#💻┃unity-talk
1 messages · Page 82 of 1
I need to show a whole code and etc so it's not good to ask it in public
Make a thread
So then you probably aren't getting answered
!code to show the "whole" 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.
Why would it not be good to ask this in public 
Nvm I'll just figure it out somehow
@wheat mountain I feel like theres a better approach to your problem
They want to have someone commit to solving all of their problems without actually saying what they are because they can't be bothered to formulate a full thought and having someone entrapped in a conversation makes them unable to leave as they pile more and more demands on them eventually leaving someone basically being their personal code-slave so they can tell all their friends they made a video game.
Instead of solving a specific viewport position, you need to define a safe viewport rectangle that excludes your UI and then move the camera until all important world objects project inside that rectangle
If im understanding your problem correctly
This approach is simpler if it makes sense for what you want to accomplish
Quick question, does anyone know why the shadow disappears early in the game as if there is some area around the camera that defines where you can see a shadow and where there is none at all?
hi
Perhaps a better diagram might help illustrate this better
This is more a #1390346776804069396 question
It actually would be, but I don't know how to do that
The issue with hardcoding it is that different aspect ratios and resolutions might break it
In this scenario
I thought the whole point of viewport coordinates and the like were to account for differences like that
can anyone help me figure out why my preview windows Shaded Draw Mode is showing me pitch black in HDRP? looks fine in-game and looks fine in Unlit Draw Mode. it's clearly something to do with HDRP exposure settings, but i'm messing with the DefaultSettingsVolumeProfile and i'm not seeing any difference. thanks
Check if the exposure is overridden in the scene view's camera settings
I'm on built in atm but IIRC it's in here
Sounds like you have too many shadows on one object. There's a limit to how many realtime shadows can be cast on a single object and it'll draw whatever's closest then stop until something moves.
If you have a lot of shadows on one object (for example, terrain), you might need to find ones that won't move and bake the shadows into it instead of using realtime.
it was the shader occlusion. it was set to 0
Got it tnx
the global defaults for exposure were also wrong but now i can see the preview at least
A parameter in your shader or was it some other setting?
is it possible to lock FPS to 60?
Would I be able to import a project from godot to unity
cool ty
and is there an easy way to check if 2 buttons are hit within the same frame/frame before/frame after
It's impossible for two buttons to be hit in the same frame
You need to check within some threshold
Yeah sounds like a simple timer would do
You could import certain engine agnostic assets, but thats about it
Okay
can anyone help me figure out why when i click the eyeball on the gameobject it wont hide it?
u need to hide them in another button
this button means include it, and aanother button to mean hide all of them included by eye button
thats the logic dont ask me why lol
weird
and the another button is on the upside
of the scene
u will see it
it looks like a eye
In unity 2d, my ui is getting messed up in different mobile devices(portrait), how do I make it adaptive
Should I ask in this channel
I have done scale with screen size and 1080x1920 for portrait, still it gets messed up
See the cash at the top left is overwriting it
And the gap at the bottom and top
How do I learn how to make unity games
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
I just created a project from URP 2D template. Why is there a skybox and a default 3D scene here though despite 2D template?
2D Unity is just 3D Unity with different physics components and camera type
There's always a 3D Scene
The templates just change which components are the default when importing certain assets or creating certain objects
yeah i dont know of a single engine where the 2D templates arent just 3D templates with an ortographic camera
is anyone here good with network? need some help trying to transfer from a mainmenu scene to a freeroam scene and spawning my character in
your Z axis still matters a ton in 2d
i'm more-so talking about this skybox
the default scenes have a skybox
thats just the default skybox
Yeah, that's the default skybox
you'll put 2d art in front of it
or change it if you want to use a skybox for whatever reason
you remember wrong
maybe you werent in the shaded scene view
i dont think it shows up in the unlit one
Ah Wireframe Shaded View is correct
Merci
i dont know if i would use the word "correct" here, the skybox is still going to show up in your game view
Although Game View still has the "wrong" view 
Yeah I just noticed
because its not "wrong"
its litterally just a 3d scene with an orthographic camera, it has to have a skybox
Do you mean the scale with screen size option
Ty
if you turn off all the background art in this screenshot you'd see a similar skybox
Man listen, I am not in the mood for these Sheldon talks
I put wrong in quotation signs because I know it is not wrong. It is just not what I want for my resulting game view to look like.
(unless they turned off looking at it in the camera component, but it would still "be" there
you put art infront of it
Then you already got the correct answer
twice now
ENVIRONMENT
@unkempt anvil I have done screen with scale size, and match to 0.5, and the resolution to 1080x1920 on the canvas as well as on the game tab, it's still not fixed
This is what I searched
ok
Putting art in front of it wouldn't solve the background though
Although arguably a default background should never exist to begin with because there should just be proper background art but yeah.
if you put art in front of it, that art is your new background
nah
thats the point
you can stop rendering the skybox in the camera if you really care
even then you will have to put art as a background
Still buttons and text are getting overlapped, note the text in the bottom its getting cropped
you're using URP.
They're using BiRP
Ah so you meant background by "art". I thought you were referring to enemies, npcs, environment and what not.
it's not about unity version
ah fair
yeah i meant background, basically whatever will have the furthest Z axis value in your scene
when you think about how 2d games work literally imagine your recording with a camera and holding printed out art in front of the camera
you can do this in real life
The thing I wonder about though. If I use Background = Solid Color and I'm using Wireframe Draw Mode, then I don't see a skybox, so that would "fix" my scene view (fix as in give me my desired experience in the editor). But if I use Wireframe Draw Mode, then I don't see any 2D lighting anymore and if I remember correctly 2D rendered entities also have lighting and stuff so that may be undesirable as well 
hey, i have a small question about using GPU Resident Drawer vs. GPU Instancing.
honestly, i’m not sure which one to choose.
i was using GPU Instancing alone before, but now i’m thinking of adding GPU Resident Drawer with GPU Occlusion Culling. the problem is i’m getting inconsistent FPS, and my GPU usage caps at around 50–60%.
should i switch pipelines and fully commit to GPU Resident Drawer with occlusion culling, or just keep it old-school and stick with instancing?
