#💻┃unity-talk
1 messages · Page 78 of 1
Respectfully you guys need to learn to say no to your boss
no one here (in this server) has either
because what he is asking of you is pretty stupid
But why are you asking about the part that's not your responsibility
Ty for the transparency 👍
I am asking about shaders and what I know from running stuff on the internet from shaders perspective(webgl and dx11)
Google did it and failed..
(though they are prone to killing projects quickly)
Nvidia is still doing it but are getting screwed over by publishers
The answer is: it depends on what platform it will be running on, ask your team
WebGL has nothing to do with this
gerforce now is losing more game support as time goes on
as are MS (Xbox Cloud Gaming) and Amazon (Luna)... and I think Sony has game streaming too
Thanks all for the replies
i think it kinda sucks though, because geforce now is not like Stadia, its litterally just hosting a rig for you to use and play on on the cloud, you still need to own the games you want to play
yet publishers can still request their games be pulled from the library
idiotic and makes no sense
because they want control over where their games are available
Sorry, i'm unexperienced in game publishing; why would they want less reach?
its stupid because the games are available in the same exact place, whatever distribution platform they chose
Nvidia are providing the service for gamers.
Games being available on their provide Nvidia with value.
If Nvidia don't provide publishers with a financial recorse (or it's too low), then why would publishers allow their products to boost another companies product value?
That's fair, but more players = more referrals and an overall bigger fanbase
isnt this still a plus?
they still need to actually pay for whatever game they are playing
Like the age old saying of bad publicity is still publicity
if they dont have a powerful pc for a powerful game, and that game isnt on geforce now (if they use it), then they wont buy the game
there's 4k + games on there.. I don't think this issue is as big as you're making it out to be
theres tens of thousands of games on steam
doesnt mean that they are all worth playing
some big titles were dropped from geforce now
licenses change, expire
Look companies love it when you own nothing and pay them money each month
I bet gta6 would have at least a couple hundred thousand players from geforce now
GTA6 won't be on pc for a while, it will only be released for consoles.
Geforce now does Xbox games too.. so if that includes the console versions.. then..
its not happening regardless because rockstar pulled out of geforce now
why the hell would they do that
control
money
Like kuzmo said earlier, that eliminates a good chunk of potential buyers.
no it doesn't
and.. IF it did.. GTA6 isn't going to lose out on enough for it to matter
fair
i didnt say that
i just said its a net loss in general
^ same thing
those people will tend to have a console and buy the game on there, if available
Is it possible to import inverse kinematics from blender to unity?
this sort of thing is not allowed on this server
illegal in the U.S ^
against the rules #📖┃code-of-conduct
sorry 😭
If you're still struggling with this, here's how I did it: I made a canvas that has Object.DontDestroyOnLoad, then you can make a simple script that covers the screen somehow. In mine I made an image scale up until it was larger than the size of the reference canvas, but you could also just fade it in, or whatever else is fun. When it's at it's apex, call SceneManager.LoadScene("sceneToLoad"); then just scale it down or fade it out after your loading is done ❤️
Overriding the canvas sort order to be super high + DontDestroyOnLoad is a good way
then just animate it out and destroy when done with it
DM me if you're interested.
Where can I share/promote my work here?
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sorry, but thank
I was wondering if a mac and windows project files are 1 : 1 the same?
the project files, that you push to your version control, yes
So that you can develop with a friend if they've a different OS?
My friend has a macbook, I've a PC.
it's fine, go for it
oh okay very cool ty
it would be rediculous if there was friction there
well a friction, process is function of friction xD
but yes, I'm glad to hear it's hassle free
tyvm
Y'all is chat gpt a good source of learning the basics of c#?
No because it may lie and you wont know.
Id only use it as a tool alongside normal learning
Hello
LOL what an insane trolling
Изображение
What
I'm not wanting to go pro or anything I just want to learn simple things like really easy scripts like making the scene turn dark after so long and stuff should I still learn that?
Well I sent tutorals for learning some basic concepts of c#
you can do a unity focused course instead https://learn.unity.com/pathway/junior-programmer ?
Free tutorials, courses, and guided pathways for mastering real-time 3D development skills to make video games, VR, AR, and more.
You will want to know a bit about c# to make stuff work
I do. How long does it take to learn basics of c#?
Perhaps a few hours to properly go over initial learning material but programming is a broad topic and there is much to learn after that
But you can then learn as you go
Like here's what I'm wanting to learn basically.
What game object to add the script to.
How basic c# works like, triggers when you enter a map, the basic script like what curly brackets do, the "false" and "true" does in a script what "void" does like the basics
Does this help those?
Why wouldn't they? It teaches the basics of Unity and code.
I don't want to learn a bunch of stuff that I don't need to know because I'm already got my player and my movement in my game from tutorials
Why does your very vague (and frankly, really ignorant) list of things to learn have to be the only things you learn?
You're falling into a beginner trap. Look at the pathways, if you don't think you need to learn the topics it has listed out (spoiler: you do), then don't do them.
So I just gotta learn the basics 100%? I'm a beginner to pls no hateful replys but is chat gpt another source of code? Or is ai code usually ass? I will def learn the Basics if I have too
I'm not saying I'm gonna use ai for my entire game also 😭
Whether you use AI or not is your choice, the worlds opinion is split on the matter.
Would you be able to make the player movement without the tutorials?
I would love to hear your opinion seeing as your a dev and mod
I already got the movement done but I'm just asking is complicated scripts better to learn to script then do it yourself than chat GPT?
No, AI isn't suitable for an absolute beginner
Why not
Because having something (or someone even) do things for you isn't not learning. It's dictating.
But again, if you think it'll be useful, use it. It's not that hard to try and make your own informed decision.
it doesn't force you to stick with a problem until your solve it and discover/answer all the implied questions, with AI you always have the option to "cheat" and that murders learning.
this is compounded by actual learning being somewhat uncomfortable, so ai-in-the-room will have a negative impact, even if it just causes you to spend energy on self control. Unfortunately, you can't avoid AI anymore, you used to be able to google stuff and that still required reading, research and some thinking, now you always get the answer you were looking for without any amount of thinking on your own.
Chat gpt isn't a good source to learn the basics from.
