#💻┃unity-talk
1 messages · Page 81 of 1
i love the progress of humans
unfortunately it's been rebranded to proper discussion. we have nowhere to redirect the ai bros now
aside from /dev/null i guess
the same way i wouldnt reduce a knife to an object containing moarilty is the same way i wont for AI
oh carp. thanks for letting me know
humans can be "evil" not matter
Not gonna lie searching codecks.io with :reddit as a restriction is giving a lot of comments that feel pretty astroturfed
What are you saying stop ragebaiting bruh
Are you typing without AI now
we don't need to continue this.
hello
hi, this is not a social space https://nohello.net
if you have a question, feel free to ask
Is it possible to utilize a GUID to determine which asset pack something is from
so you mean, you have an assets from an asset pack that exists in your project, and you are trying to determine which local pack it is from, or you mean, in general, for some unknown asset pack that you have an asset from?
in general for an unknown asset pack
there is music in a old android game, I was able to decompile the game and find a low quality version of the music
you'd have to search the entire possible space, and if it's from some arbitrary asset pack, you'd have to search through every asset pack that's existed before
we can't help you with that
kkz
How do we exactly help you?
!learn
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Start with courses.
i want to do a box simulator for brawl stars
can you help me because im not good at script
It is easy to learn
If you are not good at something, you learn how to do it better. Already provided you with a link where to start. #💻┃unity-talk message
ok thx
Does anyone know how to use game modeling swapping?
Does anyone know how to swap a skin model in a Unity game?
Like replacing an existing character skin with a different one (for example, putting a Spider-Man model on top of another skin). I need help with the model swap process.
If this is for existing Unity games and not your own
We cant help you
Theres no modding talk allowed in this server
Oh ok:(
If I just want to swap the character model using Blender (keeping the original rig and animations), can you help me with that process?
It wouldnt be a unity problem then, so not really
Is there anyone I can talk to about this? I’m looking for someone who understands model swapping, rigging, and transferring weights in Blender.
!blender
A supportive community for Blender artists of all levels. Share your work, ask for help, and learn from others! https://discord.com/invite/blender
Thanks
ok, time to get back at debugging why physics and movement are not working on the edited netcode template for entities XD
anyone have a game idea to make
you decide what you wanna make
maybe look into #🕹️┃game-jams
combine mechanics from games you like into one game
um no i am asking players what game i should make now i want to fulfil their ideas not mine bro
gamers dont know what they want
so then ask on a gamers discord not gamedev
brother i am asking developers because they have better idea for whats possible
it's a bored rando. next he is probably a producer too
Heres an idea
also the fact you wanna cater to gamers and not your own passion / art is sad
but seriously, the advice to ask on an appropriate server was valid and true
Youre better asking people who actually play games
I doubt most of the devs here even play a lot of games anymore, myself included
Hi everyone,
I’d like to hear your thoughts on how profitable Unity assets are these days — what types of assets perform best and whether it’s still a good market to enter.
I run a small studio focused on web development (websites and apps) and also manage a team that produces paid scripts for Garry’s Mod. I’m looking to invest time and resources into something more scalable, such as Unity assets.
Open to collaboration and would really appreciate any insights from people with experience in the Asset Store.
If it were that easy, everyone would be doing it lol
if you make something you don't want to make you'll just burnout before you get anything done
I’m not saying it’s easy)
why i want to make that the community want
the "gaming" community wants everything, because it spans all genres
i do not think anyone here has access to the actual numbers, so it is all speculation. it can be profitable though, for sure.
last time i looked this up, the most popular category had a share of <20%
" hey guys how do I become a successful millionaire "
dude, just make a million dollars + 1. pfft. 😄
just make what you want to make, there'll be an audience if you do it well. and you need passion to do it well.
"i want to make what the people want" is not a realistically attainable goal. define it on your own terms.
It rather depends on what asset you are going to make and what the target group WITHIN the unity dev audience is. If you make the next AVPro renderhead competitor, there will be an audience for sure for example. But it highly depends on what is currently trending in case of mechanics, visual styles and what not. Also tying yourself to one engine might already limit your income while other big asset publishers cover more engines and platforms.
It's very difficult to jump into asset store publishing from the outside especially for scripts, because most obvious needs have been fulfilled already long ago by people who have actual gamedev experience and know what to make and what the actual need is. It's easier for multimedia assets where you can have infinite variations of the same theme that will always suit the style somebody's looking for. But publishing the 1000th FPS movement script doesn't really have an audience
It also relates heavily on the human resources you got. You can start solo developing somethign and never catchup with the fast paced technical changes that happen while you are still figuring out the core. So there are many many values to consider before even starting one line of code or art creation
The majority of people who buy assets are hobbyists.
There are probably 1% of publishers on the store who do it for a living, everyone else is doing it as a side hustle.
i only have Inputer Manager selected
To be fair it does depend on the asset, like im sure a lot more than hobbyists are buying stuff like odin or a tween library, or A*
Interestingly enough i got odin through unity's education license but this ended months ago now and i still got odin from it for free with no information on if it'll ever end
make sure to read the odin license. it is not just a purchase and forget. they want a piece of your profits.
Depends on the license terms i suppose
Odin or the educational license might have a clause for that
But i guess for non-commercial stuff you might be in the clear
This assumes i make money
Then again im curious how often companies that buy these report their profits correctly let alone at all
Odin does most of their business off store, selling direct to businesses.
What I stated is direct from conversations I've been part of and seen, as a publisher, in the publisher discord.
Til Odin sells directly off the store too, didnt know Unity allows that 
Enterprise licenses
Unity cannot stop you selling off store
They sort of (sometimes) might enforce price parity
Was gonna say i figured most people selling assets sold them on both itch and unity's store
This was what i was thinking off
when you make good money no point keeping them in the cut if you dont have to
I assumed they wont let you sell it for a significantly reduced cost compared to the asset store, Steam used to do this too
They might still do
It's a standard practice for most places
Just checked, steam still enforces it but only for steam keys
theres overlap but its abit different cuz steam in this case is public and person by person where as a odin deal with a company is in bulk and more private
im assuming
Im comparing steam and unity here
Yeah it's usually related to selling redeem codes for the store. For example you are allowed to sell for $1 on Itch and $100 on Steam, but you can't give out a Steam code with the Itch purchase. I assume it'd be the same for Asset Store
The asset store doesn't have codes, you can get 100 vouchers per year and they're not for selling
Hey, guys! What games are you developing right now in Unity for Steam? If yes how's the marketing so far?
