#💻┃unity-talk

1 messages · Page 83 of 1

worthy glade
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I need a couple coders who are advanced

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I also will do pay in around a months time

flat breach
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yes it is what I needed, ty

deft rock
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The type of people you're going to attract with your current pitch are beginners who will fizzle out within a month

worldly cave
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At least he is paying

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thats something

worthy glade
worldly cave
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you dont have to

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this isnt the place for it

worthy glade
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That’s why I haven’t said it

worthy glade
near wigeon
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Everyone needs people but turns out " I give credits " is always the true

deft rock
#

you asked poorly before you found out you weren't allowed to ask.

worldly cave
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so yeah you kinda arent

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you can ask if anyone knows how to code or is good at 3d, but you cant do it in the context of looking for collaborative work

worthy glade
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I can’t ask if anyone is good at coding notlikethis

deft rock
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pretty silly question to ask

worthy glade
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u guys being rude for no reason I just was asking

tribal lichen
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am tweaking. I hate unity 🫩

deft rock
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no one is being rude

deft rock
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No, it's honesty

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Maybe a bit blunt, but that is not rudeness.

worthy glade
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your a brick wall

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lol

charred fog
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Keep the channel on topic, please.

stuck flower
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And a bit generous. A month is pretty high. You'd be lucky to get a second DM

craggy swan
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What do you guys think the best beginner game to make is? I've tried VR and realistic horror games but they just don't get finished because they are too complex for me. I want something that goes through some of the basic things unity has to offer and is not to complicated to create.

reef dome
vivid cedar
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something simple like a flappy bird kind of game with a simple gameplay loop

reef dome
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My first game was Kirby 64 Checkerboard Chase, super fun to recreate

worldly cave
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I think flappy bird is great

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as well as jetpack joyride

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its not as simple as pong but is simple enough

craggy swan
worldly cave
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A 2d platformer? sure

reef dome
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2d parkour? yes
3d parkour? you will have trouble with animations and a wide array of other things

worldly cave
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a 3d parkour game? no

craggy swan
reef dome
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imo fluid animations is what makes parkour games fun

craggy swan
near wigeon
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Simple 3d can still be an option, think infinite runners like subway surfers n alike. Simple mechanics , on rails.. 2d or 3d most of them share similar code

worthy glade
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a month is completely reasonable

flat breach
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aren't there mirror game samples compatible with URP?

near wigeon
flat breach
near wigeon
flat breach
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I'll ask on their server though, thank you for helping me.

near wigeon
umbral urchin
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owo is offline

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why

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do you know

stiff quest
umbral urchin
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yeah

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owo is back

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yeyyy

stiff quest
umbral urchin
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proably canged code

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see you

stuck flower
weary portal
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whats the max distance i can go from scene root before i have problems?

storm patio
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depends on what problems you're referring to

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and the scale of your game

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unity uses single-precision floating-point values

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the higher the value, the less precision you have, so it depends on how much precision you need

weary portal
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What kind of problems can it cause? Besides physics

potent geyser
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Lighting

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Sounds

storm patio
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anything that uses math

potent geyser
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Anything that involves using floats to calculate anything

weary portal
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Ok ill try it myself and find an acceptable limit

stuck flower
weary portal
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Don't know how much i need tbh so i gotta think a bit about it. Im aware of the floating origin trick but dunno if the terrain plugin im using supports it

worldly cave
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i mean it would have to be a really big scene for it to start becoming a problem

umbral urchin
celest wind
fleet canopy
stuck flower
balmy kettle
weary portal
balmy kettle
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just research floating point imprecision

storm patio
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the nearest thresholds would be ~8k (loss of 1/2048), ~16k (loss of 1/1024), ~33k (loss of 1/512)

balmy kettle
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sure, 10k isn't the actual threshold, but it's still the recommended max distance to balance precision issues with distance

storm patio
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i wouldn't know about recommended distances but just saying the reason you gave is misleading, 15k has the same precision as 10k but 20k has less precision

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-# specifically this part
-# > so 20k is just as bad as 10k on account of the same number of significant digits
-# this is untrue, since they have different lengths in binary - in fact, any doubling increases the length by definition

umbral urchin
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I just saw that Owo went offline for the first time.

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I wanted to say it

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But I apologize if I have disturbed you.

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see you

worldly cave
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why do people always double down on the stupidest stuff

stuck flower
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What does this have to do with Unity

fleet canopy
umbral urchin
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i new

sly lake
umbral urchin
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i dont knowed

sly lake
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But yeah, mostly under 10k you're alright

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Since it also goes negative, that means you can make a 400km^2 map, which is insanely large.

worldly cave
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thats rough

sly lake
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Yep, the higher the values, the more precision you lose.

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And I presume this dealt with really small deltas

flat breach
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hello what GetComponent(); does do? I've never seen and always used GetComponent<ComponentName>();

sacred sparrow
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it's the same thing

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GetComponent wants 2 params tho

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or wait

flat breach
sacred sparrow
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it should tell you

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i don't remember rn

torn snow
sacred sparrow
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oh yeah it was 1

torn snow
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It could be useful if you're passing types, but I've honestly never used it

sacred sparrow
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i was thinking of SetComponent() XD

flat breach
flat breach
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in my example, they didn't put in any parameters lol

sacred sparrow
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so you get actual intellisense

torn snow
flat breach
flat breach
sacred sparrow
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vs code is a better text editor basically

flat breach
sacred sparrow
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but not really an ide

sacred sparrow
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Visual Studio is free

flat breach
sacred sparrow
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nope

torn snow
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What do you all think of Godot vs Unity? I cant decide between the two meleni4TRISTE

torn snow
sacred sparrow
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Rider is free if you are a student

flat breach
sacred sparrow
flat breach
torn snow
sacred sparrow
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same

torn snow
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I'd rather go with Rider

sacred sparrow
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i have it for free for being a student, lol

torn snow
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it's free for non compercial projects

sacred sparrow
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oh really?

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cool

balmy kettle
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yeah that was a change they made sometime last year

worldly cave
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makes sense

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money

sacred sparrow
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i knew about PyCharm and Clion

torn snow
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what do you all of Godot vs Unity? I can't really decide between the two

sacred sparrow
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didn't think Rider too

worldly cave
sacred sparrow
worldly cave
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and not in the way you think

torn snow
sacred sparrow
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and they will be biased too XD

naive thistle
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Please what should I do
My gocoloco is not working in vrchat even though all the set up is complete and okay in Unity

sacred sparrow
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!vrchat

vagrant rootBOT
torn snow
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So I want to hear other's opinions

sacred sparrow
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it's more mature

torn snow
dense cairn
sacred sparrow
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also, does godot use C#?