Yes that's exactly what I am thinking of them. The priest parent contains probably the meshes/models and the higs contain the bones/skeleton of the animation rig right?
havent used unity in a while but wasnt there a build button here
mb im just tweaking ty for the help
when i use unity version control. my freind goeso n the project we work etc etc and when he goes back on unity everything is gone for him but not me. even after i checked in everything nothing is popping up. the scenes are there but nothing is in the scene
"everything is gone for him" is very vague
Sounds like you are either not properly committing and pulling changes or you're looking at different scenes or something like that
There's no magic here. You can look at the exact file changes you are pushing up and those he's pulling down. Simply make sure they are the same
hello, can someone help me with Unity? My Sound doesn't work
can someone add me and join a call with me i need some help
ik i just need help
what is it today especially with everyone wanting 1:1 calls instead of just asking their questions normally 
bc its kinda private but kinda not i need someone to create a sketchfab account for me but use my email bc it wont let me login to the sketchfab unity plugin
no one is going to do that for you
exactly my point
That sounds the scetchiest thing ever
so leave tbh
this is also isnt the place
to find that kind of help
this is a unity server for help with unity issues
They ran away
[laugh track]
Any of yall keep getting those Unity hub surveys? Are they on some kind of timer or something because at this point every time i open the hub up im greeted by a survey asking me if i like unity
How many times can a man say "no i dont like unity" before they stop asking 
huuuh, what?
what
why is it a decimal number
Clearly it's just a spelling mistake and missing a 0
Someone start counting everything on the store

with the amount of free assets that are just like "a tree i made" it might be in the millions
hey can anyone help? i imported a free ps1 style shader but bc its not a urp shader it is pink. how do i fix it?
if its not made for urp youre either going to have to find one thats made for urp, or convert this one manually
since its a custom shader i dont think there are any automatic conversions
Hey, guys! You know, I have a problem. So, when I detect an interactable object on editor I have an outline effect that shows up but when I interact with the same objects in build mode in some of them it doesn't show up what is happening?
I have an outline effect script that found on asset store
probably that one i have outline fill and outline mask and I didn't include it in always included shaders
no still doesn't work
let me send you a video
I have tried to delete the library folder
if can anyone support
please guys
You need to share more info. How does this outline work? Is it a post processing shader or surface shader?
There should be logs to indicate if the shader is missing in a build (try in a dev build)
No bro its just a surface shader
I found this component on asset store
now I have tried to delete library and open the project again give me a second to see
no logs or anything
screenshot what happens in editor then in build
Missing shader variants can be the cause but if its used by a material in a scene or Resources then it will be included
let me see if it works now because I add the outline fill and mask in the included shaders and now deleted the library and I am waiting for it to compile scripts and shaders again
always include can solve it too but may drastically increase build times
as that will include all variants in a shader which can be very high sometimes
Yes I know I am waiting right now
all the time when I build my library back again I have to wait for the compilation to complete
my nerves
You didnt need to delete library, that only helps if somehow many assets imported incorrectly
AI told me to XD
Bro I have tried everything
The only thing that Ididn't do was to delete so it recommend me to delete so I did
it says that deleting library often solves 99% of the problems
so maybe because I have included the shaders that were missing for outline it will work who knos
knows
I believe
It didn't work and I see the problem exists only for my book
its a puzzle I am making btw
In the editor it works
(No one here cares what ai told you)
Can you help in this situation because not even AI can
I dont wont to fight I wont to solve the issue
I am just asking for support
doesn't matter if its AI or not
Ask the author
Please bro help
how are we supposed to help
We dont know how the shader works, how you are implementing it
we have 0 context, so how are we supposed to help
Deleting the Library folder solves some specific import issues but it’s rare
I dont think I have any problems because the code I have written is clean and properly working so I have no clue what is happening
In the editor everything works fine
are you sure?
makes sense, nobody ever had issues because they made an assumption about their own work
how I Am supposed to say
I have tried once to play my game on build and it worked it was once or twice but now it doesn't work
Its still not clear just how are we meant to help you
what did you change between now and then
nothing absolutely I didn't touch my outline effects or anything I was just working on other features
I was making a jumpscare
and animation for it
getting strong grokslop vibes
if it worked before clearly its something you've changed since then
No this outline effect is not my code
I got it from asset store but anything else except this its mine
until you show relevant setup details there's nothing anyone here can do except tell you to try things you've apparently already tried
You dont know anything I think you dont have as much experience as my teacher has in college he says its an issue of the default build settings unity has
you've literally given zero on ur issue pretty much
Yes he said its an issue of the default build settings unity has you have to solve it somehow but he didn't tell me yet how
perhaps ask him?
is that the state of college now?
Im like 99% sure his "teacher" is Gemini
Very much so unfortunately
🙏
bro this guy know more things from you I was trying to get this answer but you didn't tell me that the issue has to do with default build settings of unity
he straightaway told me
whats the issue
you literally gave us nothing
If he told you the actual issue you would know how to fix it
He gave you some probably wrong guess
Im sure you were a lot more detailed with your gemini request than us so no wonder it knew the possible answer
we had 0 information to go off of
Any teacher recommending their students use ai to learn should be unemployed 🙏
What self respecting college educator is this available for help though
is that like the new normal or what im so out of the loop w this shit
Stop hating because you gave me no clue
haha
actually
I was trying 2 hours for now
Yup
you gave us no clues
this has to be ragebait no?
you got it mixed up
Some places have required ai usage too
yes I send everything to you from screenshots, videos
I send him the issue with the videos I send you and he told me what to do
he said straightforward
Which was…
whats happening
Okay, so why are you here then
then congrats, it's solved
Its an issue of default build settings in unity thats something for me
from nothing that I got from you
that is nothing
sends information to someone with relevant past experience with the project
asks discord with nothing
guys why cant you fix it?
genuinely consider other places for education
Guys solve my issues please
no i will not share relevant information
wtf you guys
hahah
I gave you everything my heart to you
You werent able to help
just be honest
that you dont know the answer
Bro you came here asking for help, why are you now gloating someone else solved your issue for you
dont waste my time and yours
what is this attitude
ai enjoyer mindset i guess
I send many screenshots and videos
What else I can do?
