#đ»âunity-talk
1 messages · Page 79 of 1
already did, but no one answers so I thought someone 'd answer me here
if someone knew they'd be checking there. don't crosspost.
I am Strynxo and completly new to unity, It is hard for me to learn by myself which is why I am trying to find someone to take on the adventure to learn unity together with me. I switched from roblox to unity a few days ago, where I had plenty of roblox developing experience mainly being a blender modeller. I realised that it takes time to make games and progress so there would be a created timetable what days to work on games and what days to relax on. If you are interested dm me!
ohh yea I'll do this, but that's kinda incorrect to do right? I mean just change the light intensities would have been better
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oh? mb
no I'm not clearing the bake data, is it needed? I've never done it and it has always worked
another scam?
ohhh okay, could you tell me where the button is please? I just can't find it in rendering <lighting
nvm I found it
but isn't pressing the generate lighting enough and doesn't it clear the bake data?
maybe a bug?
are you talking to me?
yes
oh ok, you mean it's a bug with the lights?
or gl
maybe idk..
lol what was that message XD
i saw that too đ€Ł
My pc crashed when I was importing something as I'm using my other trash pc while the other one is getting fixed, anyways so almost everything of the game was gone even tho I saved right before the crash
does anyone know how I can recover it?
there's nothing in recycle bin
strange that everything is gone
you can try with the "nuclear" option
get a program that scans the whole disk
deleting library?
and finds deleted files
it might help
(yes, files are never fully deleted)
it really depends on how much the disk is used
i managed to get a full project and 4k+ photos
from fully deleted files
and it was not corrupted
Were you using vc?
anyway, it's worth the try
anyone know why my camera is lagging so weird?
maybe your controller?
like the script or?
ye
can i send my script here?
ye
public class MouseLook : MonoBehaviour
{
public float mouseSensitivity = 100f;
float xRotation = 0f; // Pitch (up/down)
float yRotation = 0f; // Yaw (left/right)
void Start()
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
// Initialize with current rotation
Vector3 angles = transform.eulerAngles;
xRotation = angles.x;
yRotation = angles.y;
}
void Update()
{
float mouseX = Input.GetAxis("Mouse X") * mouseSensitivity * Time.deltaTime;
float mouseY = Input.GetAxis("Mouse Y") * mouseSensitivity * Time.deltaTime;
yRotation += mouseX; // Horizontal rotation
xRotation -= mouseY; // Vertical rotation
xRotation = Mathf.Clamp(xRotation, -90f, 90f); // Clamp pitch
transform.rotation = Quaternion.Euler(xRotation, yRotation, 0f);
}
}```
it worked fine the first time but then it started to lag
hmm, that's strange
i dont know what to do
also, use the new input system
hi, what's causing the weird effect onto the ceiling?
i think that's the light source somehow
what do I need to change for that?
nearly everything tbh
but there are tutorials on YT
would that stop the camera stutter?
maybe?
yea but it's not normal, like It blurs everything, it's not something I want, how to fix it? Should i make the light not reflect it and render it?
maybe?
hi someone can explain me because when i open my unity in inspector no appear nothing?
I restarted unity and it was smooth and after changing the mouse sensitivity float it started to stutter again
that's so strange
I'm assuming you increased the value?
Other than that, show the statistics for frames and whatnot
https://docs.unity3d.com/2020.1/Documentation/Manual/RenderingStatistics.html
I reset the value and it is still stuttering
so im making something for a game and i needed a .obj file, so went to blender and made it, but some sections dont appear
WHAT
fix the faces
some might be flipped
there are videos about it or even posts on reddit
these are the stats
those seem very good
Is this while moving the camera with tearing?
yes
I moved the camera while taking the ss
thats without moving
Check and make sure you do not have two scripts on that object
can you even put 2 of the same script on an object?
its just the main camera with the script
its very slow then
but is it lagging again?
does it make a difference ingame if unity is on a ssd or hdd?
yes
not there
the game runs while in ram
The Editor stat indicates that this isn't a performance issue but rather something in the scene that's explicitly making it stutter
which tutorials?
but why does it work the first time and then it stutters
Do you've got any other scripts in the scene?
no
this is literally the first thing I did in that project đ
You've got some DDOL object there and another object
its just the models I imported from blender
What's inside the Don't Destroy On Load scene?
Yeah, that's a mistake from Brackey and other YouTubers who made tutorials
Lower the sensitivity value and remove delta time @left coyote
sensitivy doesnt change anything
this is not what's inside the DDOL scene
where do I see it
when you run
there is a tab under SampleScene
btw guys, what could be causing this thing?
debug updater
using a debugger i see these
The reason your value needs to be so high for is because you're mistakenly multiplying the acquired input by delta time which was a mistake made by lots of YouTube tutorials
that's normal
The delta time might be the culprit. If it isn't, it only adds to the problem.
I deleted delta time and ran the game and it worked smooth, after I changed the mouse sensitivity float to a lower number it started to stutter again
and putting it on the same value again doesnt fix it
Can you show your updated script?
public class MouseLook : MonoBehaviour
{
public float mouseSensitivity = 100f;
float xRotation = 0f; // Pitch (up/down)
float yRotation = 0f; // Yaw (left/right)
void Start()
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
// Initialize with current rotation
Vector3 angles = transform.eulerAngles;
xRotation = angles.x;
yRotation = angles.y;
}
void Update()
{
float mouseX = Input.GetAxisRaw("Mouse X") * mouseSensitivity;
float mouseY = Input.GetAxisRaw("Mouse Y") * mouseSensitivity;
yRotation += mouseX; // Horizontal rotation
xRotation -= mouseY; // Vertical rotation
xRotation = Mathf.Clamp(xRotation, -90f, 90f); // Clamp pitch
transform.rotation = Quaternion.Euler(xRotation, yRotation, 0f);
}
}```
I just deleted delta time and changed GetAxis to GetAxisRaw
Undo the addition of raw.
doesnt change anything
Are you rotating a rigidbody?
the main camera
I'm not certain but I'm firing up the workstation. Definitely seems to be something else other than the code.
how do I check that?
