#đŸ’»â”ƒunity-talk

1 messages · Page 79 of 1

scenic apex
flat breach
storm patio
cosmic juniper
#

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!

flat breach
#

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

vagrant rootBOT
# worldly cave !collab

:loudspeaker: Collaborating and Job Posting

We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
‱ ** Collaboration & Jobs**

cosmic juniper
#

oh? mb

flat breach
#

no I'm not clearing the bake data, is it needed? I've never done it and it has always worked

sacred sparrow
#

another scam?

flat breach
#

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?

sacred sparrow
#

maybe a bug?

flat breach
sacred sparrow
flat breach
sacred sparrow
#

or gl

flat breach
sacred sparrow
#

lol what was that message XD

scenic apex
#

i saw that too đŸ€Ł

fossil smelt
#

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

sacred sparrow
#

strange that everything is gone

#

you can try with the "nuclear" option

#

get a program that scans the whole disk

fossil smelt
#

deleting library?

sacred sparrow
#

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

worldly cave
sacred sparrow
#

anyway, it's worth the try

left coyote
sacred sparrow
left coyote
sacred sparrow
#

ye

left coyote
sacred sparrow
#

ye

left coyote
#

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

sacred sparrow
#

hmm, that's strange

left coyote
sacred sparrow
#

also, use the new input system

flat breach
sacred sparrow
left coyote
sacred sparrow
#

but there are tutorials on YT

left coyote
sacred sparrow
flat breach
hardy trout
#

hi someone can explain me because when i open my unity in inspector no appear nothing?

sacred sparrow
#

huuh?

#

did you select something in the hierarchy?

left coyote
# sacred sparrow maybe?

I restarted unity and it was smooth and after changing the mouse sensitivity float it started to stutter again

sacred sparrow
#

that's so strange

dusky forum
left coyote
sour shadow
#

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

sacred sparrow
#

fix the faces

#

some might be flipped

#

there are videos about it or even posts on reddit

sacred sparrow
#

those seem very good

dusky forum
#

Is this while moving the camera with tearing?

left coyote
#

I moved the camera while taking the ss

left coyote
dusky forum
#

Check and make sure you do not have two scripts on that object

sacred sparrow
#

can you even put 2 of the same script on an object?

left coyote
#

its just the main camera with the script

sacred sparrow
#

i think 100 is wayy too high

#

try with 10 or lower

left coyote
sacred sparrow
#

but is it lagging again?

left coyote
#

does it make a difference ingame if unity is on a ssd or hdd?

left coyote
sacred sparrow
#

the game runs while in ram

dusky forum
sacred sparrow
#

try to switch to the new input system

#

from the tutorials

left coyote
sacred sparrow
#

on YT

#

search for them

#

oh no, again

left coyote
dusky forum
#

Do you've got any other scripts in the scene?

left coyote
#

this is literally the first thing I did in that project 😭

dusky forum
#

You've got some DDOL object there and another object

left coyote
dusky forum
#

Yeah, that's a mistake from Brackey and other YouTubers who made tutorials

#

Lower the sensitivity value and remove delta time @left coyote

left coyote
sacred sparrow
left coyote
sacred sparrow
#

when you run

#

there is a tab under SampleScene

#

btw guys, what could be causing this thing?

left coyote
sacred sparrow
dusky forum
sacred sparrow
dusky forum
#

The delta time might be the culprit. If it isn't, it only adds to the problem.

flat breach
#

thankkkkk you so muchh

#

it works and is much better now

left coyote
#

and putting it on the same value again doesnt fix it

dusky forum
#

Can you show your updated script?

left coyote
#

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

left coyote
balmy kettle
#

Are you rotating a rigidbody?

left coyote
dusky forum
#

I'm not certain but I'm firing up the workstation. Definitely seems to be something else other than the code.

left coyote
#

how do I check that?

left coyote
sacred sparrow
#

lemme try too

left coyote
#

vsync count is set to dont sync

sacred sparrow
#

oh wait i can't check

#

i am using the new system

sacred sparrow
#

i just don't want to restart the editor rn

left coyote
#

sadly no

sacred sparrow
#

is it possible to disable unity's auto script compile when editing scripts via Rider?

left coyote
#

I'm just wondering why it works smooths the first try and then it starts to stutter