Ik I'm wanting to learn but I I've already started my project and I don't know how long it will take
you will never be done learning
What about getting your code directly from ai?
Basics?
Why aren't you just using this time and energy and doing the pathways?
If you have good self control and are genuinely interested in learning it can be invaluable. If you are willing and interested to ask it "why do we do this? Why do we do that? What's the reasoning here? What does this mean?" and actually read its answers and grow your understanding, it's great.
But most people just try to get it to do the thing for them and skip using their brain at all - and that is less than useless.
Instead of micromanaging what you need to do
there is no canon on what "basic programming" is.
the "basics" can also mean "get a 4 year BSc in computer science from a university" or it can mean "conditions, variables and loops".
The code may or may not work, which is a problem. You or someone you know/hire will likely have to fix it.
My bad i should I have been more precise. Basics on C# for unity
language and framework basics are useless without understanding how to put them to use.
If the code don't work could I just ask the same AI to fix it or can they not?
You can find assets in the asset store to do very specific tasks if you aren't keen on learning how to program. Game development consists of more than just programming but knowing how to program does play a large part in what your game can offer, relative to mechanics.
That would imply you'd know what's not working
you can learn "the basics" in any amount of time, the more time you have, the better you will potentially learn them.
If I make a script and it's imperfect I can see if ai can fix it, would that work?
Ohhhh ok I'll look around there for help also
you can only leverage AI if YOU know what good code looks like.
Fix what? It may believe there isn't an issue. You'd have to explain what's not working and what is. You'd have to be able to determine if the solution suggested makes any sense.
AI can't tell you what you should do or whats wrong. It will give you an answer but it will be wrong on the reasons.
How do you know the code ai gives you is "fixed"
How would you determine that
There are certain assets that are free if you're simply learning still or on a budget @nocturne bolt The limitation would be what's available where you'd have to design around what you can get.
And unlike AI, if something doesn't work you may be able to get support from the developer.
So if the code works it could still be bad code?
Test it in unity idk bro 😭
Youre misunderstanding me
Reminder that just because there isn't an error doesn't mean everything works. This escalates significantly as complexity increases.
Almost certainly yes
"Bad" is really a loose umbrella term here
Thats a one of the possible symptoms of inefficient code sure
One of many
What's the others
ye of little faith
What if I generate the code in chat gpt and ask a programmer if it's good code?
Youre wasting 2 bowls to pour the water into the same cup at that point
Also most programmers are not interested in reviewing ai generated code for someone
Oh
What about paid scripts?
What is your point here
Are they a good source
How much they usually cost?
You replied to the answer
Have you tried checking the unity asset store yet?
Ima do it rn, but the script I need RN is complicated and I'm sure it won't be in the store
Break the problem down and surely you'll find solutions in parts. Integration would be the big concern.
Also consider this, even most drag and drop assets require some sort of c# knowledge to integrate the scripts into your own project
you need to know or have someone working with you that knows coding in order to make actually semi-decent unity games imo, or use unitys visual coding thing they added although not sure how that works
the visual programming is not some shortcut to avoid coding
it is coding
its also really not worth it lol
never looked into it at all tbh 😛 ¯_(ツ)_/¯
im assuming it was Unity's answer to blueprints? But unreal devs have actual reasons to use blueprints along side c++ so im not sure what the plan was
I believe it's mainly for folks who know programming but who are not familar with c# and are not wanting to learn the c style syntax ect
yeah, it's superficially similar
I have never enjoyed trying to use unity's visual scripting
it genuinely confuses me, actually
stuff like that only really works for shaders imo
yeah, i like shader graphs
they're very one-directional
notably, you can't do any looping in a shader graph at all
I have a question.Is there anybody that knows how to do coding?That will help me code.My game just for credit
!collab 👇
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if you want to learn how to code yourself, then there are beginner c# courses pinned in #💻┃code-beginner
and of course you can ask specific questions in this server
Thx
!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.
I tested again with a new camera, I found that it was Field of View setting that made difference. Both main and child camera needed same Field of View. Now I see the UI is fixed as expected.
anyone here experienced with making impossible geometry stencil effects in urp?
I made a code general post about it so didnt want to plop a big question in general
but if someone happens to be here and knows how to prevent other layers from rendering behind the mask...
it feels like something that should be super common but no one seems to include/use it
If you already made a post be patient, no need to cross post
You posted it less than 5 min ago
thats why i didnt want to plop a big question in here just have a conversation about it if anyone was here
#1390346827005431951 wouldn't be the right place to ask a shaders question anyway, you'd want to ask in #1390346776804069396
nice i didnt see that channel was a thing
make sure to delete the original post when you repost it to the correct channel as crossposting (including advertising your question in an unrelated channel) is not allowed
Is there a way to add the default inspector for a custom editorWindow? I know that there's InspectorElement.FillDefaultInspector for custom Editors; but is there a way to add custom editors direclty into editorWindows?
Where may I ask mostly of a math question?
code beginner is chill
https://share.sidia.net/q8bDuK7OE7BpOS6rih45 man finally done with this page, programmed myself a code share page after seing so many alternatives here being down, who can I contact to ask this one to be added to the list?
using System;
using _Game.Combat.Damage;
using _Game.GameEntity.ActorEntity;
using R3;
using TMPro;
Hi, https://docs.unity3d.com/6000.5/Documentation/Manual/tilemaps/tilemaps.html, this docs wrote that Tilemaps not support Built-in Render Pipeline? Is this doc wrong?
it appears so
Random question, does anyone know if there is some timeline or if Unity's team has talked about C# 10 support? Really missing those file-scoped namespaces lately
they've been working on migrating to the CoreCLR from Mono for a few years now and it's currently expected that we'll finally be able to use it in 6.7
So I'd guess 1 year or so is a good guess for a timeline. Thanks!
is it possible to take the map/stage in game model , then import it into blender using unity?
hey anyone here
:thinking: Asking Questions
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:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
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what do u do in game dev
Why unity occopies all of my 32gb ram when on frame debugger even on a very simple scene with a cube and with no render features attached?
URP
You may want to provide a screenshot of the resource being used and other other useful information
My URP sample scene uses about 3GB of ram.
hey where can i find unity to delete the cache for games i’ve played? app data shows nothing
there’s graphical errors in all my unity games i own and nothing else
so that’s the only thing i can think to do
Well, after unity crashed due to low memory and relaunching, it seemed to fixed.