Maybe reinstalling unity will help
lemme try too
vsync count is set to dont sync
Sure you can #đ»âcode-beginner message
yes ik that
i just don't want to restart the editor rn
sadly no
is it possible to disable unity's auto script compile when editing scripts via Rider?
I'm just wondering why it works smooths the first try and then it starts to stutter
what could possibly cause that
I've tested the code and it isn't an issue with the script. The stats does not indicate it's an issue with performance. I suggest making a new scene with only a main camera, cube and directional light to see if it persists. A different project-unity-version would be my next suggestion.
I am reinstalling unity 6.3 LTS right now
and Ill create a new project
!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
ooof, unity is crashing now for no reason
and the cameras are nuking themselves
at line 26
That is very surprising that its crashing from an instantiate
I have had tmp related crashes in the past but it was clearer and related to geometry generation on first enable
also
the Main Camera literally loses the Camera component
when i click play
erm that makes no sense. Does it happen in a fresh scene?
Ive never seen that and would presume something is destroying the component
I find it unlikely that this would happen in engine code
happens even on a fresh scene
Using some weird package related to cameras?
ok, i think i found the issue
somehow it recognises the editor as a server?
and i checked all 3 boxes there
so it was stripping out all the UI stuff
and messing with that Instantiate too
how do i make something like this in Unity, idk how to make the track
Is there a room in this discord for basic advice from like senior developers
one of the code chats
Thanks
I reinstalled unity, created a new project with only the camera and this script and the camera is still stuttering, does anyone know why? ```using UnityEngine;
using UnityEngine.InputSystem;
public class MovingNewInputSystem : MonoBehaviour
{
public float mouseSensitivity = 1f;
private float xRotation = 0f;
private float yRotation = 0f;
void Start()
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
Vector3 angles = transform.eulerAngles;
xRotation = angles.x;
yRotation = angles.y;
}
void Update()
{
Vector2 mouseDelta = Vector2.zero;
if (Mouse.current != null)
{
mouseDelta = Mouse.current.delta.ReadValue();
}
float mouseX = mouseDelta.x * mouseSensitivity;
float mouseY = mouseDelta.y * mouseSensitivity;
yRotation += mouseX;
xRotation -= mouseY;
xRotation = Mathf.Clamp(xRotation, -90f, 90f);
transform.rotation = Quaternion.Euler(xRotation, yRotation, 0f);
}
}```
try to build the game
and test it
it seems to work fine in the build
Read the inputs in Update, store the mouseX and mouseY values in public variables. Perform the Transform.rotation operation in FixedUpdate to achieve a smoother.
It doesnât have to do anything with the script I think
Cause in build it works fine
Only in editor it stutters
how many gtag kids do you guys get in this server lol
i'm trying to ragdoll a model i've made however the kinematics are clamped and do not ragdoll, how do i disable that? (or is that a blender problem)
<@&502884371011731486>
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united_sparrow_02753 was softbanned.
if i am making a game with ton of big numbers would it help to take calculus?
We couldnt possibly be able to tell you
it really depends on what kind of game you are making but i cant see the need for calculus here at all
it will have number in a trillions exponents and higher
My question is what do you think calculus is going to be doing here for you?
do you understand what calculus is?
sounds to me all you really need is BigDoubleâą
yes
<@&502884371011731486> scam
?softban 1469236496711155747 bot spam
exuberant_parrot_37421 was softbanned.
how do i fix this? i cant open my project
try a full restart
of my pc i tried
Hey, can anyone tell me how to import the fbx file of a cloth animation from Blender to Unity?
Problem Statement: The Alembic file is working perfectly. In the fbx file, model and animations are getting downloaded, but animations are not working in the scene, they are shown working in the animator, but in scene the cloth is not at all moving.
Can someone please let me know what is happening?
I legit haven't even installed unity yet, just asking as someone who has never touched unity before how long would it take to learn unity :3
depends on your skill level and dedication
you're also always learning no matter how long you use the engine for
!learn pathway is pretty good
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Over 750 hours of free live and on-demand learning content for all levels of experience!
I'm transitioning from roblox to this
maybe like 3 hours a day
Impossible question to answer tbh
has anyone tried to make physics based train? i am not talking about splines, i am working on a train derail based game.
well then you would have some idea of game development, I think youâll just need to get used to a different component system and keybinds
And also developing most things from scratch
yea
Welcome to the world, Jerry.
hello im new to unity and im following a tutorial on making the player and i try to follow the steps but every time it says this, it works on their behalf but fails on mine whys that and how do i fix this
maybe ask in #âïžâphysics
there is a typo in your script, or an entirely missing section near the top. i assume you are copying their code?
Has anyone encountered this? Why is Terrain eating up my RAM?
Does anyone know of a noise library with cellular/voronoi noise that allows me to set the seed points?
Might be error with pagefile.sys, Unity sets its own requirement of virtual memory and if the size of pagefile.sys is less then that, this error pops. To check this press win+r and write "SYSDM.CPL" go to advanced then performance settings then again advanced and check the size.