Give actually useful information
your videos only demonstrated that it wasn't working. they didn't actually provide any relevant details
shit your educator clearly had access to
I dont have script for the outline effect I have but its not mine
another person has written the functionality
if its in your project, then you have it
Some people make it impossible to help them istg
and then complain when they dont get help
{
public static OutlineEffect Instance;
[SerializeField] private Outline[] outlineEffects;
public Outline[] OutlineEffects => outlineEffects;
private void Awake()
{
if (Instance == null)
{
Instance = this;
}
else
{
Destroy(gameObject);
}
}
private void Start()
{
DisableObjectsOutlineEffect();
}
public void EnableFirstPuzzleObjectsOutlineEffect()
{
foreach (Outline outline in OutlineEffects)
{
outline.enabled = true;
}
}
public void DisableObjectsOutlineEffect()
{
foreach (Outline outline in outlineEffects)
{
outline.enabled = false;
}
}
}```
thats my outline effect where I am using it to disable the outline the other guy has written
its a component so in my outline effect I enable and disable the outline component
have you read the readme
have you tried the samples
I think continuing this is pointless
I am telling you it works fine on editor
ok
have you read the readme
have you tried the samples
🙏
come back if you figure out what im talking about
now show the inspector for that component
does the demo scene work in the build
``Quick Outline
Developed by Chris Nolet (c) 2018
Instructions
To add an outline to an object, drag-and-drop the Outline.cs
script onto the object. The outline materials will be loaded
at runtime.
You can also add outlines programmatically with:
var outline = gameObject.AddComponent<Outline>();
outline.OutlineMode = Outline.Mode.OutlineAll;
outline.OutlineColor = Color.yellow;
outline.OutlineWidth = 5f;
The outline script does a small amount of work in Awake().
For best results, use outline.enabled to toggle the outline.
Avoid removing and re-adding the component if possible.
For large meshes, you may also like to enable 'Precompute
Outline' in the editor. This will reduce the amount of work
performed in Awake().
Troubleshooting
If the outline appears off-center, please try the following:
- Set 'Read/Write Enabled' on each model's import settings.
- Disable 'Optimize Mesh Data' in the player settings.
``
oh maybe?
I have to set read/write on the models I am using
wait give me a minutye
the issue is also isolated to a single object which means it is very likely a scene set up issue
yeah no shit
if theyre recommending to just use ai i doubt they're correct often
(for extra context i've also had fine experience using the same asset in the past lmao)
bro spent the last 20 minutes gloating his awesome ass teacher solved this issue for him, and that we were useless
Sorry guys you were right
he just didn't gave much attention to my message because was busy
Thanks btw 🙂
He knows a lot bro do not hate people you dont know
he is 27
isnt that literally what you were doing
we know he's a teacher telling people to use ai to learn
that's enough to get a vibe
bro is 27
you did
age means absolutely nothing here.
and if it did, then you better pay attention to everything i say since i'm older
He has done a lot and I know it
sure he has
a lot of prompts it seems
Nope he got his degree in games programming college where I am now and it was 4 years ago
ah so it was all bullshit
bro you dont know
doesn't sound like a lot of work experience
so anyway
called it already, nothing but rim baby
ok you are better
fine
You got your answer?
That was what you were asking?
I am not here to hate someone
I was just assuming you dont know much but luckily this guy @copper gust told me to read the samples and readme so congrats to this guy guys
I give my respect
this guy solved the issue
just curious did you even attempt to check any of this beforehand
"I was just assuming you dont know much"
Bro you cant keep saying shit like this in the same breath as " dont hate on people you dont know" 😭
yes I didn't hate
Y'all I just killed my friend irl why is CTR+z not working
I was just assuming you didn't know the answer cuz I send a lot of videos and screenshots
I didn't say you dont know anything you are unexperienced and insulting
your videos and screenshots really didnt show much for us to help
Do you think we cannot read the messages you sent minutes ago
where you were very rude to the people here trying to help you
this isnt very academic of you...
Ok i did what @copper gust tell me to do disable mesh data and read write on my model nothing happens
now I am thinking maybe my teacher is actually right
maybe probably its something that has to do with default settings
hahah
sick
so do you plan to actually show relevant setup details or are we supposed to read your mind to see what you see in your scene
to disable optimize mesh data and read/write enable on my models
but we have videos smh cant you see
maybe this guy is the real gemini and we're just being ragebaited
i did not tell you to disable that
Readme said
Readme did not say to disable that
Troubleshooting
If the outline appears off-center, please try the following:
- Set 'Read/Write Enabled' on each model's import settings.
- Disable 'Optimize Mesh Data' in the player settings.
If the outline appears off-center
did the outline appear off-center?
yup so Enabled and Disabled are two different words
I dont know bro
I dont know
it works fine in the editor
I cant understand myself
well, use your eyes. is it off center or is it gone those are different things
and show us the fucking setup details or go away because at this point you're just wasting everyone's time
do not insult please I am going to call a moderator
Please do
I didn't insult anyone here guys I am polite
this cant be a real person
point to the insult
Do not swear
you did
Why are you trying to gaslight us into believing you werent rude to us
well there you go
yes but those errors have nothing to do with the book
they are buttons on my keypad puzzle
show 👏 the 👏 fucking 👏 setup 👏
that I am making
they dont need to
Stop bro
stop what he is litterally asking for the thing that might let us help you
😭
Swearing is not against the rules of this server
Its against the rules of being a human being
if it was we wouldnt be so fucking good at it
I think I found the issue anyway
seems like they probably do need to, because from the error it would seem the outline component is attached to the button rather than the actual book which if they had bothered to show the fucking objects we would have seen this forever ago
this could have been solved like 30minutes ago if you just posted something relevant
thanks guys I still appreaciate your help and you know it
🙂
I am in this server for 2 almost 3 years now
your caring too much 😄
from when I have started my journey in Unity
I didn't notice it because now a few minutes ago I ran the game on development build
stop insulting me bro
thats not cool
Looks like a bunch of the bttn meshes that aren't set as read/write, can you show the import settings of, for example, bttn7
well yeah they just turned all the read/writes off
because it told him to turn them on
saying "fuck" is not an insult. and if you had shown the relevant details like you were asked to half an hour ago this would have been solved
(or just by reading the manual)
he has to be baiting atp
just any excuse not to share whats actually relevant
because its most likely written by AI and he has no clue what to actually show us
theres nothing code wise he hasn't shared
XD
I am myself have many experience in Unity and C#
I dont use anything
I know how to do decomposition myself
I dont want AI
Then why show the errors? If they're intentional then why show them?