#

what could possibly cause that

dusky forum
left coyote
#

and Ill create a new project

sacred sparrow
#

!logs

vagrant rootBOT
# sacred sparrow !logs
📝 Logs

Documentation

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

sacred sparrow
#

ooof, unity is crashing now for no reason

#

and the cameras are nuking themselves

#

at line 26

plain dagger
#

That is very surprising that its crashing from an instantiate

sacred sparrow
#

it's literally a TMP Text

#

also, somehow the cameras get nuked when i click play

plain dagger
#

I have had tmp related crashes in the past but it was clearer and related to geometry generation on first enable

sacred sparrow
#

the Main Camera literally loses the Camera component

#

when i click play

plain dagger
#

erm that makes no sense. Does it happen in a fresh scene?

sacred sparrow
#

it's nearly fresh

#

lemme try to re create a new one

plain dagger
#

Ive never seen that and would presume something is destroying the component

#

I find it unlikely that this would happen in engine code

sacred sparrow
#

happens even on a fresh scene

plain dagger
#

Using some weird package related to cameras?

sacred sparrow
#

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

opal echo
#

how do i make something like this in Unity, idk how to make the track

sacred sparrow
#

make a 3d track

#

and then use shaders to make it look like that

opal echo
#

oki

#

thanks

#

will try that

plain iron
#

Is there a room in this discord for basic advice from like senior developers

sacred sparrow
#

one of the code chats

plain iron
#

Thanks

left coyote
#

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);
}

}```

sacred sparrow
#

and test it

left coyote
worldly wind
left coyote
#

Cause in build it works fine

#

Only in editor it stutters

tranquil crane
#

how many gtag kids do you guys get in this server lol

daring dove
#

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)

worldly cave
#

<@&502884371011731486>

sage basin
#

?softban 1469257958343970941 bot spam

novel scarabBOT
#

dynoSuccess united_sparrow_02753 was softbanned.

magic nymph
#

if i am making a game with ton of big numbers would it help to take calculus?

worldly cave
#

it really depends on what kind of game you are making but i cant see the need for calculus here at all

magic nymph
worldly cave
#

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 BigDoubleℱ

magic nymph
fleet canopy
#

<@&502884371011731486> scam

sage basin
#

?softban 1469236496711155747 bot spam

novel scarabBOT
#

dynoSuccess exuberant_parrot_37421 was softbanned.

gaunt grail
#

how do i fix this? i cant open my project

balmy kettle
#

try a full restart

gaunt grail
#

of my pc i tried

uncut light
#

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?

steep bison
#

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

fleet canopy
#

you're also always learning no matter how long you use the engine for

#

!learn pathway is pretty good

vagrant rootBOT
steep bison
#

maybe like 3 hours a day

copper gust
#

Impossible question to answer tbh

devout warren
#

has anyone tried to make physics based train? i am not talking about splines, i am working on a train derail based game.

fleet canopy
#

And also developing most things from scratch

tribal moat
#

Welcome to the world, Jerry.

bitter horizon
#

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

latent meadow
stable sky
turbid lantern
#

Does anyone know of a noise library with cellular/voronoi noise that allows me to set the seed points?

stone geode
# gaunt grail how do i fix this? i cant open my project

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.

copper gust
stone geode
terse shore
#

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

plain dagger
stable sky
plain dagger
#

But normally allocation wont change based on things being viewable (unless something specifically only executes some action when visible)

stable sky
# plain dagger If it was related to particles or meshes that would be viewable in the memory pr...

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: “A memory leak occurs with massive terrain when camera position changes occur” — Total Committed + Untracked grows over time and isn’t fully freed, reproducible on Unity 6000.x.
I’ll capture Memory Profiler snapshots “near vs far” to confirm if it’s mostly Untracked/GfxDriver and share the results.

plain dagger
elder haven
#

Is 45,000 faces a reasonable amount for an NPC in an FPS game?

proud burrow
copper gust
#

If not, it’s reasonable

proud burrow
#

High fps is overrated tbh

#

I mean a game is a game even on 1 fps

storm patio
#

-# 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

safe garden
#

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?

copper gust
copper gust
storm patio
safe garden
plain dagger
#

haha easy mistake to make

worldly cave
#

It could be fine if its for like a major npc, like a boss or something

#

But otherwise imo thats far too excesive

bitter horizon
#

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

vagrant rootBOT
worldly cave
#

👆

bitter horizon
#

thanks alot

hoary iris
# elder haven Is 45,000 faces a reasonable amount for an NPC in an FPS game?