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i remember it didn't

torn snow
torn snow
sacred sparrow
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oh ok

torn snow
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There are plugins for using other languages like rust kekwait

broken rover
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Although you can make entire games with only gdscript it's a perfectly sufficient language

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I find it easier than c#

vivid cedar
broken rover
dense cairn
torn snow
broken rover
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I'm more used to python development anyway and gdscript is similar in syntax

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Plus Godot is open source and generally growing in community and features while Unity feels a bit more corporte

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My take

broken rover
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What type of workflow you want, what features you value, etc.

balmy kettle
broken rover
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Godot has a bit of a more lenient learning curve

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Unity has a massive asset store tho and more diverse pipelines or graphic options

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Along with other neat features

storm patio
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vsc is perfectly usable tbh

sacred sparrow
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i don't really like it for java, C# or other big projects

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i normally use it for mc addons or websites

storm patio
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..alright, but vsc does still work perfectly fine for those

young ravine
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wondering how i can export a gizmo as a mesh? is there a better channel to ask this question?

gray dirge
young ravine
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uh sorry, it's a series of ellipse gizmos

gray dirge
young ravine
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game uses this to generate a mesh, and i need to model something that conforms to said mesh in blender

gray dirge
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I'm still very confused, what game? I'm asking because 1) whatever you are doing seems very unconventional 2) unity does not provide you any tools for that out of the box as far as I'm aware

young ravine
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bonelab, this is a tool built by the creators of the game that is included in the SDK

violet thunder
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No idea about bonelabs, but those gizmos are probably drawn using Gizmos.DrawMesh with some mesh as input

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So "how to export the gizmos to mesh" isn't the right question

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It's how to find the source meshes, if they are even available

young ravine
violet thunder
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Ah so they are like procedural

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Nevermind then

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Probably better off asking a bonelab community or something

young ravine
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yeah that's what i tried first to no avail

plain dagger
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Otherwise assign the mesh to a gameobject (mesh renderer + mesh filter) and use the easier gameobject exporting/fbx exporter

lunar sierra
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Is it normal to make 1 mistake and break everything without going back? Does unity auto save or something?

lone maple
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What do I do with this

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It’s red and I don’t understand

lunar sierra
lone maple
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This what it says

vivid cedar
lone maple
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Ok

vivid cedar
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So now you basically just have a regular object in the scene without a prefab backing it

lone maple
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So do I find it

vivid cedar
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If you know where it is you can reconnect the prefab link through the context menus

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If it was deleted then you can either make a new prefab out of it or just break the prefab link

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Up to you really

lone maple
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Ok

vivid cedar
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But if there were other copies of it in other scenes that's when it will become annoying

lone maple
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Ok

lapis nexus
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is anyone online rn that's worked a fog of war system before?

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tryna do one with a tilemap on a game jam im doing

nimble vigil
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In the Animation window, double-clicking a bone used to frame it in Scene view (like pressing F).
After updating Unity, it no longer zooms to the selected bone.
Is this a known change/bug in the latest version?

It used to help me with making poses for VR

lapis nexus
#

it is absolutely destroying me lol

plain dagger
lapis nexus
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the game is a 2d platformer, but it needs a sorta merged version of fog of war to support illusions which create non-euclidean mechanics related to the theme of the jam. this means that what Im trying to do is make tiles in line of of sight of the player appear, and have everything else invisible

plain dagger
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well no a "fog of war" is usually where vision is obstructed (either by range or till you move there)

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Ah let me try to find something about this

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Cant find what I want but you can go about this in a few ways. Either with lots of physics raycasts to produce a "fan" of vision. This is often used to produce a mesh to then use with the effect.
You can also have your own node grid and ray march to detect visible and non visible nodes to then produce the effect. Someone else may be able to explain more

lapis nexus
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alright thanks!

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im gonna see if there are any tutorials on the subject

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I already understand rays only at a pretty basic level, and combining that with tilemaps is gonna be interesting lol

plain dagger
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If you have a fixed 2d grid via tilemap then using that for a visibility grid would be easier

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you would probably need to multiply density though

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To optimise it though may be getting too complex. The raycast way is a bit easier as it uses the physics system for lots of the hard work

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Old but not bad. How the mask creation and use may need updating though to work in modern urp

winged holly
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I've not had a single email about this and I've checked my spam folders and sent updates. Is there NOBODY at Unity support any more?

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I guess they need the time to hire the tanker for all the piss they are taking!

strange flume
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Unity 6.3 (latest 3.9f1). I can do stand alone builds and I get ~390fps in game, runs like butter. When I run the game in the editor I'm lucky to get 30fps. If I turn gizmos on it drops to 15fps, no clue what is happening, I have never seen this behaviour in Unity. Stock URP settings, very basic scene, as you can see none of my scripts are going berserk in the profiler. Its all EditorLoop, PlayerLoop, and RenderPlayModeViewCameras (i have one camera). I don't know what or where to look at for this. Anyone have any direction? Thanks!

plain dagger
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some editor tools like odin or naughty attributes can be quite slow and impact performance greatly

strange flume
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I have it maximized yes, no odin or naughty, no packages to be honest.

digital pelican
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idk how to use unity

plain dagger
strange flume
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Not really, I opened a blank project. and I'm seeing the same CPU exceeded randomly. SHouldn't be happening, i have a 16 core cpu, and nothing else is running 🙁

slow dirge
ionic void
strange flume
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Just flipped to EditorLoop, looks like Application.Tick->Application.UpdateScene is ~24ms. like 75k GC Alloc

plain dagger
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got lots of objects in this scene? do they move around a lot/change parents?

strange flume
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Never messed with EditorLoop stuff, this is all new. I have ~50 GO, nothing moving, all static.

plain dagger
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Hmm try changing the editor update timing to the monitor refresh

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about all I can think of

strange flume
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I have other projects doing 100x as much and I don't get this same issue, so its just weird.

plain dagger
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hopefully its just a bug that goes away or somethin

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ive not experienced such things on good pcs myself but im mostly working on 6.1 rn

slow dirge
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It would help if you took a screenshot of the profiler with more context and the hierarchy expanded.

polar basalt
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i had that bug once

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not from pc tho, just unity being weird

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but yeah it went away by just working on the game more, it just went away randomly