Idk why
Or did it?
No , it didn't
I am just learning and copied and pasted unity's template of a render pass and feature.
and when i select that pass or what ever it is called inside the frame buffer, the war starts.
lemme share the code I also added some parameters like mesh and scale to make it controllable from the inspector
the peak is when i enabled it
no sorry
'when i clicked the texture in the frame buffer
then i immediately closed the frame debugger to avoid the crash again
and as u can see it again dropped down to normal
Use the memory profiler
Is it necessary to click Switch Platform if I want to build for web? The Unity tutorial says:
To set WebGL as the default platform for your project, select the Switch Platform button in the bottom-right corner of the Build Profiles window.
Currently, the Build button is locked. I don't know what default means here. I want to keep Windows as default.
And does it affect the Windows version/files/settings if I anyway click Switch Platform?
Yes, you need to switch platform. You can switch back later. It takes a while to rebuild all the cached resources for the new target.
I think it has to do something with the render feature/pass code that I provided and I am very new to this so idk what.
I have just started to learn it.
It worked. Thanks
Hey, where should I post a game idea?? I just need someone to make 1 fight scene
Hey guys, which IDE would you guys recommends, Jettbrains Rider IDE or Visual Studio? This is for Unity Development obv
I use vs code
I use VS Code for non-unity coding xD I use VS Community for Unity rn. But I just came across Jetbrains Rider and apparently it's a bit faster for Unity(?)
Ohhh true
When I started Unity, I started with Visual Studio Community rather than VS Code, hence why I am still using it
Does vs code have issues with unity? vs insider 2026 has some annoying bugs, although it used to be much worse.
For Unity, VS > VSCode imo
VSCode can be a pain to get working with Unity, can lose connection randomly (used to, not sure if this is still accurate).
When I've used it I found the intellisens slower than VS
VS 2022 is still available if you're having issues with 2026
The reason I am using vs code Because I have been working with unity through my core 2duo cpu 6gb for many years.
It is a much lighter prog
It's lightweight and has intellicode.
What else do I want
I am using VS 2026 too, I had so many issues with it initially, especially with launching it and all since it took forever to just open and used to freeze and crash a lot. But after a few tweaks and updates, it's been better
Launches almost instantly and faced no freezes and crashes so far
Yeah, so i've heard. I've just been to lazy to downgrade. Although i definitely should just suck it in and do it at this point.
In my experience VS Code was way faster than VS in everything
I mean, VS Code is lightweight asf, so would make sense if it's faster
2022 is just so clean
Damn they have a feb update, hopefully doesn't make it worse 🙏
You also don't want to be using the "Insiders" version, that's the test track. It's probably not gonna be stable
Funny how newer MS products tend to be worse than their previous versions 😭
The minimal feature difference does not justify ~1 second (VS Code) vs 5-10 seconds startup time (VS) imo
Thats just my experience tho, maybe its not such a dramatic difference for others
True
Yeah, VS 2026's launch time was ridiculous
Used to take anywhere 10-40 seconds for me at times
But now it's better, it launches in under 1-2 seconds
Oh god.
i had no idea.
Rider isnt that fast either but i give it some slack because it is so turbocharged with features
Just to clarify, even though it's prob clear already... I specifically mean the intellisens and only that is faster in VS for me, not launching.
Ohh, I see. Is there any good feature in Rider that isn't on VS?
It links to things in the scene and shows you some info in the code for fields/ etc
I never got much use from it
Also just a lot of little QoL things
My last job paid for Rider for me for a year. I let it expire because I just used it the same as VS seemed pointless paying for something I wasn't getting anything extra out of.
So basically, Rider is like the Apple of IDEs
I put in no effort to find out and use the extra things
well no cuz rider is worth buying 😛
I think JetBrains is innovating though :p
Lmao makes sense, there are prolly a lot of stuff in VS which I don't know cuz I never really bothered to learn 😭
Yeah but you know what I mean xD
Paying extra for QoL and smoother experience
kinda somewhat in a sense maybe
xD
but also rider free for non commercial nowadays so even less
Yeah, I mean would they even know if someone used it for commercial purposes 
they care enough to find out if your making enough money
True
Vs code is like under 300mb
It's a souped up text editor
Yeah, I have VS Code too
Have you give it a try with unity
I use it on my laptop as I am too lazy to download VS xD
And my laptop is weak, so it works perfectly
I didn't get that.
You said you have been using vs and now you say vs code inatead?
I was working on a script and Rider critiqued my tone 😭
Isn't it as much of an IDE as VS these days though
Or maybe not, because I removed all the features and even restarted unity. But still on click Enable, the war begins.
The CPU and ram are gone wild
I mean historically it was a text editor but i think that's a bit outdated :p
With extensions, maybe? Base install, not sure..?
I think the newer versions do have some known memory leaks on URP
Like 20mb every time you enter+exit playmode
Or until I disable frame debugger again
So, what is the more stable version iyo
Well that highlight link didn't work
No idea, I switched all the way from 2021.3 to 6.3 a month ago lol
lts 2022 has been comfy if you dont need anything 6+
Yeah 2022 might be sweet spot at the moment
Sometimes the 6.3 editor just starts leaking a LOT and I can't find anything useful in memory profiler (untracked memory or something)
I've been using 6.0 for over a year now. 6.0.6x I think.. it's been around long enough now it's plenty stable
if your considering 3d heavy proc gen might be worth 6+ cuz of the newer baking tech, only big thing ive run into that i've yearned for
Pretty sure I'm disposing of all buffers and nativearrays and what not
Such a pain
What tech? GPU culling or?
Yeah I need to try that out now that i'm not on an ancient version
Nice to see some options for runtime-generated stuff
Unity seems so "baking"-heavy usually
Which is useless for my games
yupp
im doing a kinda lethal-like so it would be super nice
think this is an older gif but gets point across
https://imgur.com/efYlBs2
my dungeon/interior is on the surface which makes it even more of a potential benefit
So "exterior" dungeons?
yaa
Yeah that's probably where it shines the most
For closed dungeons I made a portal-based occlusion system
Since I generate the whole layout i also know where to place portals
yeahh im using Dungen (same plugin lethal uses) with some extra home sauce on top which does have some culling solutions but nothing for this kinda exterior scenario
with my heavy tree proc gen theres probably good gains to be had there too
And what about a specific bug that was in unity and unity literaly mailed everyone to update to a new version because there was a vulnerability i think
that wasnt a big deal tbh
I mean is it the safe version
I am curious to know tho.