What?
Do you have any game that you develop for release on Steam?
no.
i am 13 year
is there any simple way to change the background color of the inspector when you are looking at properties of a prefab vs a gameobject? it would be kind of handy to see at a glance, maybe its because im new to this but sometimes i mean to edit a prefab but i accidentally edit an individual game object instance of it
I was just wondering how's the marketing, if you have any games for release, because in my game the marketing isn't fine yet. I got like 100 wishlists only and my game is in alpha stage of development no demo yet
Does it matter?
I know kids like you are making their next dream game on steam XD
no
Motivation and willingness
two things you really need without them you wont do anything
yes I know
I mean when I see cool games from other devs I am really getting the motivation
like a lot of motivation
Thats the reason why I cant play games
XD
I am a professional programmer and I have created artificial intelligence websites and games. I am from Egypt.
I lost my interest on games when started working on games 3 almost 4 years ago
because I always think why not to bring my own ideas and games to life instead of playing other people games, I always have this in my mind and thinking of it
Thats why I got bored of games XD
Thats the most important thing that keep me motivated
You said you are 13 no?
you have 13 years of experience and in the industry or what?
Well I do Unity, Unreal Engine, C# and Blueprints for now.
no
Visual Scripting for traditional coders will be a hard concept to learn btw thats from my personal experience especially in Unreal Engine XD
i am 13 years old
yes
Do you have Portfolio?
i am use every thing
no
I'm already on a programming scholarship.
Don't wait for teachers to teach you programming and whatever you like, it's all about your willingness and how passionate you are about it.
If you like it then start working on projects you like
اجل
معاك حق
What bro?
sory
I cant understand what do you mean by scholarship
That's your problem
Do you know programming or not?
Show me your portfolio
Yes, I know.
Where can I ask questions about what a certain mechanic is called or learn how to do it? (New here)
AI
Sure, here is fine.
I would rather ask someone who maybe knows..
it depends on the mechanic itself. if it's animation related, go to #🏃┃animation , if it's code then #💻┃code-beginner etc.
Thanks ill try code beginner ty
What exactly do you want?
How to implement a specific system in your game?
Its code-related question
so yes probably #💻┃code-beginner
they already got an answer
but dont forget there is AI as well that can give you some explanation like for the logic you can get
please dont
Just do not copy paste 🙂
@boreal river Keep the channel on topic, please
Yes I answer the questions.
if they wanted to get AI help, they'd do it. they came here for a reason :P
@boreal river And if you want to recommend people to use AI, do it somewhere else as well
I remember we had this conversation one day
Where I was saying about AI and you were against it
This is a learning community not a slop factory
AI contributes in learning nowadays you cant ignore it sorry to tell you
@boreal river Last warning for off-topic as well
Yea I asked in code beginner. Now the waiting begins 😄
In this server, people answer quickly they aren't like in Unreal Engine server XD
Just be patient
!warn 827977889978384396 Don't spam the channel with casual chatter. Read #📖┃code-of-conduct
@stelioskrom warned
Reason: Don't spam the channel with casual chatter. Read #📖┃code-of-conduct
Duration: Permanent
Hi, im trying to find some help on post processing in a 3d project can someone help me on this ?
ty
Sent this at 2AM, apologies for being vague
What I meant is: generally, what are common approaches to this problem, or can it be treated as simply not a problem at all?
Seems as simple as adding a cooldown to whatever slide mechanic you have.
Whetever it is a problem is entirely up to you to decide
Fair enough, but unless the game is weighty, do most platformers like celeste or hollow night actually have a cooldown? Doesn't it rid of the "responsiveness"
Play them and see
I recognize how vague I'm being and I apologize. This is largely just game design. I'm just looking for general opinions
If your game is very similliar to other games, you should play those games, to see what they do right and what they do wrong
Make a system that's easily editable from the inspector and just try stuff
It can be treated as not a problem at all but that's entirely up to you as the game designer.
there's no right or wrong answer to that
And it depends entirely on your particular game and the game feel you're going for.
Hey all, I have a project on UVCS that I'm trying to share with someone in my organization. He's not able to download the repository directly from DevOps for whatever reason. We attempted to just make a blank project and connect it to Cloud, then link it to the repository in the editor to adopt the latest change set, but it won't log him in. Has anyone else faced a similar issue?
I opened my Unity project and I'm getting 700+ warnings like this:
Packages/com.unity.rendering.light-transport/Runtime/UnifiedRayTracing/Hardware/HardwareRayTracingAccelStruct.cs is a symbolic link. Using symlinks in Unity projects may cause your project to become corrupted if you create multiple references to the same asset, use recursive symlinks or use symlinks to share assets between projects used with different versions of Unity. Make sure you know what you are doing.
All from Unity Packages.
Any idea how to fix that?
Is your project located in a OneDrive directory?
hi
No
Is it in some other form of "virtual" drive, like Google Drive or Dropbox?
Because something's turned your files into symlinks and probably shouldn't be.
Yeah its dropbox synced. How do I fix the errors?
Don't put it in a virtual folder. Put it somewhere you actually have all of the files
Its on my computer and i have all the files. Dropbox just syncs it
Use a proper version control system for syncing instead of Dropbox
Maybe there is a mismatch. I let it sync and see what happens
I’m using git. The project is just in a folder which is synced to cloud also
Dropbox has the files. You have symlinks which look like files but aren't actually files
At a minimum you have to have it set to always store copies offline
I have it that way
then remove dropbox because its doing a shit job of respecting it
But there's no guarantee that it'll ever work properly this way. Better would be to have the project outside Dropbox and for example a git hook that copies the asset directory to a Dropbox synced directory
You don't want to store the library in Dropbox anyway
Can I just move the project folder?
To get rid of Dropbox, yes
Then just move the git project path and open it again in unity hub?
The git data is stored inside the project folder so it moves along with it
Also, why git + dropbox
Git will create a lot of cache, removing storage space from dropbox for no reason
I just opened the project inside dropbox copied folder long ago
someone use unity 6.5 alpha?i can put game in playstore?