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from 40-60 fps to 144 fps

fierce bear
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Hello

supple meteor
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looking for sm1 who can make a gtag fan game

fleet canopy
vagrant rootBOT
# fleet canopy !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**

supple meteor
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sorry

main nacelle
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helloo

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i was thinking that vaulting mechanics in unity so far are pretty non-dynamic as far as ive seen in videos

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the most advanced ive seen is just using rootmotion and disabling collider which can break alot of the times 🤔

fair cove
dapper carbon
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Any idea on what could be causing this basically empty project to be using up 7gb of memory 😭 . In total the editor + the game use like 10gb

storm patio
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potentially the editor

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use the profiler to, well, do profiling

dapper carbon
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Tbh I’m new so looking at it is kinda gibberish at the moment but I’ll give it a shot

inland umbra
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Well your second best option is asking the memory fairy or praying to memory Jesus

dapper carbon
#

Minimum System Requirements: 64 gb of ram

plain iron
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I have never seen anything as infuriating as trying to port blender models into unity. It's the most buggy piece of trash I've ever seen.

#

I don't know if it's blender or units fault

storm patio
plain iron
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I'm not asking for help just venting my anger at unity

hot cedar
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is there a way to stop this? i adcentally inported the entire Pc folder. and idk how to stop it :c

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its been importing for like 5 hours

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I JUST WANNA FINISH MY AVATAR 😭

tall hearth
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not to ask a question right after someone else but
how do i stop having objects that are instanced / created during runtime not get delete after i stop runtime? seems to happen if there's alot happening at once to where it just skips the whole process to reset the scene after.
(the half crecent moon of cubes shouldn't be there is what i mean)

hot cedar
hot cedar
storm patio
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presumably force quit

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hope you have vcs/backups

hot cedar
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i dont

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😐

storm patio
tall hearth
versed citrus
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yo where can i ask questions about errors?

terse trout
#

hola, alguien puede ayudarme en algo

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y le pago

primal creek
terse trout
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Does anyone know how to convert FBX to VRM? I'll pay

tall hearth
sly lake
#

Like, on a conceptual level.

eager bolt
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So... I've messed something up that I can't figure out... I am prototyping (and learning) a small game and I thought it'd be nice to add a day/night cycle. I found a guide that apparently was very old and didn't really match my version of Unity (6.3), but now I see this whenever I play the game... It's like the skybox is a physical object within my scene, and it overlays everything. Please, if anyone has the time to point me in the correct direction I would love to become a little better at what I am doing 😛

ocean pumice
sly lake
eager bolt
#

Yeah, it looks like there's an actual object straight over my entire view. It doesn't change size when I zoom in/out... I think it has to do with my .shader-file

ocean pumice
shut rampart
spark granite
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How exactly do you make a movement controller that collides with objects but isn't an exactly physics-based movement? I keep getting into this problem when I'm approaching Unity. Dynamic rigidbody is not correct here since that would simulate physics as far as I understand. CharacterController doesn't exist in 2D so that's out too. So my guess would be kinematic rigidbodies but my attempts using that one didn't go very successful, since I'm phasing through objects with a collider attached, even when I also give them a static rigidbody, so I'm mildly confused 😭

tall hearth
spark granite
tall hearth
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But there answer os it will not work for what you want

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Because that's not what it's designed for

spark granite
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Kinematics is a subfield of physics and a branch of geometry. In physics, kinematics studies the geometrical aspects of motion of physical objects independent of forces that set them in motion.
Uhh I dont see how this is useful either 370_OMEGALUL

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Seems to be the scientifical equivalent to the unity docs definition.

tall hearth
#

Though the answer to your question is you make it yourself as far as i know

spark granite
# tall hearth Because that's not what it's designed for

Okay, and what toolset would be more useful here instead? Because from what I can see dynamic RBs and kinematic RBs are the only thing that Unity provides for us if we exclude doing the entire collision stack ourselves which I don't feel like I'm in the right spot to do this because 1. it completely overwhelms me just thinking about it and 2. I'm assuming Unity provides tools that make this more accessible.

#

Dynamic RB with gravity set to 0 and then either using MovePosition or .velocity on top of that is probably a possibility as well but I'm not sure how that hits on performance, especially when moving to 3D and when dealing with potentially 100s or 1000s of objects that may have these things attached.

spark granite
# tall hearth The use is it's saying why you assumed wrong for it working ~_~

I don't understand what you mean. It says "physical objects independent of forces that set them in motion". This implies that there are no objects that can push other objects. But this doesn't seem to imply (at least for me as a non-physicist) that you can't get "stopped" in a sense of colliding with something.

#

Uhh, unless "colliding" with for example a wall is the equivalent of the wall pushing you at equal speed that you pushed it 🤔

spark granite
#

But for that I would probably need some knowledge in physics.

spark granite
#

What are kinematic RBs made for then? 🤔

tall hearth
spark granite
#

And what keeps you from just altering transform.position?

tall hearth
#

You wouldn't want the platform to fly off it's track so you make it kinematic and drive its movement in code

spark granite
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Oh, because that would not affect things standing on top of the platform.

tall hearth
spark granite
#

Yeah, my point was not using a rigidbody at all for the platform.

#

And just move via position.

tall hearth
#

I mean you could

spark granite
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But if I remember some vague things correctly, the player wouldn't move along with it, right.

#

Or what is the disadvantage of just moving it around with altering position?

tall hearth
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But this comes with the draw back of if you have the platform collide it doesnt apply a force to the other object based off its speed (iirc)

spark granite
#

Yeah, so player wouldn't move along with it

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I see

echo island
#

new here, how would i import knco / knpp files into unity?

slow dirge
echo island
slow dirge
#

And what makes you think that anyone here would know that?
Not to mention that molding is not an allowed topic on this server.

sly lake
#

We don't do mod support here, because it's completely game-specific so we can't really know catshrug

nova forge
#

My play and pause buttons have dissapeared. Ive tried resetting the layout and reinstalling unity. Does anybody know a fix?

potent geyser
#

Try resetting your layout, in the dropdown at the top right

nova forge
deft rock
#

Does Hotreload (or any other plugin/ asset you've got) change the editor UI?

nova forge
cinder cove
#

!help

vagrant rootBOT
# cinder cove !help
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Use !help <command> to get more information

!help
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cinder cove
#

!learn

vagrant rootBOT
reef dome
reef dome
#

editing the toolbar is new since 6.3 so many people dont know that yet 😄

#

if you hold ctrl you can also drag them somehwere else

pastel bough
#

Im currently facing an issue where each time i either close my project for a moment and open or not open for a day or week, it just refuse to open and wont load

polar basalt
#

weird i got ghost pinged here hmm

onyx stratus
onyx stratus
terse trout
#

Is it possible to convert an FBX to a VMR?

onyx stratus
#

check youtube

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i think so

deft rock
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Do you mean VRM? If so, googling that very question says yes.. with solutions!

cyan lion
#

ok suppose i want to make a game which has graphics of multiple styles. like one level that has realistic graphics up to modern standards and other level with ps3 era graphics and feel, and other with ps2. so what would be different in these levels? just textures? and which render pipeline will be capable of such range?