Can you explain
Now I even restarted Windows OS but still the same result
it wasn't a vulnerability, all was happening was Unity packages showed as invalid in the PM. (and affected 2022.3...)
No wait, I'm thinking of the wrong thing!
But it still affected all versions, so I don't know why you replied to me about it?
IIRC , it wasn't all that big of a deal because it required local access to be able to take advantage of
This reason
This reason
Yes, I have updated to one after the security fix.
My bad. I was trying to reply to my message
They're clearly marked on the download archive
I keep getting these errors when I try to Build and Run a web build. The splash screen plays fine. After that, there's no graphics output. The audio keeps playing fine. Same happens on Firefox. At launch, browser also seem to attempt to go fullscreen for a second, then returns to this blank screen.
Are they?
go look..
the download archive is a website that works on mobile
Can I delete this Library folder? I found some users deleted it to fix the issue I'm having. I'm not sure what this folder is used for. It's about 4GB.
The hub only shows the latest patch versions for each supported version.
The download archive shows all versions back to...5.6ish
You can't delete it while the project is open.
Close Unity -> delete -> Open the project -> the folder and its content will be back (but maybe take up less space)
It's cache and is rebuilt if it's not there... deleting it can often fix a problem
(and should never be pushed to version control)
I'm trying now.
how do you put sfx on particles that are instantited by sub emitters?
what i mean is the parent emits splash on collision, and i want sound do play when splash is made
Why does deprecating scripts make me feel like a real developer?
Anyone know how I can do cone detection in unity (3d space)
I would not do complete cone but I'd do a Dot product.
I need a field of view kind of effect im thinking of doing a sphere cast then cutting a sector out of it
Do you have a better way in mind
the dot product of 2 normalized vectors gives an approximation of how much they're in the same direction
P.S. I'm happy to ditch JSL, I had to do this to get it to work for some reason. Guess it just didn't like C#'s byte math.
string hex = $"0x{red}{green}{blue}";
int hexInt = System.Convert.ToInt32(hex, 16);
I use it as Fov for enemies all the time, works very well
though, just getting the angle between 2 vectors and checking if it's within a certain constraint isn't bad either
You do need an overlap of sorts to get the other objects you want to check
Add a cast so walls block view , it's just an additional check
is there a hotkey to unpack a selected prefab in hierachy completely? just as I'm doing the function a lot
I saw a script for it but being a n00b I have no idea how to execute the script or attach it to a hotkey
Any idea why the generate font alias option is grayed out in the Font Asset Creator window?
I tried changing the character set and it still is grayed out
hey I had a quick question, I wanted to organize my unity hierarchy but not sure if it's going to break everything or not, can I rename the "Assets" folder ?
No
Also, that is not the hierarchy. The hierarchy refers to the list of objects in your currently opened scene (hence the panel called hierarchy).
The assets folder is your project view, and it being named Assets is required
I was just thinking of a file hierarchy globally
What does that mean?
okay, lucky I didn't try then, thanks
how folders are put together to make sense
this
inside the assets folder you can rearrange things as much as you want
just be aware of things like special folder names and assembly definition files
okay thanks !
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notably, make sure that you move both the asset files and their .meta files at the same time
Unity identifies assets by the ID stored in the corresponding .meta file
(folder .meta files don't really matter, but I try to keep them together anyway)
I think, calculate the angle between the sensor forward and the otherObjectDir (Vector3.Angle).
And check if angle is less than half of the maxAngle.
I think it should do work
And I think Dot also works but this angle approach might be easier to get.
Yeah, I think that works too.
Thanks tho
Yep, that's the way to go!
using Vector3.Dot, you'd need to follow it up with a Mathf.Acos to get the angle back out
(and then convert that from radians to degrees)
well you don't really need an angle at all with the dot product
you do if you're trying to express the view cone as an angle 😉
the dot product also doesn't vary linearly as you rotate away from the target
yeah.. you don't have to do that, you wouldn't if you used a dot product
which may or may not be desirable
presumably you want to say an enemy has a 90 degree view cone, rather than a uhhhh
dot product threshold of 0.7?
Dot product values are very unintuitive
Yep, ik but OP kinda seemed new so I gave an easier solution
yeehaw
oh good point. i (incorrectly) assumed it did
it's the cosine of the angle between the vectors (times their magnitudes, but we'll assume they're normalized)
if it did it would be pretty much equivalent in terms of logic to checking angle, that's what i was basing my argument off of
I've thought that in the past 😉
angle checks would definitely be easier then yeah
the non-linear shape can be nice in some places
I actually forgot about those but they apparently also got moved so everything is fine x)
It’s possible that they got deleted (and that new files were created)
This will give the assets new IDs and throw out your import settings
if you moved them in unity the meta files should be moved along with them, but if you moved them in file explorer, well... good luck, hope you have a vcs
I moved them in unity so that's that
Ah, then there's no concern.
It's possible for exact asset paths to matter
e.g. editor code can rely on an exact path
the path of anything in a Resources folder matters, since those assets can be loaded by path
and as was already mentioned, stuff like "Editor" folders and assembly definitions are important for scripts
https://gyazo.com/7c3a425509b15b9b6704de9d983bcbe3
hey does anyone know why my game is spasming out like this? It only happens in a build, the editor is completely fine.
The nvidia thing on the right is also an artifact
if I open overlays like steam or discord it also stays permanently as an artifact
try running the build on a different computer see if it still happens
hi, i have a question about assets licence, is there any type of licence that won't let me publish the game, on steam exactly or any other platforms?