they aren't intentional
they cannot read
i'm not being rude
should be fine, as it is community support there
I can write flowcharts, class diagrams, pseudocode and logic myself glad I am good at decomposition
everything I have written wasn't AI generated I just dont have code to show you for outline
What good is any programming skill when common sense gets thrown out of the window
for this issue I have cuz I cant understand whats the problem
Bro this has nothing to do with code
haha
most probably
I know, i was responding to your message, so why dont you want to listen to boxfriend then
and show us something more relevant
this is another issue with read write type shit
if he reads what has been said a couple times he will fix the problem
This has nothing to do with code
What even is the problem
his outlines won't work
i dont think boxfriend asked for any code, did you even read anything he said before dismising his messages as insults?
because they rely on read/write
and i think its applied to the wrong thing or smth aswell
ok 
¯_(ツ)_/¯
Im getting this error every time i upload my avi to vrchat
i figgured
👇
Join the growing VRChat community as you explore, play, and create the future of social VR! https://discord.com/invite/vrchat
nvm they already left lol
yo who made this bot😔
what does it matter?
VRChat is nsfw ngl,
lol
perhaps that is part of the reason they are directed to another server. i do not see anything NSFW in that bot message, do you?
actually i was suprised that it has no official rating
but it is rated for ages 13+
PLEASE tell me I'm in a fucking nightmare right now.
so kind of?
no i am not talking the bot like who made this to send to everyone,
what
nvm i am dumb holy,
dawg that bot is called with a command !vrchat
really?
so people who are asking stuff about vrchat have a direct link to join their server
!vrchat
Join the growing VRChat community as you explore, play, and create the future of social VR! https://discord.com/invite/vrchat
it does not send to 'everyone', it posts in the room.
wait is gorilla tag unity or no?
is there like !gorillatag or no?
you can ask #1161868835423526933
okie dokie
vr-chat is a commonly confused thing that people think they can get support for here, because it has an SDK in the Engine, and no one wants to type out a link every time, or even have to explain that they cannot get support for it here. gtag does not involve the engine, so there is no link, as it is just one of many games made in Unty. Blender also has a link, because it is a commmonly needed link, as a tool that is often used, but not directly supported here
gtag does involve the engine
theres also the !cs for the c# server
not in the way that vrchat does though
vrchat has their own sdk and everything
does gtag not have similar stuff? just not as direct?
im pretty sure all the gtag kids just use a decompiled version of the game
Is it? i thought they were cracking down on it hard
maybe i messed the memo
I think the main issue is that on top of ripping the entire game and its code, a lot of these uninspired copies also just use their assets
which might be whats getting them shut down
yeah
Perhaps for the best
i could be mistaken but i wanna say thats due to the platform right
VR is already in the gutter in terms of quality
usually people would just extend basegame with bepinex etc. but cuz it's android based
be cool if unity had more ways for devs to easily allow modding
I agree
i love modding
No, Gorilla Tag does not have Unity-based authoring tools where someone might have reasonable confusion as to whether the issue is with Unity or with the SDK. Gorilla Tag is just a cheap crap game children want to make their own versions of for some reason
I'm pretty sure Gorilla Tag does have unity based authoring tools, just community based?
You're not making content for Gorilla Tag, you're making versions of Gorilla Tag
Its just decompiled versions of the game rebuilt but like this time the monkeys are wearing hats or some shit
sure but again as i mentioned that's moreso due to technical limitations, it's the equivilent to a mod
im not defending the quality of this content of course lol
I think the actual difference is that VRChat actually has technical help channels and I don't think Gorilla Tag has a discord server at all
that is a little psychotic fair
Is it an official one with support, or just a community server?
i wouldn't blame them if they didn't though the amount of shit i've had to deal with from people just cuz my lethal sdk stuff exists
fuck if i know i aint joining that shit to find out
ill assume its probably semi official
like most game based servers
its community ran with official support
Most Official Official servers are kinda ass ngl
like the Destiny 2 server which is read only for some reason, so everyone uses the Subreddit's own discord server as the main one
you don't update your mods within two days of an update and you get people dropping notepad essays about the state of communities 😭
what's happening?
Wondering if we can just pawn off the Gorilla Tag children to the GTag server with a bot command like we have for VRChat
hey guys i need help with unity
i tried downloading a new version of unity but it said that if i change the version of the project that i currently have it can cause some trouble , but in the other hand it says that the current unity version that im using is known for a security issue, what should i do ?
Update the project to a new version
it said that if i change the version of the project that i currently have it can cause some trouble
This is just a boilerplate warning reminding you to back up your project before upgrading. if you're not using version control you should do that.
ok noob question, how do i update the project to a new version ? do i have to open it or do i just switch it in the unity hub ?
thats right, just open it with a newer version. it will ask if you want to do that and then go ahead.
You cannot downgrade safely
switch the version in the hub and open the project
ok doing that
no its not, there are gtag copys and gtag fangames
fangames are all original, while copys are just a copy paste of gtag in which they just change some stuff around, and is not legal
i thought the devs we're chill with it, apologies
the devs cant really fight against it because there are just so many of them
(although it being legal or not is arguably irrelevant for these kinds of things)
but the people that make them just give up at one point because the stuff they want to add doesnt always work as they need tutorials or pre-made stuff
they cant code it so they will give up
How do I have 2 scenes loaded at the same time that are separate from each other with their lightings separate and everything?