#

is it easy to do like as easy as importing assets of set quality of level or do i have to fiddle with the graphics settings for it to be true to the style

copper gust
#

textures, models, post processing, particeles etc.

cyan lion
#

this is not something i have tried myself but something that came to my mind

cyan lion
#

how do i have multiple kinds of lighting in same project

#

which render pipeline would i use for this

potent geyser
#

Every aspect of what makes a seen visual, is something you need to work with to achieve some style you want.

copper gust
#

i guess hdrp

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which is pretty hefty

potent geyser
#

If you want "realistic graphics up to modern standards", you would use HDRP.

cyan lion
potent geyser
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What about it?

copper gust
#

you don't get multiple to be clear

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you pick 1 pipeline

cyan lion
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so lets say i picked hdrp, can i make old retro graphics in it

violet thunder
#

HDRP can do pretty much everything the other pipelines can, but with some overhead

potent geyser
#

You can do whatever you want

deft rock
#

A game did this.. I forget its name. It start off like a gameboy, then progressed through the years to be more modern

cyan lion
#

in two different levels

potent geyser
#

This isn't a toy box with premade solutions, it's an empty canvas.

deft rock
#

Scene A does not affect what can be done in Scene B

potent geyser
#

If you want to go retro arcade, make a scene that uses sprites. Another with screenshaders for PS1 style graphics, etc. etc.

violet thunder
cyan lion
violet thunder
#

Hmm lighting is a good point

#

Not sure how much HDRP allows you to modify lighting models and such

copper gust
#

the answer is you can

i think you underestimate the work involved here if you really want it how you think you do

cyan lion
#

i was watching a video with a walk cycle starting from a circle to a 2d character to full blown realistic 3d ones and this came to my mind

terse trout
deft rock
deft rock
#

... yes, why wouldn't they be?

cyan lion
copper gust
#

we just shoot them

#

off topic links are not allowed 😛

cyan lion
#

this is where i got the idea from

deft rock
#

Ok, if links weren't allowed the bot would be setup to remove links.
If someone does spam, they're dealt with.

It's a help server, we need to be able to post RELEVANT links

cyan lion
#

is this ok or not

deft rock
#

grey area (IMO) - it's sort of relevant to you, we don't really need it

violet thunder
#

It is somewhat on topic so i'd say yes, but you can always remove the embed to make it not take 20 rows of space

cyan lion
#

i removed it to avoid any misunderstandings

#

you get the point

#

tho

vale carbon
#

Hey all I have a small problem on my Unity, the editor's handles rotations sensitivity are off the charts when I use my mouse. Can anyone help? Thanks 🙂

#

FOund on google, I need to use local in editor, weird as I didnt have this problem before

#

Ok, putting it in local then global again fixed it, wtf, at least its fixed 🙂 Thanks anyway

versed glen
#

Howdy! Very very silly question, but is there a way to transition a 2D game (as in, the player reaches the end of a section or interacts with a specific object) into a 3D game?

vivid cedar
#

How easy it is depends on the game, the mechanics, the art, the controls, etc

#

There's definitely not a single button you can press to do it

deft rock
#

Unity's 2D is in a 3D world space anyway, so there's nothing stopping you doing it. The how, see above

vivid cedar
#

Yep all games are technically 3D already in Unity.

versed glen
#

Okay, makes sense
Shouldn't be all too complicated since you're right; the 2D is already in a 3D world. Thank you!

potent geyser
#

That's the second person asking about changing styles in a game, is this the new meta? Are we finally done with GTAG?

deft rock
#

How do I go from 2d to 3d to AR to VR ?!

storm patio
#

-# wouldn't it be VR to AR tbh

potent geyser
#

That already exists in MR format technically

versed glen
young vessel
#

hii :3

flat breach
#

how to improve performances if I know the issue is rendering?

deft rock
deft rock
flat breach
# deft rock Rendering is a broad area, narrow it down to the specific part of rendering .. t...

alright, thank you, in my game I've an enemy which basically plays an attack animation(timeline) when he's near the player, to make this timeline appear everywhere, I made it using a localCamera and an in place animation for the enemy, but the game is played in sewers(narrow place) so sometimes the player can't see the enemy because the camera is behind a wall, I thought about adding infinite points everywhere where the attack animation wouldn't be an issue and then choose the nearest point and play the timeline there, do u think it's a good idea? I mean it looks like a lot of work for this

tall hearth
#

actually i had a similar question though i didnt want to ask, but do you know an answer to reduce batches, i have a scene that can expect 25k and i really doubt these numbers are any good as i get ~30 fps with just a bunch of cubes and nothing else? though at the same time 18k batches can still have me with ~90 fps

deft rock
flat breach
deft rock
#

You don't need to add a load of gameobjects for positions, the world already has positions.

Just take the postion of the player and workout where to place this object from that info.

flat breach
#

hello, I can't really see what's the most CPU consuming thing here, could someone help? it seems like everything is at the same level

deft rock
#

You said it was rendering? That's the graph below.

