#💻┃unity-talk

1 messages · Page 82 of 1

wheat mountain
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I'm trying to figure out where to position a (largely) static camera so that the UI doesn't cover up anything in world space

cinder star
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I need to show a whole code and etc so it's not good to ask it in public

stuck flower
potent geyser
vagrant rootBOT
worldly cave
potent geyser
#

Please just recognize the bait, we've all been here long enough.

#

They want DMs

cinder star
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Nvm I'll just figure it out somehow

worldly cave
#

@wheat mountain I feel like theres a better approach to your problem

stuck flower
# worldly cave Why would it not be good to ask this in public <:UnityChanThink:8851695945605448...

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.

worldly cave
#

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

cinder star
#

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?

reef dew
#

hi

wheat mountain
#

Perhaps a better diagram might help illustrate this better

wheat mountain
worldly cave
#

In this scenario

wheat mountain
dark star
#

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

violet thunder
#

I'm on built in atm but IIRC it's in here

stuck flower
dark star
dark star
#

the global defaults for exposure were also wrong but now i can see the preview at least

violet thunder
median ermine
#

is it possible to lock FPS to 60?

lone maple
#

Would I be able to import a project from godot to unity

median ermine
#

and is there an easy way to check if 2 buttons are hit within the same frame/frame before/frame after

potent geyser
#

It's impossible for two buttons to be hit in the same frame

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You need to check within some threshold

violet thunder
#

Yeah sounds like a simple timer would do

worldly cave
lone maple
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Okay

vague cairn
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can anyone help me figure out why when i click the eyeball on the gameobject it wont hide it?

celest sparrow
#

this button means include it, and aanother button to mean hide all of them included by eye button

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thats the logic dont ask me why lol

vague cairn
#

weird

celest sparrow
#

and the another button is on the upside

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of the scene

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u will see it

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it looks like a eye

vague cairn
#

ah

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thanks

steady ridge
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In unity 2d, my ui is getting messed up in different mobile devices(portrait), how do I make it adaptive

steady ridge
#

I have done scale with screen size and 1080x1920 for portrait, still it gets messed up

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See the cash at the top left is overwriting it

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And the gap at the bottom and top

cinder cove
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How do I learn how to make unity games

modest meteor
vagrant rootBOT
spark granite
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I just created a project from URP 2D template. Why is there a skybox and a default 3D scene here though despite 2D template?

stuck flower
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2D Unity is just 3D Unity with different physics components and camera type

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There's always a 3D Scene

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The templates just change which components are the default when importing certain assets or creating certain objects

worldly cave
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yeah i dont know of a single engine where the 2D templates arent just 3D templates with an ortographic camera

spiral stream
#

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

worldly cave
#

your Z axis still matters a ton in 2d

spark granite
copper gust
#

the default scenes have a skybox

worldly cave
#

thats just the default skybox

stuck flower
copper gust
#

you'll put 2d art in front of it

worldly cave
#

or change it if you want to use a skybox for whatever reason

spark granite
#

Well, I do remember that it wasn't there per default.

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Or didn't used to be.

copper gust
#

you remember wrong

worldly cave
#

maybe you werent in the shaded scene view

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i dont think it shows up in the unlit one

copper gust
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urp has a different skybox than built in i think?

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but it always had one

spark granite
#

Merci

worldly cave
#

i dont know if i would use the word "correct" here, the skybox is still going to show up in your game view

spark granite
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Although Game View still has the "wrong" view KannaInspect

worldly cave
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this is just changing how the scene view looks

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yes...

spark granite
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Yeah I just noticed

worldly cave
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because its not "wrong"

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its litterally just a 3d scene with an orthographic camera, it has to have a skybox

steady ridge
#

Do you mean the scale with screen size option

cinder cove
copper gust
#

if you turn off all the background art in this screenshot you'd see a similar skybox

spark granite
# worldly cave because its not "wrong"

Man listen, I am not in the mood for these Sheldon talks KEKW 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.

copper gust
#

(unless they turned off looking at it in the camera component, but it would still "be" there

worldly cave
#

twice now

spark granite
#

ENVIRONMENT

steady ridge
#

@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

spark granite
#

This is what I searched

copper gust
#

ok

spark granite
# worldly cave twice now

Putting art in front of it wouldn't solve the background though KannaInspect Although arguably a default background should never exist to begin with because there should just be proper background art but yeah.

worldly cave
#

if you put art in front of it, that art is your new background

copper gust
#

nah

worldly cave
#

thats the point

copper gust
#

you can stop rendering the skybox in the camera if you really care

worldly cave
#

even then you will have to put art as a background

copper gust
steady ridge
#

Still buttons and text are getting overlapped, note the text in the bottom its getting cropped

spark granite
# copper gust

Uhh, my inspector for Camera looks completely different?