To all: I let dropbox sync and after sync was completed the warnings dissapeared. I should move the project outside of dropbox anyway.
you should yes
Well, ofc
Just check if the game is stable before, like always
Yes
Guys is input buffering and avoiding a "God script" good practice to do early now, or should I just get the base movement down right before cleaning up and expanding
I have a relatively robust movement script but it currently handles everything, such as inputs and state transitions so I'm obviously gonna split that into seperate scripts later on
Another issue is that state handling right now checs for conditions using if/else statements which I believe would be a NIGHTMARE to handle once I expand into more complex systems
But I'm not too sure how to handle that
Like a state machine + input buffering sounds like a clean way to do it
input buffering
this is a QoL feature, not "good practice". add it if you feel like that improves the feel of gameplay
if you're new, focus on the basics first tbh
I think you are overthinking all of it right now
!collab
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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**
Is it possible to make a 2d top down door that hinges?
Anything is possible
make it rotate in a 3d environment
not really necessary
it's the simplest way tbh
i mean it's possible, but not necessary
I mean like a dynamic hinge
not if you have to integrate it with other 2d stuff lol
it's possible, yes
abstract and break down your problem down into smaller parts and tackle each smaller problem
Would anyone be able to give me a good tutorial on setting up 2d top down movement?
!learn or 
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I have made small games before in the past and expanding on it felt like a nightmare due to stuff like overusing boolean flags or having 3 scripts handling movement at once yk
Set gravity to 0 in the rigid body
Let's have a look at the easiest and best way to make top-down movement in Unity!
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Brackeys my beloved
Personally I'm not huge on rb player controllers but they're solid and make it easy to interact with other objects affected by physics in the game
btw, now i DO get it too
on my project
but only when the inspector values change pretty fast
like looking at the rotation
so i can confirm it's inspector related
inspector draws 🔥
-# (the pc is on fire)
Unity serializes and deserializes the inspected object every frame the inspector renders 🙃
Realized that accidentally when I put a log in OnBeforeSerialize/OnAfterSerialize which was getting spam called
oh, lol
Everything is just a while loop. If you think about it. 😅
is there a function to get the distance between two objects?
Vector3.Distance()
You can use transform.position from both objects
okay, how about drawing a line between two objects?
Use a LineRenderer
let me break down what I want,
when the player gets close to an interactable object, a notification should pop up between the player and the object, as the player gets closer to the object the notification gets gradually larger before swapping to an interact button.
You can do this stuff in your UI easily. Scale something based on distance and swap if you go below a threshold.
That's a complex interaction that you should break down into several smaller pieces and tackle one by one.
hi
Hello everyone
is there a specific thread for asking questions or I can ask here aswell?
Can any body explain to me how to use unity version control i have a project and i wanted to do it with m'y bro but we had serious problèmes to share the changement does anyone know how to use it please
most channels here are for help. find one that suits your question, or if you aren't sure, ask here and you'll be redirected if necessary
have you commited & pushed your changes, and has your friend pulled those changes?
might be different words, these are the git terms. i'm unfamiliar with UVC's specific wording.
So I have a bug where the ball collides with both the court and the ground (court is slighty more up than "ground" but I want to fix that one too)
Yes we had created a repository and gave him all the privilèges but hé cant host the problem is that i can host m'y project and he can download it but hé hé cant
Sorry for m'y english i'm french so....
- are you sure that's what's happening? what indicates that?
- why does your ball have 2 colliders
"are you sure that's what's happening? what indicates that?"
I'm using Debug.Log to check if the ball hits the ground. hence the message in the bottom of the photo
"why does your ball have 2 colliders"
I was thinking that the inside and outside of the court to be 2 different objects
right, i don't see what causes that log though. are you sure the collision message is happening twice?
perhaps just show code, for all i know it could be logged from Start lol
sure
why does the ball have different colliders though. that's a separate thing entirely
!code
📃 Large Code Blocks
Use links to services like:
https://paste.mod.gg/, https://hastebin.skyra.pw/, https://paste.ofcode.org/, https://paste.myst.rs/
📃 Inline Code
Surround code with three backquotes. Not quotation marks.
To format as C#, add cs to the first line:
```cs
// Your code here
```
Add a comment with a line number if there is an error message.
public class BallScript : MonoBehaviour
{
private bool Blue_court_hits;
private bool Red_court_hits;
private bool canHitCourt;
public GameObject Blue_court;
public GameObject Red_court;
public Color32 Blue;
public Color32 Red;
public Color32 Green;
void Start()
{
Blue_court_hits = false;
Red_court_hits = false;
canHitCourt = true;
}
void Restart()
{
Blue_court_hits = false;
Red_court_hits = false;
canHitCourt = true;
Red_court.GetComponent<Renderer>().material.color = Green;
Blue_court.GetComponent<Renderer>().material.color = Green;
}
void OnCollisionEnter(Collision collision)
{
if (!canHitCourt) return;
if (collision.gameObject.name == "Blue_Court")
{
if (Blue_court_hits) Redwins();
else
{
Red_court_hits = false;
Blue_court_hits = true;
StartCoroutine(HitCooldown());
}
}
if (collision.gameObject.name == "Red_Court")
{
if (Red_court_hits) Bluewins();
else
{
Blue_court_hits = false;
Red_court_hits = true;
StartCoroutine(HitCooldown());
}
}
if (collision.gameObject.name == "Ground")
{
Debug.Log("Ball hit the ground");
if (Blue_court_hits) Redwins();
else Bluewins();
}
}
you generally wouldn't want to check by name btw
private void Redwins()
{
Red_court.GetComponent<Renderer>().material.color = Red;
Blue_court.GetComponent<Renderer>().material.color = Red;
}
private void Bluewins()
{
Red_court.GetComponent<Renderer>().material.color = Blue;
Blue_court.GetComponent<Renderer>().material.color = Blue;
}
System.Collections.IEnumerator HitCooldown()
{
canHitCourt = false;
yield return new WaitForSeconds(0.1f);
canHitCourt = true;
}
so tag then?