Did you respond to the right person there?
yeah ig so
bro i spent five hours wondering why my game wasnt getting build only to realize it was because i used exclaimantion marks in the project folder
Untracked implies its something else such as a faulty plugin/extension using native code
I've noticed that this only happens when the camera is rendering a lot of objects. If I disable 10 objects, for example, the memory usage drops. If I enable 9 objects, there is no memory usage. If I enable another object, the memory usage increases.
If it was related to particles or meshes that would be viewable in the memory profiler. Have you used that to take a capture before and after to compare?
But normally allocation wont change based on things being viewable (unless something specifically only executes some action when visible)
i am
Unity docs mention Untracked can be OS/driver/native allocations without reliable attribution.
Also there is a Unity Issue Tracker report that looks very similar: âA memory leak occurs with massive terrain when camera position changes occurâ â Total Committed + Untracked grows over time and isnât fully freed, reproducible on Unity 6000.x.
Iâll capture Memory Profiler snapshots ânear vs farâ to confirm if itâs mostly Untracked/GfxDriver and share the results.
Hopefully that gets fixed then or fixed soon. Unity does dynamic detail adjustment for terrain so perhaps thats where the bug is!
Its unlucky that its in "untracked" as that is the most vague
Is 45,000 faces a reasonable amount for an NPC in an FPS game?
needs more if im being honest
Is it causing lag? Then itâs unreasonable
If not, itâs reasonable
-# yeah you only need 24 to perceive it as a video, thus 24fps is sufficient for a "video" game
-# any less and it's basically a turn-based game
hi guys, I'm currently teaching myself VFX in Unity with some shader work, working in URP pipeline. I've tried to open shader here in shader graph but 'open in shader editor' is greyed out, any idea why?
And mewgenics has 100k active players so go for it
I donât think that was made in shader graph
nah i mean you can make a turn-based fps with that low fps
oh that's right I was going to create > shader, not create > shader graph, ty
I was following an older tutorial so some of the menu items are changed
haha easy mistake to make
How often does the npc show up?
It could be fine if its for like a major npc, like a boss or something
But otherwise imo thats far too excesive
im new to unity, where should i start first and where can i learn C#
i have been struggling to find a proper C# tutorial or unity tutorial i cant find one thats easy to understand
Check pins in #đ»âcode-beginner for c# stuff
As for unity
!learn
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đ
Surely the answer is, as always, "it depends". How many polys are your other characters? Are you using LOD? What's the graphical style? How important is the character? For a high productin value, high level of LOD, high importance NPC, 45k may be slightly on the higher end but should be fine. If the rest of the game is low-poly, you arent using LOD, and/or its just a background NPC, then 45k is way too much.
where do i get help about stuff?
intelesense doesnt work, tried everything
intellisense?
If your IDE is not autocompleting code or underlining errors, please configure it.
Select one:
âą
Visual Studio (Installed via Unity Hub)
âą
Visual Studio (Installed manually)
âą
VS Code
âą
JetBrains Rider
âą :question: Other/None
wanted to work on my project when im not home so i copied it to a USB stick and boot it up on my laptop, downloaded the unity exnetsions to VS 2022 and yet the intellesense doesnt work, tried everything, regenerated my files 5 times, made sure im on the right external editor, repaired my vs twice and yet still nothing works, im really stuck
u mean the installed page?
the one with all the extensions
btw, are you a student in any High School or University / college?
nope
ah f
if you were a student you could have gotten all the jetbrains suite for free
ye ik, but im fine with visual studio cuz im used to it already
ik however it doesnt
like it doesnt auto complete unity stuff, no compiler errors exc,...
and the top left corner says misc files
some people might be able to solve this specific problem but unfortunately the real solution is just not having your project directly stored on your usb
for a few reasons its gonna be abit of trouble for you
@wide hare have you configured your ide
this is a clear sign that it isn't
i copied it to the desktop and it still didnt owrk
wdym by that?
pretty sure that's not required
you can always try
you can indeed always try random stuff
i did it like 5 times already
when everything was checked
ah
i tried every youtube tutorial
and when i open the project again in the old computer that there everything was fine and i used vs 2022 would it work fine?
idk, i always had problems with visual studio
that's why i am now always using either vscode or the JB ides
well ig ill try with vs 2026
Hello i made an animation for Fire and Idle in Idle the weapon keeps flashing around anyoe knows why
but also, you need to provide much more info than that
we aren't psychic
show us the transitions
ok
is there a channel for find an begginer programer for help on an project ?
one of the programmer channels
okay thanks đ
Hello! I'm new, came here cuz I just have a quick question. I've been messing around with my graphic drivers for unrelated reasons and now if I try to launch Rec Room, it gives me the error provided below.
I just wanna know if this error could be in any way or how connected to the drivers, that's it. Any help would be appreciated.
this is not a server that can help you
this is for making games with unity, not playing
Just wanted to know if anyone had any idea, thats it. Don't want help. But thanks for the info.!