Additive loading
Thanks
i dont think lighting is gonna be seperate
FYI the lighting model is always based on one scene and it's always the "active" scene
wont the lights just stack?
so it will be like double
things like baked lightmaps and environment lighting are tied to a specific scene
ah i was thinking of realtime lights in that way
i had a bug where 2 scenes loaded on top of eachother and the lights just stacked, making the lighting just bright bright
unity supports loading many scenes at once
thats harder to do by accident via code though
i mean hard doesnt mean impossible, ive done that too xd, was supposed to unload a level and load another but it stopped when unloading hahwah but yeah its all working fine rn
Don't try to unload hahwah
Hey hey, if someone that has been around the block with different network services such as play fab/ugs etc pros/cons that doesn't mind a few minutes of chatting. That would be super appreciated. 🙂
Sorry, when I wrote it I had a feeling it would translate like this.
To rephrase. When I began my project, the programmer I hired took some research time as well as his own experiences to determine engine/how we would approach architecture. Ultimately the programmer had to take a more fruitful opportunity (100% supportive of that!). The project currently is a local rails server that connects with the Unity project. I now have the project and server set up on my local machine (was on the programmer's before) and while seeking to continue the project I receive a lot of extremely contrarian information from freelancers. I am having a difficult time (as a non technical person) to figure out how to revisit qualifying the pros/cons to the different options. Or, "where do I go from here?"
You still haven't explained what the objective of this project is.. still vague
The project itself is an isometric pixel style auto battler with character collecting, leaderboards, chat, guild, etc.
Sorry, trying not to significantly spam while still adequately communicating. my apologies, harder to properly ask the questions when it's also a, "you don't know what you don't know/are inept on the topic inquiry"
Sounds like a big scope project.
It has been 6-8 months so far yes
I think your biggest issue might be scope creep, do you have any programming skills yourself?
No, that is why it has mostly been a hiring others to make it for me (simply put)
Im not going to sugar coat this, but youre in a very bad situation right now
That is so true! Don't I know it!
Honestly for a project this big relying on individuals might not be the move
because every person does something different individually, and they will have conflicting "interpertations" of the same mechanics within your game.
You might find the best luck with at least 2 or 3 people at once to pick up where you are right now
basically throw the project at their mercy, if they strip it down bare to rework whatever the people before last did, let it be
right now you have a very ambitious and large project thats been passed down, even talented freelancers might not feel to eager to jump straight into something like that
there are certainly some hindsight reflections, and like most things, they don't tend to go as cleanly as originally planned.
anyone know why the terrain is creating holes instead of applying my texture?
I am not really opposed to that per se. It's like anything else, "if we do x, pros/cons?" and I think a lot of the people that are seeking projects really over state their expertise (where as I am pretty forward about my shortcomings)
all other layers work normally
Well people will naturally sell themselves to you
which leads to exagaration of personal skills
people arent eager to admit they dont know something in a job market this rough, a lot of people have the "figure it out along the way" kind of philosophy
Listen if after 8 months you have something worth showing, you could have someone throw together a vertical slice and try and pitch it to an investor or a publishing studio
ok guys bad news , i tried opening my project in the new version of unity and all the textures glitched out and they are all pink , what do i do ?
This is the intention right now (not in this chat question, outside) . with trying to seek someone to do a review together, make a game plan/projections based on current progress, how far to go, then see if it's something to pursue now or revisit in the near future.
Edit: one of the potential freelancers that hasn't really checked out the project told me to ask around regarding the game service/networking part because they were going straight to, "you really should gut it and be in UGS/playfab"
could someone please help me, this issue is so weird
oh i see
that is a huge limitation 🙁
really? you could do a lot with like 3
why do you need 8 for a singular piece of terrain
Pink means shader error which usually means incompatible render pipeline
i'm creating a really detailed forest environment
how do i fix it
Either use shaders compatible with your render pipeline, or use a render pipeline compatible with your shaders
Why is my model upside down when i am importing from blender to unity?
this is a help channel
is unity going to a promte base game engine ?
what
what's base game engine?
No, it's not going to be the new "base" game engine. They're just implementing AI features.
and that's what people invest in
i guess there are some rumers
ya exactly
Exactly, what?
That's completely opposite of what you're saying - being a prompt base game engine.
Not only that but i couldnt imagine anything worse than a game engine that you can only prompt in
how would you even get anything done at that point
i am generally asking about that will AI in Unity gonna be only promting base , doing stuff by promts rather old style
I'd prompt it to make me a game engine that doesn't have prompting
Unity will never go that route
"old style"

like how we use currently
No, Unity will not be prompt only. That's beyond ridiculous.
nothing will be prompt only, people are getting dumber but not that dumb
not this soon
I hope
No sane game engine company will ever go prompt only
gona happen one day
nope
the bubble will burst long before that
So nothing really to look forward to there lol
then Y Elon is making one
there will probably be prompt only engines, but unity will never switch
Because Elon Musk is a peak example of the dunning kruger effect in action
Okay, make this a thread, we're not doing our nth daily debate about AI
You can blush over Elon in a thread.
Elon fanbase & AI engines
Ok but then how are these people gonna make games 
The same way they always have: By not doing it
how do you go about achieving parallax effects in 2d side scroller game? im looking at a demo scene from an asset pack and they seem to just have a camera w/ perspective projection and different sprites at different Z values without any code \ scripting. Is this the proper way to do it?
most 2d side scrollers use orthographic cameras and have scripts that move background SpriteRenderers for parallax
ok thats what i was wondering, thanks
is there any advantage \ disadvantage doing it one way or the other? i guess just investigating the sprites in the scene view in this demo is a bit tedious because everything is placed in a 3d way
Of course. Every decision you make is a tradeoff. Orthographic cameras have a lot of advantages for 2D games - the most important being the pixel-perfectness of it.
the disadvantage is you have to write the code and set it all up
makes sense, wont it be hard to preview how things look in the scene editor because the movement of the sprites in layers only happens when the game is running?
sure, you can consider that another disadvantage I guess
does anyone know any shader that could be similar to this one but for HDRP?
probably easy to make in shadergraph
true but i want it to interact with light that would be more difficult
not if you figure out which nodes you need
theres this floating around too
https://discussions.unity.com/t/hdrp-particle-system-shaders/735478
hi im looking for a dev team to help me make my game
!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**
cheers
i figured it out
this is not a big problem, but why? (i m talking about size)
6000.0.67f1
nah, i changed inspector size and now it's normal size
if you can reproduce it , file a bug report
im importing this spritesheet from a asset pack and just wondering how this was set up to be a single sprite. The mesh type is set to tight so i would've thought unity would just cut up each region that isn't continuous into multiple sprites, but these little puffs are included with the main cloud, was the process of cutting up the spritesheet into sprites not automated?
you can dictate how the sprite editor slices if you don't leave it at automatic
where can i ask a unity issue
Depends on the issue. Like a unity bug?