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.

wide hare
#

where do i get help about stuff?

sacred sparrow
#

depends

wide hare
#

intelesense doesnt work, tried everything

sacred sparrow
#

intellisense?

storm patio
#

have you configured your ide

#

!ide

vagrant rootBOT
sacred sparrow
#

rider should have support out of the box

#

visual studio needs an extension

wide hare
#

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

sacred sparrow
#

use vs2026

#

also

#

show the vs installer pls

wide hare
#

u mean the installed page?

sacred sparrow
#

the one with all the extensions

wide hare
sacred sparrow
#

btw, are you a student in any High School or University / college?

wide hare
#

nope

sacred sparrow
#

ah f

#

if you were a student you could have gotten all the jetbrains suite for free

wide hare
#

ye ik, but im fine with visual studio cuz im used to it already

sacred sparrow
wide hare
#

ik however it doesnt

sacred sparrow
#

wdym with IntelliSense doesn't work btw

#

it can't find the Unity usings?

wide hare
#

like it doesnt auto complete unity stuff, no compiler errors exc,...

#

and the top left corner says misc files

copper gust
#

for a few reasons its gonna be abit of trouble for you

storm patio
storm patio
wide hare
wide hare
sacred sparrow
#

this maybe

wide hare
sacred sparrow
#

missing one

#

then click regenerate project files

storm patio
#

pretty sure that's not required

sacred sparrow
#

you can always try

storm patio
#

you can indeed always try random stuff

wide hare
#

when everything was checked

sacred sparrow
#

ah

wide hare
#

i tried every youtube tutorial

sacred sparrow
#

try with vs2026

#

maybe it will help

#

else switch to vscode

wide hare
#

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?

sacred sparrow
#

idk, i always had problems with visual studio

#

that's why i am now always using either vscode or the JB ides

wide hare
#

well ig ill try with vs 2026

dull terrace
#

Hello i made an animation for Fire and Idle in Idle the weapon keeps flashing around anyoe knows why

storm patio
dull terrace
sacred sparrow
#

tho idk if using any state is good here

dull terrace
#

ok

modest warren
#

is there a channel for find an begginer programer for help on an project ?

modest warren
#

okay thanks 👌

bleak tundra
#

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.

copper gust
#

this is not a server that can help you

#

this is for making games with unity, not playing

bleak tundra
#

I shall keep searching for the answer somewhere else.

copper gust
#

best of luck

sacred sparrow
#

try to fix the files

crimson vigil
#

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?

sacred sparrow
#

raycasts

#

and tags

copper gust
#

not tags

#

best way and prototype are kinda incompatible statements

crimson vigil
#

i am mainly asking regarding the destroy and spawn part.

copper gust
#

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.

crimson vigil
#

but it should be spawned where the player is pointing

worldly cave
#

You can move it there while its disabled and renable it

copper gust
#

thats where raycasts come in

sacred sparrow
#

raycasts + tags

copper gust
#

dont need tags

sacred sparrow
#

tags to check what you are pointing at

worldly cave
#

You dont need tags for that

copper gust
#

checking for components is more preferable than checking for tags

#

if you need to do that

hoary iris
#

If it is just a prototype though tags would do the job i guess

ancient flame
#

can someone learn me code

copper gust
#

nope

potent geyser
hoary iris
#

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

crimson vigil
#

what would be the way to have it spawn without it being spawned inside another object or ground

storm patio
#

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

hoary iris
#

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

storm patio
#

if you can't do that beforehand then just check if it would collide

#

use boxoverlap or something

ancient flame
#

who deleted my message

#

that was mean of you

potent geyser
potent geyser
ancient flame
#

why not discord dms

#

if i make a server for it

worldly cave
#

For obvious reasons

ancient flame
potent geyser
#

Just use Itch.io like normal people and be done with it.