I shall keep searching for the answer somewhere else.
best of luck
the file prob got nuked
try to fix the files
so i want to prototype a simple thing. when the player points to an object and clicks, i want the object destroyed, and when player points to the ground, i want the last destroyed object to spawn, what would be the best way to do this?
i am mainly asking regarding the destroy and spawn part.
i'd just save a reference to the object you click and turn it off rather than destroy
then just turn it back on later etc.
but it should be spawned where the player is pointing
You can move it there while its disabled and renable it
thats where raycasts come in
raycasts + tags
dont need tags
tags to check what you are pointing at
You dont need tags for that
checking for components is more preferable than checking for tags
if you need to do that
If it is just a prototype though tags would do the job i guess
can someone learn me code
nope
There are resources pinned in #đ»âcode-beginner
Do a raycast in camera direction, (maybe with a layer mask?), check some detail about the object returned (tag, component, whatever), then either disable it (if you just want to move it around), or Destroy it (if you want to be able to spawn multiple copies of it). Then on next interaction, raycast again to find where the user is pointing, (you may need to find a position above that point depending on the pivot of the object being moved) and either reposition / instantiate there as required
what would be the way to have it spawn without it being spawned inside another object or ground
ideally you would just make that not possible, you would design the level or the mechanics in a way that guarantees a clear spawning area
Well if you raycast then move upward it shouldnt be in the ground. As for other objects, you should probably be able to do a physics check
if you can't do that beforehand then just check if it would collide
use boxoverlap or something
Whine less please. If you want to host a game jam, you need to share it on #đčïžâgame-jams , and also link the actual jam.
where do i host it
For obvious reasons
discord is simpler
Then good luck
people tend to not want to download random exes
well vs 2026 still didnt work
its checked
no, but i did opened a new project and intelesense didnt work on that aswell
I've managed to bring it down to 32k
getting this error when i'm trying to shoot my enemy, not too sure why... any ideas where to start with debugging this?
start by checking line 69, see what could be null on that line
if it's the line inside the if, you never checked if it had an Entity component
thank you, that helps
also you can just use TryGetComponent, eg
if (rayHit.collider.TryGetComponent<HitBox>() && rayHit.collider.TryGetComponent(out Entity entity)
entity.TakeDamage(etc.);
posting line error and cutting line when sending code through screenshot is a+ move
lol just realised i didn't include the lines xD
(TryGetComponent doesn't work in that first call btw)
tbh, do you need to check for Hitbox at all
that seems to have kind of fixed my problem but now my debug log is just spitting out the names of the armatures that i'm shooting, gonna have to keep looking into this and see why it's not damaging the enemies
Does anyone know how to fix that? I only have a camera and a simple script that rotates the camera in my scene. The first time ingame everything works smoothly but then it starts to stutter really bad
what pc do you have?
- does it have an rb or something else that would control the transform?
- is it following something?
same thing again but i've checked for component so i'm confused?
you have not
you're trying to get a component on the current gameobject instead here
and you aren't checking the return value
i made a new scene but its not showing up under scenes, why?
again, do you need to check for a Hitbox? you aren't using it đ€š
but its not showing up under scenes
what do you mean by this
are you in build settings, or what?
am i not? i thought that was exactly what i'm doing
you're checking for a Hitbox on rayHit.collider, and then you're using an Entity from the current gameobject without checking
why are you checking for a Hitbox if that's not the component you're actually interacting with
(this isn't rhetorical, is there actually a reason?)
i'm trying to make the ray check for the collider on the hitbox and then call the take damage function
if it hits the collider on the hitbox
is the takedamage function on the hitbox?
it's on the entity script
right, so what purpose does the hitbox have in this interaction exactly
waht is build settings?
that is not the list of scenes
that is a folder that just happens to be called Scenes
you probably just created the scene in a different folder
hi, do normal 2d textures have to be set as normal type in unity? Someone told me yes but I feel like it sometimes decrease the material's quality
"Quality" depends on compression and filtering options on the texture importer
If it's not that, what do you mean by quality?
And what do you mean by "normal type"
I mean material's quality and not texture compared to the material with normal set as a default type
how
Is the entity script on the same object that this code is running on
well the quality of the actual material put onto a gameobject
also why do i have the educator role?
You mean "Normal map"? You should not use that with color textures
the texture type when you import a texture
yes normal map, wdym? the normal map increases the quality and realism of a material, it is needed
"Default" with sRGB off for mask textures (Smoothness, metallic, AO...)
you selected it, presumably
If it's a normal map it should be set as a normal map
okay, thank you.
If it's not, it has to be converted to one at runtime which slows down rendering
It can never be used without being set as one, so setting it at import time saves you the conversion every single time it's loaded
I didn't say "never use normal maps"?
I simply said that "Normal map" texture type should not be used with non-normal map textures
didn't say this, but you didn't answer to my question and instead explained something relative to beginners, but still thank you for helping me
ohh maybe that's the problem, am i referencing the entire script instead of calling the damage function from the script on to the object that the entity script is attributed to?
didn't know this, thank you.
I just don't get what you were asking then
mate, i told you this 10 minutes ago
Right now you're trying to get the entity script attached to this object.
Does this object have one
If it does not, that would explain why it's null
my bad i didn't really understand what you were saying
well, I have multiple .png textures, base color, normal, metallic etc and what I asked is whether I should set the texture type to normal map for the normal map .png or not
initially you said "normal", not "normal map"
Yeah that's why i was asking for clarification
Your original question didn't really make sense because whether a normal map is set as one at import has zero effect on the "quality" of anything
It was only after some back and forth I managed to figure out what the actual question was
yea my bad, should've been more precise because this could relate to multiple other things. sorry.
