#💻┃unity-talk
1 messages · Page 83 of 1
yes it is what I needed, ty
The type of people you're going to attract with your current pitch are beginners who will fizzle out within a month
haven’t even said my pitch 🤦
That’s why I haven’t said it
Everyone needs people but turns out " I give credits " is always the true
you asked poorly before you found out you weren't allowed to ask.
it is against the rules
so yeah you kinda arent
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
I can’t ask if anyone is good at coding 
pretty silly question to ask
I didt know that 🤷
u guys being rude for no reason I just was asking
am tweaking. I hate unity
no one is being rude
is this not rude?
And this?
Keep the channel on topic, please.
No, it's honesty
And a bit generous. A month is pretty high. You'd be lucky to get a second DM
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.
recreation of old arcade or old console games
something simple like a flappy bird kind of game with a simple gameplay loop
My first game was Kirby 64 Checkerboard Chase, super fun to recreate
I think flappy bird is great
as well as jetpack joyride
its not as simple as pong but is simple enough
Yes. Like that idea. Do you think like a parkour game would be simple enough for a beginner because that's one of the options I've been thinking about starting.
A 2d platformer? sure
2d parkour? yes
3d parkour? you will have trouble with animations and a wide array of other things
a 3d parkour game? no
That's true. But I might not even add animation and just have a basic player movement script with platforms. I also feel like a 2d platformer would be harder to make because I've never done 2d unity before.
imo fluid animations is what makes parkour games fun
Yeah I agree
2d can be simpler because you don't have to worry about extra dimension
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
I’ve gotten multiple?
a month is completely reasonable
aren't there mirror game samples compatible with URP?
probably? most Birp projects can just be converted.. there is nothing special besides the materials / shaders.
something you should ask on their discord though..
well materials is a big issue, you can't see what happens lol
if they are not custom shaders they can just be converted
I'll ask on their server though, thank you for helping me.
whats owo? Discord bot?
ask in owo server we dont even have that bot
This is the Unity server
whats the max distance i can go from scene root before i have problems?
depends on what problems you're referring to
and the scale of your game
unity uses single-precision floating-point values
the higher the value, the less precision you have, so it depends on how much precision you need
What kind of problems can it cause? Besides physics
anything that uses math
Anything that involves using floats to calculate anything
Ok ill try it myself and find an acceptable limit
Bigger than you'd think, smaller than you'd hope
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
i mean it would have to be a really big scene for it to start becoming a problem
i know
Recommendation is like no more than 20,000 units but absolute max is like 100,000 with serious issues past that
They’re referring to the #📖┃code-of-conduct where no off topic is allowed
So then why bring it up
just FYI, it's 10k not 20k, it's number of significant digits that matter, not a specific number. so 20k is just as bad as 10k on account of the same number of significant digits
Can u elaborate on this i dont understand
just research floating point imprecision
it's in binary though, the threshold would not be at 10k
the nearest thresholds would be ~8k (loss of 1/2048), ~16k (loss of 1/1024), ~33k (loss of 1/512)
sure, 10k isn't the actual threshold, but it's still the recommended max distance to balance precision issues with distance
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
-# 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
sorry
I just saw that Owo went offline for the first time.
I wanted to say it
But I apologize if I have disturbed you.
see you
why do people always double down on the stupidest stuff
This is the unity server
What does this have to do with Unity
I think it’s best to leave it since it doesn’t matter
Depends what you're doing. I heard from one of the Frostbite engineers their cloth physics needed double precision just to hold up for the distance of a football field.
i dont knowed
But yeah, mostly under 10k you're alright
Since it also goes negative, that means you can make a 400km^2 map, which is insanely large.
damn 100 meters?
thats rough
Yep, the higher the values, the more precision you lose.
And I presume this dealt with really small deltas
hello what GetComponent(); does do? I've never seen and always used GetComponent<ComponentName>();
what are they?
#💻┃code-beginner, but anyways, it's just an overload which lets you use typeof(Type) instead of <Type>
oh yeah it was 1
It could be useful if you're passing types, but I've honestly never used it
i was thinking of SetComponent() XD
I mean I'm not actually trying to use it in vs code or anything, it's just in a documentation
ohh okay tyy
in my example, they didn't put in any parameters lol
also, if you can use Rider or visual studio
so you get actual intellisense
I dont think a parameterless GetComponent is even a thing in Unity
what's this?
yea that's what I thought too it's weird coming from such a doc, Mirror
ohh yea I use vs code
but not really an ide
and you really shouldn't here
Visual Studio is free
isn't it?