ancient flame
#

discord is simpler

potent geyser
#

Then good luck

storm patio
wide hare
#

its checked

#

no, but i did opened a new project and intelesense didnt work on that aswell

elder haven
daring dove
#

getting this error when i'm trying to shoot my enemy, not too sure why... any ideas where to start with debugging this?

storm patio
#

if it's the line inside the if, you never checked if it had an Entity component

daring dove
#

thank you, that helps

copper gust
#

also you can just use TryGetComponent, eg

if (rayHit.collider.TryGetComponent<HitBox>() && rayHit.collider.TryGetComponent(out Entity entity)
    entity.TakeDamage(etc.);
near wigeon
daring dove
storm patio
#

tbh, do you need to check for Hitbox at all

daring dove
#

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

left coyote
#

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

daring dove
#

what pc do you have?

storm patio
daring dove
#

same thing again but i've checked for component so i'm confused?

storm patio
#

you're trying to get a component on the current gameobject instead here

#

and you aren't checking the return value

thin rover
#

i made a new scene but its not showing up under scenes, why?

storm patio
#

again, do you need to check for a Hitbox? you aren't using it đŸ€š

storm patio
daring dove
storm patio
#

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?)

daring dove
#

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

storm patio
#

is the takedamage function on the hitbox?

daring dove
#

it's on the entity script

storm patio
#

right, so what purpose does the hitbox have in this interaction exactly

storm patio
#

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

flat breach
#

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

violet thunder
#

If it's not that, what do you mean by quality?

#

And what do you mean by "normal type"

flat breach
thin rover
#

how

stuck flower
flat breach
thin rover
#

also why do i have the educator role?

violet thunder
flat breach
violet thunder
#

Use "Default" for color textures

#

"Normal map" for normal maps

flat breach
violet thunder
#

"Default" with sRGB off for mask textures (Smoothness, metallic, AO...)

storm patio
stuck flower
flat breach
stuck flower
#

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

violet thunder
#

I simply said that "Normal map" texture type should not be used with non-normal map textures

flat breach
daring dove
violet thunder
storm patio
stuck flower
#

If it does not, that would explain why it's null

daring dove
flat breach
storm patio
#

initially you said "normal", not "normal map"

violet thunder
#

Yeah that's why i was asking for clarification

stuck flower
#

It was only after some back and forth I managed to figure out what the actual question was

flat breach
violet thunder
daring dove
#

Right now you're trying to get the

rose flicker
#

How do I like store stats and other stuff?

tropic stratus
#

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

storm patio
#

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

copper gust
#

Just keep making games, you’ll eventually run into new problems

storm patio
#

that's one possible path. it's more of a tree

worldly cave
#

smh

storm patio
#

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

tropic stratus
#

yeaaaa

#

thats what im thinking but its fun opening the box

#

and seeing whats inside

storm patio
#

is it just your framerate dying or is other stuff smooth while the camera stutters

left coyote
#

I still have over 100 fps while rotating

#

And it’s an editor problem

lusty epoch
#

where do you go to find/hire devs?

storm patio
#

!collab

vagrant rootBOT
# storm patio !collab

:loudspeaker: Collaborating and Job Posting

We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
‱ ** Collaboration & Jobs**

craggy oar
#

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

left coyote
storm patio
#

those 2 options aren't mutually exclusive

craggy oar
craggy oar
storm patio
#

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

craggy oar
craggy oar
#

imma start making it and make the small projects in my main project so i learn while building my game

#

ty guys

sacred sparrow
#

also @craggy oar you could try ECS, i think it has a very nice workflow

copper gust
#

People new to unity should not try ecs

sacred sparrow
#

depends if you come from a game that uses ECS

#

for example, Hytale

storm patio
#

they said they had 1 week of experience

sacred sparrow
#

tho i think working with entities is actually simpler

left coyote
worldly cave
#

your fps is very volatile here for what is otherwise an empty scene

sacred sparrow
#

he showed them yesterday

#

and also in the build it works fine

left coyote
#

they are smooth stutters

worldly cave
worldly cave
sacred sparrow
#

oh wait yeah

worldly cave
#

or it might be your specs

sacred sparrow
#

this time the fps are tanking

left coyote
# worldly cave Well you either have some highly unoptimized script running
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);
    } 
}```
left coyote
balmy palm
#

so it can't be a spec problem code wise.

left coyote
balmy palm
#

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.

left coyote
balmy palm
#

No. the script is irrelevant.