This is quite important for PBR, I went too long without knowing it
Right now you're trying to get the
How do I like store stats and other stuff?
what would yall say is the ice berg of knowledge when you actually start digging deep enough to understand things? like the more i work on my game the more i start to understand how everything fits together. but i still feel like im missing alot of knowledge
ive been working on it for about 4 weeks, got health, movement, npc ai, ui, art etc all working. but i just feel like im not entirely sure how the program actually runs. like memory, threading etc
you can go as deep as you'd like
the iceberg never really ends
for example
managed memory > stack vs heap > data embedding > processor words > L1/L2/L3 memory > latch circuits > capacitor bit memory > electromagnetism > particle physics > quantum physics
Just keep making games, youâll eventually run into new problems
that's one possible path. it's more of a tree
Youre telling me you dont manually turn on/off all of your transistors through code
smh
if you're interested, you can go as deep or as shallow as you want
but you don't actually need to understand all this much to make games. you already have a lot of stages of understanding above "managed memory" that i didn't write
yeaaaa
thats what im thinking but its fun opening the box
and seeing whats inside
No and no
is it just your framerate dying or is other stuff smooth while the camera stutters
Itâs smooth
I still have over 100 fps while rotating
And itâs an editor problem
where do you go to find/hire devs?
!collab
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hi, im new to unity, i have made some projects with tutorials and i have only 1 week of experience, do you guys think i should stick with making small projects and watching tutorials or should i start making my game? i have 2 ideas, either a survival zombie game or a rpg game, i want them both to be low poly
Start make the game but keep it small
those 2 options aren't mutually exclusive
đ
ok thanks
if you want to start your dream game, then sure. but if you only do that, you'll end up running into walls
1 week is not a lot, relatively
using guides/tutorials will always be useful, and you can always start smaller temporary projects to learn specific topics in isolation
i mean i want them both to be low poly and i will probably be getting most of my assets from the assets store for free
the map would be small and also the mechanics arent that hard i have made most of them in my small projects
ok thanks
imma start making it and make the small projects in my main project so i learn while building my game
ty guys
also @craggy oar you could try ECS, i think it has a very nice workflow
People new to unity should not try ecs
they said they had 1 week of experience
in unity
tho i think working with entities is actually simpler
does anyone know why my camera stutters?
might be more your performance just wildly dropping
your fps is very volatile here for what is otherwise an empty scene
but why
his fps are ok tho
he showed them yesterday
and also in the build it works fine
40 fps on an empty scene is not ok
Well you either have some highly unoptimized script running
oh wait yeah
or it might be your specs
this time the fps are tanking
using UnityEngine.InputSystem;
public class MovingNewInputSystem : MonoBehaviour
{
public float mouseSensitivity = 1f;
private float xRotation = 0f;
private float yRotation = 0f;
void Start()
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
Vector3 angles = transform.eulerAngles;
xRotation = angles.x;
yRotation = angles.y;
}
void Update()
{
Vector2 mouseDelta = Vector2.zero;
if (Mouse.current != null)
{
mouseDelta = Mouse.current.delta.ReadValue();
}
float mouseX = mouseDelta.x * mouseSensitivity;
float mouseY = mouseDelta.y * mouseSensitivity;
yRotation += mouseX;
xRotation -= mouseY;
xRotation = Mathf.Clamp(xRotation, -90f, 90f);
transform.rotation = Quaternion.Euler(xRotation, yRotation, 0f);
}
}```
what are your pc specs
rtx 2060 super, intel i5 and 16gb ram
It can't be your script. If that's it. Unity scripts run on 1 core as far as i know.
so it can't be a spec problem code wise.
what else could be the problem
Try opening a 2D project
and check the fps.
it's technically still 3D but there should certainly be a difference if the rendering is the problem.
with the same script?
the first time running the game it works fine but when I change for example a public float it starts to stutter
<@&502884371011731486> Question, where is the best place to discuss Netcode? I don't see a channel for that specifically
It's a friendly multiplayer system package that I'm using and I had some questions on it to figure out matchmaking (ie: spawning network objects only for specific clients)
you also could have just looked in #đâfind-a-channel
can you try to change the mouseSensitivity value to something lower and test again?
And? Of what are the odds my thread actually gets read instead of skipped?
Every thread in there has answers
Then it was not interesting enough for someone to reply lol idk what to tell you
If you don't post, you have 0% chance
thats weird
you can see that #1390346492019212368 has a "general thread" at the very top, that acts like a non forum channel basically
Ill try to update my driver
It says delta in the script. It could definitely be the frame drops causing the random stutters.
since it seems to be framerate based.
is unity good for makeing a steam game
Perhaps try ApplicationTargetFps to test various framerates and try to recreate the lag spikes.
yeah ofc
ever heard of stanley parable?
how do I do that
No correlation really between the 2 things
Or Kerbal space program?
or Endfield
yep, plenty out there
nope
thank you btw
Tbf that was made in source, just remade in unity
Hollow Knight & Silk Song are pretty strong examples
Write this on the Start script
Application.TargetFrameRate = 60;
It'll cap the fps to 60 frames;
That will work to narrow down your issue then you can change it back when you find the fix
Likely an issue with frame dependant movement / time dependant
That will tell if it is a timing issue
for what do i need to look to find the issue?
Wait sorry was this about the camera sensitivity issue?
It was moreso a suggestion for billy to recreate your stutters.
Oh ok
Yes
Does it have anything to do that my project is on my hdd?
no
Where can I discuss some off-topic coding stuff
nowhere i think
Yeah I think you're right
sadly updating my driver didnt fix it at all
Can you go to Edit -> Project Settings -> Input System Package -> Settings and show us your settings there
the one I'm most interested in is Update Mode
I just got around 50 fps again
one second
If you don't have a settings asset and all the settings are at their defaults then it's probably not the problem
I havent changed anything
but Ill look
yeah looks like you're on the defaults, so that's not the issue
what could be the issue then
COuld be... another script somewhere causing issues
Could be an asset or plugin causing issues
Could be a hardware issue
Do you have any other mice plugged in? Any other mice to test with?
its the only thing I have in my project
I know, I'm not posing a question just showing off. Couldn't post in #đâdaily-win
why not?
this is a help channel...