Or check for existence of a Court component that has a variable for which side it belongs to
i don't see any logs here for either the message as a whole, or logs from inside the other 2 ifs
how do you know that it's hitting the court as well and not just the ground
it doesn't have any issue "hitting" the court
if (collision.gameObject.name == "Ground")
{
Debug.Log("Ball hit the ground");
if (Blue_court_hits) Redwins();
else Bluewins();
}
also...
not sure what you're trying to show me there
bugs happen because some assumption you made was wrong. stop making assumptions and properly debug them
put a debug log at the top level of the collision message, log what you hit
(and turn off collapse in your console, so you can get a better picture)
ok
also is there a way to remove the hit cooldown? originally, I added it because the function was called multiple times during the same collision
by figuring out why it's being called multiple times and removing that cause
probably because your ball has 2 colliders...
you could try making and tagging the objects, then in the project setting build collision matrix disabling collision between items tagged as ground and ball.
collision matrix does not use tags
if you were referring to layers, that would do the opposite of what's desired
I don't think I understood the goal then. Are you trying to prevent the ball from colliding with both the ground and the court? Could you post a video of the bug?
hi, do you guys know a place where I can find safe playtesters?
now, did you have an issue with colliding with both the ground & the court to begin with?
take this as a learning opportunity to validate & challenge your assumptions :)
right
the multiple hits is still there though. It seems to call the function twice per bounce.
but I removed the useless collider
are the collisions with the same object?
nvm, fixed it
sure
also what do you recommend for checking collisions, instead of collision.gameObject.name?
basically I have an inventory system that uses slots. I want the player to have the option to destroy items within the slots when they want to, for now a button is activated when the player selects an item slot that has an item in it. The button is a child of the item slot that it belongs to, that way only that item slot is affected by the button being pressed. Here is a visual:
The only problem is that when I apply these changes to all the other slots the grid layout group has them all side by side and creates offsets from where the button is suppose to be in game when activated. Sandby for visuals.
additionally to what digi said, properly configured layers to filter out collisions that shouldn't happen
try #📲┃ui-ux perhaps
good to know that Im not the only one
that's not allowed here #📖┃code-of-conduct
oh mb
Most games are protected under copyright so it's illegal i believe unless its for personal use
Even if not taking stuff without permission aint great
Uh, so is the invalid signature thing supposed to be fixed in the latest unity editor versions? I'm using the 6.5 alpha after upgrading.
Yes it's fixed in the latest versions
though IDK about alphas
shouldn't the alpha have those fixes aswell tho?
https://unity.com/releases/editor/whats-new/6000.3.5f2#notes
Package Manager: Resolved a bug causing valid package signatures to be flagged as invalid if validated after the signing certificate expired. (UUM-133005)
Hey there, I'm kinda new to programming, last month I started a small racing game using Gemini as code source and got really stock with completing it, I always get stuck or something always gets messed up, can I get any advice?
not using gemini
Only if you're on 6000.5.0a6 or above
Description When validating a signature, the Package Manager checks the validity range of the code-signing certificate used to sign ...
Stop using ai as a beginner
Well how would I code without knowing to code
learn to code
how do you think people did this 3 years ago?
same way your speaking english now
Im tryna do it to my own game
So like…
AI, regardless of its application. Is NOT going to help you learn HOW to do things. Plus if it makes a mistake, you aren't going to know how to fix it - if you even recognize the mistake.
youll have to learn how to do that in a different server
You want to asset rip your own game?
Yeah sure 💀
its not unheard of
Yeah?
if it's your own game there would be no reason to rip anything.
Ight
Litterally what would be the point
some people dont have access to the project anymore
To see what its like to rip assets i guess 😂
Coincidentally they also might not have access to their project anymore
... what? 😭
Ya I know that, but my day is hella busy and I do programming on free time but I can't find any good programming tutorials for beginners
If it's your own game don't you have access to your own assets
then your not trying enough and/or do not have the time to program
Check pins in #💻┃code-beginner
i managed to make it somewhat less present btw, using some smoothing (even if it only happens with the inspector open)
you can't cheat learning
Just trying shit and looking at docs is a pretty good way to learn imo
My 2 cents anyways
Even 45 mins a day of learning is enough
and copy pasting code too, to then experiment and understand it
at least, that helped me
Nah because there's a difference between understanding something and applying it
How long does it took y'all to learn it from scratch?
learning is a continuous process that never ends
You never stop learning
most people get fairly comfortable within a year of proper, consistent engagement of learning
Man that ain't a damn answer, how long does it took y'all to know how to code a full game by your own
depends on the game depends on the person
yeah it's personal
a week or two? But "full game" is prety vague. The quality of the game is going to be shit at first.
if you are fast learner, you can do it after a few months
I made rock paper scissors on the terminal in python, is that a full game? If so, like 30 minutes lol
i figured out how to make minesweeper in a day
ive been trying to make a bigger game for nearly a year now (though that's mostly due to other stuff taking up all my time)
guys someone is saying my games are bad(horror games that aren't so bad from what I think, I can show it if you want) and will never work, he says I should delete them and start finding an original idea and write it in notepad and prepare, be ready for everything before starting, should I listen him or improve these 2 games a little and still post them?
Expect months to a year for a basic, beginner game that isn't very good
ik but I'm happy with every good results I get even when I'm not the one making it fr
https://learn.unity.com/pathway/junior-programmer complete this pathway in full and youll have solid fundamentals. its listed as a 12 week course but you can knock it out in ~3-4 weeks with steady daily progress
Free tutorials, courses, and guided pathways for mastering real-time 3D development skills to make video games, VR, AR, and more.
if you cant complete a full unity course then your chance of ever completing a game is near 0
do you perhaps just want to watch people make games rather than making stuff yourself
i mean that's perfectly viable (just go watch youtube)
just, you aint fooling anyone by claiming that's "your" game lmao
Yeah if you have ideas people are willing to make them for you
Just be prepared to spend a lot of money
Getting basic logic down is honestly easy and should take just afew months the real bottleneck is stuff like optimization or proper structuring
Hell nah bro all in free
good, cheap, easy, pick 2
I prefer low poly on high graphics model
I dont think you understood the question
If you aren't contributing money or any actual ability then you are not going to be making a game
that has literally no bearing on anything we discussed so far
Your a victim of your own mentality, you want to make games but you dont want to learn
What?
Yet you complain you get stuck and cant complete what you have
Youre either going to have to accept that you will have to actually learn
Or find a different hobby
I didn't Sayed I don't want to, I Said I'm a beginner and asked for advice
We gave you advice, and you dismissed it
So, hop to it.