#

that script wouldn't hurt a fly.

left coyote
vital carbon
#

<@&502884371011731486> Question, where is the best place to discuss Netcode? I don't see a channel for that specifically

vital carbon
#

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)

worldly cave
vital carbon
#

oh

#

Those are threads only though

worldly cave
#

yes.

#

make a thread

left coyote
#

can you try to change the mouseSensitivity value to something lower and test again?

vital carbon
#

And? Of what are the odds my thread actually gets read instead of skipped?

pearl oyster
#

Every thread in there has answers

worldly cave
pearl oyster
#

If you don't post, you have 0% chance

worldly cave
#

Also also

#

if we opened our eyes up a bit

left coyote
#

thats weird

worldly cave
#

you can see that #1390346492019212368 has a "general thread" at the very top, that acts like a non forum channel basically

left coyote
#

Ill try to update my driver

balmy palm
#

It says delta in the script. It could definitely be the frame drops causing the random stutters.

#

since it seems to be framerate based.

gusty plume
#

is unity good for makeing a steam game

balmy palm
#

Perhaps try ApplicationTargetFps to test various framerates and try to recreate the lag spikes.

sacred sparrow
vital carbon
worldly cave
vital carbon
#

Or Kerbal space program?

sacred sparrow
#

or Endfield

vital carbon
#

yep, plenty out there

gusty plume
copper gust
#

Hollow Knight & Silk Song are pretty strong examples

balmy palm
#

It'll cap the fps to 60 frames;

vital carbon
#

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

left coyote
vital carbon
#

Wait sorry was this about the camera sensitivity issue?

balmy palm
left coyote
#

Does it have anything to do that my project is on my hdd?

sacred sparrow
#

no

nova cypress
#

Where can I discuss some off-topic coding stuff

sacred sparrow
#

nowhere i think

nova cypress
#

Yeah I think you're right

left coyote
vivid cedar
#

the one I'm most interested in is Update Mode

left coyote
#

I just got around 50 fps again

vivid cedar
#

If you don't have a settings asset and all the settings are at their defaults then it's probably not the problem

left coyote
#

but Ill look

vivid cedar
# left coyote

yeah looks like you're on the defaults, so that's not the issue

left coyote
vivid cedar
#

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?

left coyote
kindred swift
#

Seems like I can't post videos đŸ€·â€â™‚ïž

#

Oh, there we go

worldly cave
kindred swift
storm patio
#

why not?

storm patio
kindred swift
#

I know

#

I posted it, but it disappeared instantly

#

So I posted here to see if it would work

storm patio
#

did a bot message come up?

kindred swift
#

No, just disappeared

#

Seems I had to restart discord

potent moss
#

hi why are cinemachine cameras not able to point directly down?

#

or have I just messed something up?

tropic stratus
#

they are in my 2d game?

vivid cedar
potent moss
#

oki

left coyote
summer minnow
daring dove
#

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?

summer minnow
sacred sparrow
compact spindle
#

Justtt wondering, what do people typically use instead of wheel colliders?

compact spindle
#

Wheels on vehicles lmao

#

All I’ve seen about it is it sucks

sacred sparrow
#

cylinders i think

vivid cedar
#

either wheel collider or a custom wheel collider

sacred sparrow
#

or yeah, custom stuff

compact spindle
#

So there’s no general custom one out there already that people use?

sacred sparrow
#

like BeamNG

#

i think theirs is the best one out there

compact spindle
#

Didn’t know that was public, alright cool

#

Thank you

sacred sparrow
#

it's not

#

but i think they have some papers for that

compact spindle
#

Gotcha, yeah was just wondering if there was some generally accepted option out there that people use instead of the built in one

sacred sparrow
#

things like this

compact spindle
#

Interesting, alright

copper gust
#

Saw this today lol

compact spindle
pulsar otter
#

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

copper gust
#

ok

pulsar otter
#

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

sacred sparrow
#

bruh, anyone knows how to fix this thing pls

#

i literally copy pasted the one from the samples

storm patio
sacred sparrow
#

circular dependency

#

it should use the one from Unity.Entities

storm patio
#

which error is saying that? the one underlining Baker?