#đâdaily-win would be the proper place to show off
I know
I posted it, but it disappeared instantly
So I posted here to see if it would work
did a bot message come up?
hi why are cinemachine cameras not able to point directly down?
or have I just messed something up?
they are in my 2d game?
This is way too vague. Post in #đ„âcinemachine and explain your exact setup. A basic cinemachine camera only points wherever you tell it to.
oki
anyone know why my camera starts to stutter after changing the value?
Are you adjusting the camera in LateUpdate?
i've made my enemies ragdoll but for some reason part of them sticks up like this. i tried to add a rigidbody to the area it looks like is sticking, however it makes them spaz out and disappear, any ideas why guys?
no
Try adjusting the camera in LateUpdate.
wtf XDD
Justtt wondering, what do people typically use instead of wheel colliders?
for?
for doing what
cylinders i think
either wheel collider or a custom wheel collider
or yeah, custom stuff
So thereâs no general custom one out there already that people use?
Gotcha, yeah was just wondering if there was some generally accepted option out there that people use instead of the built in one
Interesting, alright
Years ago I told a Unity employee I couldnât get the wheel collider to work in a game jam.
He looked mortified and mumbled âdonât use that; it was made for some client ages ago. Iâm not sure why we havenât removed itâ
Saw this today lol
Yeah same lol, big reason why I was like, hm, wonder what people use, since thatâs one of very many posts Iâve seen about how bad it actually is to use
heyy guys
truly long time no see
coming back to game dev soon
i don't really like my server nickname lol
what's tragic is that i had the same one in multiple servers scattered in my sidebar
ok
they were probably all the servers i had back then
anyway, wrote GDD and vertical slice script and stuff
i'm excited to return after years
new laptop, new software, new capabilities
Unity 6 doesn't take years to load like Unity 2021.3.10f1 did on my old 2013 laptop
i even remember some of the names like Fogsight i think he helped me before
bruh, anyone knows how to fix this thing pls
i literally copy pasted the one from the samples
well, what's the error
which error is saying that? the one underlining Baker?
the word Baker after the :
if so then it sounds like you don't have a dependency that defines Unity.Entities.Baker
there's no error underline there
Are you seeing this error in Unity Editor console or only in your VS?
well, not it's in the class Name
You might just have to do the "regenerate project files" thing if it's only in VS
ok so it's this then
doesn't sound like it, no
yes, and that's not because of the circular dependency, it's because it's not detecting a generic Baker elsewhere
it can't find it
dumb question but you definitely have the ECS package installed right?
yep
it does this (Rider)
hm don't know what that's about, haven't heard "reference project" before. is this an asmdef thing
are you using asmdefs
tho i did already add Unity.Entities
i haven't touched asmdefs before, so 
what version of the package is it
latest
you're on unity 6.5 alpha?
"latest" is generally not a useful descriptor for debugging
actually check the version
seems like adding the full Unity.Entities.Hybrid to the asmdef did work
6.3.8f1 LTS
so you aren't on latest then, because latest entities doesn't support 6.3
it's the latest available for 6.3, but not the latest overall
just specify the actual version when people ask for the version
So yeah looks like Baker is in the hybrid dll: https://docs.unity3d.com/Packages/com.unity.entities@1.4/api/Unity.Entities.Baker-1.html
And not in the regular entities dll like most things: https://docs.unity3d.com/Packages/com.unity.entities@1.4/api/Unity.Entities.IComponentData.html
so adding the hybrid assembly to your asmdef makes sense as the fix here
One thing to consider is that authoring components maybe don't go in the build and should be in an editor-only DLL? I'm not sure abotu that part though
i tought by adding Unity.Entities it added Unity.Entities.Hybrid too
apparently not
They are different packages, so no, *.Hybrid is a seperate asmdef you have to reference, usually it is one asmdef per package you install
hello guys, can u help me how can i realise this in unity??
talking about VHS and ambient
shaders
yea ik but i cant find any way to make it
wdym
I dont know how to make those shaders
there are tons of vids
just google
yea tons but i dont think they can realise this effect
i will try this vid ty
why are there always indian guys teaching
idk
they made it paid, oof
yea ahhhhh
well, go with the second vid
the final result looks bad tbh
i dont think i can make something nice with 0 cash
if you learn yes
i will try spend sometime learning this but it looks hard
shaders are a bit complicated, yeah
is it only shaders?
Anybody else getting Activation of your license failed. Contact unity support errors? I've restarted my PC and hub and logged in and out but the error still shows
legend mate thank you, it was one of the pelvis bones, it wasn't connected to anything!
VHS look can be done with post processing, depends on complexity you want
Anyone ever notice how many GitHub projects are free? I know a guy thats project is free and open source and has been care taking and updating for like 8 years consistently. It honestly makes programming seem like a really high effort low reward field of work
github is for hosting source code repos so thats why these things are usually open source and free
do u know about this? the vhs and realising it?
is this good?
no one is going to downlaod that. I'm pretty sure it's not allowed either, delete it
[Unity.Licensing.Client.Services.PeriodicBorrowFeatureStatusService] Could not initialize the floating licensing service: Invalid servicesConfiguration for licensing. Make sure the licensingServiceBaseUrl servicesConfiguration is a valid URL
Does this mean it's on Unity's end?
ok
nothing more than you can easily find just googling your question
Hey
Hello?