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This is mine

copper gust
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im using an older unity

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same stuff

vivid cedar
spark granite
vivid cedar
#

it's not about unity version

spark granite
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ah fair

worldly cave
copper gust
#

you can do this in real life

spark granite
#

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 KannaInspect

gilded pivot
#

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?

boreal river
#

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?

runic parrot
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havent used unity in a while but wasnt there a build button here

copper gust
runic parrot
#

mb im just tweaking ty for the help

fierce dock
#

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

vivid cedar
#

Sounds like you are either not properly committing and pulling changes or you're looking at different scenes or something like that

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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

marble badge
#

hello, can someone help me with Unity? My Sound doesn't work

crude thicket
#

can someone add me and join a call with me i need some help

craggy pollen
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i doubt anyone will do that

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why not just ask here

crude thicket
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ik i just need help

worldly cave
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what is it today especially with everyone wanting 1:1 calls instead of just asking their questions normally atwhatcost

crude thicket
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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

copper gust
#

no one is going to do that for you

crude thicket
#

exactly my point

gray dirge
#

That sounds the scetchiest thing ever

copper gust
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so leave tbh

worldly cave
#

this is also isnt the place

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to find that kind of help

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this is a unity server for help with unity issues

potent geyser
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They ran away

gray frigate
worldly cave
#

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

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How many times can a man say "no i dont like unity" before they stop asking notlikethis

cinder cove
sacred sparrow
#

huuuh, what?

wraith pasture
worldly cave
#

what

wraith pasture
#

why is it a decimal number

sacred sparrow
#

oh lol, i was reading it as 80k

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not 80,00 XD

potent geyser
#

Clearly it's just a spelling mistake and missing a 0

worldly cave
#

or the comma is a thousands seperator

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and its meant to be written as 8,000

potent geyser
#

Someone start counting everything on the store

wraith pasture
worldly cave
#

with the amount of free assets that are just like "a tree i made" it might be in the millions

graceful wedge
#

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?

worldly cave
#

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

boreal river
#

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?

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I have an outline effect script that found on asset store

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probably that one i have outline fill and outline mask and I didn't include it in always included shaders

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no still doesn't work

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let me send you a video

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I have tried to delete the library folder

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if can anyone support

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please guys

plain dagger
boreal river
#

No bro its just a surface shader

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I found this component on asset store

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now I have tried to delete library and open the project again give me a second to see

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no logs or anything

plain dagger
#

Missing shader variants can be the cause but if its used by a material in a scene or Resources then it will be included

boreal river
#

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

plain dagger
#

always include can solve it too but may drastically increase build times

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as that will include all variants in a shader which can be very high sometimes

boreal river
#

Yes I know I am waiting right now

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all the time when I build my library back again I have to wait for the compilation to complete

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my nerves

plain dagger
#

You didnt need to delete library, that only helps if somehow many assets imported incorrectly

boreal river
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AI told me to XD

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Bro I have tried everything

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The only thing that Ididn't do was to delete so it recommend me to delete so I did

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it says that deleting library often solves 99% of the problems

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so maybe because I have included the shaders that were missing for outline it will work who knos

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knows

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I believe

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It didn't work and I see the problem exists only for my book

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its a puzzle I am making btw

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In the editor it works

copper gust
boreal river
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I dont wont to fight I wont to solve the issue

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I am just asking for support

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doesn't matter if its AI or not

copper gust
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Ask the author

boreal river
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Please bro help

worldly cave
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how are we supposed to help

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We dont know how the shader works, how you are implementing it

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we have 0 context, so how are we supposed to help

sly lake
#

Deleting the Library folder solves some specific import issues but it’s rare

boreal river
#

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

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In the editor everything works fine

remote needle
#

are you sure?

boreal river
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its amazing yes

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I am 100% sure

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In the editor everything works bro

