#💻┃unity-talk
1 messages · Page 80 of 1
well if you need to do different actions you would have them be different actions
but as the axis/composite you have now, the value of the vector will indicate the input
huh?
Also, how can I make it so that holding down a button works
Sorry, I haven't really worked with C# in years, and even then I didn't work on it much
sounds like the velocity is decaying from drag/friction? save the input value and apply it continuously rather than just once when the input is received
which part of that do you need clarification on
all of it, how do I split a vector into 2 different velocities, I am making something that means I need to be able to switch only the x and y velocities. Also, what do I type to have different actions, do I make it OnLeft or something?
not sure what you mean by that first part
Just how can I split it as an x velocity and y velocity
how you have it now means you get (1, 0) if you press D, (-1, 0) if you press A, etc
.x and .y?
it's a normal vector2
Yeah, I know, I am just forgetting how a vector2 works
ehm, why is it throwing this error?
if you needed them as different actions you would have separate input actions in the input actions asset, and receive separate messages for each input action
but if it's just for moving you would have that as a composite to make the logic easy
have you added it to your asmdef
i can't find it
So this would not work, I would need to break it up, right?
i don't know what you want
I am trying to make something where I need to swap player inputs for only left and right, but not up and down, depending on the moment
i do not know what you mean by "swap inputs"
what is the end goal here
is this a confusion mechanic where controls are reversed horizontally?
just * -1 the float?
as a Vector2 it'd be * new Vector2(-1, 1) or .Scale(-1, 1) or .x *= -1
how do you change from read only so you can edit it?
copy it out of the fbx file
iirc you just duplicate the animation.
oke thank you
yeah you can never edit the import stuff directly when it comes to formats like fbx so you need to dupe it or if like the mesh you make a prefab variant of it
Hi, Im working on a tool for unity and I would like to find people who are interested in trying it out. Is it allowed to advertise my stuff here in dc? If so, on which channel?
You will find the answer in #🔎┃find-a-channel .
So basically I am making a gorilla tag Horror game. And I need help. For whenever I get close to a monster I know when I'm not near a monster. Because every time I press play and I add the audio to the monster I can hear it from all the way from stump. Can anybody please help me out with this?
Is there anyone in here that would like to help me?And my friends worked on this game if so please d m me
Not how this works. Ask a question first, if so eone knows the answer they'll answer it
I just need like coders, builders and like pretty much everything I have some friends that know how to do it.They're just not that good at
If you are looking for people to make the game for you, you'll have better luck on the collaboration forum
!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**
That doesn't help
What number do you think I should change the radius to
Considering you are allowed to make such a request there, and not allowed to do so here, then it should
What radius do you want it to be heard in
It doesn't even show me where I can type stuff out at
Then you'll have to look harder. Navigating a webpage is significantly easier than making a video game and if it's too hard you might want to put in some more time in learning how to use a computer before diving in to game development
My friends know the basics of making a game. They don't know much and i'm good at thinking of different things.And adding different things.And how the game should work?And all that i'm good at thinking of it
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
the pathway might help you get better
I'm gonna learn it and then forge
My whole thing is like I learned something new.And then I just forget it
yeah you have to keep applying what you learn
if you learn a concept and don’t touch it you’ll forget it
keep making stuff
I'm mostly good at thinking. And then explaining stuff to other people like how this should probably do that.And how this should probably do that or we should add this to a game or add that to a game.I'm not really good at coding or making the games
you can always learn
if you do want to hire people you’ll need to follow the link digi sent
Then you should probably pick up some more skills because "idea guy" is not actually a position on a development team
eh, big companies usually allow people who don’t know how to do anything to be project managers so that they can annoy the devs
Those are the people providing money
If you can't provide skills, you can always provide capital
Not to be rude, but if you "learn and forget" something, you're probably not as good at "thinking" as you claim.
And yeah. Everyone has great ideas for a game. It's not about great ideas, but about being able to materialize them in into a great game.
One message removed from a suspended account.
Does making games require learning physics?
Most physics are simple enough, nothing intense unless you want something REALLY specific
Ok thanks 💪
Topics like ripping assets from games is not allowed here btw
bro what
who was talking about stealing assets 😭
man come on, at least I can get a little clarity
you a code steala
disappointing performance 😔
I bet you guys haven’t even checked the account yet 😮💨
hi guys
chat had anyone here used unity VR before?
I need help making a volleyball game better that volleyball fever.
if you have any specific questions you should ask them
if you need specialised help then #🥽┃virtual-reality people might help
thanks twin
Is there a person that can teach me C#, or do I have to learn the Youtube way?
Sure, pay someone or attend a school. You don't "have" to learn the "Youtube" way.
Unity also has their own resource:
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
And there are pinned resources in #💻┃code-beginner.
can someone help me??? i keep building but my apk file isnt there and it is deleted
Check your console and editor logs for errors
ok i deleted my library and my map isnt even there
i thought unity cloud saves it>???
YOu're being very vague
are you talking about your scene?
Why did you delete your library
uhm i deleted the library folder cant restore it and now i dont see my map
again you're being very vague Unity has:
- The Assets folder, which contains your project assets
- Scenes (which are themselves assets and live in the project folder)
WHen you open a scene that's when you see all the stuff in the hierarchy etc
sounds like you probably just closed your scene
and/or opened a new/blank one
Unity cloud doesn't save anything by default, no
i SMH fiuxed it the map is back
As for the build issue, you need to do this
i remmeber seeing android sadk is missing
If you want help you have to stop being vague
OHHH THERE THEY ARE THE ERRORS ARE THERE WHEN I TRIED TO BUILD
yea ok im sorry my spelling is ass
the android sdk thing is there and it says "Android SDK Build-tools component is not found. Make sure all tools are installed in the SDK manager.