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
THe learning curve is steep at the start but it is what it is
are the brackeys videos still valid?
guys someone is saying my games are bad and will never work, he says I should delete them and start finding an original idea and write it in notepad and prepare, be ready for everything before starting, should I listen him or improve these 2 games a little and still post them?
I'd say so for basic stuff
the validity won't change over time unless future english becomes mutually unintelligible with current english
Theres better tutorials imo
do what you want to do
I prefer sebastian lague
Just do what you enjoy brother
Most of his videos are still good.
One or two have notorious bugs in them (like the FPS controller video)
His 2D skeletal animation video to this day remains the best video on the subject IMO
as long as it is not noticable in the build I dont really care anymore tbh
No game is novel let's be real here
How y'all learned to develop, so I can do too
We told you, thrice
learn by doing
By actually developing rather than wasting time with pointless questions on the internet
Stop finding reasons not to learn
And ditch the AI
already linked: https://learn.unity.com/pathway/junior-programmer time to study up
Free tutorials, courses, and guided pathways for mastering real-time 3D development skills to make video games, VR, AR, and more.
what I want to do is post games which will be played and enjoyed by people but I'm not sure whether the game I'm working on fulfills this and I can't have a good opinion on this.
But I don't know shi and YouTube is suck
Tnx I'll check it out
So start reading documentation
What do you expect us to tell you here...
We linked resources to you like 5 times man 😭
i need help with something
your games are good and will maybe work, you should not delete them
there, another opinion from some internet stranger. now you're back to square 0. do what you would enjoy
!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
Man loads of message popping on I didn't saw sry
what I want is people to play my games
Litterally Abdullah the end all answer is "do what you want"
just finish teh games, kep their scope well contained and defined, and release them. your primary goal should jsut be finishing the games at this point, not whether people will play them or not
i need help cuz my map is a cave and i see thru the roof and i can see the floor
If you want people to play your games, give them a reason to play them
You also have to make sure people know your game exists
who cares. Do whatever.
If that's your primary goal then you wont finish your game from burnout I'd say
If you actually enjoy making the games, make the games
and what do you think will achieve that
quality and marketing
you need to actually care about your game to be able to make it good and sell it well
i need help cuz my map is a cave and i see thru the roof and i can see the floor can anyone help
make what you actually want to as the product, not as the potential consumer
Most people who make games, especially hobbyists want people to play their games, this isnt some unique challenge
Set the camera near to 0
You should probably post a screenshot of what you mean
The answer is marketing and quality
-# hey you stole my answer :(
I've already finished some games and not a lot of people played em
how
ok
have you told people about them?
Bruh this channel turns into such a clusterfuck with multiple people its hard to even keep track of what was said 
finished as in published on itch or similar?
well I enjoy making games but getting people to play them would make me happy and feel like I'm doing something yk
I'm just guessing that's what's wrong here. Check if in the camera inspector the "near" slider is at its minimum (by default its 0.3)
-# i was joking, it's nice to see my thoughts validated by someone coming to the same conclusion lmao
no, not really as I was a beginner during this time
Then what did you expect?
chop chop
yea
People to stumble upon your game randomly?
That doesnt happen
Even if it does it doesnt lead to consistent success
not that you'd definitely get traffic from devlogs, but at least you'll have content to promote your work elsewhere
What is the setup
The ceiling is not visible because youre viewing it from the outside where the normal is flipped
What are we even looking at here
idk what u mean
I don't know what I'm looking at in the second screenshot, but the top one looks like a mesh with its normals facing in which is what you would expect for a cave
how do i fix it?
are you prototyping to "find the fun" first? that might be a good place to start. i still thnk you should finish your current games as is since itll be valuable. but any future project should probably focus on "finding the fun", which heres a lotof youtube videos covering
it's not this, Ma said I should just focus on finishing the game, but I'm not at this point anymore, I've already finished games, what I want now is people to play my games and as you guys said marketing plays a role, I plan to do it but idk about the quality, I feel like I can improve everything I want but I don't know what to improve and can't builld my own opinion on my game.$
I dont think you have to, unless the cave is visible from the outside
6000.3.8f1 does not open on mac how great
the second scen is inside a vent but its invisible inside
!logs
Editor logs
Windows: %LOCALAPPDATA%\Unity\Editor\Editor.log
MacOS: ~/Library/Logs/Unity/Editor.log
Linux: ~/.config/unity3d/Editor.log
Unity Hub
Windows: %UserProfile%\AppData\Roaming\UnityHub\logs
Mac: ~/Library/Application support/UnityHub/logs
Linux: ~/.config/UnityHub/logs
I didn't know about this, tysm I'll check it out
Is the vent a mesh with its normals facing inside, like the cave?
Well if you want feedback, step 1 is still getting people to play your game
So it all circles back to the same thing eventually
yeah but i made it all in blender
that's fine, now are you certain the normals are facing the correct way
can you show a screenshot of that vent from the outside
Release some version like a beta or alpha version and iterate on it
Its visible in the first pic
Looks like his normals are flipped for the vent
idk. im new to this stuff
Yeah that looks like a basic "Normals facing out" model
Outside a tube with normals pointing inwards you will be able to see "in"
how do i fix it
do you know where I can find playtesters? I don't want my game to get stolen or anything and I asked some people I know irl and no one wants to play, I've not got friends
Model it with normals facing in
your game isn't worth stealing
like a smaller game than the main version?
People have multi-billion dollar games to steal from
What do you mean stolen? If youre sending a game build theres nothing to steal
you could ask literally anyone to playtest
Sure
Unless youre sending people your games source code
If its meant to be a cave that you are inside of always then its not an issue.
Go learn about "backface culling"
go in blender go to viewport Overlays and enable "Face Orientation", then go select the faces that from the view of the player are red and hit ctrl + n and flip the normals
Blender --> edit mode --> A --> alt + n ---> flip
well, I understand your pov, but what's a game worth to be stolen? My game contains everything another horror game does, my game ain't worse than granny or such games
Not to be rude
they can post the build? like on itch or steam
But who says your game isnt worse
Youre making an assumption about your own product
Without external feedback
I've already tried to find people ongame dev league dc server and no one did say yes
Dangerous mentality
In about a week Resident Evil Requiem will be out and I give it a week and three hours before the entire decompiled build is available online
what? I've never done this, digi said this
I spent a long time trying to pick a license for a game I'm working on and I still know that realistically nobody would care enough to steal from me anyways lol
So, make an itch and steam page, protect your assets lol
oh wait I misread
It's kinda unrelated but just wanted to say that
Maybe just stop finding excuses to not post a video game
All your problems seem to have wildly simple solutions
and instead, post a video game
But its your own mentality thats holding you bacj
Youre afraid to share your game, but youre looking for playtesters
how to protect assets?