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everything

worldly cave
#

makes sense, nobody ever had issues because they made an assumption about their own work

boreal river
#

how I Am supposed to say

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I have tried once to play my game on build and it worked it was once or twice but now it doesn't work

worldly cave
remote needle
boreal river
#

I was making a jumpscare

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and animation for it

remote needle
#

getting strong grokslop vibes

remote needle
boreal river
#

No this outline effect is not my code

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I got it from asset store but anything else except this its mine

balmy kettle
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until you show relevant setup details there's nothing anyone here can do except tell you to try things you've apparently already tried

boreal river
#

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

remote needle
#

you've literally given zero on ur issue pretty much

worldly cave
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teacher in college

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ok

boreal river
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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

remote needle
#

perhaps ask him?

boreal river
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he is in call right now

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he said to search on gemini you can fix it quickly

copper gust
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What a shit teacher

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lmao

remote needle
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is that the state of college now?

worldly cave
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Im like 99% sure his "teacher" is Gemini

copper gust
remote needle
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🙏

boreal river
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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

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he straightaway told me

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whats the issue

remote needle
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you literally gave us nothing

copper gust
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If he told you the actual issue you would know how to fix it

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He gave you some probably wrong guess

worldly cave
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Im sure you were a lot more detailed with your gemini request than us so no wonder it knew the possible answer

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we had 0 information to go off of

copper gust
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Any teacher recommending their students use ai to learn should be unemployed 🙏

worldly cave
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What self respecting college educator is this available for help though

remote needle
boreal river
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haha

worldly cave
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actually

boreal river
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I was trying 2 hours for now

worldly cave
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you gave us no clues

remote needle
#

this has to be ragebait no?

worldly cave
#

you got it mixed up

copper gust
#

Some places have required ai usage too

boreal river
#

yes I send everything to you from screenshots, videos

worldly cave
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Litterally nothing of any actual use

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so whats your point

boreal river
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I send him the issue with the videos I send you and he told me what to do

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he said straightforward

copper gust
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Which was…

boreal river
#

whats happening

worldly cave
#

Okay, so why are you here then

balmy kettle
boreal river
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Its an issue of default build settings in unity thats something for me

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from nothing that I got from you

copper gust
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that is nothing

remote needle
#

sends information to someone with relevant past experience with the project

asks discord with nothing
guys why cant you fix it?

copper gust
#

genuinely consider other places for education

worldly cave
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Guys solve my issues please

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no i will not share relevant information

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wtf you guys

boreal river
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hahah

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I gave you everything my heart to you

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You werent able to help

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just be honest

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that you dont know the answer

worldly cave
#

Bro you came here asking for help, why are you now gloating someone else solved your issue for you

boreal river
#

dont waste my time and yours

worldly cave
#

what is this attitude

remote needle
#

ai enjoyer mindset i guess

boreal river
#

What else I can do?

worldly cave
#

Give actually useful information

balmy kettle
#

your videos only demonstrated that it wasn't working. they didn't actually provide any relevant details

worldly cave
#

shit your educator clearly had access to

boreal river
#

I dont have script for the outline effect I have but its not mine

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another person has written the functionality

worldly cave
#

if its in your project, then you have it

copper gust
#

have you read the readme

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have you tried the samples

worldly cave
#

Some people make it impossible to help them istg

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and then complain when they dont get help

boreal river
#
{
    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

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its a component so in my outline effect I enable and disable the outline component

copper gust
#

have you read the readme
have you tried the samples

worldly cave
#

I think continuing this is pointless

boreal river
#

I am telling you it works fine on editor

copper gust
#

ok

boreal river
#

I send you code guys

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I dont know XD

copper gust
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have you read the readme
have you tried the samples

boreal river
#

what read me and samples

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what are you talking about

remote needle
#

🙏

copper gust
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come back if you figure out what im talking about

balmy kettle
boreal river
#

there is an outline fill and mask

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thats it

#

in samples

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and a demo scene

copper gust
#

does the demo scene work in the build

boreal river
#

``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:

  1. Set 'Read/Write Enabled' on each model's import settings.
  2. Disable 'Optimize Mesh Data' in the player settings.
    ``
#

oh maybe?

