my personal stuff usually runs below 5 too, this project is a bit bigger and eats 10GB + 3GB rider at times, but we have a team of 25 working on this, so nothing you will reach solo 😄
hence i bought a gaming laptop with a 4060 for college work 😭
I havent really had issues so far
But thats because all i did was add a bean and movement so far
But i guess a 1650 should be fine
dayummm! 25 is a lot. tbf this is only a small college project and should only take a small amount of time. my models are horrible so its optimised 🤣
(i cant model for anything. im decent at the coding bit tho)
It's pretty fine. HD 4000 just means it's super old
Which also means the CPU is super old
£5 and i'll make it mp 🤣
god no i hated multiplayer
Unity isn't, in itself, heavy on the GPU.
Nah cpu is fine it can handle the unity physics and other stuff fine
its mainly what you're doing with unity tbh
Also is combining 2 different brands of ram together fine?
No.
not usually
Man fuck me
Get same make and model

if they have the same speed it CAN be fine, but not optimal
3 tiers of response
i mean its better than not having enough ram 😄
but worse than having 2 of the same stick
Ram is getting screwed with prices rn so id be glad if i didnt have to buy the 16gb 1 stick
But ig not

I got ddr3
This is ddr4 and its 117€
dayum
Yup
you should see the high speed ddr5 prices, back when it was still the current one i bought 64gb of ddr4 with good speed for like 300€, the same quality and amount would now clock in at 950€
Its a laptop so i cant really change the supportability
changing laptop ram is a whole new world of problems
if you want new laptop ram badly, go to a repair shop. it'll be cheaper than pc ram by far because the ai companies can't buy out all the laptop ram and store it 🤣
Man i just need more ram why is it so complicated
laptop ram is where its at
A REPAIR shop?

idk a pc shop or sum
ohhh
if you have a laptop, and want more ram, ask them for laptop ram and for them to fit it. if they have the resources, time, team, etc. they'll do it
we're off topic aren't we...
They dont really do services for fitting them
Keep it on topic, please. If you want to discuss PC configuration for Unity use https://discord.com/channels/489222168727519232/1249155543264657408
Oh yeah
sorry. thats on me
I am running the unity 5.6.x on 2 gb ram and a decent processor and a old os it's getting some smooth is that good or if I just try to make a game while developing ram crashes

Hello. So unity AI packages have broken my project (endless loadings), I havent even been using them. I tried removing them, but even after editing them out of manifest, deleting package lock and removing Library folder, they are still there and cant be removed in the editor. How can I get rid of them?
I also get 2 console logs related to them, but they are really long, so ill just paste the headers:
UnityEngine.Debug:Log (object)```
```Error: Unknown - -- Result type: SettingsResult -- Url: https://generators-beta.ai.unity.com
UnityEngine.Debug:Log (object)
check what it is a dependency for
Can I delete these safely? Or not really?
yeah okay the only thing dependent on it is 2D enchancers which is prolly not relevant to my 3D game
finally they are removed, I'll see if the endless editor freeze is gone
if you're not using them, you can remove them - if it allows
I dunno what that generators is, never seen that before. To do with AI?
it seems so. In the manifest it was also under unity.ai
also it dependso on the Ai toolkit
anyway I managed to remove them and so far the freeze is gone
were those in a new project template? 😮
I dont remember adding AI packages. So yes, probably
but maybe I have dementia, project's around 4 months old
heh, that's shit. Pre-release packages too
yeah im pretty sure the AI assistant tab was there right after I created the project
im so glad I started learning coding 11 years ago when AI was not there yet, it would be too tempting
yet I know I couldnt do shit even with the best AIs if not for my knowledge
at least, for now, the way it designes architecture is terrible
should i use visual studio 2022 or 2026 for learning C#
alot of sources recommend 2022
That’s like asking which hammer should I hit the nail with, the IDE doesn’t matter
ok thanks for the answer
a lot of sources don't know about vs 2026 by virtue of being written before 2026
(it doesn't matter)
I'm trying Camera stacking to exclude this one World Space UI canvas from post processing, but it doesn't seem to work. I'm not sure what's missing.
Have you removed 'UI' from the culling mask on the main cam?
Can you share a screenshot of the post processing volume?
Yeah, removed UI from main.
Actually, it may be working I think. I noticed that my UI has become too tiny and dislocated from their positions, don't know why. Hard to see (see second screenshot).
Too tiny lol
I don't know why it dislocated and resized them.
need more pixels! 😄
I'm using a constrait component to make those UIs keep looking at main camera. Maybe it's because of that. I'll need to check it.
that's a simple script to code, transform.LookAt()
Do I need to change location of UI camera? I just checked main camera and UI camera are far apart from each other. Shouldn't they be looking at same angle?