When i says assets
you don't. Stop caring.
protecting assets is non viable
yea you're right, I'm making this excuse for nothing, I just need playtesters
Simply litterally putting it out there first is enough
If your game is OSS then it can be given you pick a license for your assets but that's assuming you have lawyers actually able to enforce that lol
lol
You will not stop people from decompiling your game. Trillions of dollars have been spent to try, and all have failed. Statistically, no one will play the game at all, let alone try to steal anything from it.
And people dont really steal completed builds to pass them off as their own
you think no one will play my game?
There are about a thousand games posted every day
Don't make games for validation
What makes you think they will
make games because you want to make games
being realistic a first game likely wont get played much / at all
Most games suck, even good ones.
nothing but nothing makes me think no one will play
Not enough to go through the effort to take everything and repost it as their own
Ah but thats the thing, there is a reason not to play your game
I'm not sure to understand tbh
so what should I do if I want people to play my game? this looks like an infinite issue
Unless you're real good with your marketing probably not
You make a game
presentation and marketing
then you post the game
Just... make the game
then maybe something happens
can guarantee it'll be no more than a few dozen, first game i made i am quite proud of myself on it, it's been up for a little over a year now and it's only made 10 dollars.
alright, I get it, who want to playtest my game?
Holy shit you're rich
10 dollars is a great achievement bro, gj
Not much more you can do in this server regarding that
alright
i wish itch stole half my profits
Wait what why is that a thing lol
life
Itch has a tax lmao what
just wait till you find out how much steam takes 😄
Do you think itchio is a charity
Idk why I'm surprised this isn't unusual or anything
Lmao no I honestly don't know what I expected
It makes sense
Steam is more understandable to be fair lol
Not really
I thought it was 40%? 30% is only the major publishing studios that have negotiated smaller fees
Perhaps
Im not sure
nah 30% afaik
40 is ridiculous
major gets less
40% would be criminal
it can be lol you can choose to give it 0% of your earnings though the 30% tax withhold is i think cause i never set up my tax information
30% is already criminal
30% is a fuckton given how much valve makes, they could easily lower it if they wanted
Valve could lower it to 10% and still be the worlds most efficient company
Supposedly so
I'm surprised it's 30 since we all know valve can't count in multiples of 3
Yes but why would they bother when every other platform charges even less but sucks so bad the developers get more money selling on steam for less profit
They are privately traded so that information is speculative
Yeah theres no good alternative to steam rn
they are very good in a lot of ways and very fucked in others
its rough
i did just get a steam deck
they totally could but it's the rate every launcher goes for, apple, google, steam, itch suggests going 10% or 30% and epic games i hear is nice and only does 12%
Yeah steam is very much the lesser of all the evils
Compared to egs and gog
I hate that GOG is so pro AI
my only problem with epic games is it runs so shity and takes 15 minutes to boot
Isnt ai code illegal anyway due to copyright
No
you couldnt really prove it even if it was right
heavily depends on case by case basis
in short amounts probably not yes
Iirc the entire storefront is an Unreal Engine instance or some shit
But yeah its slow as fuck and its biggest sin
I meant in general how is it that you can sell ai code as proprietary software
wait thats why it runs like ass?
Seems like that messes with certain cc laws
Idk how you would go abt proving it's ai tho
Seems like an impossible task
Im not against ai for small snippets but if it codes for you then its not even sustainable
Like vibe coding an actually good and functioning game is probably just not possible
the whole idea of vibe coding just seems off to me
Issue with most LLMs is that they're shit for vibe coding lol
just kinda rips the enjoyment out of it no?
Personally, hell yeah
I like the gruelling pain of debugging code at 2 AM
But others might just wanna do somrthing without needing to actually code
But if you're gonna get anywhere you gotta learn eventually
like sure it will work but when it breaks is the ai really gonna help much
Nah
just seems like a waste of time imo
Agreed
Its not even good at making fully functional polished scripts
Forget debugging too
Small snippets is fine
I'm not saying as if I'm any less garbage at coding but at least it's my garbage
personally i would only ever use it to like explain concepts and not generate code directly but even then rarely
I do the same tbh
I think most of us do
I make it generate some code as well but I usually end up refactoring it anyway
I need help removing Relay
I don't see it in my manifest.json, I can't remove it, do I have to upgrade first before removing it or something else
See dependencies for more details
notice how it is used by another package. that is the issue
But I don't have that package
wait
Nevermind, found it, ty. I thought it had something to do with Services
🥳
did you mean to type 0a6? Or 0a5?
according to that link the fix was deployed in 0a6
I swear to god I JUST installed 0a5 because it was the latest one.
im going to lose my mind
Ah no, I was lied to
0a5 on one page and 0a6 on the other. User error. But also - why?
one of those shows currently installed versions (the left), the other shows available versions
Idk where to ask and i havent seen one, is there a daggerfall unity discord?
this prob belongs in #1180170818983051344
A what
A daggerfall unity discord.
Repeating yourself doesn't make it a clever reply. Be less vague?
are there any issues with updating unity 6.2 to 6.4
That's impossible to say. Typically going up is fine. But always back up with source control.
Is that a AI-navigation question, am I right?