UnityEditor.EditorApplication:Internal_InvokeTickEvents ()"
also im making a vr game if that helps
@vivid cedar ^^
hello?
start googling those errors. But it sounds like you haven't fully installed the android build stuff, or something happened when you deleted the library folder
alright
i heard to download android studio
Is it possible to run the nature renderer on the unity 6.3 version, or are there any other alternatives?
Yeah, this is why Nature Renderer isn’t recommended. You get no support. Only expensive upgrades to the next version which may or may not have bugs that will never get fixed.
There’s GPU Instancer Pro for the instancing part, and The Visual Engine for the vegetation shaders. These two work together.
Plus in my experience they don’t break with every version.
Does every script have to be attached to a game object?
Like if I am making a stats script for each monster and some of them haven't spawned, do I still have to attach their stats scripts to something?
Aren't there any free ones?
If it isn't a component, you wont not need to attach it.
Thanks, I'll try.
I can’t open my projects help pls
I just started unity and i have a bunch of packages that are causing errors that I cant delete, what should I do
Please provide screenshots or descriptions of what is preventing you from doing so. We can't read minds
Idk when I try too open it. It just doesn’t work
Open from where (unity hub? somewhere else?), how (clicking the project name? adding project from disk?)? Be specific, what "doesn't work" means? Do you get error messages? does nothing happen (and if so, do you get any indications of something happening like a loading cursor or the load bar under the project name)?
I would start by checking the hub logs: https://docs.unity3d.com/hub/manual/Help.html. Since it's clearly not doing what it is supposed to do, there might be some error messages in there
On newer versions seem to now be under Account > Help and support > Logs
2 questions if anyone knows:
- Is there a hotkey for play scene, stop, etc? Rather than having to click the play button
- Can you lock the mouse cursor to Unity so the mouse doesn't fly off and accidentally click your other monitor?
Try looking through these for the keyboard shortcuts
https://docs.unity3d.com/2017.2/Documentation/Manual/UnityHotkeys.html
yes
With a script, you could optionally lock and hide the mouse if needed to display your own fake cursor. I don't believe you can manipulate the mouse without working with the OS API
for mouse, code it like:......i forgot lmao
anyway u can find it cuz IDE will tell u
something like State.Lock
Cursor.lockState = CursorLockMode.Locked;
yeah i just asked my dear IDE
and hot keys are: ctrl + P, pause is Ctrl + Shift + P
That would only lock the mouse to not allow any movement and it would also only work when playing. If they want to only be able to move on one monitor in editor, what dalphat said holds, sounds OS level stuff not controlled by unity
maybe not, cuz i only use Ctrl + P, and puase it by code, like: Debug.Break();
oh okay
I misunderstood.
for
limiting
I mean the question wasn't very specific, I'm not sure either what they meant
u can just use CursorLockMode.Confined
just remember Cursor.lockState
other things...ask IDE
Note that confined cursor lock mode is only supported on the standalone player platform on Windows and Linux.
So it'll not be applicable in the Editor if that's something that's necessary.
Thanks for thy answer on perhaps my nonintelligent question about the scripts
if u dont wanna add component for all the enemies
u can make a "EnemyManager" to control them in one place
thanks I understood components
struction will be like : for enemy in enemy_list: enemy.Attack(someone)
just a loop
lmao why we need it work in editor, that will be a little annoying
cuz u always need to move ur mouse to other places, maybe assets folder, inspector, so it doenst work will sounds more makes sense
A play session in the Editor will not exhibit the behavior - they'll need to create a build every time if they're simply wanting a cursor within the game window. As is, we're uncertain of what's needed.
well, for that one, can try to Clmap "Input.mousePosition"
i think it will slove it
for game system, it always get a mouse position that already been clmaped
if ur mouse is in inside, no change, if is in outside, then clamp it, still same position in the end
Help I cant open my projects on unity hub
What error are you getting?
check if unity editor is open in task manager, restart hub, restart pc
im trying to use lobby service but its not working at the moment
Assets\Code\LobbyManager.cs(16,28): error CS0234: The type or namespace name 'Models' does not exist in the namespace 'Unity.Services.Lobby' (are you missing an assembly reference?)
Assets\Code\LobbyManager.cs(27,13): error CS0246: The type or namespace name 'Lobby' could not be found (are you missing a using directive or an assembly reference?)
could someone help me please?
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Isnt the namespace Lobbies - not Lobby?
im not sure im quite new to unity - using ai to be honest ill try it out
If your IDE is not autocompleting code or underlining errors, please configure it.
Select one:
•
Visual Studio (Installed via Unity Hub)
•
Visual Studio (Installed manually)
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ah okay thank you for the help
And one more thing, if you are just starting out try not to rely on AI, especially for netcode, most models are severely outdated on info, hallucinate solutions or will put bugs in your code which you cannot identify without knowing Unity yourself
yeah ive built my entire game using gemini pro im just on the final stage of trying to get the lobby to work - ive managed to get multiplayer working using host and client but lobbies are not working right now
it does seem that way
Guys can I store functions in a scriptable object?
A scriptable object can have methods , yes
thanks for answering my scriptable object question
If I want every magic type to have stats I would use scriptable objects, but do I have to make a scriptable object for each magic or can I like store them all in the same scriptable object?