You can click on the graph to get more information about the selected frame

flat breach
deft rock
#

Fair enough, click on it and sift through the table that appears below

flat breach
#

nvm, it's "Others", do you know what others mean?

jagged sage
#

Where is the active input handling setting in a 2d project??

plain dagger
#

!input

vagrant rootBOT
# plain dagger !input
How to Set Input

To set Active Input Handling, go to:
Project Settings > Player > Active Input Handling

• Input Manager (Old): Use the original Input settings.
• Input System Package (New): Uses the new input system package.
• Both: Use both systems.

jagged sage
#

Yeah its literally not there

plain dagger
#

it literally is

deft rock
jagged sage
plain dagger
#

you could also not use the old input as i presume thats why you are asking

#

oh look thats the wrong place

jagged sage
#

How so?

balmy kettle
plain dagger
#

the left hand side bar has things to click

jagged sage
#

Oh

#

Ah

#

I think i missclicked into preferences instead

#

Mb

#

Thanks tho

deft rock
#

How is 'Preferences -> Tile Pallete' the same as 'Project Settings -> Player' ? 😄

flat breach
flat breach
deft rock
#

oh, player loop doesn't have an expand

flat breach
#

this view is much better lol btw

deft rock
#

sort the 'total' column so that it has highest % at the top

deft rock
#

You'll have to google for more info on playerloop

deft rock
# flat breach

that did not sort anything, you just scrolled to the bottom..

flat breach
#

I'll google PlayerLoop and find the rendering issue

#

oh nvm it's playerloop too lol

flat breach
#

so PlayerLoop supposedly is the game core which runs everytime

rose flicker
#

How do I find stuff inside the folder?

jolly blaze
#

trying to figure out how to extract this to edit on since it's read only

golden crane
#

i need a little sanity check
20 kb of Garbage allocated every frame is very very bad, right ?

plain dagger
#

I feel like thats not that much? many things we do in c# allocates

storm patio
#

5000 ints doesn't seem too bad

golden crane
#

i dont know at all, i saw online some people asking if 800b is a lot so i thought i was way too far

#

i dont really know how garbage collection works yet

plain dagger
#

If it was 20MB then id be concerned

storm patio
#

don't worry about perf until it's an issue (or the other 2 cases)

plain dagger
#

Yea. The incremental GC already tries to not collect too much at once but yea a large allocation and large GC spike are things to look out for when profiling.

golden crane
#

oke thank yous

plain dagger
#

And incase this is webgl, that has a special extra gotcha that too much allocation at once can result in running out of memory (as unity cannot gc while user code is executing)

#

fun limitations of web asm

golden crane
#

i was trying to find what is causing so much garbage but i use visual scripting and it really doesnt let me see anything in the profiler
i just know my player controller is making a lot of it

#

idk if its my fault or if visual scripting just makes a lot of garbage by default

plain dagger
#

Unless you are using that alongside code id not worry about it

#

(usually those using visual scripting know nothing about allocation/gc)

storm patio
#

tbh you probably have more important things to worry about

plain dagger
#

like node sphaget

versed citrus
#

Can anyone help me with this error?
Object reference not set to an instance of an object.
at ApiUpdater.MovedFromOptimizer.Program.CollectMovedFromTypeNamesFromAssembly(String assemblyPath, StreamWriter outputFile, IAPIUpdaterListener logger)
at ApiUpdater.MovedFromOptimizer.Program.RealMain(String[] args)
at ApiUpdater.MovedFromOptimizer.Program.Main(String[] args)

worldly cave
#

"Object reference not set to an instance of an object."

storm patio
#

that looks like an internal error

sly lake
worldly cave
versed citrus
#

Unity?

worldly cave
#

No i mean is it just in editor, or does it appear when you try to run the game?

storm patio
#

was this during the updating APIs thing

sly lake
worldly cave
#

When you run the game?

#

or just in general

storm patio
versed citrus
#

No

storm patio
#

where there's a pop-up telling you it found stuff that could be updated

worldly cave
versed citrus
#

Yeah

storm patio
versed citrus
#

No

storm patio
#

are you getting it continuously or has it just been a one-off

versed citrus
#

It’s just one

storm patio
#

could probably just ignore it then tbh...

modest meteor
copper gust
#

Errors that happen once didn’t happen 😅

plain dagger
#

who said each frame?

worldly cave
#

older versions seem to get those frequently

#

im assuming project is perhaps decompiled gtag UnityChanThink

plain dagger
#

we gotta allocate stuff but just not be dumb about it

versed citrus
#

but i dosent let me build it

worldly cave
#

it doesnt let you build, or it doesnt let you run?

versed citrus
#

build

storm patio
#

what happens when you try

versed citrus
young vessel
copper gust
#

Weird guess

versed citrus
copper gust
#

Whats the compile error

young vessel
balmy kettle
#

read the other errors in your console

copper gust
#

should be pretty clear

versed citrus
balmy kettle
#

show it

#

screenshot the entire console window

versed citrus
#

i have 2 now

balmy kettle
#

those are wildly different time stamps. clear the console and try again

worldly cave
#

I think this is an issue with the api updater

#

maybe deleting library could be a fix

balmy kettle
#

which one doesn't

versed citrus
worldly cave
versed citrus
worldly cave
#

wait what huh

#

the top one stays or the bottom one?

balmy kettle
versed citrus
#

top one stays

balmy kettle
#

have you restarted the editor recently? because that's not a compile error so it shouldn't stick around unless it happens again, in which case its timestamp should change

balmy kettle
#

restart now

versed citrus
#

ok

#

done

storm patio
#

....and do you still get the error?

versed citrus
#

yup

#

different timestamp but yeah

worldly cave
versed citrus
#

yeah

#

i can try again if u want

worldly cave
#

no point if you already tried it

#

you said this was an older version of unity? which one?

balmy kettle
#

if you create a brand new project, does this error appear?

versed citrus
versed citrus
#

no...

hushed hamlet
#

It doesn't seem helpful anyway tbh 😄

versed citrus
#

oh okay

flat breach
#

hello, is there a way to make a navmesh agent go to a baked surface if there are no "ways" to go to it?

copper gust
#

what do you want to happen

flat breach
# copper gust what do you want to happen

I have an agent which already has a corresponding surface, unfortunately the surface is seperated into 2 areas, when he's in one, he can't go to the other one and vice versa, I'd like him to be able to switch

flat breach
cedar beacon
#

hello

storm patio
#

!collab

vagrant rootBOT
# storm patio !collab

:loudspeaker: Collaborating and Job Posting

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

tall hearth
daring dove
#

why am i unable to drag image files onto my image component in the UI? i've tried png, bmp, psd

storm patio
#

!collab

vagrant rootBOT
# storm patio !collab

:loudspeaker: Collaborating and Job Posting

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

jagged sage
#

What is [System.Obsolete]

storm patio
daring dove
#

fixed the sprite issue thanks

rose flicker
#

I can't remove this package

graceful light
#

I no clue why it looks like this

worldly cave
#

changing from free aspect to something like full hd

stuck flower
worldly cave
#

put your scale to 1x

graceful light
#

It did not fix it

tall hearth
#

Assuming you mean why the edge looks so pixelated though you being zoomed in 4x also affects that

flat breach
#

hello, what's the recommended light type if I want to have ambient lighting(can't see where it comes from) and for light models like the ones in this picture

worldly cave
#

how old is this screenshot bruh

#

what component?