sacred sparrow
#

the word Baker after the :

storm patio
#

if so then it sounds like you don't have a dependency that defines Unity.Entities.Baker

storm patio
vivid cedar
sacred sparrow
vivid cedar
#

You might just have to do the "regenerate project files" thing if it's only in VS

sacred sparrow
#

in unity

#

it's basically a result of the circular dep

storm patio
sacred sparrow
#

yes

#

it's trying to use the class Baker

#

from my project

vivid cedar
#

Try fully qualifying it

#

type out Unity.Entities.Baker instead

sacred sparrow
#

already did

storm patio
sacred sparrow
#

it can't find it

storm patio
#

right, so that's the issue

#

there's no Unity.Entities.Baker that it knows of

vivid cedar
#

dumb question but you definitely have the ECS package installed right?

sacred sparrow
#

it does this (Rider)

storm patio
#

hm don't know what that's about, haven't heard "reference project" before. is this an asmdef thing

sacred sparrow
#

idk

#

i can try to add it to my asm def

storm patio
#

are you using asmdefs

sacred sparrow
#

tho i did already add Unity.Entities

sacred sparrow
storm patio
#

i haven't touched asmdefs before, so shrugsinjapanese

vivid cedar
#

what version of the package is it

sacred sparrow
#

latest

storm patio
#

you're on unity 6.5 alpha?

#

"latest" is generally not a useful descriptor for debugging

#

actually check the version

sacred sparrow
#

seems like adding the full Unity.Entities.Hybrid to the asmdef did work

sacred sparrow
storm patio
#

so you aren't on latest then, because latest entities doesn't support 6.3

sacred sparrow
#

oh

#

i tought it was the latest

storm patio
#

it's the latest available for 6.3, but not the latest overall

#

just specify the actual version when people ask for the version

vivid cedar
#

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

sacred sparrow
#

i tought by adding Unity.Entities it added Unity.Entities.Hybrid too

vivid cedar
#

apparently not

reef dome
mild scaffold
#

hello guys, can u help me how can i realise this in unity??
talking about VHS and ambient

mild scaffold
sacred sparrow
#

wdym

mild scaffold
#

I dont know how to make those shaders

sacred sparrow
#

there are tons of vids

#

just google

mild scaffold
#

yea tons but i dont think they can realise this effect

mild scaffold
sacred sparrow
#

this one too

mild scaffold
#

why are there always indian guys teaching

sacred sparrow
#

idk

mild scaffold
sacred sparrow
#

they made it paid, oof

mild scaffold
#

yea ahhhhh

sacred sparrow
#

well, go with the second vid

mild scaffold
sacred sparrow
#

then search for more

#

tho you can def change the settings

mild scaffold
#

i dont think i can make something nice with 0 cash

sacred sparrow
#

if you learn yes

mild scaffold
#

i will try spend sometime learning this but it looks hard

sacred sparrow
#

shaders are a bit complicated, yeah

mild scaffold
#

is it only shaders?

sacred sparrow
#

yes

#

and maybe post processing

#

(that is also shaders)

mild scaffold
#

ok i will try

#

ty

marsh hornet
#

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

daring dove
#

legend mate thank you, it was one of the pelvis bones, it wasn't connected to anything!

deft rock
plain iron
#

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

plain dagger
mild scaffold
dapper topaz
#

is this good?

deft rock
#

no one is going to downlaod that. I'm pretty sure it's not allowed either, delete it

marsh hornet
deft rock
lone maple
#

Hey

plain iron
plain dagger
#

hmm yes spending money from no where

tepid horizon
#

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

plain dagger
#

sponsors, people giving time for free, ect

limber lark
#

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?

plain dagger
tepid horizon
#

Yeah I have post processing but the weird lighting is from my bake

sacred sparrow
#

show the .fbx or .obj model window

#

in the normals tab

plain dagger
#

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

sacred sparrow
#

is it set to import?

tepid horizon
#

It's a probuilder mesh and was perfectly fine prior

sacred sparrow
#

oh

marsh hornet
tepid horizon
#

Idk why the DOF is still there

#

I mean I dont even have DOF

plain dagger
# tepid horizon

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.