The point of the SO is to store data, you would have multiple SO assets, 1 for each magic
That was all, thanks for helping me with scripting
and dont fotget that u shouldn't change the data of so instance while playing, it will be actually changed even u stop to play in editor
Yeah a video of that just popped out
Ok guys so I got like another question
Each magic in my game will have a status effect that will happen when a thing is hit
So like effects are functions with a target
How would I make it so that I can also store the effects on my scriptable objects?
Like it hits, it checks the scriptable object then it checks if it has a status effect and then applies it
i just said dont change any datas of so instance😭
No not in game
For example Fire Magic inflicts burning
and I need to attach a function to the scriptable object so the script that does the hit detects the status
Do I use a string for each status
or can I put functions?
I WONT CHANGE ANY DATA
I want to just know if I can put a function in a variable
of an instance
if its a common effect
like public function MyFunction
u can just set a enum
You can change the data as much as you want, if you need to. Just don't do it expecting the data to save between sessions (in a build)
a script check wut value it is then it find the method itself
yes, Function or Action
Action<T,..> valueName
then I drag a monobehaviour in there?
Your method will say effect.Play and you'll have a field that you assign that affect to (assuming particle system)
nope, i think u cant drag something to a Action
Status effects like burning , poison
So I use a string
I'm not talking about an action.
and then the hit script checks for that status effect?
well if u mean monobehaviour, u can do it actually, monobehaviour valueName, then drag it
I know how to do the particle stuff
use nameof not strings
and using an instance wont allow me to do that, so I guess I use strings for each status effect?
sure u can
i mean there are a lot of way to make it
Whats the difference?
just do wut u want
This is not the route
wut u mean route
I dont get the option to write that
People do not need to be doing that
its not in my unity
Time to code the magics
u can just make it
then when found the problem, ask here
cuz there are a lot of way u can make it
Ok Maxy I understood...
idk wut code u will write like, u can just use enum or string or action to mean diff effect, they are actually same, just make a way to tag diff effect, then execute the effect, thats the core part
I opened 2 unity project and my pc crashed is that normal?
no
😭
LOL
hi guys
hi
any idea how to improvew this?
Identify things that aren't as good as you want them to be, then work on getting them closer to your ideal
ok
hello, it's been a week since I'm trying to learn photon fusion 2 to make multiplayer games and I feel like it's hard to get help from their community and no one helps, don't you guys think I should immediately try to learn unity netcode or another option like this?
ok sorry
if you are still using GameObjects, go with Mirror
else if you are trying DOTS and ECS, use NetCode
what's ECS lol? I'm new sorry if I don't understand
EntityComponentSystem
@flat breach türkmüsün sen
if your game is planning to use a lot of objects that do logic, ECS is def the way
it will improve performance by A LOT
yok
can you talk english pls
oh okay, as I'm new, I'm not looking for the best tool for performances or whatever but just something which would get me onto the multiplayer path and allow me to learn and build good games on the way
then prob Mirror is the easiest to start with
lol bye
(:
okay, thanks
when beginning with mirror, did you actually watch tutorials? try to understand some premade projects or another thing?
there are tutorials, and very good docs
- a somewhat active discord community
tho seems like #1390346492019212368 also accepts Mirror questions
okayy, thank you so much, is the doc this one?
yep
is anybody here able to help with a shader related question? I am using shader graph to make a 3d mesh undulate, but when I use a gradient mask to modify the undulation intensity it seems to clip the top vertices and open up the mesh
hello, is it impossible to bake a navmesh surface onto a plane?
i think so
Ive gotten this issue with my editor how do I fix it do I need to redownload a new one
Please update for latest fixes
update how or what
do I unistall this editor and install 6000.3.8f1
or is it also bugged
I feel like the memo is clear that this editor version has an issue, so you should uninstall it
As for if the newer ones do work, I would assume so yes.
Clearly it warrants a notification and as such you should update to a newer versionr egardless
ight thanks 👍
good evening guys
SerializedObjectNotCreatableException: Object at index 0 is null
UnityEditor.Editor.CreateSerializedObject () (at <ca3cfc821dde4651885b592fd48a79fb>:0)
UnityEditor.Editor.GetSerializedObjectInternal () (at <ca3cfc821dde4651885b592fd48a79fb>:0)
UnityEditor.Editor.get_serializedObject () (at <ca3cfc821dde4651885b592fd48a79fb>:0)
UnityEditor.AnimatorInspector.OnEnable () (at <ca3cfc821dde4651885b592fd48a79fb>:0)
MissingReferenceException: The variable m_Targets of GameObjectInspector doesn't exist anymore.
You probably need to reassign the m_Targets variable of the 'GameObjectInspector' script in the inspector. Parameter name: componentOrGameObject
UnityEngine.Object+MarshalledUnityObject.TryThrowEditorNullExceptionObject (UnityEngine.Object unityObj, System.String parameterName) (at <18b3b31e3d8341f487466ebb6800bc67>:0)
UnityEngine.Bindings.ThrowHelper.ThrowArgumentNullException (System.Object obj, System.String parameterName) (at <18b3b31e3d8341f487466ebb6800bc67>:0)
UnityEditor.PrefabUtility.IsPartOfVariantPrefab (UnityEngine.Object componentOrGameObject) (at <ca3cfc821dde4651885b592fd48a79fb>:0)
UnityEditor.GameObjectInspector.OnEnable () (at <ca3cfc821dde4651885b592fd48a79fb>:0)
SerializedObjectNotCreatableException: Object at index 0 is null
UnityEditor.Editor.CreateSerializedObject () (at <ca3cfc821dde4651885b592fd48a79fb>:0)
UnityEditor.Editor.GetSerializedObjectInternal () (at <ca3cfc821dde4651885b592fd48a79fb>:0)
UnityEditor.Editor.get_serializedObject () (at <ca3cfc821dde4651885b592fd48a79fb>:0)
UnityEditor.TransformInspector.OnEnable () (at <ca3cfc821dde4651885b592fd48a79fb>:0)
Anyone know about this error?