Are you asking about unity licenses or asset licenses
asset
If the license says not for commercial use or something, then you can't publish it commercially
ok, ty
what do they mean? The placeholders don't even all appear there?
repository-name does not appear in there
respository name == target repostory
spasming on every PC
i see thanks but still not sure how to do it. repo name is clear since its under the repositories tab but source and destination project?
the project names in each organization, as it says
does anyone know what am i missing with lighting? using urp, unity 6.3 lts and got this final effect - a lot of black dots instead of smooth shadow
Could anyone help me with these errors. I've spent 2 hours on troubleshooting it. I've narrowed it down. It seems related to Terrain. Terrain layer specifically. It happens on some layers and not on some. The current layer is problematic and gives these errors. I don't know what's wrong. It seems like this layer only stops Shaders from loading.
"shader is not supported on this GPU" could also be an issue. But I don't get why this simple project won't run on RTX 3050.
It's just a Terrain.
so if you turn off the Terrain and build the game, it works?
it only appears when i start baking/using realtime GI - otherwise it's not there
I just checked, Draw is checked, Draw Instanced is already unchecked. SRP Batcher option also didn't make any difference.
nevermind, it was it... weird it only worked with GI
that shouldn't matter at all; perhaps the baked lighting made the effect more obvious
The thing is, I'm not very experienced. Yes it's web build as I war trying to learn web builds and see if they work as Windows build. And yeah there are tons of things and there's no way I can find what could be causing issue. This is why I removed everything.
It's giving me a headache. I didn't think it would be complicated.
The Windows build runs flawlessly.
I will see that also.
so in realtime GI (enlighten) there is no possibility to get shadow from dynamic objects?
bounced light shadow, not direct one
I narrowed it down further. It seems to fix if I remove normal map. Weird.
can these errors be solved btw or they will stay here?
update to the latest unity version
and they are fixed
6000.3.5f1
ah
the latest is .7
it's .8 seems like
Bounced lighting cannot cast shadows using the built-in GI system.
I'm sure you could create that effect, but it'd be expensive and a very rough approximation
the realtime GI system can allow objects to block light sources, preventing them from bouncing light elsewhere
but i'm not aware of any way to block bounced light
Hi. You won't believe what fixed it. Hit and trial. I created a new scene. Copied the problematic Terrain there, then copied back it again from there and pasted in my main scene again and it fixed the issue lmao
Technically, both Terrains are exactly same. Don't know why the copy works, not the original.
I guess it has some caching issue.
I'm really not interested in web builds. I am just in last step of Creative Core pathway. They say if you submit your web project, you'll get the badge lol
On the other hand, it's remarkable to see graphics rich 3D games in a browser.
how can i make unity "more high-resolution"?
sometimes im taking screenshots in the game-engine, but it looks blurry (mostly when i zoom in a little bit).
but on other programs like blender or chrome, when taking a screenshot it has high resolution.
maybe unity itself is the problem 
unity 6 (looks more pixelated):
Blender:
have you tried the game view?
vegetation completely ruins the fps as always what can i do besides decreasing density?
Antialiasing
hello, how to lightmap my walls? I've set them static, enabled the "generate lightmap uvs" in the import settings, and baked my lighting
no, i did not.
is there a difference?
bc i only need to take sreenshots sometimes. (mostly scene-view)
there is no antialiasing in scene view
what does that mean?
If you enabled anti aliasing on your camera or project settings its only going to be visible in the game view
the scene view is optimized for a reason
AA or Anti Aliasing reducing the "jaggies" that make things (particularly games) look less life-like and more like a computer graphic.
FORUM LINK: http://linustechtips.com/main/topic/10860-temporary-thread-for-tech-quickie-video-suggestions/
looks cool, you should share it in #1179447338188673034 as well
im searching and trying to do it, but nothing changes. i even asked gemini for help 
ik, i enabled it 10min ago, but nothing changed, i even restarted unity
can you show an image of what it looks like
you were told twice by 2 seperate people
me included
that the scene view has no anti aliasing
i read that, but i looked it up online, some said there is. thats why i still tried it.
there isnt
at least not the same anti aliasing you just enabled
its only visible in game view
you can restart unity 30 times over and it wont show in the scene view
is there a way for scene view?
like a setting to see everything in high resolution?
no and for a reason
the scene view should stay optimized
if you want to preview how it looks, you should do it through the game view
alr, thank you and sorry for wasting your time.
okay, thanks 
hi is there any Calls for Unity like finding Unity using Friends etc?
can you clarify what you mean?
Me?
yes...
I mean is there any Talks in Discord for Unity i am Looking for some Friends with the Same Interests and Stuff
Because finding them in IRL is very Rare

There are social communities on this social platform based around game development and programming, yes. And they are searchable with server search feature. This is not one of them.
hi guys anyone wanna vc and share ideas?
and i want to know about the licences from unity too, like the extension one and single entity etc...
hi guys anyone here knows alot about unity making a game and wanan vc? im a complete begginer so anything would help
!learn
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theres no vc for a reason
this also isnt a social space
alr
what kind of game are you trying to make
hey could anyone explain what this error message means '' you are trying to read input using the UnityEngine.input class, but you have switched active input handling to input system package in player settings.''
you need to switch your project to use both
could you explain a bit mpre
says it right there in the error, if your script doesnt derive from monobehaviour you cant add it as a component
but how do i fix it
yh but i dont udnertsand what it means
whats derive
and whats monobehavior
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it dosen't say how to fix it
you should start with the basics first, youre missing some important essentials here
Project Settings -> Player -> Other Settings, there is a dropdown named Active Input Handling, which controls which system you use for input. There is an option for Both.
i dont even know whcih tut to choose
its just says mark as complete mark as complete
and in the the end its like smth loading for lke one hour
isnt there a video tutorial
thanks
there are plenty of video tutorials on the unity learn page
can you send i litterly cant find
https://learn.unity.com/pathway/unity-essentials takes 2 seconds
Free tutorials, courses, and guided pathways for mastering real-time 3D development skills to make video games, VR, AR, and more.
thanks
How long would it take to get okay-ish at Unity and game development in general, if I have some previous programming experience and experimenting with C# feeling like it's clicking for me? I am very interested, I just don't know how much of my time I'd had to "sacrifice" for it 
Hmm starting summer I'll have a lot of time to dedicate for it. But until then I can only do up 1-2 hours a day :/
the term okay ish is also really vaggue. if you work daily for a few hours i ´d say probably a few months until you get familiar with the basics of unity.