graceful light
#

Well I’m stupid I was in game and not in scene

flat breach
prisma nacelle
#

Also hi chat

peak nest
#

Unity asset store having trouble? Says something is on sale, but then it isn't

vivid cedar
#

If you go to checkout does it show the discount there?

vivid cedar
#

sounds like a bug then yaeh

balmy kettle
#

fwiw i'm seeing that it is not on sale

vivid cedar
#

I am also not seeing a sale here. Maybe you have some cached thing or something

prisma nacelle
peak nest
prisma nacelle
balmy kettle
#

because the asset is not on sale right now, the first image is likely a cache issue

prisma nacelle
#

Maybe the sale is over and Unity didn't update that all the way?

cloud mason
#

This feels like a really dumb question but what is the default tool a unity project uses? Where I can just click on an object (this is a 2D project if that makes a difference) and move it around and see it in the editor? I clicked the View Tool on accident and now I don't know what I was doing before but none of the tools I'm trying here are working how it worked before and its slowing me down so much lol

storm patio
#

probably the first one

cloud mason
#

No that ones the view tool and you can't select things in it?

storm patio
#

move tool i think is the name?

#

huh, might be the rect transform tool then?

#

the 5th one

cloud mason
#

I think so. It still feels funny but I'm probably insane

#

Thanks :D

storm patio
#

i mean, there's only 6, you could just go through them all

cloud mason
#

I did and it was being weird

#

The rectangle one was not working like this before, I think I pressed some other setting and messed it up in between

left coyote
#

does anyone know how I can make inverse kinematics so that the hand is on the lever and rotates with the lever (the wrist)?

vivid cedar
#

You kind of answered the question yourself - use inverse kinematics

lone maple
#

Can someone help me figure out unity

vivid cedar
#

Find a package for it or use Unity's animation rigging package which I believe has IK in it

vivid cedar
vagrant rootBOT
# vivid cedar !ask

:thinking: Asking Questions

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

-# For more posting guidelines, go to #🌱┃start-here

left coyote
#

is it used with a script?

vivid cedar
#

Have you done any research at all?

#

The "how" depends on which package/library you use

#

and of course - everything can be used with scripts.

lone maple
#

I would need help with developing a game

potent geyser
vagrant rootBOT
rugged rapids
#

Hey everyone,
Are any of the members here Persian or Iranian speakers?

left coyote
#

why is it not connected when I move it

#

its a bone in blender

worldly cave
#

Because youre not moving the pose in unity

#

youre taking that seperate mesh and just moving it

#

its no different than moving the mesh outside of pose mode in blender

plain dagger
#

Is it skinned to the bones correctly?

left coyote
worldly cave
#

Wait that shouldnt happen 🧐

#

You might have a broken bone chain

vivid cedar
#

such bones are generally only rotated not moved directly

silent mica
left coyote
worldly cave
#

oh youre litterally moving it

#

yeah you rotate to pose, i didnt see the move tool gizmo

left coyote
worldly cave
#

but the fact its still disconnect is an issue

#

even if you use the move tool, if its rigged properly it should still deform

silent mica
#

Might be intended with this style

worldly cave
#

maybe

vivid cedar
#

it depends how the model is weighted to the bones

left coyote
vivid cedar
#

I would highly recommend using an existing IK solution

left coyote
vivid cedar
#

Maybe start with Unity's

reef dome
#

After which action does this happen?

nocturne bolt
#

Y'all I'm very new to unity. How come the bubble for my audio source doesn't do anything? Like I can be out of the bubble and I still hear the sound

nocturne bolt
vivid cedar
#

By default the min distance is 1 and the max distance is like 500

#

if it's the min distance radius that would just be the point at which the volume begins to fall off

nocturne bolt
#

I put them both to one

vivid cedar
#

Basically - there's two bubbles

nocturne bolt
vivid cedar
#

Does it ever go to 0?

#

You would need to make it go to 0 for it to be completely inaudible

nocturne bolt
#

The red one does not go to 0

vivid cedar
#

that would be why then

nocturne bolt
#

What do I do to make it go to the bottom

vivid cedar
#

drag it

#

or right click the key and edit it manually

nocturne bolt
#

Now there is no minimum distance. It says controlled by curve

#

That's a good thing?

vivid cedar
#

that just means you're wholly using that curve now instead of hard cutoff points

#

Just look at your curve. The y axis is volume, the x axis is distance

#

and set it up how you wish

worldly cave
#

Pro tip, dont use logarithmic (which is the default)

#

sounds like ass, because it directly tries to mimic real life

left coyote
potent geyser
pliant nacelle
#

Oh ok!

heady gorge
#

something ive kind of wondered for a while is whether or not its better practice to put actual values as variables in the script, or to leave the floats or ints blank and change them through the inspector?

#

is there a particular downside to doing it in the inspector?

solid yew
#

but for reference types that you're actually assigning through the inspector you just leave them unassigned

heady gorge
#

thanks UnityChanSalute

plain dagger
#

You can also use Reset() to auto set values on adding a component/resetting

#

e.g. get a component and assign

solid yew
shadow heron
#

!Collab

vagrant rootBOT
# shadow heron !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**

fossil jacinth
#

um what

#

What’s that

plain dagger
#

its saying "dont do that here"

shadow heron
undone vapor
#

Hey, I am hoping someone could help me understand my problem. I have installed Unity Hub through Flathub on Bazzite (Fedora Linux) and tried to install the Unity Editor with Android and Windows Build Support and while the Editor does install with Linux Build Support. Android and Windows just refuses and errors with "Install Failed: Installation Failed" and yes I have even tried the latest Unity Editor Version but even that doesn't work.

heady gorge
#

its been a while since ive poked around in unity, and while i understand i can use fog to reduce player visibility and make things darker, is there a way to just... make things even more darker? primarily with shadows, i guess?

#

i removed the directional light, and removed the skybox as a light source but it feels like nothing is changing enough

azure grove
#

you can change it to where you can define 1 to 3 colors for the ambient light use that instead of a sky box for ambient

heady gorge
#

am i in the wrong place

#

i... clicked generate lighting? it kind of helped

azure grove
#

also could be environment reflections as well

#

since that is applied additive

heady gorge
#

oh yeah that did it

#

thank you

#

just gotta figure out why everything looks purple...

near wigeon
heady gorge
#

i meant more like a purple tint

#

a photo is probably better

#

i'll keepe xperimenting

versed citrus
#

can anyone help w/ this error? System.NullReferenceException: Object reference not set to an instance of an object.
at ApiUpdater.MovedFromOptimizer.Program.CollectMovedFromTypeNamesFromAssembly(String assemblyPath, StreamWriter outputFile, IAPIUpdaterListener logger)
at ApiUpdater.MovedFromOptimizer.Program.RealMain(String[] args)
at ApiUpdater.MovedFromOptimizer.Program.Main(String[] args)

worldly cave
#

Have you tried updating?

versed citrus
worldly cave
#

Have you tried updating the editor version?