Real quick question myself - do yall know why Unity is showing an empty polygon whenever I import a .fbx? Its not showing the missing polygon whenever I import it in blender. Note Im in Unity 6.0 in case that makes a difference. I havent had the same problem with other models imported. Is this a Unity bug? Unity has been acting up on this model a lot though, like not importing animations and textures without help.
(Please @ me if you respond, thanks!)
is here the best place to me share a problem that i having with a game that uses Unity? i'm playing nightripper by puppet combo, and the most recent version has a camera problem which slowly gets off from character, i've been trying for hours find where's the problem using unity explorer and DnSpy, i tried to replace the recent camera codes from AssemblyCSsharp to an older code where this problem won't happen, but nothing work so far
Looks like a normals issue
Edit Mode -> Press A to select all -> Mesh -> Normals -> Recalculate Outside
I’ve never even heard of something like that. Thank you so much!
Unfortunately we don't allow modding/ripping discussions here. If you have a problem with a game, you need to contact the developer of it.
oh, sorry. thanks🫡
Should i predict projectiles? or just let the lag be shown
is this a netcode question for a multiplayer game?
just a general networking question im asking if its best to do it or not yes for a multiplayer game
Any idea how to change the pivot point of a prefab? Anything I try, it just resets to the middle of the mesh.
I figured out a hacky solution, but it's far from clean, and I'd like to learn the proper way of doing it.
I also tried following YT videos, but the solutions don't work, so I would suspect something's wrong with the editor, but I'm not sure really.
Any recommendations on what to try are welcome
SOLVED: I had scene view set at "Center" instead of "Pivot"
I think you should lookup if the devs of the games you like and are using as inspiration have a video on their netcode.
I like overwatch, they have a yt video where they explain design decisions behind their netcode.
I don't think there is an easy yes or no answer.
There are also many options on how to predict something.
For PVE its probably less important than for PVP and it generally depends a lot on your game.
If you want to develop a marvel rivals or an overwatch I would consider it.
Okay yeah thanks
if you use Netcode for Entities, they can be auto predicted
i'm gonna use that netcode for my game
i have a spriteshape that has multiple sprites possible for a certain angle (like top of a player platform) does unity randomly pick between them to generate variety? if i want to handcraft one particular object using one of the particular choices because it would look good in some spot how do i do that?
am i just forced to use a different spriteshape profile?
Hi I'm new here, not sure if i could send this question in this channel or not so do lmk if I should ask this elsewhere :')
Anyway this is my school assignment and i imported the file sent by my groupmate, when i press play and start to move around, the sprite just shrinks, how can i fix it?
First thing I would suspect is the movement script here
send the script
This error has been making me crazy

All of the commands of making it move and collision stuffs are doing fine so whyy
So how do i fix it? Is that located at the script exactly or in the inspector?
i checked the script but theres seems to have no red in them
You can't call OnDrawGizmos from Update and expect it to work, OnDrawGizmos is called automatically by Unity at the right time
well, in this case you will not see a red line
It's an exception, not a compiler error
I got it now!! thank you so much
Ahh it's okay i managed to figure it out, it was the scaling issue
Hey, guys! I have a question. Render pipeline converter what it does is to conver every material I have from built in for example to URP lets say? Its the quickest way to upgrade your materials?
Yes, it does for 99% of them, custom shaders and some special materials cannot be converted though
Do you know why I am getting those errors?
try reading the error messages ?
Basically, when building my project file
my game
yes I am not sure what it says material variant of what
and I do have the tree prefab
on my terrain
I was wondering maybe my terrain data is corrupted
do you think it happens?
and in which cases?
the tree error is most likely from a terrain that has a tree put somehwere of which the prefab does not exist anymore
yes I have only one tree prefab right now
and I can see it in project files
I mean it exists
Yes but the terrain seems to reference a different tree that does not exist anymore
index 1 indicates atleast a 2nd tree added
(as it starts with index 0)
How is this supposed to happen? Do you think I have it somewhere in the scene and I didn't delete it but
you added it to terrain and then removed the prefab
if your scene is small and you can easily reapply trees I would clear all trees and put them again
Can maybe find/remove it programmatically
I did it nothing fixed XD
I was wondering
do you have a 2nd terrain somewhere you are not aware of?
maybe it has to do with terrain settings
I know this channel is not about terrain but
i mean baseline questions like that are fine here
I am sure 100% not only one
Maybe it has to do with terrain settings
something
can you show a screenshot of your terrain paint trees tab?
Do you want me to send a recording maybe?
nah just a screenshot of this
hmm other than you having a 2nd terrain somehwere im out of ideas
Maybe share the error callstacks. It might provide some more context.
I have only one terrain
Try deleting it if it's not used.
Ok I think it magically fixed I have deleted the second terrain data you said and I see no errors
Was likely referenced in some scene.
Or included in the build for some other reason(resources, addressables, etc...)
The first result i found on google had the same advice btw
What exactly?