hiya, i'm a complete beginner to unity trying to make something for a game jam at the moment. i created my own spritesheet for a 2d player sprite to add into my game, but for some reason, when i try to drag in my sprite into the scene as shown, it won't let me at all. this happens when my file is in both a png and aseprite file format. does anyone know why this might be happening?
happens whenever I import any blender FBX model, I even tried the default cube and imported that still get this error
tried removing the library folder and having unity rebuild it
your in the animation tab
try switching back to the scene
okay that got it working! thank you so much!
game window is diff from scene window
just notice that in case
☝️
alright, thanks for telling me :)
Scene view is for looking around and modifying your scene. Game view shows the camera outputs and is where you look during play mode.
Though scene view still works in play mode so is useful to inspect things then too.
wut version ur using
2022
as i know, unity already do this job automaticlly after unity 2022
awh shoot
welp it is definitely not
well i went to the exact path
still not working
yikes i gotta back up from my monitor
@celest sparrow what would you say i do in this situation
dang bro left me
im opening my unity
ohh ok
im looking for devs
whoever is my 1st dev gets owner
@fathom siren did u download Android pack and select all u need when u download unity?
yesyes
i tried to find my setting
but i just found, unity doesnt show it for me
unity just auto did it then hide it
so yeah, idk why ur unity didnt do it
why didn’t mine do that 🤔

can we call and figure this out :c
wut version u using
Did you untick the "blah blah installed with unity" options here?
nah there is no vc in this server
they were ticked at first and i still has the same problem
just download a new unity version in 2022
mine is this
u did this before?
make sure this
thats mine yoo
yep
then weird lol
this version should be auto done by itself
Are you using the external dependency manager in this project? @fathom siren
lets stop with the flood of information
uhhh the what
If you are using unity ads/level play then it is already in your project
(It allows ios and android plugins to function)
uhhh how do i check if i am
If so I recommend installing the JDK on your pc anyway: https://www.oracle.com/uk/java/technologies/downloads/#jdk25-windows
I think it has a menu under Assets?
i do not think i am
Then try re enabling the "use recommended" options then restart the editor
not helpful
yeah you did not select the toggles
They said they tried already with them on but lets see if re enabling and restarting helps
oh ok
why not update your Unity?
I heard 2022 is best for vr games
well, it's very old
u tried redownloading the android pack?
nope
how does one do that :)
Open unity hub, find the version and "add modules"
okkkk
its for "add"
oh yeah i cant remove nun
If its already added then it may be worth installing the latest 2022 and trying that (with android stuff)
Though be warned that soon 2022 will be too old for mobile dev without a pro license
mb twin
yep, download 2022 again to see if the android pack fixed already
use the "unity download archive" website to install any unity version
won’t i lose my project tho?
Do you have backups or use source control?
If so its safe to "upgrade" the project
If not then once opened in a later version you cannot downgrade easily
nope
connecting it now
unity engine and unity project
to the version controll thing
they are two things
well duh
ok what version do yall recommend for vr games
Probably the one that says "recommended" right next to it
If you have no reason to be on 2022 use unity 6
im in the archive einstein
BUT too late now so follow previous instructions to backup/sourc control first
damn whats with the attitude
Why
i think imma use 6.1
the person who called me einstein lol 
Cool but my final warning to have a backup/commit pre opening this project in Unity 6
that means ur a smart guy~
Einstein, not Epstein
🤓
what
ok so i have the version control whatever thing, so my shi won’t discombobulate when i launch right?
Epstien 😭
Well you need to actually make a commit for your project
just "having it" doesnt really protect your project unless youre regularly making commits and pushing to a branch
If starting to use VC now then as long as you commited everything then yes its safe (as you will be able to discard all the changes made to go back)
I have no idea tbh if you understand this or not so im playing it safe 😆
partially 😭
imma just risk it for a chocolate biscuit
You can also make a rudimentary local backup if you want to be sure
hi
yo can someone help me with a thing??
!ask
:thinking: Asking Questions
:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
-# For more posting guidelines, go to #🌱┃start-here
!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**
We are human help, you just have to ask
When i said ask, i meant ask here, not in my dms...
sorry..
how to ask?
ask by eng
!ask
:thinking: Asking Questions
:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
-# For more posting guidelines, go to #🌱┃start-here
👆
firstly, put ur hands on the keyboard
then think about wut u gonna type
then type each letter
bro can't i just tell a guy who can or want to help?
If you ask your question, on whatever youre stuck on
someone who might have a solution will come along
no you cannot just randomly solicit people to help you specifically
Litterally just ask lol
yep
its as simple as that idk why youre overcomplicating it so much
like there's a professor who gave me a job and i got just some days for it, i never used unity and he want me to make a videoplayer 360 with a menu for 3 specific videos, can someone tell me how? not saying slide me if someone already did just show me how to
and im forced to accept it
Okay so this is something else...
this is a place to ask questions about issues you have while working in unity
i just want to underwstand how to do maybe with someoen who can explain
youtube aint working
what youre asking is for someone to do your assigned project for you
Sounds to me like you underestimated just how much effort and time this is going to take, and now youre trying to do it last minute and having no luck....