#

Is there any particular reason youre using the older one?

versed citrus
#

imma try now

versed citrus
versed citrus
worldly cave
#

You updated the editor in 3 minutes? Dayum

#

Is this project entirely and originaly your own? Or did you pull it from some repo?

#

You said the issue doesnt appear on new projects right?

versed citrus
#

but other than that, its my own

worldly cave
#

Honestly at this point i have no clue, if restarting, deleting the library and updating your editor didnt fix it notlikethis

sour elk
#

question im making a soundtrack to my game where can i post for feedback? Thanks!

left bobcat
#

uhhhhh guysss?

slow dirge
potent geyser
#

There's no off topic here. Maybe find a general PC/gaming server.

pale brook
#

Hi, I'm wanting to start game development and I made my first project but it says project not found. I've tried changing the folder to save it in and I've remade the project but it still says it. Anyone know how to fix it?

balmy kettle
#

!logs check the hub logs 👇 you'll want to look at the logs where you tried to make the project because it likely failed to do so

vagrant rootBOT
maiden hemlock
#

is there a channel about like, game design stuff?

#

like figuring out mechanics and how things look and work for the player and all that?

lapis gate
#

had one

past agate
#

I was in the middle of my grant application - due by 11:59 and got locked out.... at 11:30!! Anyone else/

past agate
#

Ugh I've been finalizing this all week offline as suggested.

past ember
#

There doesn't seem to be an official email either

past agate
#

I did take a screenshot of the time if there's anyone at Unity to show

#

I'm hoping to submit

vivid rain
#

Locked out of grant. They closed it ten minutes early?

past agate
#

They locked me out 1/2 hour early...

vivid rain
#

I only tried to submit at around 1:45 AM CST (11:44 PST). Arrrrgh. 😭

#

Did they mix up the time zones somehow? All the official documentation clearly states that submissions closed at 11:59 PM PST, and that clearly was not the case.

This may just be the exhaustion speaking, but I feel a bit devastated at the moment. 🙃😭

Well... time to sleep I guess. If there's been no official word on the prematurely closed application portal by tomorrow, I'll try to reach out to folks who might know how or why this happened.

charred fog
#

!support Contact support. No guarantee any of these messages will be noticed at all here.

vagrant rootBOT
past agate
charred fog
#

@past agate #🤝┃introductions channel is not for starting discussions. If you looking for support, use the link.

#

Otherwise use the dedicated UFH channel

past ember
charred fog
#

Looks like it might be manual, I've given you the role for now

hushed marlin
#

hey, where i can ask for help. i have lighting bake problem

heady gorge
#

this has been a problem i feel like ive never managed to get around, and have just never found a solution but:

lets say i have a flashlight, and i want a specific within the specific cone to be detected and then vaporized

tall hearth
#

you would probably want to use some for of raycast

heady gorge
#

right, but then the problem i ran into with that is that a raycast is too precise

#

i'd need multiple raycasts, but iirc raycasts are costly on performance?

tall hearth
#

or you could also just use a cone mesh and use collision checking

tall hearth
#

the big thing is how many you are running a few dozen could be ran fine

heady gorge
#

oof

#

it will be trial and error i suppose
thank you

tall hearth
#

and as i also stated you can use an object that has a trigger cone mesh with a tag and the object that you want effected by the light check if collisions are from that tag

fluid shadow
#

hey, I wanted to ask : where can I find the Application Entry Point setting? like I know its in the android tab > other setting > configuration but I checked every single setting there and I found nothing

static pulsar
fluid shadow
#

GUUUYS
I need help with a google cardboard game thing I am making and I am getting more confused by the second
I followed all the steps for android in this document : https://developers.google.com/cardboard/develop/unity/quickstart#build_your_project
my phone is plugged in and usb debugging is on
run device is selected

Google for Developers

Learn how to create virtual reality experiences with the Google Cardboard XR Plugin.

#

what should I do???????

#

because nothing actually happens when I build and run my game, I click save and nothing happens, no .apk is created, nothing!

vapid dock
#

Hey, do you guys use Visual Studio Code (Blue) or Visual Studio (Purple)? I noticed that VS sudgests what can be used/typed and makes auto-completions but it takes much longer to open than VSC. but VSC has no fancy features like sudgestions and such. IS there a way to make VS load faster OR for VSC to know unitys methods and classes?

storm patio
#

but VSC has no fancy features like sudgestions and such.
it does though

#

!ide

vagrant rootBOT
storm patio
#

sounds like you have not configured VSC

#

anyways the difference here is that VS is a purpose-made ide. it's heavier but comes with more stuff OOTB
VSC is a text editor that's really extensible, so it's much lighter but requires more setup

vapid dock
storm patio
#

both work fine

#

it's up to preference

vapid dock
storm patio
#

personally i do a lot of things, which would necessitate multiple IDEs if i went that route, so i use VSC to do everything in a single app

storm patio
vapid dock
sour shadow
#

how do i disable looping in animations? (if its ever on)

vapid dock
storm patio
storm patio
sour shadow
#

ok

storm patio
#

have you checked the guide i linked above

vapid dock
sour shadow
violet thunder
vapid dock
storm patio
#

install c# dev kit, unity, .net install tool
install .net using the .net install tool
restart vsc

storm patio
sour shadow
#

i dont know, imma see

vapid dock
#

so Is there a way to just make VS boot faster?

storm patio
#

sounds like you did it wrong then tbh

sour shadow
#

how do i run an AnimationClip

storm patio
#

you need an animator or an animation component

#

consider looking up some tutorials for the animation system

vapid dock
storm patio
#

have you actually installed .net within vscode, not just the .net install tool

sour shadow
storm patio
#

go look up some tutorials

#

don't do random guessing

storm patio
#

also, have you regenerated project files, since it sounds like you swapped over from vs

sour shadow
cerulean silo
#

can anyone remember how u open package manager to get the samples tab?