not even talking about the programming part
I’ve used Unity for over ten years and I am still learning new tricks in the editor
yep you never stop learning, i agree
Just start. Mess around and get a habit of researching
Depending on what type of games you have in mind, 1-2 hours a day is a tight schedule. This stuff can take hard hours to tinker with
Yea I mean really just get started and you’ll figure out if you like it or not
it is definitelty worth it
Its worth it just for the fact that you get to say you did it
is theres a way to make your projectss (games) graphics look cool? even in older versions of unity
use a cool art style?
be good at art
if my hard drive breaks with all my projects on it does the unity hub save them?
no
no
that's really vague.
cant store all that on my one drive
you use version control for that - most use git, with github
!vc 👇 use some sort of version control like UVC or git
Unity Version Control
Git
Get the latest .gitignore file from here. It should be placed at the root of your Unity project directory.
that's what version control is for
definitely do not put your unity projects in onedrive
i'm trying the unity one
Yes
whats version control?
ok
the solution to the problem you're asking about
yep, took like 20 minutes of importing assets for it to get filled
cloud backup, to put it simply
oh awesome
see those words after version control.. read them and research
it's an awful idea for many reasons
why did you X the UVC?
does unity have an easy integration for that?
its ok, it has features git doesn't .. just the industry standard and most used vcs is git
can u tell me?
its engine agnostic
seems you already got a few good answers above
yes, i already use git
i meant if it had a panel in unity like UVC
do you need one?
would make some things easier
all git cares about is whatever folder you point it to
hmmm ig so
what specifically
github has a unity asset to add an in editor window.
seeing what it's adding
heres something shocking, it "adds" whatever you add or change
yes, ik...
dunno, google it - dont be lazy
Actually, dont. Just seen its deprecated
mane i add grass to my game but it makes so laggy
nah, it says there is a new version
perfect
it's really not worth getting a package that integrates git into the editor when there are plenty of excellent GUI clients for it that are all going to be much better anyway. Fork is one of the best too, though technically not free
tbh this is pretty good
and i still dont see the need to actually see whats being included into commits when working up until you have to actually make the commit honestly
i mean, you're showing something that literally 100% of git guis can show, that's one of the most absolutely basic features so i don't really know about "pretty good"
Even for Unity vcs I prefer the PlasticSCM client
lol, scammer instantly gone XD
i've always used git from the CLI
I did too but i switched to the desktop client personally
i normally use Jetbrains IDEs, so i just use the git integration they have
For git I switch between that and Sourcetree
No idea how to handle merges in CLI
I guess I do use a GUI to view the pending merges :p
using Rider or VSCode or whatever is at hand
Fork is quite good too (git gui with infinite evaluation time)
Fork is the best git client I've used, tried quite a few
Would be using Sublime if not for Fork
Seeing as git is the current topic, how do I make a git submodule not be shit
From what i can tell the commit a submodule is on gets updated when you pull main repo changes but sometimes it doesnt?
Sourcetree is what I use so it could just that being nice
I haven't used SourceTree in coming up to 10 years, and when I did it was fucking awful (though I can't remember specifically why)!
(I didn't answer the submodule bit because I don't use 'em)
We have two versions of a project and the best solution I could think of that was easy to use was a submodule for "shared" assets
how come not a package?
Id rather use a package but having it mutable always isnt something i know how to do well
Can it be mutable and still be managed by unity? im not sure it can be both without effort (which I did once before)
I dunno if you can with packages? I think it'll auto update from the server and override your changes
Last time I tried was with Google Cardboard, I edited their class so I could enable VR and input tracking separately.. had to move it out of the Packages folder to keep those changes
How I made this kinda decent before was have menu options to clone the package into Packages/ so it was local and mutable.
Another menu option let me delete that if there were no working copy changes.
this will happen if you install a package through the Package Manager
it goes into /Library/PackageCache
You would probably need to make everything virtual/ abstract and then extend them within the project
You can also put a UPM package into your Packages/ folder
This is how VRChat's Creator Companion works
the VPM package format is a slight extension to UPM (including semver dependencies – what a concept!)
This shared submodule is mostly for prefabs + models and other misc things. No code yet.
can anyone tell me how to fix this error it says ''Can't add script component 'name' because the script class cannot be found. Make sure that there are no compile errors and that the file name and class name match.''
I already tried that at my old job but it requires extra steps to "add" it there and remove later
prefab and material variants are great fits here, yeah
the error tells you what to do
Anyway my potential fix will be a thing in the editor to check and ask to manually update submodules 🤷♂️
yeah but i dont understand it kinda the reason why i am asking..
Ok, so ask a more specific question..
State what you don't understand, because it's quite self explanatory
i dont understand what a class is and where i am ment to make/put the class for it to work is it a scripting error on my behalf or is it a game error like i have forgotten to add something.
Unity have proven they will not ever use sym ver properly 😐
class is the name of the script in the code.. which is the most basic term to learn early on
public class NameOfClass : MonoBehaviour
NameOfClass MUST be the same as the filename.. NameOfClass.cs is correct, NewMonoBehaviour.cs is not
Unity see FooBar.cs? Unity expects MonoBehaviour FooBar !
okay thank you
Hi, can anyone recommend a good video explaining Unity?
prob from CodeMonkey
!learn
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Has Asset store abandoned the more than 70% off assets? Now the most seem to be 70% including this Flash Sale
xmas sale had at least one asset per day at 95% off
Yes seen such sale too
#1180170818983051344 for showcasing
Is labor trade a thing here? Like if im good at one thing in game making is it possible to trade that labor for someone doing something to help my game in exchange?
Not really. People try all the time to dofree collab works and it rarely, if ever, works out to completion.
Also, it's not a thing here specifically no. We don't allow for job/collab posts.
!collab
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I can't find any latest course/tutorials for learning basics of HDRP. This one seems what I need but it's from version 2019 only. I'm using Unity 6 LTS. Not sure how big the difference is.
Should probably look at the docs. They would be up to date.
Hey guys
and it might say i am a spammer, its cause i joined alot of servers in a bit of time so um yeah mb
!collab is where you can post for teams. We don't have that here.
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oh mb im new im sorry
I haven't used Unity in a few months, now once I launched it I'm getting a handful of errors in the Package Manager once I open up a game. Should I redownload Unity Hub and start fresh or is there an easy fix?