Let me be honest, nobody will do this for you
At most people will help you if you get stuck on something specific doing it yourself
but nobody will sit down and walk you through how to implement everything your professor asked of you
kuzmo i think you're just getting conclusion fast.. you know nothing and im not trying to use nobody
why you making an entire film on something who you just came up with?
i said the whole thing.
i have been on youtube for 1 day but none of the videos work or did the thing as i expected
i am trying
lmao
i just want to understand, not to get the job done
wtf is wrong with you
im sorry
ok?
bruh its not that serious lol
it is if you just accuse me of something
im just telling you nobody here will walk you through your assignment
and pretend to talk shit about me
😭 dude what the hell are you talking about
then don't see it as an assignment but a person who want to understan how to make that assignment
no?
nah
you gotta think i want to use people
you're in burn out
you aint normal bro
i'd rather leave the server, thanks for not helping i just feel lower now
im so fucking confused right now
that was weird.
All i said was that people wont help him with the entire project directly, but would answer and help if they get stuck on any specific part

He's probably trolling, he didn't get what he wanted so he left lol
I think i read him like a book, and he got mad
sadly, i cant read the tone from english, or maybe i can get why hes mad just now
whos mad?
I think he understood that nobody here was going to give him a 1:1 walkthrough for his project and figured he tries his luck elsewhere
Well whatever, its over whatever the hell that was
!collab
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• ** Collaboration & Jobs**
oh
Or other social media outlets (Reddit, fb etc)
i wonder is Reddit popular now?
the last time i use Reddit, it feel like im using an old app, i mean it looks old so
yo
Relative to Unity, it seems fine
r/Unity3D
sounds like you may be searching for videos to do your exact thing.. whereas you need to break it down.
- how to play 360 videos in unity
- how to create a menu
- how to create a button
lmao wuut
They're no longer present on the server
🤷♂️
I can't drag the particle system(water particles) to the variable
does anyone know how I can move the input system up when I tried to select the component which it seems like it is but it moves the whole player not seeing any options here to move positions or anything,
move the input system up?
WHat does that even mean
what would be the point of that.
The playerinput gizmo will be drawn at the object's position
I'm in. Sorry. I found it.
that's the CharacterController
nothing to do with "the input system"
basically the issue was this was not covering my whole player and for some reason when I was moving around my character, my character was going above that. But it's fixed now
You are very likely getting confused by having this set to "Center"
thank you. I've got it to work. That was the problem
Guys I messed up again, why are the magics the same?
why can i not see my download percent for my unity version anymore???
nvm. sorry im REALLY dumb
are you seeing this error in the unity console or only in your IDE?
found it
it was in Unity.NetCode.Physics
i hate that they use the base package for a subpackage in another assembly
the incremental player build is taking too long
would anyone be able to hop in vc to show me why my camera isnt showing what i need it to show? im pretty new at this stuff
well, just explain here
well, ill try. ig ill do this:
this is my inspector, hierarchy and scene, for some reason my camera isnt showing on the game mode
like its not rendering anything
go on the game tab
wait....
is it normal for my building to take 2+ minutes and for my pc to freeze up
pc specs?
NOTHING IT WORKED I FINALLY BUILT A APK WITHOUT IT FAILING
and yes, it's normal for it to take a long time
especially if your pc has bad specs
i fixed it... i didnt realize if i had a canvas, then everything else had to be under that canvas too.
wdym
oh you put the logo and images ouside
yeah
btw, are you doing that game just as a practice?
or do you want to release it later?
lol no its just practice
but now im wondering is it possible to show my scene through the camera window without runtime (idk if i said that correct)? like usually it is, so im wondering why its not showing
like this: why is not showing on the camera wiundow?
its not possible at all with canvas?
its just nice for me to see what everything looks like visually without having to switch windows every time
Well, you already are
but ig at this point in developement it doesnt matter, i was just wondering for a future project
In the scene view
yeah
also do u know why i have to scale everything to the canvas window? or did i do something wrong?
You can open the game tab next to the scene tab
you should read the documentation pinned in #📲┃ui-ux to learn how the canvas works. because your camera should not be large enough to encompass the screen space overlay canvas, because that just gets overlayed on the screen and is not rendered by the camera's view
Hey everyone!
Can someone help me? I'm having trouble with the enemy animator (Unity 6) in my 2D game. I've checked all the sprints, I've validated it to see if it's correct within the Blend Tree animator, it's reaching the animation, the blue bar appears in the animator box, I've checked the motions, I've checked the controller, but nothing... it doesn't work... what do I do? I've already made another clip for testing, please someone message me privately to help me? (I'm Brazilian)
#🏃┃animation show the details of your problem
i should and ill look at that, but ngl im unsure what you mean by this:
because your camera should not be large enough to encompass the screen space overlay canvas,
i mean your camera is scaled up way too large. for the reason i stated in that same message you are only quoting part of
Are you scaling the camera to fit the entire canvas in the scene view?