#

took me ages last time now ive forgot..

storm patio
#

aren't samples in each individual package

cerulean silo
#

no the samples tab only appears if u open the package manager in some obscure way

#

well as of unity 6 something thats how it is

#

took me 3 days to find , why didnt i note it down grr

storm patio
#

the manual seems to indicate that the samples are still in the details view of each package

cerulean silo
#

yeh, but somehow they arent

#

ahah u need to click in project->updates!.. (no idea why)

#

oh im wrong actually.

storm patio
#

sooo where were they

#

i don't have unity 6 installed, so i wouldn't actually know.

sour shadow
storm patio
#

have a separate default state

sour shadow
#

ok

void egret
#

Has anyone else seen this editor glitch where it loses the last digit (or sometimes multiple digits) of an edited property? I've seen this for a long time but I don't know of a way to consistently repro it

void egret
#

I just submitted a bug report

storm patio
#

not really the place for such advertisement. if you'd like to do it properly/formally, contact mods. otherwise it's no different to a drive-by advertisement spam

ember fossil
#

ok

storm patio
#

there's no dedicated space for this. contact mods if you want to post it formally

hazy cedar
#

thx chriss

charred fog
hazy cedar
ember fossil
#

any ideas on how to make cool game about crabs i am making retro topdown 2d shooter

vivid cedar
#

It's hard to imagine a game about crabs that isn't cool

plucky aspen
#

crabs are great

copper gust
plucky aspen
storm patio
ember fossil
granite turret
#

Hi, I am new in untiy and I am having some problem with the ground detection stuff, can anyone help me please?

storm patio
#

!ask

vagrant rootBOT
# storm patio !ask

:thinking: Asking Questions

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

-# For more posting guidelines, go to #🌱┃start-here

pine shell
#

Hey everyone, i got a issue with Unity, a pretty common one i Guess. Despite looking on the web, i can't find a solution to it. Where can i ask for help ? Thanks everyone !

random stirrup
#

how can i get unity ai points?

#

without requesting?

#

like cant i buy some or something? i started with 0

boreal river
boreal river
worldly cave
boreal river
#

These channels are for what?

storm patio
#

for help

boreal river
#

just questions

storm patio
#

yes

#

or technical discussions, occasionally

#

mostly questions.

worldly cave
#

sometimes game design queries, but kept to their own threads as well

lapis nexus
#

yo is anyone online rn thats good with TileMapCollider2Ds?

#

got a wack problem im trying to solve

worldly cave
#

just ask

#

if someone knows they will help

lapis nexus
#

I was just typing something out while you said that lol

#

anyways basically the trouble is that when the collider is applied to these corner sprites it turns into a triangle, this is a problem because Im using the collider as a shadow caster and thus it ends up blocking some of the terrain behind it

#

does anyone know how to get the collider to more strictly maintain accuracy to the sprite's bounds?

storm patio
#

i believe you'd need to change the physics shapes set in the source texture, via the sprite editor

lapis nexus
#

was too busy editing the sprite and just forgot about the attatched texture component

#

alright thanks a bunch

cursive abyss
#

Hi i need help i was trying to make an game with an friend and he downloaded VS Code but there is like an message all the time that .NET thing didnt got found i dont know how to fix that and we really need help

maiden escarp
#

I have a problem and i am not sure what the source of the problem is so I don't know which channel to ask in

#

can I ask here?

storm patio
maiden escarp
#

(I dont know if the source is visual scripting related idk if thats considered programming)

storm patio
maiden escarp
#

ok
so I'm a beginner just learning and I can't figure out why but after trying to add jumping to my game my player (Im just using a capsule for it for learning purposes) started to sink into the ground halfway everytime I click start
Im not sure what the reason could be (first is what happens when i click start, second is what it should be like (floating a bit above the ground)

craggy pollen
#

it seems like the collider is just too small, increase it

maiden escarp
#

Ok ill give that a try

storm patio
#

or your collider is positioned incorrectly

worldly cave
maiden escarp
cursive abyss
#

Yes @storm patio he has it but i mean there are no Tab Completters like Recommandations (sorry for my bad english)

worldly cave
#

!ide

vagrant rootBOT
cursive abyss
#

I mean i am not that stupid i works perfectly fine on My PC

worldly cave
#

did you just laugh react yourself

cursive abyss
#

yea

iron shoal
#

Yo guys is anyone experienced with rigged player models in blender? mine isnt working good

iron shoal
#

Like the colliders are messed up but i checked every collider and evceything looks fine

maiden hemlock
#

The floor and hand colliders are the right shapes/sizes?

iron shoal
#

I adjusted them but nop difference

maiden hemlock
#

To me, it looks like it's colliding correctly and the IK is just pulling it away

#

I'm also not too sure what you are wanting it to look like. Do you want the hand to be partially in the floor?

iron shoal
#

This is my IK Fabric settings

maiden hemlock
sly notch
#

hi! uhh one question. while downloading the unity,i managed to not download this visual studio thingy. i did (2nd pic) but i havent choosed gaming section(1st pic). can i somehow find that visual studio somewhere in unity or i need to install all over again?

#

a bit random question ik but im completely new into this

tidal raft
#

does anyone know if there are any other reasons to get this message when installing aside from the system requirements?

plain dagger
iron shoal
#

So thats what I recommend if you arent doing advanced coding and visual studio is having problems

worldly cave
#

Please dont recommend people to use notepad as their ide....

left coyote
sly notch
#

but after i restarted pc it worked

tidal raft
tidal raft
sly notch
#

btw any solutiuon for visual studio?

#

where to find it

plain dagger
left coyote
#

how do I check that?

tidal raft
worldly cave
#

thats a laptop gpu*

#

you have about 2gb of vram

tidal raft
#

can that not run unity?

plain dagger
# left coyote how do I check that?

hmm but it does support dx12 its not too old.
Do you have the latest nvidia drivers installed? I dont know actually if unity has a vram min

#

If you check dxdiag you can see some stats

worldly cave
tidal raft
#

ok thats fine

#

im just trying to do low level stuff

plain dagger
#

what shows in the "display" tab in dxdiag?

#

launch via run or start menu search

sly notch
#

no prob just wondering how important that is

plain dagger
#

sorry what?

#

dont worry about the other sections you only need what it adds for "unity"

sly notch
#

this one i meant

plain dagger
#

you can add things later and it will prompt you if you would need to install more

#

hmm yes a screenshot with no indication

sly notch
#

middle ones

plain dagger
#

just leave it as is

sly notch
#

okay then

#

thanks