The error
oh ok
So, I still cant find the solution to the problem of my Outline effect
I am out of ideas
ask your teacher
Why my outline works in play mode and it doesn't on build mode
I will most probably today
Use the frame debugger or dedicated graphics debugger to investigate
how this fram debugger works
That's the part where you read the documentation
Can you explain with few words what it does
It allows you to see information on render passes and draw calls.
quick tip, if you want google to stop putting ai ontop just add "fuck"/"shit" at the end of your search 😄
be careful with searches in which that word would make sense though.... 😐
Can you explain why AI gives misleading ifnormation because thats your point?
thats not my point
you can google things to find more about them
If AI doesnt know the answer it will hallucinate one, never trust the google AI for topics you couldnt fact-check while reading it
The AIs task it to make you happy, not to give you a correct answer
I do
did you google what the frame debugger was
did you google your tree prefab index error
in forums as well
no 🙂
As a baseline, only use AI if you are able to spot when the AI lies, so a baseline of knowledge is required
well there you go
I use AI when there is a hard terminology/concept to understand so basically for hard concepts to understand sometimes
if you don't understand it the AI could lie to you outright and you wouldnt notice, so don't
I dont use it at all for coding stuff, I do my own decomposition like designing flowcharts, pseudocode, class diagrams and actually writing logic myself
step 1 is understanding yourself, always
divide and conquer is my thing
yes I agree
100%
I have seen a guy 15 years old on a game jam was working on roblox studio and was copy pasting code all the time you can imagine for the global game jam with had 2 weeks ago
cant
It's a good tool if used correctly
But enough knowledge is required to be able to spot the mistakes
Havn't touched ai in my learning process. Honestly looking up tutorials for unity components or looking up c# documentries on some formula's or keywords is alot more rewarding.
Rewarding and beneficial in the long run
I’m working on a mobile fighting game in Unity that uses UI buttons for attacks and a joystick for movement.
Each playable character (Ahri, Jinx, Mel, and Vi) has the same FightingController script attached, and I assign the four attack buttons to call the public methods MobileAttack1(), MobileAttack2(), MobileAttack3(), and MobileAttack4() on the corresponding character’s FightingController. When I test each character individually by activating them one at a time, Ahri’s mobile attack buttons work correctly. But for the other characters, Jinx, Mel, and Vi. Pressing the mobile attack buttons does not trigger any attacks. Movement, joystick input, opponent health detection, and PC keyboard attacks all work correctly on every character. Only the mobile UI attack buttons fail for these three characters. When I press the mobile attack buttons on Jinx, Mel, or Vi, Unity spams errors in the Console, all pointing to the PerformAttack() method in the FightingController script. I am trying to understand why the mobile attack buttons only work for Ahri but not for the other characters, even though they all use the same script and all other gameplay systems work. Below is the full script I’m using for all the player GameObjects
https://paste.ofcode.org/iadKLb4RRHyRUiZDw4UcSZ
I am not sure why @copper gust hates AI so much AI XD
He had a bad experience with AI not really sure
Maybe he thinks AI will take over humanity and our wolrd
Its just a tool thats it
like google
we had google before and it was something very interesting to us
at the first time
Not sure either, also not sure how can he downvote "its a good tool if used correctly" like what, you disagree? Then in your opinion its a bad tool if used correctly?
It just doesnt make sense
it's misleading tbh. it's not really an appropriate recommendation because the audience just doesn't have the necessary experience to filter out the bs
it's a tool, yes. the difference here is that it's incredibly easy to misuse
Yeah thats why I said below that you need knowledge to use it properly
you mean the prompt enginneering thing
no
it requires exp
that's completely irrelevant to what i'm talking about
With experience you realize the real limitations and it becomes just a clerical tool at best
some beginners will read that and think "oh ive made a few scripts already (copied from tutorials), should be fine" and then come to us with mangled 400 line scripts with 500 comments asking us what's wrong
it's annoying.
but you do you , when your code doesn't make consistent and cohesive sense through the project, maybe you learn that way maybe you won't
"Feed it your project and parameters / restrictions" the story is the same
I disagree that I'm at fault for people misjudging their knowledge and skills.
However if that's what leads people to post scripts like that, and waste time, I have to agree that it could be beneficial to minimize AI talk or encouragement
misjudging skill wouldn't be your fault, but in my experience stuff like that can easily be misconstrued. beginners often misjudge their own skill
(also keep in mind that messages here are public and the eventual reader may not be your intended target)
As your line states, this is the issue, so you should debug, whats happening. Use breakpoints or jsut simple logs to get all valeus that might be null
animator.Play(attackAnimations[attackIndex]);
The best way to figure this out is attaching a debugger to the editor and putting a breakpoint in PerformAttack. Something is null and the debugger will show what is null immediately.
The most likely explanation for your issue is that the animator object is null when PerformAttack is called.
Since you say PerformMovement works for all characters, the GameObjects probably all have an Animator component (double check that though), but since you get the components in Awake, they might still be null if Awake was never called on them. This would be the case if the GameObject starts out as inactive and is never activated before PerformAttack is called. It seems the mobile attack buttons are bound to MobileAttack on every character's gameobject simultaneously, even the inactive ones. You can quickly find out if that is the issue by entering play mode, activating the character gameobjects by hand and deactivating them again so Awake has a chance to run. If it works after that, this is the issue.
Yeah makes sense, it might be better not to encourage AI if there is a high chance people won't use it properly
-# damn, a reasonable discussion, what a breath of fresh air
Hi everyone, sorry for breaking the subject here... I have a really important question. I have been developing with Unity for many years now, and as weird as this may sound, I have never really used Assembly Definitions besides the standard one Unity creates for us. As my current personal project has grown very much larger, it might be beneficial to start using them ASAP. However this would take a LOT of work to refactor, and I even heard that adding assembly definitions clean up any SerializedField references from existent prefabs (which would just break the game completely, nice). So I just want to hear your opinion: Is this true? If not, do you think it is worth doing the refactor knowing that this is a commercial product that will launch and be maintained for years? If so, do you guys have any sources for guides helping to do this carefully on bigger projects?
I cant remember adding asmdef killing my prefabs scripts. But you can easily test it after backing up your project. Apart from that, asmdefs are quite handy to structure your code, assign correct relations to other packages that you need to use and separate or secure your scripts from interfering with other packages, that might use classes with the same name for example.
It's not worth it. They speed up compilation, yes, but assembly reload typically takes much longer than compilation anyway.
hmmm, interesting
two very different opinions here, hard to not overthink it for me 😭
I mean, I share the opinion that it's good for structuring your code.
I can make it clearer for you. I am coming from a position of developing packages that are gonna be reused in other projects. So its a) required by Unity packages to introduce an assembly and b) also to secure my code from not running into name issues with other packages someone MIGHT use with similar class names
But for an existing project it's a lot of work for no benefit.