Hello i send message in #🏃┃animation
to reference, i was only really trying to show my canvas and those objects in the game view. im really unsure whats actually going on with my camera lol. but right now the game view is showing/doing what i need it show/do
this is why i need ot talk to real people more lol
but ig now i know that the canvas is an overlay and wont show the same things that the camera renders?
the canvas, when set to screen space overlay, is entirely unrelated to the camera's view, yes.
the camera is meant to render world space objects, while the canvas is rendering UI objects in screen space
How I add a city on my project
didn't you already get an answer to that question
No
i was doing some research, if i set the canvas to render mode "screen space camera" and assign the camera to it then i should be able to look at the canvas through the camera, no? or im probably not understanding
but why tho
why do you need to do that at all?
it is entirely useless to see it from the camera view
if you really want you can extract the game view and put it on a separate window
im entirely just curious.
like, is the city a model or what
he already got his reply
i already said how
Man I been having a hard time
(I know, I was literally copy pasting your answers from before)
(now shh you're ruining the bit)
i mean i understand its not the best thing to do but im just wondering...
anyways, im still wondering why is my camera not rendering?
How can I optimise my game that uses urp for mobile? currently getting only 40fps
Use the profiler on your target hardware
How do I do this?
what kind of game is that , we need some infos
Is your camera pointed at anything that it can render?
yes, (at least i think it is) i just made a new camera but im not sure why its not showing anything... it should at least show the green
Rotate your viewpoint, is the green actually in the camera's view?
why is your camera Perspective rather than Orthographic for a 2d scene?
also the objects you want to see are very likely behind the camera considering the camera is at 700+ on the Z axis
i just made a completely new camera, so i dont have an asnwer for that
and yeah this was the answer... i didnt realize since im in a universal 2d project, that it would do that. thx
and that also answered my other question. thank you
guys, i need to know, is there any easy way to do billboard UI which overlapping gameobjects?
Can you be more specific?
hello
what do u need help with
like, you see i need to make a UI button that is pivot attached to a gameobject, im very new to the unity so i dont know the easy way to do this
Controllers
i just cannot find the script to make em exist
is there a problem or u wanna set them up
set em up
watch tutorials its easier to understand
and that UI should be seen through gameobjects
i cant find any
if u had any problems come here
ok let me find one for you
i need a human to judge me 😔
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This isnt what this server is for
you need to shush bro
Im sure people are lining up to give you a walkthrough on how to do even the most basic things in Unity, with that attitude...
Any day now i suppose.
i just don’t like you bro 😭 ✌🏾
every word youve said is so judgy
time to stop replying to each other
How much are you willing to pay
Guys is it good practice to use enum for player movement states (say, for a platformer)
Yes
I'm getting mixed answers because other devs told me that bool flasg alone should be enough
Guess it depends on how complex your movement system is
If you just have jumping and walking then you probably dont need enums
use whichever makes the most sense to you. don't worry so much about "good practice" unless it's something egregious like calling GameObject.Find frequently
Sliding, jumping, walking, (planning to add wall movement later on), dashing and that's about it
if you get hung up on good/best practice then you'll never finish anything because you'll always be searching for the best
Also "locked movement" for certain attacks I plan to add later on
Basically where the character moves from the effect of the weapon attack and you can't control your character during it
Pretty complex I suppose
If youre already figuring to use enums you probably should
but also consider what boxfriend said because its pretty important
Sounds good
Anyone know how to fix this? Me and my friend uses unity version control he ownes he games but the game won't pop up anymore for him. He goes in and everything is there but the game and stuff etc
just use github
they need to be sure they are signed into the correct account in the unity hub. then they can use the "Add from repository" option in the "Add" dropdown to download the project
They have
It's the owner. I have the project and everything, it works
But all of a sudden everything for him dissapears
Like in the project nothing is there anymore for him
oh you mean in the actual editor. i'd bet they just don't have a scene open
Guys how do I detect collisions on an Instanciated Object?
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Kk ty
Guys how do you prevent spamming slide to maintain your velocity or is that an actual mechanic that devs keep
This question is extremely vague and highly dependent on the details of your particular movement code.
It's also half a game design question. You should answer the game design question before worrying about the code question
hey can someone help with this texture issue? im a vrc avatar creator and when i tried importing my texter from ibspaint x into unity and for some reason the textures on my avatars arm has these weird pixelated spots... I tried changing the texture settings and yet nothing changed on the avatar’s mesh the actual texture within the project DID change, but when I put it inside of a material and place it on my avatar, those strange dots are still there. I originally used IBS paint next to import it, but when I saw the strange lines, I decided to re-import it from gimp still didn’t work…..
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isn't this a unity question tho
Can we see the texture? Could be poor uv unwrapping or skinning causing stretching
suree! one sec!
I'm already in this sever, no one helped me yet sadly...
heres the texture
Yea its probably poor uvs or skinning. Check in 3d software like blender if you can
you can also try reducing compression or change the texture to use a non compressed format
nvm i fixed it! i turned the compression quality to high and some how that worked lolz...
does OnPointerEnter and exit not work on Androind?
I am creating an XR project using the google cardboard api, and using the events to trigger when the center dot goes over the object
it works fine in the editor but when i build and install in my phone, it only triggers when the object is on the far left of my screen
Android does not support "both" input systems but both work with event system pointer events
if you have it set to both you have to pick one
wdym by both input system?