Try deleting the library folder, regenerating project etc
Deleted Library Folder, no luck.
Is this an old project?
what are the actual error(s) you are seeing?
No, but maybe old Packages
Signature Invalid
update the editor
How do I do this? Sorry I'm sorta new to this program.
download the latest version of that editor in the unity hub
Some Packages in the Package Manager can be updated and it seems to fix it, but others can't and wont uninstall.
this was a known issue that was recently patched. update the editor.
Oh I see what the editor is. I thought I was on the latest one, let me try again, might take a minute.
It was outdated, weird I thought I updated it a little while ago.
few days ago*
what is the actual version you are using
that patch came out in december. there have been 6 other patches (which happen every 2ish weeks) since then
Or maybe you're not using the new editor install
I work on art, so sometimes my days blend.
Just to make it clear unity doesn't "update". You get a new editor version installed and need to make sure you're opening the project with the newer version.
Oh, gotcha
Yeah it says my project was using 3.2f1
I'm (Very slowly sadly) getting .3.8f1 atm.
No errors with 8f1, thanks guys!
having endless crashes on 6.3 no clue why
0x00007FFE66D9A80A (KERNELBASE) RaiseException
0x00007FFDD30E6756 (Unity) LaunchBugReporter
0x00007FFDD32521FF (Unity) EditorMonoConsole::LogToConsoleImplementation
0x00007FFDD3252D20 (Unity) EditorMonoConsole::LogToConsoleImplementation
0x00007FFDD2213E6D (Unity) DebugStringToFilePostprocessedStacktrace
0x00007FFDD22131E9 (Unity) DebugStringToFile
0x00007FFDD232596A (Unity) CheckDeviceStatus
0x00007FFDD230EF24 (Unity) GfxDeviceD3D12::ReportResourceCreationError
0x00007FFDD2300F45 (Unity) GfxDeviceD3D12::CreateResourceWithTag
0x00007FFDD22BD5B9 (Unity) BufferD3D12::CreateBufferResource
0x00007FFDD22BF899 (Unity) BufferD3D12::InitializeResource
0x00007FFDD22B55F2 (Unity) BufferD3D12::Initialize
0x00007FFDD230A0DD (Unity) GfxDeviceD3D12::InitializeBufferInternal
0x00007FFDD21CDC66 (Unity) GfxDeviceWorker::RunCommand
0x00007FFDD21D1E5C (Unity) GfxDeviceWorker::RunExt
0x00007FFDD21D1F8F (Unity) GfxDeviceWorker::RunGfxDeviceWorker
0x00007FFDD3A89120 (Unity) Thread::RunThreadWrapper
0x00007FFE6943E8D7 (KERNEL32) BaseThreadInitThunk
0x00007FFE6A12C40C (ntdll) RtlUserThreadStart
is it a dx12 bug?
these may help
is this from AI
yes, but it's very good at searching
it can def help with issues like this
please don't post unverified AI content #📖┃code-of-conduct
from the sources it seems correct
search engines are also pretty good at searching. it's like that's what they're designed to do
send the sources instead of the remixed info then
https://docs.unity3d.com/6000.3/Documentation/Manual/windows-troubleshoot-gpu-crash.html
https://issuetracker.unity3d.com/issues/crash-on-bufferd3d12-beginwrite-when-opening-a-newly-created-urp-project-with-directx12-set-as-the-default-graphics-api?ampDeviceId=bd73ee3b-a36f-4585-8d3e-967cba74f006&Timestamp=1766016000597
https://issuetracker.unity3d.com/issues/crash-on-gfxdeviced3d12base-drawbufferscommon-when-performing-various-unity-operations
some of them that might help
yea i read dx12 is unstable imma switch to 11 and see if it fixes
Hi eveybody
I struggle for minimap with rawimage. However minimap seems quite dark because of my game is night theme. I tried vary solutions but I cant.
i never had problems with dx12 tbh
which gpu do you have?
me neither up untill yesterday but i made a new project and its crashing too
4070 laptop but i didnt update any drivers recently
try updating
its latest
latest lts
the .8f1?
yea but the crash started in .2f1
how much ram / vram?
the logs say its not a mem problem lol
it def might be
it says d3d12: GfxDevice was not out of Local memory
d3d12: Local memory usage:
Budget: 7528775680
CurrentUsage: 1251037184
AvailableForReservation: 67108864
CurrentReservation: 3898605568
yea i mixed it lol
yeah it's using just half, hmmm
URP or HDRP?
urp
well, go back to DX11 for now then
why is unity taking me 2 months to load
maybe here?
hello lads. should this be the first game engine to learn?
I need help with fish eye lens on my main player camera. The main problem is my character model being stretched when I look down and turn. Am I supposed to render the model with a second camera that only renders the models layer?
yes because C# is fun
you can work with objects without heavy editor hold ups
and test fast
dont know jack about coding but i would assume the learning process sucks, tried learning the coding language people told me was the easiest (luau) it was a pain and i still dont know how to use that language, so i would assume c# is a bigger pain in the ass to learn
Have chat gpt make you simple scripts like picking up an object with world grab. Then read the scripts and make them work.
try checking out the beginner resources pinned in #💻┃code-beginner
and don't use genAI lmao, they'll just confidently lie to your face and you'll be none the wiser since you don't have the experience to validate the answers yet
there's generally not a hierarchy of "easier" languages. the first language you learn is always the hardest, and they all have their differences
personally lua has been one of the harder languages for me to learn, because of what i already know and what i expect lmao
it's an entire skill on its own, so it's not going to be easy, but it's not egregiously hard either
You make a thread
hello, I'm trying to add walls to a simple environment, the walls are great before baking the lighting, once I set them static and bake, they are getting lightmapped but still don't contribute and receive gl which makes them appear full dark as you can see on this image
As always... #1390346776804069396 
hello, looks like a dumb question but it's my first time having this, I'm trying to make my scene brighter using lights, I've changed their intensities and rebaked but it looks like they don't change are the same as before
yes I've but I've fixed it anyway, I don't know why but rotating them around 180ydegrees fixed it, maybe it's the normals of the gameobject or something like this I forgot
Hi, Am I the only one having issue with the Unity Asset Store website ? It is painfully slow on my side and I can't add free asset to my account. When I click the "Add Asset" button it's spinning indefinitely. It took me 10 attempt and about an 1h (disconnecting, reconnecting, closing browser...) to be able to add a single asset to my library....