#

I have to set read/write on the models I am using

copper gust
#

doubt it

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does the demo scene work in the build

boreal river
#

wait give me a minutye

balmy kettle
#

the issue is also isolated to a single object which means it is very likely a scene set up issue

boreal river
#

I think my teacher was wrong

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XD

copper gust
#

yeah no shit

remote needle
#

if theyre recommending to just use ai i doubt they're correct often

worldly cave
#

wrap it up

copper gust
#

(for extra context i've also had fine experience using the same asset in the past lmao)

worldly cave
#

bro spent the last 20 minutes gloating his awesome ass teacher solved this issue for him, and that we were uselessnotlikethis

boreal river
#

Sorry guys you were right

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he just didn't gave much attention to my message because was busy

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Thanks btw 🙂

boreal river
#

he is 27

remote needle
copper gust
#

we know he's a teacher telling people to use ai to learn

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that's enough to get a vibe

worldly cave
#

bro is 27

boreal river
#

He was at call

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do not hate people you dont know guys

worldly cave
#

you did

balmy kettle
# boreal river he is 27

age means absolutely nothing here.
and if it did, then you better pay attention to everything i say since i'm older

worldly cave
#

for the past 15 minutes

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until we helped you

boreal river
#

He has done a lot and I know it

worldly cave
#

sure he has

remote needle
#

a lot of prompts it seems

boreal river
#

Nope he got his degree in games programming college where I am now and it was 4 years ago

worldly cave
#

ah so it was all bullshit

boreal river
#

bro you dont know

copper gust
#

doesn't sound like a lot of work experience

boreal river
#

so anyway

worldly cave
boreal river
#

ok you are better

#

fine

#

You got your answer?

#

That was what you were asking?

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I am not here to hate someone

worldly cave
#

you called us useless and said we wasted your time

#

but ok

boreal river
#

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

remote needle
#

just curious did you even attempt to check any of this beforehand

worldly cave
#

"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" 😭

boreal river
#

no

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I wasn't thinking of samples

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and all this shit

nocturne bolt
#

Y'all I just killed my friend irl why is CTR+z not working

boreal river
#

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

remote needle
#

your videos and screenshots really didnt show much for us to help

worldly cave
#

where you were very rude to the people here trying to help you

#

this isnt very academic of you...

boreal river
#

Ok i did what @copper gust tell me to do disable mesh data and read write on my model nothing happens

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now I am thinking maybe my teacher is actually right

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maybe probably its something that has to do with default settings

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hahah

copper gust
boreal river
#

Nothing solves the issue

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yes I did

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read the readme

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and did what it says

balmy kettle
#

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

boreal river
#

to disable optimize mesh data and read/write enable on my models

worldly cave
remote needle
#

maybe this guy is the real gemini and we're just being ragebaited

copper gust
#

i did not tell you to disable that

boreal river
#

Readme said

copper gust
#

Readme did not say to disable that

boreal river
#

Troubleshooting

If the outline appears off-center, please try the following:

  1. Set 'Read/Write Enabled' on each model's import settings.
  2. Disable 'Optimize Mesh Data' in the player settings.
balmy kettle
#

If the outline appears off-center
did the outline appear off-center?

copper gust
#

yup so Enabled and Disabled are two different words

boreal river
#

I dont know bro

boreal river
#

it works fine in the editor

#

I cant understand myself

balmy kettle
#

well, use your eyes. is it off center or is it gone those are different things

boreal river
#

I got really confused

#

If I am on build mode I cant fly

balmy kettle
#

and show us the fucking setup details or go away because at this point you're just wasting everyone's time

boreal river
#

to see

#

I am playing the game

#

let me build my game on development build

boreal river
worldly cave
#

Please do

boreal river
#

I didn't insult anyone here guys I am polite

remote needle
#

this cant be a real person

balmy kettle
#

point to the insult

boreal river
#

Do not swear

worldly cave
boreal river
#

please

#

no I didn't swear

worldly cave
boreal river
#

I think maybe thats the reason

copper gust
#

well there you go

boreal river
#

yes but those errors have nothing to do with the book

#

they are buttons on my keypad puzzle

balmy kettle
#

show 👏 the 👏 fucking 👏 setup 👏

boreal river
#

that I am making

copper gust
boreal river
copper gust
#

they can solve it off those errors

#

or if they cant its no longer our problem

worldly cave
#

😭

copper gust
#

he has it now

#

thing solved

boreal river
#

no stop swearing

#

he is impolite

worldly cave
#

Swearing is not against the rules of this server

boreal river
#

Its against the rules of being a human being

worldly cave
#

if it was we wouldnt be so fucking good at it

boreal river
#

I think I found the issue anyway

copper gust
#

we know

#

you posted it

boreal river
#

I dont want to debate anymore

#

its not the place

balmy kettle
# copper gust they dont need to

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

remote needle
#

this could have been solved like 30minutes ago if you just posted something relevant