Are you using IPointerEnterHandler or a EventTrigger?
hello. my tilemap randomly creates small gaps, which quickly go away. Any ideas on what to do here? I put the tilemap in a sprite atleast and have a little negative cell margin
its probably the camera
most likely you need something like Pixel Perfect
i dont like the aliasing effect it creates
hey guys, i updated a model, but the small guy doesnt have model reference anymore, so it doesnt have the new object that you see that is selected, if i try copy it and give the correct root bone it is still positioned on the wrong object, what can i do?
im trying to just add the new game objects that i added from the new model, but the smaller one was unpacked
alright i just redid it manually..
potentially insanely dumb question, but does anyone know why my projectiles dont delete when i hit a wall? idk if im allowed to send pics/if this is the right place to ask so
how you expect anyone to answer this..
i didnt know if anyone would respond or tell me this is the wrong spot to ask so i didnt send any info on it yet
read the channels description , its not difficult
no need to be an ass man, just a simple question
Do you have some kind of code implemented that would delete your projectile when it collides with a wall?
im like brand brand new to this, so this is my projectile code
dont ask about it saying destroy twice, was just trying different things
yes putting destroy on start doesn't make sense
thats actually the only thing i did that made the lifetime destroy it, when i had it anywhere else it would just go forever
which is the only reason its there
if projectile is a rigidbody it shouldn't be moved via transform it won't provide accurate collisions
how should i move it? i also just couldnt get it to move earlier
rigidbody has its own methods like Velocity or Force
rigidbody.linearVelocity
you should not be guessing things
lookup any example of how to move something via rigidbody, there are plenty of examples
Instead of destroying in Start: when you spawn the projectile object, have whoever spawned it destroy it after some time.cs var instance = Instantiate(...); Destroy(instance, duration);
isnt the whole point to destroy when it starts with a lifetime xd
im reading this and im confused why that is the problem
he calls destroy delayed on start with a lifetime var
the problem im having is destroying it over time and if it his an object before the lifetime is over then it also destorys
if at some point one uses pooling or reuse the projectile suddenly lifetime is broken
just redesign it then
It's mainly about the explicitness relative to who should be in charge of the lifespan of the object.
its why you plan it better ahead of time so you don't have to do that.
i mean he is brand new so i dont think he will start off with pooling any time soon
exactly, im just trying to figure out the basics right now
i mean based on the code it should work, its def something with the collision or smth, is this a 3d or 2d game?
this confused me though, would this be on my player character or? talk to me like im 7 atp
nothing wrong with starting good habits early
its a 2d game, all i have right now is a block moving around shootinf red balls
i mean yeah thats true too
projectile has rigidbody yes?
without seeing the rest of the setup the code alone can only shows its being moved with transforms and thats not good for collisions
3D rigidbody + collider but using CollisionEnter2D 🤔
you are not using 2d colliders
you are using 3d
try search for 2d when you need anything colider related
browse the components list and see that there are different components for 2d games
yeah im an idiot LOL
Going back to the original question: as suggested, you need to move the object using force or velocity. If you're absolutely wanting it to move with Transform-position (teleporting) you'll need to sync the transform with the physics simulation https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Physics.SyncTransforms.html
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i would suggest he just changes linear velocity or does AddForce but idk if that works on 2d, never made 2d games
dw i saw that, so how do i make it move with linearvelocity? it says rb doesnt exist or smth
my discord just bugged out sorry for the delayed response
can you show us your code?
where have you declared a variable called rb
you need to do something like: rb = GetComponent<Rigidbody2D>();
You need to learn.
stop what you're doing, and do some basics
exactly what im trying to do? whats the point of sending msgs like this lmao
Can I ignore this or is this actually super important to update
you're throwing random putty at the wall hoping something sticks, that's not how you learn
No, it's not. You're writing random words in your ide without understanding them at all and hoping it would work.
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also pins in #💻┃code-beginner
you should update, also 6.2 is not a proper version anyway
You can ignore it of course, but I wouldn't recommend staying on 6.2 as it was a beta version.
does anyone know why my sprites on my spritesheet obtain these semi-transparent and shades lines after importing? on the left is how my sprite sheet looks in windows image viewer, middle is the unity import, and right is my import settings.
What's a higher version that still supports Relay, I really don't wanna change much of the Networking code I have
I swear, I'm not trying to copy nav😅
xD great minds think alike
relay has been supported since like 2022..
LTS are always the safe bet
Mabe some api changes, but you can probably fix it quickly.
I think relay has been moved/named to " Multiplayer Services package"
https://docs.unity.com/en-us/mps-sdk
The Multiplayer Services (MPS) SDK unifies Lobby, Matchmaker, and Relay under a single, cohesive API, replacing their individual SDKs.
On the left screenshot you don't see the transparent(alpha) values. They're likely smoothed out on the sprite borders. Might want to use gimp or photoshop.
you gotta turn on gizmos for gameview
gizmos have been available to enable in the game view for years. you just need to actually enable them
ah yes, the ever descriptive "bugged"
in gimp it looks clean (no transparency). hmmm
works for Metal and DX11 for me 🤷♂️
Try a single sprite mode.
you've conveniently cropped out the proof that gizmos are actually enabled in game view
that wasnt it--but you made me start clicking aroound more and i found the solution! the "max size" parameter needed to be increased. thanks xD
what version are you actually using
you're way behind..
any particular reason you're using a version from January if you just installed unity?
6.0 is king anyway
well if it did, then it was probably one of the two patches after your version
but you also claimed there was a bug report for it, so presumably the issue tracker for said bug report will detail whether it has been fixed or not
can you send the issuetracker link
seems like you should be submitting a new bug report if it has previously been fixed
although, have you tried not zooming your game view in to see if that makes any difference?
anything above 6.0 have been sketchy releases
6.3 works fine
Im making a VR game, and need some help. If anybody can assist me please dm me. Thank you.
ehh the first thing 6.3 had was broken signed package.. but whatevs, if works for you then ok
not how that works, make a post in #🥽┃virtual-reality with actual descriptive post on the issue, If someone knows and is willing to help they will
Hey I’m a beginner 3D artist, wonder if anyone has info on where I could meet someone possibly another beginner that does coding to make a small prototype collaboration to increase both of our skills and experience?