You have the UI camera as a child of the main, it's pos/ rot values so should 0,0,0
otherwise you won't be seeing the UI things in front of the main cam
I tried to change location and it make UI at least bigger now. Orientation issues persist.
Let me try 000
I'll try on a simple test project. It's still floating in the air weirdly.
"it" ?
The World Space UI canvas. I even removed constraint. That didn't seem to cause issue.
I'm lost at what the issue is now
So I've placed this Canvas UI here on a particular location (1st photo). It's fixed just like a gameobject. Doesn't move. Which is as expected. But when I do the camera stacking, the UI floats in the air like this (2nd photo):
It floats here and there when I look here and there.
It's fixed now, I think. I just duplicated main camera and used that for UI now. Maybe I just needed exact same settings for both cameras.
But it's hit and trial.
I tried that but it didn't fix the issue. Duplicating and then making it child seemed to fix it. I don't know how though.
If I reset position and rotations to 0, it will still be not looking in same direction as main camera even if I make it child. I guess that's why it didn't work as intended.
Maybe. I downloaded that 1st person character from Unity tutorial. They said if you're beginner, just download it for now and use lol.
Hey all of a sudden in my game, SFX don't work at all and events don't occur. I'm confused since I didn't change any code and it was working before. Is this a Unity bug?
A bit too vague and without detail for anyone to help
Start with basic debugging techniques like always
Few mins ago, everything was fine. I tried adding a new feature to the game and that's where I noticed the strange result. So i tried to redo everything and it's still like this
I'm fucking pissed off man. I gotta publish this tmrw 😭
It doesn't really matter what led to this. The way to inverstigate is the same always
Use basic debugging - add Debug.Log or attach a debugger
you will quickly find your answer.
you might think that nothing has changed, but the computer clearly does!
This can't be a code issue. This worked few mins ago. I feel like smth got messed up in Unity itself
Telling us that you're certain it can't be a problem with your code isn't going to help you fix the problem.
You said that "events don't occur"
what does this mean, exactly?
You know how many time people say stuff like this and after some basic debugging it's just like "oh I changd this or that, thanks"
So basically when i'm making a fighting game similar to Street Fighter. Before this issue, my code was working fine. SFX, VFX, Animations, and hits actually dealt damage etc. But when I tried to add a new feature, SFX and damage doesn't work anymore, and my old code doesn't work either
you should make sure you aren't getting errors in your console
if not, then start figuring out what is happening
"tried to add a new feature"
That's the issue. I'm not getting any
Can't be paired with "nothing changed"
time to debug then
Okay, so start figuring out what's actually happening
Do not make assumptions.
e.g. do not assume that exisitng code is running at all
prove that it is!
Bruh it was working few mins ago. How is reusing it magically broken?
It was working -> something changed -> now it's not working
Time to debug to find out what changed
you could have accidentally thrown a return; at the top of SuperImportantUpdateLoop()
Stop arguing with us and start debugging.
If you have version control, use that to check exactly what has changed
you could have checked a box in an inspector somewhere, or changed any variable, unassigned or assigned a reference
literally anything could have happened
if not...consider using version control!
it's extremely helpful for tracking down stuff like this
I'll accidentally change something and then realize that things are broken later
How can I try this?
If you aren't using vesrion control (e.g. Git or Unity Version Control), it's not going to help you now
You'd be comparing a previous commit (before the breakage happened) to the current code
for example, here's my current set of changes on a VRChat avatar I'm working on
(I'm working on a footstep system that kicks up dust)
no code has changed here, but I can see what assets have been modified
(and even inspect the changes, if I really want)
is it normal that my unity world looks blurry?
yeah
so how do i change it?
You can either modify the default volume profile (it'll be in a folder with other URP assets) or create a new one that overrides the SSAO settings
let me grab a URP project
look for a 'Settings' folder in your assets
it will contain a DefaultVolumeProfile asset
adjust the SSAO settings or turn it off entirely
(I'm just looking at the files right now; if you don't see settings for SSAO, you'll need to add them to the volume profile)
i cant see "SSAO"
and how do i do that? 
i only know like a couple things in unity, and thats it. i know how to model/making 3d models. if i knew how to code, i would have the best superpowers 
dw, ill wait 
It's a Renderer Feature in URP
Select the PC_Renderer asset
there it is
I don't use URP much so i forgor
Swapping to Interleaved Gradient and then messing with intensity + radius should help
e.g.