#🤖┃ai-navigation message
6.4 is a beta release.. don't be using it with any existing projects that aren't just learning/ R&D/ etc
thanks, gonna try with 6.3 then
if you're updating an existing project - then make sure you have a backup on version control first
Who’s the owner of the server?
i love when unity starts hallucinating a connection to the host so i have to restart my pc
should I reduce my fixed timestep than average default (0.02), I constantly having collision problems (in host too) It's networked fast paced party game
clipped
u da real hallucination
if I make it 0.01 lets say, will it hurt performance a lot?
u da real host
Are you doing something networking related? Make sure things are getting cleaned up
yep, and will do
Probably netcode screwing with physics
it happens in local host too, Im not talking about client side
so its 100% collision detection problem
my ball in continous dynamic, it happens why I create an overlapshere and push balls back
if ball is fast enough, it just ignores it
when its slow, it works perfectly
Yea afaik there isn't any system to catch this with queries
no way our lord and savior uyarr is in this discord omg
@cunning basin oof lmao
what can I do then
its fast paced party game again and its honestly super annoying to die because it just missees
I think you could create a better query with a collider + contact modification events
[Server]
private void ServerDoNovaBounce()
{
Vector3 center = transform.position;
Collider[] hits = Physics.OverlapSphere(center, properties.novaRadius);
foreach (var col in hits)
{
if (!col.CompareTag("Ball"))
continue;
Rigidbody rb = col.attachedRigidbody;
if (rb == null)
continue;
LightningBall ball = rb.GetComponent<LightningBall>();
if (ball == null)
continue;
// Flat outward direction from player to ball
Vector3 dir = rb.position - center;
dir.y = 0f;
// Fallback if perfectly overlapping
if (dir.sqrMagnitude < 0.0001f)
dir = transform.forward;
dir.Normalize();
// LightningBall enforces constant speed every FixedUpdate.
float speed = ball.currentSpeed;
rb.linearVelocity = dir * speed;
}
}
In Ball.cs
[ServerCallback]
private void FixedUpdate()
{
// enforce constant speed (server only)
Vector3 v = rb.linearVelocity;
v.y = 0f;
if (v.sqrMagnitude < 0.0001f)
v = transform.forward * currentSpeed;
rb.linearVelocity = v.normalized * currentSpeed;
}
Since collider would be in the physics simulation as the object passes through it https://docs.unity3d.com/ScriptReference/Physics.ContactModifyEvent.html
Hello, can someone tell me how do i fix this?
Rigidbody is for 3d physics, Rigidbody2D is for 2d physics
I didnt understand honestly
ohhhh okayy thank you
how it will help, since it doesnt catch the collision anyway
can someone help me with a noob unity question im learning and searched youtube and google for about an hour before i resorted to here, its just a simple scaling / mergeing question it would be easier if i can call you on disc for like 30 seconds and share my screen if possible, thank you.
what is it about
Do you have collision issues or is it just the query missing?
Queries are not the same as collisions
right now, everything works fine except that nova
nova works too but if ball is fast, it doesnt
If it takes 30 seconds to explain through a call im sure you could take a minute to write the question
Theres no vc here for a reason
or just answer his question
Not only did he not ask a question, but even if he did, simply throwing the answer at someone doesn't help them learn.
What question
You guys know how to make working gtag fangames?
huh?
Well, someone definitely does. What are you expecting to achieve with that question though..?
Moderator vents and perms
bruh why so many spammers
Let's keep things Unity related
Yoo
I have a question pls someone help me
this code seems to not work, Im trying to make my object jump when i press space but when i try it in game it doesnt work
are there any errors in the console
Is the script attached to an object with a rigidbody 2d component
whats console?
"unity console"
yes its attached to a frog
Did you assign the frogs 2drigidbody to the field in the script?
with little expierence and not knowing unity terminology, i was asking if i could vc with somebody, but some kind person helped me out and was able to go from this in an hour and learned a welth of shortcuts and the basics, really appreciate the help from individuals in here
Best to show an image of the hierarchy and inspector of the object that needs to jump
There it is
!input
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.
Also make it a habit not to ignore red text
There's an error
where
In your console if you opened it
also just visible in the screenshot
And the bottom of the screen
literally the only red text in the screenshot
You litterally cant miss it 
Im sorry im new to this, thank you for the help
!learn 👇 you should start by learning the absolute basics, such as how to navigate the editor
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
the unity essentials pathway covers that kind of stuff
ohh thank you
hi, im following tutorial for adventure game and im kind of at a loss at this UI part
https://learn.unity.com/course/2D-adventure-robot-repair/unit/game-ui-and-game-loop/tutorial/create-a-health-display-with-ui-toolkit?version=6.3
i've been working with UI builder maximized and the UI looks like this
but then if i double click UI Builder tab to go back to regular view everything just shifts...
sorry to interrupt but anyone know how to fix this
I assume that you tried restarting the hub and it crashed again?
Did this happen several times consistently?
no i updated unity hub and it crash
If not just restart or quit and start
i tried that many times
I would just reinstall it
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
No need to go to through the effort debugging the error here yk
Something up with how the Hub is setup, just uninstall and reinstall and it should sort itself out
i did that many times tho
Uninstalled and reinstalled?
Not restart
I meant deleting the application entirely
And then installing it again
yeah i know i did that it says the same things
Either way if it persists then check the logs
I am very new to gamedev and unity. Have just started with ORK...how do y'all usually build your games actually? Rogue like adventure action RPG types, do y'all utilise such frameworks?
Where is the pivot points?
on the sprites, the pivot points are all on the center
guys i just installed this package https://github.com/apyra/nvim-unity.git to use neovim as the default editor but after i installed it unity would freeze as soon as i try to open the preferences. im on linux if that helps
after i removed the package it worked just fine
!ide
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)
•
VS Code
•
JetBrains Rider
• :question: Other/None
you could ask #🐧┃linux however it's not recommended to use anything other than the above
using System.Collections.Generic;
using UnityEngine;
public class PlayerControllerX : MonoBehaviour
{
public GameObject dogPrefab;
// Update is called once per frame
void Update()
{
// On spacebar press, send dog
if (Input.GetKeyDown(KeyCode.Space))
{
Instantiate(dogPrefab, transform.position, dogPrefab.transform.rotation);
}
}
}
I want to know how can I add a time limitation to instantiate next gameobject after the previous gameobject is fired.
like in this case I have a dog when I fire it or instantiate it, I want to add a limitation to spawn next dog after some timeperiod (2sec).
Okay ill stay with vscode but with the vim extension instead of nvim
maybe you could use a static variable (single variable shared by the whole class) that keeps track of when you last spawned a dog, when trying to spawn one check that enough time has elapsed?
or if the player script is the only place where you spawn one, doesn't really need to be static, you could just keep track there with a regular variable
after years, i'm finally practicing observer pattern,
I will now abuse it.
Any other programming pattern which is must have?