boreal river
#

thanks guys I still appreaciate your help and you know it

#

🙂

#

I am in this server for 2 almost 3 years now

boreal river
#

from when I have started my journey in Unity

boreal river
#

stop insulting me bro

#

thats not cool

stuck flower
# boreal river

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

copper gust
#

because it told him to turn them on

balmy kettle
copper gust
#

(or just by reading the manual)

worldly cave
#

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

copper gust
#

theres nothing code wise he hasn't shared

boreal river
#

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

stuck flower
copper gust
#

they cannot read

#

i'm not being rude

latent meadow
#

should be fine, as it is community support there

boreal river
#

I can write flowcharts, class diagrams, pseudocode and logic myself glad I am good at decomposition

worldly cave
#

yet you cant rtfm

#

crazy

boreal river
#

everything I have written wasn't AI generated I just dont have code to show you for outline

worldly cave
#

What good is any programming skill when common sense gets thrown out of the window

boreal river
#

for this issue I have cuz I cant understand whats the problem

boreal river
#

haha

#

most probably

worldly cave
#

I know, i was responding to your message, so why dont you want to listen to boxfriend then

#

and show us something more relevant

boreal river
#

this is another issue with read write type shit

copper gust
#

if he reads what has been said a couple times he will fix the problem

boreal river
#

This has nothing to do with code

stuck flower
#

What even is the problem

copper gust
#

his outlines won't work

worldly cave
copper gust
#

because they rely on read/write

#

and i think its applied to the wrong thing or smth aswell

boreal river
#

maybe?

#

when I am trying to create the build

copper gust
#

you should not have errors

#

fixing errors solves problems errors cause

boreal river
#

trying to set shader on material variant

#

what its most likely?

copper gust
#

¯_(ツ)_/¯

mystic roost
#

Im getting this error every time i upload my avi to vrchat

copper gust
#

cant help with vrchat stuff here

#

you gotta go to there server

mystic roost
#

i figgured

worldly cave
#

👇

vagrant rootBOT
worldly cave
#

nvm they already left lol

delicate jacinth
latent meadow
#

what does it matter?

delicate jacinth
celest sparrow
worldly cave
#

oh no, the horror

#

also its a pg13 game

latent meadow
#

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?

celest sparrow
#

its pg13 game?

#

damn

worldly cave
#

actually i was suprised that it has no official rating

#

but it is rated for ages 13+

forest hollow
#

PLEASE tell me I'm in a fucking nightmare right now.

worldly cave
#

so kind of?

delicate jacinth
worldly cave
#

what

delicate jacinth
#

nvm i am dumb holy,

worldly cave
#

dawg that bot is called with a command !vrchat

delicate jacinth
worldly cave
#

so people who are asking stuff about vrchat have a direct link to join their server

worldly cave
vagrant rootBOT
latent meadow
#

it does not send to 'everyone', it posts in the room.

delicate jacinth
worldly cave
#

unfortunately for us

#

yes

delicate jacinth
latent meadow
delicate jacinth
latent meadow
#

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

copper gust
#

gtag does involve the engine

worldly cave
worldly cave
#

vrchat has their own sdk and everything

copper gust
#

does gtag not have similar stuff? just not as direct?

worldly cave
#

im pretty sure all the gtag kids just use a decompiled version of the game

copper gust
#

yeah but it's endorsed and welcomed

#

same as lethal

worldly cave
#

Is it? i thought they were cracking down on it hard

copper gust
#

maybe i messed the memo

worldly cave
#

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

copper gust
#

yeah

worldly cave
#

Perhaps for the best

copper gust
#

i could be mistaken but i wanna say thats due to the platform right

worldly cave
#

VR is already in the gutter in terms of quality

copper gust
#

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

worldly cave
#

i love modding

stuck flower
copper gust
#

I'm pretty sure Gorilla Tag does have unity based authoring tools, just community based?

stuck flower
#

You're not making content for Gorilla Tag, you're making versions of Gorilla Tag

worldly cave
#

Its just decompiled versions of the game rebuilt but like this time the monkeys are wearing hats or some shit

copper gust
#

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

stuck flower
#

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

worldly cave
#

i just checked

#

it does

copper gust
#

that is a little psychotic fair

worldly cave
#

some 50k strong

#

median age of the server... 8

stuck flower
#

Is it an official one with support, or just a community server?