thank you so much, it helped 
it gets wonkier up close
Ideally, you'll bake your lighting so that you don't need the realtime AO in the first place
i legit swear this is a Unity bug
!ask
:thinking: Asking Questions
:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
-# For more posting guidelines, go to #🌱┃start-here
scroll up a bit
Oh
i dont even know what that is, but i think it can stay as it is. bc the difference is already big 
(thanks again
)
before - after
Unity
mostly the front part changed
ummm I can’t see any code you shared on the problem you had, you could’ve also accidentally typed or deleted something in your code file without realising
@gray frigate nvm, smth is wrong again
yeah, Interleaved Gradient can cause that kind of hatched pattern
You can also just disable SSAO entirely if it's causing issues
Buddy, I've backed up this script if the project breaks. Well it broke so I tried reusing it, and that doesn't work either
if i disable it, what else will change if i may ask
you wont have real time ao
Nothing else, really. SSAO simulates how crevices don't get lit up by ambient light
that's called "ambient occlusion"
maybe your computer audio is down or unity specifically is muted?
oh, alright then. so i only need to disable it like this, right?:
and this specific effect is calculated entirely based on where things are on the screen, hence "screen space"
Yeah
That'll turn off the renderer feature
the opponent is fine. This only happened for the player
is the opponent a seperate set of sounds or something else?
If you're not going to show code, or anyhing useful beyond shouting into the void about how "nothing changed", then there's nothing to be done.
We can all just say "then it magically broke", good luck.
correct
Yeah
if you are going to ignore all of our input, we cannot help you
yes to what???
and also some code would help because it’s highly likely your script
Last time I showed code, nobody even wanted to look at it
what do you expect me to do man
are you sure nobody wanted to look at it or the people online didn’t know what to do
Okay, then stop posting please, you'remaking noise.
Or, make a thread and regurgitate that "nothing changed" in there.
Okay then 🫴 #💻┃unity-talk message
I wanted to show u a pic of it after disabling it, but my PC crashed. I'll just describe it real quick:
The stripes on the back are still there, only the darkness got away
Oh, that could be "shadow acne"
Is it a blender issue or unity issue?
It's a rendering problem in Unity. You might need to fuss with your sun light's shadow settings
The Unity Manual helps you learn and use the Unity engine. With the Unity engine you can create 2D and 3D games, apps and experiences.
super old docs page, but it shows some problems shadows can have
Okay, thank you
Fucking hell
It WAS a Unity issue
Finally solved it. I knew that there was nothing wrong with my code
What was the Unity issue?
im trying to but every time i reinstall the unity hub it doesnt allow me to install the editor once again
how so? what's the issue you're encountering?
I created a public array wayy before and never needed to use it until this new feature, so it was acting weird
So not a Unity issue, but a code issue.
well i kept getting the "failed to resolve project template, failed to decompress" error whenever i tried starting a project and digiholic told me i should reinstall it, upon reinstalling the unity hub i tried opening a project again and it showed the same error, soo i wanna reinstall the unity editor to see if maybe that'd fix it
Not a code issue
It could hold multiple game objects
I only assigned one
But i needed to assign more than that
ok, so just a configuration mistake on your end then, not an issue in code nor from unity
Yeah I was looking at my code so many times. I legit thought I made a coding error 😭
and why can't you install the editor
So in otherwords, it didn't magically happen.
its not giving me the prompt to
the prompt to what
just jumping to the 2nd step
to downloading the editor
can i send a screenshot or?
sure
gimme a sec
My dumbahh thought I've filled the array before 🤦♂️
One day I hope to have the confidence you have when you can argue for over 30 minutes how something isn't your fault.
sounds like you need to work on your debugging skills
I was overreacting since it was all good before and I have to release a test build tmrw 💀
The fact that it broke last minute was scary
this is a guide, you don't have to use it
ah
just install an editor normally
and how would i go about doing that
pretty sure there's a button in the hub that says "install"
hi guys just an information I've opened a closed beta on play console and i need 12 people so far I've 9 between family and friends, where could i find people easily?
discord and reddit
yeah can you recommend any channel?
here you can only really make a post in #1180170818983051344
for that
thats about it
tha k you
i managed to make epilepsy ui lmao
screen space camera canvas thats right on the point where the camera's clipping plane is
absolute cinema
How would one adjust difficulty (0..1) based on how the player performed in a level, and the previous difficulty that was on?
in terms of design or in terms of just changing variables?
you just assign them to the new value, kept in some persistent location
ok, so the design then...
this heavily depends on your specific game, the various features, the various metrics you want to use
perhaps check out some resources like "invisible difficulty" https://www.youtube.com/watch?v=gkvyYTSKTQY
🔴 Get my premium monthly newsletter - https://gamemakerstoolkit.com/digest/ 🔴
From Super Mario Bros. to Mario Wonder, Nintendo has explored and experimented with a genius way to let players dictate their own level of difficulty.
=== Sources and Resources ===
- Sources
[1] New Super Mario Bros: Volume 1 | Iwata Asks
https://iwataasks....
is this a good setting for a unity project?
for the shadow acne
I'm not sure, really – I mostly do BiRP stuff for VRChat, and the rest of my experience is with the HDRP
You should ask about this in #1390346776804069396 – I bet someone else will know more
okay, thanks 
I have a very specific question but I understand if I can not provide more information
We are developing a software in URP for a windows 10/11 build
But if we were to make a game that runs in the cloud, (run on azure servers), what are the steps I would need to worry about?