!collab 👇
:loudspeaker: Collaborating and Job Posting
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• ** Collaboration & Jobs**
Hello, Im making a game for several months and I realized Im in built in render pipeline. Is it worth it to convert to URP? what will be the benefits and will it be annoying?
Worth it? - Depends on your project.
Benefits? - Probably some benefits. Performance / Enhanced graphical fidelity.
Will it be annoying? - Depends on your project (But probably not).
It's a party game with minigames
2d without lights?
its 3d with lights
example
I thought, urp was ultra realistic or something thats why I chose built in when I started to unity ...
I would make a backup and try upgrading. GL.
(ideally via version control)
It's better in long term right
I guess ill just do that, its better doing it right now than later
Honestly doing it and not doing it are both valid ways to go
maybe push to version control and give yourself a day or so to upgrade
if it takes too long just revert and continue
well you people call it "upgrade" so
yeah Im getting a backup now even I have ver control
it is an upgrade forsure but also plenty of games released before urp was a thing
and as you can see your game certainly looks like a game
will I need extra effort for URP than built in?
potentially in the initial upgrade and obviously using the new features urp offers takes an amount of effort
the big thing is shaders need to be built for urp rather than built in
basic ones can be converted but custom ones need to be remade / find alternatives
yo guys i need help
when i build my game and i tried to send it to my friend it said file cannot be found and when i put it in gofile it says error
@void wing \
can someone help with this?
@copper gust I upgraded to urp, thank you
I'm curious, did you run into any problems while upgrading?
@copper gust can u help me
don't ping specific people for help
!ask
:thinking: Asking Questions
:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
-# For more posting guidelines, go to #🌱┃start-here
you didn't really give any useful info
are you using both input systems?
What will be the way to use only one?
To set Active Input Handling, go to:
Project Settings > Player > Active Input Handling
• Input Manager (Old): Use the original Input settings.
• Input System Package (New): Uses the new input system package.
• Both: Use both systems.
i used chat gpt n fixed it
hello! im new to unity, i want to make 2d platform game like hollow knights
does anyone know a great starting point ?
Like tutorial videos or guide book ?
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start there ^
thank you !
Not the place. !collab
!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**
There have been a few people who come in with grand ideas asking stuff like this and while the ambition is admirable, it's always better to start off with something achievable to learn the ropes, if you've never developed before. Instead of going for such a lofty goal I would strongly encourage you to just do a base starter level with very basic greybox assets and materials, shapes as simple as primitives and get them moving in the level to achieve a particular goal, for example. Doing a fleshed out 2d game when you're new is a huge undertaking and can quickly burnout
hey guys i need help in my 2d game
when play and go downwards my blocks go down aswell i put the static if anyone can help pls do
dm me ill show the screnshots pls help me
Hello Humans
@iron dragon what do u do?
i made a video game, and i am gonna post it on itch.io but i dont know know what type of tags or category it is, i can share a video fo the game
sure
you can make a #1180170818983051344 and post it there. there is no advertising here
@hollow thorn Don't spam random channels, please. If you are not sure what channel to use, ask here.
My bad sorry man
does having a lot of empty game objects with 1-3 components each have any performance effect?
or is it free
how much is a lot
its not free but not potentially a major issue either.
stuff takes performance when it does things, in the context of objects just existing the two big things that pop up are
-using functions like findobjectoftype and findobjectoftag etc. since these scale with objects to look at
-if any of these objects are involved in any notably involved parent relationships, moving them does have a performance cost when re-calculating all those children movements that can scale up
outside of those two things it just comes down to what those components are doing afaik
alr ty
also i think in some scenarios it can take some amount of toll on some editor stuff?
i can't think of specifics but im sure you can probably imagine how that could matter in ways
yeah it can lag the editor with how much text is rendered
same with if you Debug.Log enough times
at least i think thats it but i know it can lag
Guys how do I make each loop of a For loop wait 1 second before starting the next?
anyone using Codex ?
created a super powerful skill for game creation along with some documentation
specifically geared towards 2D games
nope
What does powerful skill mean?
Like magic?
ai garbo
So its ai coding?
how is Ai garbage ? lol
Ai hate is hive mind mentality
grow up and think for yourself lol
Bro AI tried to destroy a human person
It deserves hate
i am thats why im not using codex 😄
Whatever your opinion is, you shouldn't try pushing it in an established community.
And + the performance of it in coding is garbage
Unity itself is promoting the use of AI
the irony of saying to someone that thinking for yourself is hivemind mentality 😭
I tried once AI for coding in Lua(the easiest coding system) and it failed
Yeah, didn't you see Terminator?
It is promoting it, not forcing it through our mouths
tho that sounds a bit weird
Most people here are not happy with that 😛
I don't need to think for myself when i have ai. ☝️ 😄
Did AI make you post this?
i havent forced anything i was meet with immediate slander from a bunch of bees lol
becasue i asked a question
blink twice if the AI is threatening you
i answered with no
We answered it bruh
No one here uses codex I think
i see , its an awsome tool thats being utilized by companies creating amazing games
What companies and what games?
Give us an example bruh
why dont you go and do that and we'll see how it ends up
lol
Let's be honest, even people that are actively using AI, cringed a little bit at your inital message.
https://discord.com/channels/489222168727519232/1352599815770341479 for AI disussions.
GIVE US AN EXAMPLE OF A GAME 🙏

Dont tell me you love a metal pipe with a brain rather than humans