tepid horizon
#

Baked lightmap view

#

Nope still the same after clearing and rebaking, idk wtf bakery changed

plain dagger
#

Are there more lights you forgot to remove? are there light probes/an adaptive probe volume?

tepid horizon
#

Oh- Fixed it

#

My lights when I moved them after adding bakery were INSIDE my probuilder faces

marsh hornet
#

Are y'all able to run Unity, cause I can't because of an activation error

vagrant rootBOT
marsh hornet
# deft rock !status

All that's wrong is a "minor incident" at the mtu1xp domain. That shouldn't cause activation errors can it?

tepid horizon
#

Though Im still curious as to why my view gets like.. blurred with and without post process

plain dagger
#

poor anisostrophic filtering settings as it looks like its switching to a different mip

deft rock
plain dagger
#

or post processing. All i can think of anyway

limber lark
tepid horizon
marsh hornet
deft rock
#

dunno, what did you find when you googled the error message?

marsh hornet
plain dagger
#

or is this some funky shader

marsh hornet
tepid horizon
#

Yikes it just randomly got worse wtf

#

thats.. cool

plain dagger
#

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

plain dagger
tepid horizon
#

Yes

#

Enabling and disabling it doesnt seem to make a difference

solar panther
#

Bro, like I've been troubling make FPS Controller.

tepid horizon
#

Huh okay its my normals..

#

That material is purely driven by normals

solar panther
#

Well, however I've been scrolling down to make FPS Controller on YouTube. It shows errors whenever im tryna code.

tepid horizon
#

So my normals are like screwed or something

solar panther
tepid horizon
#

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.

plain dagger
#

well thats... interesting

tepid horizon
#

And the further i move from my materials the more "beige" it becomes

#

like it gets blurred

plain dagger
#

because not enough light reached over there

solar panther
#

You've already set up your FPS Controller?

tepid horizon
plain dagger
#

two convos at once

#

or this person is high

tepid horizon
#

It just sounds like he's talking to himself..

solar panther
plain dagger
#

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"

worldly cave
deft rock
plain dagger
tepid horizon
#

I'll see about it.. Thanks that does make sense

solar panther
stuck flower
#

It seems like some people just aren't aware that every individual username in discord is a different person

tepid horizon
deft rock
#

!ask

vagrant rootBOT
# deft rock !ask

:thinking: Asking Questions

:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.

-# For more posting guidelines, go to #đŸŒ±â”ƒstart-here

solar panther
#

Not to be rude. But, jst kinda ask.

tepid horizon
#

Checkmark for "He's high" X for "He's not high"

deft rock
copper gust
sacred sparrow
#

but wait for the current convo to end

solar panther
copper gust
sacred sparrow
copper gust
tepid horizon
tepid horizon
solar panther
sacred sparrow
#

not really

tepid horizon
#

You seem like you're either 1. A child 2. Intoxicated 3. Not an English speaker

sacred sparrow
#

yep

copper gust
#

Usually it’s better to assume they are a non English speaker before under the influence or underrage

solar panther
#

Brb

deft rock
#

no rush..

tepid horizon
copper gust
#

Just vibe wise it’s abit rough to jump to that

sacred sparrow
#

oh yeah, lol

tepid horizon
#

I think it's a mix of non english speaking and young

sacred sparrow
#

looking at his yt channel

tepid horizon
#

Sure the content he makes but it's actually pretty flush, decently edited.

worldly cave
#

You guys are kinda being weird about it now.

tepid horizon
#

And idk what kid could have the attention span to do all of this but it's whatever

sacred sparrow
#

yeah def

#

srry for that

solar panther
#

Back

potent geyser
#

Stop obsessing about this and move on please. You're making more noise than the person you're yapping about.

sacred sparrow
solar panther
sacred sparrow
#

which errors...

vagrant rootBOT
# deft rock !ask

:thinking: Asking Questions

:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.