Yea I know, I guess it's a stupid question and I should ask them myself but I don't know a single occupation that has working for free so common than programming. Like spending 1 million+$ effort maintaining a free app. I don't get the point
hmm yes spending money from no where
Off the top of their head anyone know why this might be happening? My lighting would bake just fine prior to adding bakery, then I got rid of bakery and baked my lights and now it looks like this.. Didn't occur before
sponsors, people giving time for free, ect
I'm starting with DOTS and following the free course from Code Monkey on YouTube. Every time I run the scene in the editor, all the prefabs lose their connections. In this case, all the Units in the scene lose their references. It used to happen every time, but after updating to the latest LTS version (6000.3.8f1), it now only happens sometimes. Could this be something I'm doing?
normals fucked up maybe?
are you using post processing cus thats noisy a f
i still see dof so turn off post processing in scene view THEN share
also use the light map debug view to see your light maps only
is it set to import?
It's a probuilder mesh and was perfectly fine prior
oh
Anybody? I've tried completely uninstalling it and it still shows up
Idk why the DOF is still there
I mean I dont even have DOF
People enjoy programming
could also be very odd anio filtering.
Anyway probuilder should already be managing the uvs for this mesh so go clear the existing light map data compleatly then rebake.
Baked lightmap view
Nope still the same after clearing and rebaking, idk wtf bakery changed
Are there more lights you forgot to remove? are there light probes/an adaptive probe volume?
Oh- Fixed it
My lights when I moved them after adding bakery were INSIDE my probuilder faces
Are y'all able to run Unity, cause I can't because of an activation error
!status
:gear: Unity Services Status â
All that's wrong is a "minor incident" at the mtu1xp domain. That shouldn't cause activation errors can it?
Though Im still curious as to why my view gets like.. blurred with and without post process
poor anisostrophic filtering settings as it looks like its switching to a different mip
If there was an issue a lot more people would be in here complaining. It's (probably) not Unity's side.
That minor error is obv nothing to do with licensing.
or post processing. All i can think of anyway
I had this problem with adblock on
Hell it's visible in unlit draw with pp off
So then what could be the cause of my issue?
dunno, what did you find when you googled the error message?
I have ublock on Firefox, but idk how that would cause it on Unity Hub
Are mip maps enabled on the texture? is filtering set to trilinear?
or is this some funky shader
Expired certificates (which would be server side
Default URP shader.
All the textures are Point no filter bi linear resize
Yikes it just randomly got worse wtf
thats.. cool
Fyi some old effects may use a legacy api to apply post processing to cameras
but that would only happen if you went and found some old ass thing.
I dont get why it would act like this otherwise
is "generate mip maps" on?
Bro, like I've been troubling make FPS Controller.
Well, however I've been scrolling down to make FPS Controller on YouTube. It shows errors whenever im tryna code.
So my normals are like screwed or something
Wdym?
My tile material uses a white base map and a normal map
It did not look like this before and now it does
Nothing has changed besides me adding bakery, removing bakery, rebaking with unity lighting.
well thats... interesting
And the further i move from my materials the more "beige" it becomes
like it gets blurred
because not enough light reached over there
You've already set up your FPS Controller?
đ What
It just sounds like he's talking to himself..
Wh?
Anyway just a normal map is probably the cause. Otherwise you may need a crazy amount of samples + inc max bounces to make this work in dark parts
as you are relying on baked light interaction to produce "visible tiles"
Their initial response wasnt to you
he's asking you about your movement because he's come in to talk about his problems with his fps controller
Perhaps a better pbr texture like this with AO may do better but im not sure it will
https://www.cgbookcase.com/textures/white-tiles-03?source=3dassets.one
I'll see about it.. Thanks that does make sense
That's what am i talkin about.
It seems like some people just aren't aware that every individual username in discord is a different person
I don't use standard fps movement so no
correct
Don't try and insert yourself and your issue into someone else's conversation. Read the bot msg đ
!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 #đâfind-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 #đ±âstart-here
And how's that gonna work?
Not to be rude. But, jst kinda ask.
Checkmark for "He's high" X for "He's not high"
how's what going to work ?
You ask a question, someone might answer
but wait for the current convo to end
I mean like. How can my FPS Controller will not get some errors however im trying to code.
Nah donât have to
if you don't want to be left behind you prob should
This message is not comprehensible english
Sir if I may ask how old are you? We only allow people 10 years of age or older here.
13*
You making sure I'm following Discord TOS is that what you meant?
not really
You seem like you're either 1. A child 2. Intoxicated 3. Not an English speaker
yep
Usually itâs better to assume they are a non English speaker before under the influence or underrage
Brb
no rush..
The discord connections scream child
Just vibe wise itâs abit rough to jump to that
oh yeah, lol
I think it's a mix of non english speaking and young
very young i think
looking at his yt channel
Sure the content he makes but it's actually pretty flush, decently edited.
You guys are kinda being weird about it now.
And idk what kid could have the attention span to do all of this but it's whatever
Back
Stop obsessing about this and move on please. You're making more noise than the person you're yapping about.
k, can you explain in detail what's wrong with the controller?
Well, I was coding FPS Controller while i was learning. It shows the errors.
which errors...