You should have at least one, though
So I also agree with wolfos here 😄 Already having a project thats not gonna be reused somewhere else as package, you might just pack it into one asmdef and thats enough assembly structuring for you
interesting, so the best tip would be: "Do it from the beginning next time"?
When you say that, are you referring to the Assembly CSharp one? I assume not
No
Just pack it into a single asmdef (or two if you also have editor code) so you can properly manage dependencies
It also heavily depends on your project. I am working with multiplatform and lot of editor and runtime scripts, so its just clean to know, what packages are being used where. But apart from that, you are good to go with namespaces and folders just for code structure
The problem is that adding just one asmdef makes me have to add a lot of them, because on script might have dependecies with another, which might have dependencies with another and so on.
If you have a scripts folder, you can just create an asmdef file in there and all scripts in the folder hierarchy will be included
yeah, that makes sense!
Yeah but then I get like 999 errors and when I start adding the asmdef references I also notice that some plugins I'm using also doesn't have amdefs for some reason
so adding just one can very quickly become a refactor
haha no no, its not that drastic as you think it is
You most likely are getting Unity errors, because you have to include the Unity stuff you are using in your asmdef inspector
plugins != package
I added the Unity references and a lot of Plugin references, but even after that I get some errors related to some assets I'm using, such as DunGen and Modern UI. These assets do not have any asmdef, so I think I would have to create one for them as well (?) lol
I actually meant assets
Now that I see the discussion here, is there a any downsides/updsides between these two apart from preference:
- Scripts
- Player
- PlayerMovement.cs
- PlayerCamera.cs
- Enemy
- EnemyAI.cs
- Prefabs
- Player
- PlayerPrefab.prefab
- Camera.prefab
- Enemy
- Enemy1.prefab
- Enemy2.prefab
- Audio
- ...
- Sprites
- ...
versus
- Features
- Player
- Prefabs
- PlayerPrefab.prefab
- Camera.prefab
- Audio
- ...
- Sprites
- ...
- PlayerMovement.cs // Scripts at baselevel or scripts subfolder, preference
- PlayerCamera.cs
- Enemy
- Prefabs
- Enemy1.prefab
- Enemy2.prefab
- Audio
- ...
- Sprites
- ...
- EnemyAI.cs
Yep, you are right. if they are outside of your asmdef folder location, you need to create one for them and add them
well, you are putting prefabs in a scripts folder. I wouldnt look for a videogame in the bakery
yeah sorry, top folder is features, not script on 2nd 😄
Haha, just saw the change 😄
got it
i currently prefer v2 cause all feature stuff is together and i dont need to scroll to another section of the hierarchy to find related things
In that case, its personal preference Id say. But features is not really some naming I would use tho. Its an Asset. So I would keep the upper version, where the Assets Folder is categorized into asset types and within the types you got the actual assets.
thanks for sharing opinions, it's interesting to know that the benefit of asmdefs (at least as of right now) is mostly for organizing... Also, can we confirm that creating asmdefs DO NOT clean up serialized references? lol
if you go with the second version, you always have to keep that structure throughout all "Features" you add. Might lead to big folder structures depending ont he amount of assets, but I get why you like it right now
Try it 😄 I am quite sure, as long as you include all needed asmdefs like uniyt UI when you got a prefab woth canvas UI, it should work and nto break. maybe you heard someone exactly missing that part of not including unity specific stuff
I mix it somewhat. Though code is always separate!
I am currently working on projects that have millions in dev cost and are an appropriate size, the old projects follows v1, the new one we are working on v2, and I enjoy v2 very much more, easier to find related things
Might lead to big folder structures
On bigger projects very much true for the first version aswell 😄
I have seen both depending on who worked with unity. Artists tend to tie all assets AND scripts to a folder that belongs to their visual asset while developers tend to separate visuals from code
Mostly just use the bookmarks feature a lot
i have basically never done that xD
just was never sure if it had real dev implications other than how you interact with the folders
I used to keep code in a different git submodule when I still used git. I'm not sure that's possible if you mix them.
That would be xlinks in plastic scm speech, right? I do not trust them at all 😄
I can understand code being seperate though
Theres no chance im seperating prefabs and UI sprites again though, that was a pain of switching back and forth everytime xD
When using good naming, you can just use the popup window to assign them 😄
When your project is big enough it takes like 10 seconds to load that window 😅
yep
😄 true
And yeah our projects are too big for that, on older editor versions that window created a clean crash, newer ones perform a bit better
I have my blender animated model with some actions built in also it doesnt have any bones, it has separated parts that are animated. How do i import it right into unity with all my animations saved?
drag and drop
blend file?
wdym a mess
show your fbx export settings
Havent found any info about that
I think the problem is not about face recalculating. It s about export settings i believe or smth like that
i am using UnityEditor 2020.2.2f1 and i cant disable some of my scripts, how do i let em do that
You can only disable scripts if they use methods like start , update etc. Does it
it uses OnTriggerEnter2D
Then no because can run regardless
Unless entire game object is disabled
fwiw though that checkbox is there regardless of compatible methods in newer versions
not that it is useful if none of the affected methods are present in the component
ah unity confusing things further 
Hi
I accidentally deleted the dev log thread image, is it okay to reupload it?
Or is there no way to re-upload the photo to the original location?
you an't unfortunately
discord does not allow it
afaik
Right. Can I upload my game Discord server to the thread?
bot will nuke it
I'm pretty sure if you host the image on third party site like Imgur and put the link in the first message, it should show up as a front image
Or put anything with embed there
thank you
wow thank you!!!
Can I upload videos from social media like YouTube or x? In the dev log thread
thank you!!!
The bot will only remove discord links or quick succession images.
Gameplay related things, showcase, not just a channel/socials promotion.
yes!
I'm only going to post videos related to the games I make!
Hi
hi, what's the best sync tool to have 2 clients in unity editor with mirror?
if unity's multiplayer play mode isn't sufficient then parrelsync should be (assuming that is what you are referring to)
!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**
What are you offering to the project
but yeah you gotta make a post on the ynity forums linked above
like what my team does?
No like you personally
I do graphic, 3d, map design, a little coding not good at it tho