-# For more posting guidelines, go to #đŸŒ±â”ƒstart-here

solar panther
sacred sparrow
#

and which ones

left coyote
sacred sparrow
#

you are being VERY generic

#

we are not there with you

sacred sparrow
#

and we don't know which errors

tepid horizon
deft rock
sacred sparrow
sacred sparrow
#

very strange

#

it's still down to your fps tanking for some reason

#

the stuttering is from the fps getting nuked

#

by something

storm patio
#

selecting the object and getting the inspector drawn would certainly do that in some cases

left coyote
#

that actually worked 😭

sacred sparrow
#

lol

#

your inspector is nuking the fps for some reason

left coyote
sacred sparrow
#

no

deft rock
#

confirm it first

storm patio
reef dome
left coyote
storm patio
#

btw @left coyote have you shared your code before

sacred sparrow
#

he did

#

lol

deft rock
storm patio
copper gust
#

Its in the code channel i think

sacred sparrow
deft rock
#

so it's not your code

left coyote
#

somehow

deft rock
#

6.3 is probably still not ready for those who want a stable editor

left coyote
deft rock
#

I doubt it'll make a difference, try changing to dx11

left coyote
#

how

deft rock
#

Well, I suppose it could, but it's unlikely

deft rock
#

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

sacred sparrow
sacred sparrow
#

only time i had a crash is when i tried to use the multi editor multiplayer package

reef dome
deft rock
sacred sparrow
#

which features?

reef dome
#

ah yeah right they introduced some neat new stuff, i love the new top toolbar

storm patio
#

@reef dome so is my understanding here correct?

left coyote
sacred sparrow
#

yeah it is a diff assembly seems like

deft rock
reef dome
sacred sparrow
#

based on the fact that when i added Unity.Entities in my asmdef, Unity.Entities.Hybrid was not added

#

yep

storm patio
reef dome
#

Yeah that should be the doc for it

#

Could be documented a bit better

storm patio
#

(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)

reef dome
#

The Assembly: line yeah, without asmdefs active you wouldn't really notice unless you dont have Hybrid installed at all

storm patio
#

(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?)

left coyote
#

does anyone know why my shadows look so noisy?

reef dome
storm patio
#

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

reef dome
storm patio
#

ah, ok. that saves me from going to check them then lol

reef dome
#

oh has been some time since I worked with ECS rendering, seems to be just the Graphics package now, Hybrid is gone

#

ah.. yeah 😄

ripe delta
#

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.

indigo forge
#

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

storm patio
#

the new one is more flexible, and that comes with more complexity

ripe delta
storm patio
#

if you're already comfortable with the old one, and you have other things to worry about, sure, use the old one

ripe delta
#

A quick stackoverflow search would fix your code trouble

storm patio
#

but the new system is definitely worthwhile

indigo forge
#

My main confusion is how to get inputs in code

storm patio
#

there's like, 7 ways

indigo forge
#

probably why I am confused

storm patio
indigo forge
#

Which would people recommend I use

storm patio
#

i could recommend most of those tbh

#

i didn't include any options using magic strings

indigo forge
#

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

lone maple
#

i8m tryiong to use unity andd put my city inside its not working

#

hello can yall halp me

indigo forge
#

Can you please specify what you mean by Inputs.Add(this)?

lone maple
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@indigo forgeyoo

indigo forge
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What are you having an issue with

sacred sparrow
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!ask

vagrant rootBOT
# sacred sparrow !ask

:thinking: Asking Questions

:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.

-# For more posting guidelines, go to #đŸŒ±â”ƒstart-here

lone maple
indigo forge
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I would rather not

sacred sparrow
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it will be better if you actually describe the problem here

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so ppl can help

lone maple
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so i been trying to add a city in unity and im stuck

sacred sparrow
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again, we are not psychics, lol

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describe the issues

lone maple
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i just did

sacred sparrow
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no, you did not

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that is way too generic

potent geyser
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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.

indigo forge
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LIke, is there a model that isn't importing, are you doing it from scratch, is it 2d or 3d, etc

sacred sparrow
lone maple
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so is there a way to import a city on unity

sacred sparrow
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pls give us actual details

potent geyser
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You can import FBX's simply by dragging them into your project, and then dragging it into your scene.

lone maple
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im stuck on stupid

sacred sparrow
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like, is the city a model or what

lone maple
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i try 3d

sacred sparrow
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ok...

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now, is the city a model?

lone maple
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yes

sacred sparrow
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then put the model into the asset folder

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and drag the model into the scene

lone maple
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ok

indigo forge
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this is what I have so far

storm patio
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is there an issue with that?