copper gust
#

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

worldly cave
#

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

copper gust
#

you don't update your mods within two days of an update and you get people dropping notepad essays about the state of communities 😭

sacred sparrow
stuck flower
#

Wondering if we can just pawn off the Gorilla Tag children to the GTag server with a bot command like we have for VRChat

lusty turret
#

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 ?

vivid cedar
#

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.

lusty turret
plain dagger
#

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

vivid cedar
lusty turret
#

ok doing that

polar basalt
copper gust
#

i thought the devs we're chill with it, apologies

polar basalt
#

the devs cant really fight against it because there are just so many of them

copper gust
#

(although it being legal or not is arguably irrelevant for these kinds of things)

polar basalt
#

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

marble fiber
#

How do I have 2 scenes loaded at the same time that are separate from each other with their lightings separate and everything?

marble fiber
#

Thanks

copper gust
#

i dont think lighting is gonna be seperate

vivid cedar
polar basalt
#

so it will be like double

vivid cedar
polar basalt
#

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

plain dagger
#

unity supports loading many scenes at once

#

thats harder to do by accident via code though

polar basalt
slow dirge
#

Don't try to unload hahwah

tulip fractal
#

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. 🙂

balmy kettle
tulip fractal
#

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?"

near wigeon
tulip fractal
#

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"

near wigeon
#

Sounds like a big scope project.

tulip fractal
#

It has been 6-8 months so far yes

worldly cave
#

I think your biggest issue might be scope creep, do you have any programming skills yourself?

tulip fractal
worldly cave
#

Im not going to sugar coat this, but youre in a very bad situation right now

tulip fractal
worldly cave
#

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

tulip fractal
left bobcat
tulip fractal
left bobcat
#

all other layers work normally

worldly cave
#

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

lusty turret
#

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 ?

tulip fractal
# worldly cave Listen if after 8 months you have something worth showing, you could have someon...

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"

left bobcat
#

oh i see

#

that is a huge limitation 🙁

worldly cave
#

really? you could do a lot with like 3

#

why do you need 8 for a singular piece of terrain

stuck flower
left bobcat
stuck flower
keen basin
#

Why is my model upside down when i am importing from blender to unity?

waxen hamlet
#

Some people: "AI is gonna take over ALL programming jobs!"
AI:

worldly cave
nova hinge
#

is unity going to a promte base game engine ?

worldly cave
#

what

waxen hamlet
#

what's base game engine?

nova hinge
#

AI base promoting engine ?

#

like generative stuff and all?

waxen hamlet
#

they kinda have to talk about AI tho

#

since they're a public company

worldly cave
#

hopefuly never

potent geyser
#

No, it's not going to be the new "base" game engine. They're just implementing AI features.

waxen hamlet
#

and that's what people invest in

nova hinge
potent geyser
#

Exactly, what?

#

That's completely opposite of what you're saying - being a prompt base game engine.

worldly cave
#

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

nova hinge
waxen hamlet
#

Unity will never go that route

nova hinge
potent geyser
#

No, Unity will not be prompt only. That's beyond ridiculous.

worldly cave
#

nothing will be prompt only, people are getting dumber but not that dumb

#

not this soon

#

I hope

waxen hamlet
#

No sane game engine company will ever go prompt only

nova hinge
waxen hamlet
#

nope

worldly cave
#

the bubble will burst long before that

#

So nothing really to look forward to there lol

nova hinge
waxen hamlet
#

there will probably be prompt only engines, but unity will never switch

worldly cave
potent geyser
#

Okay, make this a thread, we're not doing our nth daily debate about AI

#

You can blush over Elon in a thread.

waxen hamlet
#

Elon fanbase & AI engines

spark granite
stuck flower
#

The same way they always have: By not doing it

old thunder
#

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?

vivid cedar
old thunder
#

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

vivid cedar
#

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

old thunder
#

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?

vivid cedar
#

sure, you can consider that another disadvantage I guess

left bobcat
#

does anyone know any shader that could be similar to this one but for HDRP?

near wigeon
left bobcat
near wigeon
mossy quiver
#

hi im looking for a dev team to help me make my game

near wigeon
#

!collab

vagrant rootBOT
# near wigeon !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**

smoky delta
#

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

near wigeon
old thunder
#

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?

balmy kettle
#

you can dictate how the sprite editor slices if you don't leave it at automatic

hard crown
#

where can i ask a unity issue

worn crown
#

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!)

white junco
#

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

stark agate
#

Edit Mode -> Press A to select all -> Mesh -> Normals -> Recalculate Outside

worn crown
#

I’ve never even heard of something like that. Thank you so much!

potent geyser
white junco
#

oh, sorry. thanks🫡

oak meadow
#

Should i predict projectiles? or just let the lag be shown

summer minnow
oak meadow
spice locust
#

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"

summer minnow
# oak meadow just a general networking question im asking if its best to do it or not yes for...