My internet connection is not the issue, ran a speedtest and other website work perfecly well.
PS. I use google chrome
Why won't Terrain connect? They look the same, they have the same Grouping ID, and the Auto Connect checkbox is checked
wqhat could be causing unity to hang on compiling scripts?
It's just that when I look at these 2 Terrain from a distance, my RAM usage starts to increase involuntarily.
who volunteers ram usage
unity is already using 10Gb of ram for me XD
with an empty scene
Every second, it adds 200 MB of memory.
the other 5 are asset import workers on standby
Many things. This is on domain reload specifically, not script compilation.
I'd try breaking with a debugger and inspecting what the various(especially main) threads are doing.
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explain better
with doors and sstaircase
still too generic
well, you first need an idea of how the rooms should generate
horror game so its company map like rom of the manager and rom ofMeetings and storage rom and work rom
this is the map
that doesn't tell us anything
with thoes roms
i want make
An organized maze
you need to explain the rules of how the rooms should generate
and if the rooms have a specific tile size
and more
10x size like 10x10 and 10x30 and 10x20
and
like this
There are plenty of tutorials on YT on how to do it then
Corridors and rooms
generator
search for roguelike generators or something like that
yeah but
I have pre-made rooms; I want a system that randomly combines them to create a maze.
this is prob what you need
you just need to search correctly
i hope so
its 2d
last link it's 3d
good
anyway, it's the same concept
Nobody is going to hold your hand. Making a procedural dungeon doesn't change if you're 2D or 3D.
Find a tutorial that teaches it how to do it their way, then adapt your rooms to work with it or the code to work with your existing rooms.
There's literally no other way to do it.
i mean if there any concept like repo
Have you looked?
or lethal company
it's literally those videos...
Repo isnt a concept. Lethal company isn't a concept. They're dungeon generators.
not dungeon generators
Okay, you're wasting time at this point. Make a thread if you intend to continue.
So we don't have to read this nonsense attempt at avoiding actually making an effort.
i will use chunk generator bruh
If you think that's any different, then go for it.
just asked for help
anyone have idea
maybe
lethal company btw
after downgrading to DX11 unity crashes again, something somehow is messing up the gpu. at this point im doing a virus scan
it's LITERALLY what i linked to you
i want like this
look at those vids, bruh
They're not interested in what you linked. They're baiting you into doing it for them.
yeah nope
what
Lethal uses this
it's literally what the tutorials i linked him do...
Literally? No
Similar, mostly
This does a lot more than those
Hence why its paid
Sorry, accidentally
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Thank you for letting me know
also, the x user you linked doesn't even exist....
Yes it does
Hi, new here.
hi
What can we do here?
@sacred sparrow https://wanmine.net/ thingy looks cool!
thx
Welcome!
How do I create the goal of a player for my games?
I have a question
Will having the low level understanding of graphics and physics in games give me a better chance of getting hired as a unity game dev
I can make games without a game engine, coding all the physics, collisions and 3d rendering (without a 3d api, just using a 2d library and the rest is math) by myself
probably no tbh
if they are hiring a unity game dev, i assume they want ppl who know the Unity API very well
yeah those are requirements but are my skills a bonus or doesn't change anything
they might help for some companies
i guess it would help in aspects like making a Render Pipeline using the bare base unity provides, but you'll still need to learn Unity as a whole.
makes sense
Note that even industry veterans are having trouble finding work these days
The job market for game development is rough
Also consider most studios expect you to know how to use multiple engines regardless, not just unity
In the end your best chances for finding work is a large and healthy portfolio, not certificates of knowledge
Whenever going into Play Mode, my Unity closes, and then I get this screen, once I close that my pc crashes.
Does anyone have a fix?
You might want to provide more information like what's in the scene
this is a crash
we need a log to understand what's happening
!logs
Editor logs
Windows: %LOCALAPPDATA%\Unity\Editor\Editor.log
MacOS: ~/Library/Logs/Unity/Editor.log
Linux: ~/.config/unity3d/Editor.log
Unity Hub
Windows: %UserProfile%\AppData\Roaming\UnityHub\logs
Mac: ~/Library/Application support/UnityHub/logs
Linux: ~/.config/UnityHub/logs
^ The last editor log should hopefully include the crash reason + stack. If it re occurs then report the bug to unity @fossil smelt
Some were made recently so start with unity 6
as a beginner no point using older versions
maybe he meant why there is no 6.3?
the course was made for 6.0, but that doesn't necessarily mean you have to use 6.0. you can use older or later versions if the same features are available
heya i keep getting an error when i try to open my project, waht channel is for that?
can ask here
the system cant find the file
also what does the "educator" role mean? it gave it to me automdecly (in dc)
i fixed that but now my game is invisible
have you opened a scene
yes
is the issue in the scene or game view
scene
have you tried focusing some object? select an object in the hierarchy and press F or double click it
yay my bean is rendering :D
custom render pipeline?
tbh i just trew stuff together until it worked
tho now i have this frame
how do i remove the frame
i just put rendering texture into raw image and camera output
seems like that's the boundary of the canvas
and how do i get rid of it witout breaking my camera?
why did it add the canva waht even is a canva?
maybe use same resolution for render texture and canvas
how
you want the raw image fit full screen right?
i just tried to get a pixelated style
its my first time doing unity i normaly just do small comitions in roblox studio
oh maybe ask in #1390346776804069396 or #💥┃post-processing for that stuff
trying to get my multiplayer to work on my cycling game if anyone can help me? trying to make my lobby work but i cant figure it out. trying to get a party code thing going
im trying to create a environment but it isnt going that well does someone know what to use or how i can make it easy and good for low poly?
!ask
:thinking: Asking Questions
:mag: Search the internet for your question!
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:wrench: Attempt to debug your issue.
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and especially that last point
hello, what could be the reason my lights not working?
we need more info really
I have multiple baked lights which are already baked supposedly, and I'm trying to make their intensities larger and then I rebake, but they are not brighter and they don't change
hmm, idk then srry, wait for someone who knows more than me on that aspect
yea, it's weird, thank you anyway