I use state pattern, singleton, observer
!blender
A supportive community for Blender artists of all levels. Share your work, ask for help, and learn from others! https://discord.com/invite/blender
hi
hello! is there anyone who've taken their unity certification exam before? i'd like to try but i dont know about the exam format yet and the procedure (can it be taken online?)
The Unity Certified User certification will focus on programming with Unity software. It will cover the basics of C# programming within Unity to create interactivity in games, apps, AR/VR, and other experiences.
Does anyone here know what's the state of Linux/Wayland and Unity? I know that when I launched Rider for the first time and ran like GARBAGE and the way I solved it was by turning on running through Wayland directly and not using the XWayland backend. Since Unity runs very poorly on my first launch on the Linux system I'm kinda assuming it's running through XWayland too, so I'm curious if I can fix that somehow.
are you going the official way to install via Hub and stuff. What distro are you on?
yes, and arch
note, there is a decicated #🐧┃linux room. also, Ubuntu and RHEL are the only officially supported distros
Hello, where Lunar Sale?
I wish World Streamer 2
There is no World Streamer 2 🥲
https://assetstore.unity.com/packages/tools/terrain/world-streamer-2-176482
IDK if it is going on sale or not.
Hey, guys! I have a question. Why I cannot rotate and basically do anything related the transform of my model that I have imported externally??
Basically, I am trying to find a way and rotate the head of my model.
Presumably it's controlled by the rig
Need to move the head bone instead
In the hierarchy, find the head gameobject and roatate it
Yes, that's what I understood as well
It doesn't rotate I think its the problem @sly lake is saying
I have to find a way and rotate it, because I don't know yet. What do you think I have to control?
In order to fix it?
oh wait those are the bones in hips?
yes
normally the hips is the starting point of the model
What's your gpu?
the bone is the model here in unity
unless you separated it
Wait why I have both bones and the other game objects?
Whats the difference
huuh, ok that's strange
Hips are the bones but what about the priest child objects
What's your gpu?
why?
What's your gpu?
Stop Spamming
What do you mean?
you keep repeating the same question for no reason
I'm not spammer
yes you are
Even I'm not doing that shit
your question is irrelevant and you keep repeating it.
Because i didn't get my answer
yes I found the neck and right now instead of rotating the other object I am rotating this and it works but still very interesting what are the other game objects inside priest
Huh?
your first three msgs were the same question, giving no context and asking no one.
yeah those are strange
Yeah you're right guys 👍
idk why it has a separat obj
priest gameobject probably has only the meshes and visuals, unlike the spine and other parent objects, they are your model specific.
Got it — didn’t mean to spam. My bad 👍
How do I set up adaptive ui, my ui is messed up for some devices, pls help
there is a learning site to start with
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
and there are dedicated #📲┃ui-ux and #🧰┃ui-toolkit rooms, depending
pls don't cross post
thankyou!
huh?
: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
i just want to make the eye on the monster to glow
alr there
ok
blender and sprites are def not a good combo
blender is for 3d
not 2d
yeah, imma use LibreSprite/paint.net
Blender? Sure
i need the eye on my monster to glow
you can DM me
This is the unity discord server, there’s alot of people that don’t even use blender here.
buny
Watch a tutorial.
go read in those 2 channels i linked...
Because hand holding is not something we do here.
why
We can help with certain things, but helping someone on a step by step process is a bad practice. For yourself and others.
but its just this one thing
but how do i learn it
i tried that gng
For now
If we hold your hand through everything you wont learn, but you will keep coming back
Nothing gets acomplished
So where would I go if I wanted to ask a question primarily about math? I tried asking this question in Physics yesterday and was told not to. Do I just ask it here?
prob here
Alright then
Say I have a camera that is tilted 30 degrees on the X axis and I want it to show two transforms: One at a viewport point of (0.5, 0.5) and the other at a viewport point of (0.5, 0.3). If I assume the two transforms are 5 meters from each other, how would I go about calculating the position I would need the camera to be at?
For simplicity the object I want at viewport point (0.5, 0.5) is at world point (0, 0, 0) and the object I want at viewport point (0.5, 0.3) is at world point (0, 0, -5). The camera also has a Field of View of 60 degrees
This sounds like a trig problem more than anything
this sounds like a matrix thing
iirc, the camera would have an affine transform matrix that basically represents transforming worldspace to viewport space
just gotta invert that with those 2 constraints (of the 2 input transforms) + rotation constraints, i guess?
I feel as if the solution here is using a different approach to do this
I dont think this can even get you exact results
maybe using raycasts?
why wouldn't it
Its better to do it in camera space using rays and some projection math
Rather than world space using trig
It is a trig problem. Or at least I thought so. The problem I have is that, whenever I implement a solution, the answer is close, but not close enough and I don't know why
i think taking it as a trig problem is basically working with underlying math, when you have a more abstract representation of the camera to work with
But then how are you going to find out where the camera is supposed to be in world space? Because that's ultimately the goal here
You could use the camera rays from the viewport coordinates, then solve for the camera transform that makes your desired world points fall on those rays.
I don't know how I would do that, though
...i definitely feel like matrices would be easier here tbh
well harder math but easier implementation once you model it correctly
I don't know how to do that math, though. I know trig, but my attempt at using it to solve this is giving me answers with too much margin for error
From the top of my head, you would just need the triangle of your middle position + the extended position on both sides added. So it becomes a triangle with equal side lengths. From there you know your angle because of your 60 camera and should be able to calculate the perpendicular length which would be your distance to the middle object of your camera.
can i still ask there even though i'm using a not officially supported distro? 
or not even have to double the distance but just cut in half your fov angle I guess
Hey I need a good developer to help me out with something
!ask
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Something like this? Because part of the problem is that I don't know how to calculate a proper length for the green lengths or the red length. The only length I actually have is the black one.
Nah I need help with something in my code if someone can help message me private
Thats not how this server works
So how can I get fast help
You have to be able to identify what problem you're actually having
I just told you with the ask command
The distance can ignore the z value between the two. You just need the ray with the length for whatever is closer.
That would only work if I knew what position the camera was supposed to be at already and I don't
The whole point is trying to figure that out
Usually by actually asking a question
Honestly we havent considered this possibly being an XY problem, what is it exactly you want to accomplish with this in general 
What are you implementing in particular that requires this problem solve