You'd have to explain what it means for the game to run in the cloud. Is it for multiplayer? What does the game do in the server?
Unity for starters.
You can install Visual Studio along with Unity automatically, if you do everything through Unity Hub (which you should).
i am but its giving me options like the
node.js and stuff
unity game making with c++
soo i wanna know what to choose
!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**
You’ll want both the C# and C++ packages
!vs
If your IDE is not underlining errors in red or autocompleting code,
please configure it using the link below:
• Visual Studio (Installed via Unity Hub)
• Visual Studio (Installed manually)
The guide will tell you what to install ☝️
Has anyone ever figured out how to copy to clipboard on a webGL build in Safari? I'm having so much trouble with this right now; I've check dozens of stackOverflow posts and forums but none of the options they provide seem to be working rn; the clipboard writeText api is not working with Unity OnClick in safari specifically
how do you set up ui buttons from ui toolkit to do actions?
like teleporting a player to scenes etc
ty
Where's the best place to ask this? Or should I post on forum as well
Sorry for the late reply :p, How would I get the intended trajectory? I have been searching online and it confused the hell out of me.
#🌐┃web seems the place - but I'd wager the forum is the best place
with physics
like actual physics lol, you can find the exact parabola of a thrown object through a few equations
oh wait youre asking about the intended trajectory?
thats just how you want the ball to fly out when thrown, thats entirely up to you to decide and tweak
what i was refering to was the trajectory preview
hi all, i'm doing the roll-a-ball unity tutorial and confused by something. When adding a tilted ramp obstacle (a rotated cube) to the game area, the tutorial says to add it as a child of the ground object. But i think because the ground has scaling of 2/1/2 whenever i rotate the ramp object it skews its angles and also its collision box doesnt match its visual box. this isnt mentioned in the tutorial so i'm wondering how to handle this and make the collision box match things visually
Basically I have a line renderer and when I press the shoot button I want the ball to follow this with physics so it feels / looks realistic (where ever the line is the ball follows).
I think i already replied to you
and told you the same thing Chris did
youre doing it backwards.
you start off with the ball being thrown, you figure out how you want it to fly out, then you create the trajectory prediction dynamically from that
the line follows the ball, not the other way around.
ahh I see thanks 👍
You cannot just "make a line renderer" and then have actual physics follow it, as mentioned before when you brought this up.
https://www.youtube.com/watch?v=4VUmhuhkELk
I've had this video for 5 years and not gotten round to watching it, but it should help
You need to simulate the physics and then draw the trajectory. The line has absolutely nothing to do with the ball itself.
My biggest concern would be shader limitations. Would it still be limited to webgl shaders? Would it need to be run on Linux since it is a server?
Battery phone died sorry
Azure won't be linux..
So it is a windows server with most likely dx11?
We have google, so .. why guess.. or speculate.
Yes, a significant portion of Azure is Linux-based. Over 60% of Azure customer compute cores run on Linux, and Microsoft has developed its own open-source Linux distribution, Azure Linux (formerly CBL-Mariner), which serves as the container host for Azure Kubernetes Service (AKS) and other cloud services
Just to be clear, are you wanting to stream the game like Amazon's Luna?
If this all a miss understanding about how web hosting works I will laugh
Sounds like it
You're confusing completely unrelated things (WebGL, Linux, Azure)
What are you trying to accomplish with this, in one sentence? Something like "I want to make a game that can be played on a browser" or "I want to make a multiplayer game"
My boss wants to:
“make a software in Unity that runs in the cloud like those games people play in the Xbox, probably will hire azure or aws”
I think you should ask your Boss to clarify whatever he actually asked you to do
Did your boss give you an example game at least?
Do you all remember stadia?
He wants that so no one is required to have minimum hardware to run it
That is the only thing I need to worry since multiplayer coding is not made by me. Just the shaders
That doesn't seem like anything to do with Unity then, if it's just being streamed to the playe.r
Also isnt this already geforce experience
which still exists
geforce now*
my bad
Also not sure why shaders is a factor here, if the player isn't the one running it.
But the game is compiled in unity. I don’t understand what you mean
Unity can build for linux
as long as you have a working gpu under linux it will work
anyway any game would work with such a system
Note that streaming a game from a server is an extremely difficult engineering problem. Shaders are the least of your issues
So unity is mostly likely going compiled for Linux instead of windows then?
it's compiled for whatever server platform you host it on
and it sounds like you really don't have the skillset to tackle this
It is not my job that part. I am aware it sounds hard
How come attempt to recreate your own streaming service like this though? And not just use one that already exists..
What is your job then?
You have to ask the guy who does the actual server part then