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.

sacred sparrow
#

i'm gonna use that netcode for my game

old thunder
#

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?

brave maple
#

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?

spice locust
tired snow
#

This error has been making me crazy atwhatcost atwhatcost
All of the commands of making it move and collision stuffs are doing fine so whyy

sacred sparrow
#

well, it tells you

#

you are trying to draw a Gizmo outside the correct function

tired snow
#

So how do i fix it? Is that located at the script exactly or in the inspector?

sacred sparrow
#

it tells you the script and line

tired snow
#

i checked the script but theres seems to have no red in them

sage basin
#

You can't call OnDrawGizmos from Update and expect it to work, OnDrawGizmos is called automatically by Unity at the right time

sacred sparrow
sage basin
#

It's an exception, not a compiler error

tired snow
#

I got it now!! thank you so much

brave maple
boreal river
#

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?

reef dome
boreal river
#

Do you know why I am getting those errors?

potent moss
#

try reading the error messages ?

boreal river
#

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?

reef dome
#

the tree error is most likely from a terrain that has a tree put somehwere of which the prefab does not exist anymore

boreal river
#

and I can see it in project files

#

I mean it exists

reef dome
#

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)

boreal river
#

How is this supposed to happen? Do you think I have it somewhere in the scene and I didn't delete it but

reef dome
#

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

slow dirge
#

Can maybe find/remove it programmatically

boreal river
#

I was wondering

reef dome
#

do you have a 2nd terrain somewhere you are not aware of?

boreal river
#

maybe it has to do with terrain settings

#

I know this channel is not about terrain but

reef dome
#

i mean baseline questions like that are fine here

boreal river
#

Maybe it has to do with terrain settings

#

something

reef dome
#

can you show a screenshot of your terrain paint trees tab?

boreal river
#

Do you want me to send a recording maybe?

reef dome
#

nah just a screenshot of this

boreal river
reef dome
#

hmm other than you having a 2nd terrain somehwere im out of ideas

boreal river
#

I have a second terrain data

#

but its not the one I am using

slow dirge
boreal river
#

I have only one terrain

slow dirge
boreal river
#

Ok I think it magically fixed I have deleted the second terrain data you said and I see no errors

slow dirge
#

Was likely referenced in some scene.

#

Or included in the build for some other reason(resources, addressables, etc...)

boreal river
#

Also, I have another issue

#

thats from yesterday

copper gust
boreal river
copper gust
#

The error

boreal river
#

oh ok

#

So, I still cant find the solution to the problem of my Outline effect

#

I am out of ideas

copper gust
#

ask your teacher

boreal river
#

Why my outline works in play mode and it doesn't on build mode

#

I will most probably today

slow dirge
boreal river
slow dirge
#

That's the part where you read the documentation

boreal river
#

Can you explain with few words what it does

slow dirge
#

It allows you to see information on render passes and draw calls.

reef dome
# copper gust

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.... 😐

boreal river
# copper gust

Can you explain why AI gives misleading ifnormation because thats your point?

copper gust
#

thats not my point

boreal river
#

ITs machine learning

#

Yes what?

copper gust
#

you can google things to find more about them

reef dome
boreal river
#

Basically, what I do is searching from different sources

#

I do search in docs

reef dome
#

The AIs task it to make you happy, not to give you a correct answer

boreal river
#

youtube, ebooks

#

but also AI if nothing works

copper gust
#

you should google errors and things you want to know about

#

it will help

boreal river
#

I do

copper gust
#

did you google what the frame debugger was

#

did you google your tree prefab index error

boreal river
#

in forums as well

boreal river
reef dome
copper gust
#

well there you go

boreal river
reef dome
#

if you don't understand it the AI could lie to you outright and you wouldnt notice, so don't

boreal river
#

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

reef dome
#

step 1 is understanding yourself, always

boreal river
#

divide and conquer is my thing

boreal river
#

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

spice locust
#

It's a good tool if used correctly

#

But enough knowledge is required to be able to spot the mistakes

balmy palm
worldly cave
#

Rewarding and beneficial in the long run

undone monolith
#

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

boreal river
#

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

spice locust
#

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

storm patio
#

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

spice locust
#

Yeah thats why I said below that you need knowledge to use it properly

boreal river
#

you mean the prompt enginneering thing

storm patio
#

no

boreal river
#

it requires exp

storm patio
#

that's completely irrelevant to what i'm talking about

near wigeon
#

With experience you realize the real limitations and it becomes just a clerical tool at best

storm patio
#

it's annoying.

near wigeon
#

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

spice locust
storm patio
#

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)

ocean pumice
static pulsar
# undone monolith I’m working on a mobile fighting game in Unity that uses UI buttons for attacks ...