nope
What do you all think of Godot vs Unity? I cant decide between the two 
its just a code editor
Rider is free if you are a student
I'm using visual studio code lol
get the actual visual studio
okay I'll look at it, thank you
Rider is my personal favorite too
same
I'd rather go with Rider
i have it for free for being a student, lol
it's free for non compercial projects
yeah that was a change they made sometime last year
i knew about PyCharm and Clion
what do you all of Godot vs Unity? I can't really decide between the two
didn't think Rider too
youre going to get mostly biased answers here
it's your preference really
and not in the way you think
ill ask in godot community too
and they will be biased too XD
Please what should I do
My gocoloco is not working in vrchat even though all the set up is complete and okay in Unity
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Yeah but I really cannot decide between the two
So I want to hear other's opinions
i would go with unity really
it's more mature
so what I'll hear will be balanced
Have you tried both ? In the end you can do the type of game you want with both
yeah I've tried both, I'm currently using Godot and it's really cool (but Unity is definitely more mature), and been using Unity for 3 years now
You can use GDScript or C#
oh ok
There are plugins for using other languages like rust 
It does
Although you can make entire games with only gdscript it's a perfectly sufficient language
I find it easier than c#
I mean you're asking in the Unity discord so...
Used unity for the vast majority of my time in game development (which to be fair isn't huge) but recently moved to godot
any specific reason you moved to godot ?
So what are your thoughts?
Yeah the point is to try to find people who use or have used both
Not too sure honestly, just felt it was more my style
I'm more used to python development anyway and gdscript is similar in syntax
Plus Godot is open source and generally growing in community and features while Unity feels a bit more corporte
My take
Also more lightweight
Both are great honestly it just depends on you
What type of workflow you want, what features you value, etc.
https://discord.com/channels/489222168727519232/1202155978372423690
this covers unreal as well, but the discussion for which engine to pick of the available ones goes there, and there has been plenty of it you can read
Godot uses a node system while unity uses a component system
Godot has a bit of a more lenient learning curve
Unity has a massive asset store tho and more diverse pipelines or graphic options
Along with other neat features
intellisense is provided by the language server, which vscode supports
vsc is perfectly usable tbh
i don't really like it for java, C# or other big projects
i normally use it for mc addons or websites
..alright, but vsc does still work perfectly fine for those
wondering how i can export a gizmo as a mesh? is there a better channel to ask this question?
I don't know what that qustion even means? What Gizmo?
uh sorry, it's a series of ellipse gizmos
What am I looking at? Why is it done using gizmos and why you need it to be a mesh?
game uses this to generate a mesh, and i need to model something that conforms to said mesh in blender
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
bonelab, this is a tool built by the creators of the game that is included in the SDK
No idea about bonelabs, but those gizmos are probably drawn using Gizmos.DrawMesh with some mesh as input
So "how to export the gizmos to mesh" isn't the right question
It's how to find the source meshes, if they are even available
you manually adjust sliders until the gizmos roughly match up with your imported mesh
Ah so they are like procedural
Nevermind then
Probably better off asking a bonelab community or something
yeah that's what i tried first to no avail
Well if you can get a mesh object reference you can produce an export a glb in editor
https://docs.unity3d.com/Packages/com.unity.cloud.gltfast@5.2/api/GLTFast.Export.GltfWriter.html
Otherwise assign the mesh to a gameobject (mesh renderer + mesh filter) and use the easier gameobject exporting/fbx exporter
Is it normal to make 1 mistake and break everything without going back? Does unity auto save or something?
No
When I try to load my last save, everything is still broken:/
This what it says
It means the prefab link is broken, so the prefab was either deleted or its meta file got a new uuid
Ok
So now you basically just have a regular object in the scene without a prefab backing it
So do I find it
If you know where it is you can reconnect the prefab link through the context menus
If it was deleted then you can either make a new prefab out of it or just break the prefab link
Up to you really
Ok
But if there were other copies of it in other scenes that's when it will become annoying
Ok
is anyone online rn that's worked a fog of war system before?
tryna do one with a tilemap on a game jam im doing
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
it is absolutely destroying me lol
That shouldnt be too hard. You would have the whole fog of war layer filled and as the player moves you keep removing tiles in some radius which will reveal more as the game progresses
oh wait I guess I shouldve been more specific lol, fog of war is a bit of a poor description
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
well no a "fog of war" is usually where vision is obstructed (either by range or till you move there)
Ah let me try to find something about this
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
alright thanks!
im gonna see if there are any tutorials on the subject
I already understand rays only at a pretty basic level, and combining that with tilemaps is gonna be interesting lol
If you have a fixed 2d grid via tilemap then using that for a visibility grid would be easier
you would probably need to multiply density though
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
✅ Get the Project files and Utilities at https://unitycodemonkey.com/video.php?v=CSeUMTaNFYk
Let's make an awesome Line of Sight effect that interacts with walls, enemies outside the Field of View are not visible. Excellent effect for any sort of Stealth or Horror game.
Get Survivor Squad and Survivor Squad: Gauntlets in the Game Bundle
https...
Old but not bad. How the mask creation and use may need updating though to work in modern urp
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?
I guess they need the time to hire the tanker for all the piss they are taking!