!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 #đâfind-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 #đ±âstart-here
The code errros
and which ones
does anyone know why my camera is stuttering after changing the value?
and we don't know which errors
Likely your code, i'd drop it into #đ»âcode-beginner and ask if anything is noticeably wrong
you can change values in the inspector at run time, there is no need to stop, change, play
Ill post it there
do you still get that effect if it's more than 1?
yes
very strange
it's still down to your fps tanking for some reason
the stuttering is from the fps getting nuked
by something
selecting the object and getting the inspector drawn would certainly do that in some cases
that actually worked đ
is that a common problem
no
confirm it first
is it not from com.unity.entities? i'm not familiar with asmdefs nor dots so maybe i'm just missing something...
hybrid is a renderer that you have to install extra, you can skip it if you only use entities as data in the background
It takes care of rendering ECS based meshrenderers for example
confirm what?
btw @left coyote have you shared your code before
yes
that having the camera selected is tanking the fps
...i expected you to link it, but sure
Its in the code channel i think
well it's in #đ»âcode-beginner now
so it's not your code
6.3 is probably still not ready for those who want a stable editor
isnt that the most stable one?
I doubt it'll make a difference, try changing to dx11
how
no, it's had 8 patches. How could it be more stable than a version with 60+ patches?
Well, I suppose it could, but it's unlikely
true
player settings somewhere, dunno off the top of my head.
probably need to turn off automatic ... graphics? api and remove dx12
you're unlikely to be going to be using anything from dx12 anyway.. and can always re-add
mine has been pretty stable till now
only time i had a crash is when i tried to use the multi editor multiplayer package
well i would expect it to have the 60+ patches from prior versions aswell đ but yeah new changes coming in
We are having less problems with it in our team though, 2 games with 4 devs each and crashes / issues reduced heavily going from 6000.0 to 6000.3
6.3 has a lot of new features and changes that weren't in any of the 6.0 patches.
which features?
ah yeah right they introduced some neat new stuff, i love the new top toolbar
@reef dome so is my understanding here correct?
Unity.Entities.Bakeris defined incom.unity.entities.hybrid(or something along those lines)com.unity.entities.hybridis a separate package fromcom.unity.entities, as somewhat of a subpackage
if that's correct - is that first point documented directly anywhere in the docs forBaker? or would it just be inferred from theAssembly:note?
https://docs.unity3d.com/Packages/com.unity.entities@1.4/api/Unity.Entities.Baker-1.html
I dont see anything for dx11
yeah it is a diff assembly seems like
It is in the Unity.Entities namespace but is brought in by the hybrid package, which's asmdef you have to add to your asmdef so all you have access to those classes
Asmdefs can have overlapping namespaces but your code basically can't "see" the implementation of those classes that are in the Hybrid asmdef
based on the fact that when i added Unity.Entities in my asmdef, Unity.Entities.Hybrid was not added
yep
yeah but is the fact that it's defined in the hybrid package documented as its own point, or is the Assembly note equivalent to that
(basically how would you tell from docs that it's in the other package, given that the entire page seems to be for com.unity.entities)
The Assembly: line yeah, without asmdefs active you wouldn't really notice unless you dont have Hybrid installed at all
(tangent) what relation does hybrid have to the "core" entities package then? having it as a peer dependency? (does unity have a concept of that?)
does anyone know why my shadows look so noisy?
Yeah if you just try to install Hybrid it will also pull in Entities, its a "sub package" of it
i mean how it's defined in the package spec, is it a direct dep or what
(this is a pretty far tangent probably)
i guess i could go find out, huh
It has a direct dependency to com.unity.entities.graphics which has a direct dependency to com.unity.entities iirc
ah, ok. that saves me from going to check them then lol
oh has been some time since I worked with ECS rendering, seems to be just the Graphics package now, Hybrid is gone
ah.. yeah đ
Guys, question. My asset depends heavily on the UGUI shaders sample from Unity. Are there any risks of getting rejected for having this third party content in my asset package? And what are the rules for using it?
note, i only need certain nodes and subgraphs from the sample, not the full thing.
Should I use the new Unity input system, or should I use the old one? The new one seems very complicated, and I am having trouble implementing the code
the new one is more flexible, and that comes with more complexity
The old one is fine for small games and demos, but for larger scale use it's not recommended. It's easier to use, but less efficient and less flexible. The new input system is indeed harder to set up but it allows for complex interactions. So i highly recommend it
if you're already comfortable with the old one, and you have other things to worry about, sure, use the old one
A quick stackoverflow search would fix your code trouble
but the new system is definitely worthwhile
My main confusion is how to get inputs in code
there's like, 7 ways
probably why I am confused
Which would people recommend I use
i could recommend most of those tbh
i didn't include any options using magic strings
Is there a good tutorial you know of or something, I honestly don't really know what I am looking at.
Thank you for your help btw
i8m tryiong to use unity andd put my city inside its not working
hello can yall halp me
Can you please specify what you mean by Inputs.Add(this)?
@indigo forgeyoo
I mean, I might be able to help
What are you having an issue with
yeah well
!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 #đâfind-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 #đ±âstart-here
can i call u and show u
I would rather not
so i been trying to add a city in unity and im stuck
i just did
Don't try to get it out of them, they've been here multiple times giving vague details and never really getting to the point.
LIke, is there a model that isn't importing, are you doing it from scratch, is it 2d or 3d, etc
oh, i've only seen their "hello" or "hey" messages, lol
so is there a way to import a city on unity
pls give us actual details
You can import FBX's simply by dragging them into your project, and then dragging it into your scene.
im stuck on stupid
like, is the city a model or what
i try 3d
yes
ok
is there an issue with that?