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.

spice locust
storm patio
#

-# damn, a reasonable discussion, what a breath of fresh air

sonic cairn
#

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?

ocean pumice
sly lake
sonic cairn
#

hmmm, interesting

#

two very different opinions here, hard to not overthink it for me 😭

sly lake
#

I mean, I share the opinion that it's good for structuring your code.

ocean pumice
#

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

sly lake
#

But for an existing project it's a lot of work for no benefit.

#

You should have at least one, though

ocean pumice
#

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

sonic cairn
sly lake
#

Yes

#

Though not too much because it does slow down assembly reload a lot

sonic cairn
sly lake
#

No

#

Just pack it into a single asmdef (or two if you also have editor code) so you can properly manage dependencies

ocean pumice
sonic cairn
#

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.

ocean pumice
sonic cairn
#

so adding just one can very quickly become a refactor

ocean pumice
#

You most likely are getting Unity errors, because you have to include the Unity stuff you are using in your asmdef inspector

sonic cairn
sonic cairn
reef dome
#

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 
ocean pumice
ocean pumice
reef dome
#

yeah sorry, top folder is features, not script on 2nd 😄

ocean pumice
#

Haha, just saw the change 😄

reef dome
#

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

ocean pumice
#

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.

sonic cairn
#

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

ocean pumice
#

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

ocean pumice
sly lake
reef dome
ocean pumice
#

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

sly lake
#

Mostly just use the bookmarks feature a lot

reef dome
#

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

sly lake
#

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.

ocean pumice
#

That would be xlinks in plastic scm speech, right? I do not trust them at all 😄

reef dome
#

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

ocean pumice
#

When using good naming, you can just use the popup window to assign them 😄

sly lake
#

When your project is big enough it takes like 10 seconds to load that window 😅

reef dome
#

yep

ocean pumice
#

😄 true

reef dome
#

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

keen basin
#

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?

sacred sparrow
#

drag and drop

keen basin
sacred sparrow
#

no

#

export it as fbx first...

keen basin
#

i tried

#

it made it all up with a mess

sacred sparrow
#

wdym a mess

keen basin
sacred sparrow
#

show your fbx export settings

keen basin
sacred sparrow
#

check on YT how to fix mesh indices in blender

#

that may help

keen basin
#

Havent found any info about that

keen basin
sacred sparrow
#

try it anyway

#

those export settings seem correct

sour shadow
#

i am using UnityEditor 2020.2.2f1 and i cant disable some of my scripts, how do i let em do that

near wigeon
sour shadow
#

it uses OnTriggerEnter2D

near wigeon
#

Unless entire game object is disabled

balmy kettle
#

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

near wigeon
#

ah unity confusing things further notlikethis

past canopy
#

Hi

pliant nacelle
#

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?

sacred sparrow
#

discord does not allow it

#

afaik

pliant nacelle
#

Right. Can I upload my game Discord server to the thread?

charred fog
#

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

pliant nacelle
#

thank you

pliant nacelle
pliant nacelle
#

thank you!!!

potent geyser
#

The bot will only remove discord links or quick succession images.

charred fog
#

Gameplay related things, showcase, not just a channel/socials promotion.

pliant nacelle
#

I'm only going to post videos related to the games I make!

dry elbow
#

Hi

flat breach
#

hi, what's the best sync tool to have 2 clients in unity editor with mirror?

balmy kettle
#

if unity's multiplayer play mode isn't sufficient then parrelsync should be (assuming that is what you are referring to)

worthy glade
#

Anyone good at 3d design and map modeling?

#

more so I need coders

#

for a VR game

balmy kettle
#

!collab 👇

vagrant rootBOT
# balmy kettle !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:
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near wigeon
#

but yeah you gotta make a post on the ynity forums linked above

worthy glade
near wigeon
worthy glade