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!
Do you maximise the game view? We can see the editor loop is quite long so clearly impacting performance a lot
some editor tools like odin or naughty attributes can be quite slow and impact performance greatly
I have it maximized yes, no odin or naughty, no packages to be honest.
idk how to use unity
Do you log a lot of things?
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 🙁
For editor loop, you can switch the profiler to editor mode to see what exactly affects it.
I can see GarbageCollector consume over 50%.
Just flipped to EditorLoop, looks like Application.Tick->Application.UpdateScene is ~24ms. like 75k GC Alloc
got lots of objects in this scene? do they move around a lot/change parents?
Never messed with EditorLoop stuff, this is all new. I have ~50 GO, nothing moving, all static.
Hmm try changing the editor update timing to the monitor refresh
about all I can think of
I have other projects doing 100x as much and I don't get this same issue, so its just weird.
hopefully its just a bug that goes away or somethin
ive not experienced such things on good pcs myself but im mostly working on 6.1 rn
Is thta in the editor mode?
It would help if you took a screenshot of the profiler with more context and the hierarchy expanded.
did u try restart unity or pc
i had that bug once
not from pc tho, just unity being weird
but yeah it went away by just working on the game more, it just went away randomly
from 40-60 fps to 144 fps
Hello
looking for sm1 who can make a gtag fan game
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sorry
helloo
i was thinking that vaulting mechanics in unity so far are pretty non-dynamic as far as ive seen in videos
the most advanced ive seen is just using rootmotion and disabling collider which can break alot of the times 🤔
If disabling the collider could break things in your game, what would an alternative approach look like for your game? And what constraints do you have with the design? For example, do you want to allow enemies to still attack the player and knock them off mid-vault?
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
Tbh I’m new so looking at it is kinda gibberish at the moment but I’ll give it a shot
Well your second best option is asking the memory fairy or praying to memory Jesus
Minimum System Requirements: 64 gb of ram
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
uh hi if you'd like to get help, #🔀┃art-asset-workflow would be the place for that, and you'd need to give some more info
I'm not asking for help just venting my anger at unity
is there a way to stop this? i adcentally inported the entire Pc folder. and idk how to stop it :c
its been importing for like 5 hours
I JUST WANNA FINISH MY AVATAR 😭
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)
if anyone knows please tell me
do i have to leave it overnight or what?
do you have domain reload disabled
well damn
not that i know of, it reloads if there isnt a large task going on when i stop it
yo where can i ask questions about errors?
#🔎┃find-a-channel and explain the error
Does anyone know how to convert FBX to VRM? I'll pay
google said https://univrm.com/#FAQ's but no clue never heard of a VRM format till now ¯_(ツ)_/¯
UniVRM - Import, export, and migrate VRM and glTF 2.0 3D avatars in Unity. Supports VRM 1.0, VRM 0.x, async import, and multiple platforms. #UniVRM
No, these are two very different formats that don't convert to one another.
Like, on a conceptual level.
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 😛
We dont know, what tutorial you followed. Id suggest, go the tutorial backwards and see, where it adds stuff that could result to this. Looks like something sphereish is being drawn to your camera/rendertexture or what not
Yeah, I'd just undo that and find a tutorial that at least matches your render pipeline 🙂
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
Yeh, if your shader draws something on top of your screen in a postprocess effect or whatever, you got your location to debug
I think use Task manager to force quit and manually delete imported references from project folder.
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 😭
So my guess would be kinematic rigidbodies
yeah you might wanna go look up what kinematics is first
Kinematic behaviour stops the Rigidbody2D from reacting to gravity or applied forces including contacts with other Kinematic or Static Rigidbody2D.
This isn't particularly helpful. "Stops from reacting to gravity or applied forces" sounds like what I have in mind, so I have full control over how the player movement behaves.
I meant the study of kinematics physics not on unity
But there answer os it will not work for what you want
Because that's not what it's designed for
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
Seems to be the scientifical equivalent to the unity docs definition.
The use is it's saying why you assumed wrong for it working ~_~
Though the answer to your question is you make it yourself as far as i know
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.
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 🤔
Stopping something is a force
But for that I would probably need some knowledge in physics.
Ah, so my guess seems to have been correct.
What are kinematic RBs made for then? 🤔
Things that you only want to move through code such as a moving platform in a platformer
And what keeps you from just altering transform.position?
You wouldn't want the platform to fly off it's track so you make it kinematic and drive its movement in code
Oh, because that would not affect things standing on top of the platform.
Rigidbodies hate this
Yeah, my point was not using a rigidbody at all for the platform.
And just move via position.
I mean you could
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?
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)
new here, how would i import knco / knpp files into unity?
How are these files related to unity?
kino mod for carx
And what makes you think that anyone here would know that?
Not to mention that molding is not an allowed topic on this server.
We don't do mod support here, because it's completely game-specific so we can't really know 
My play and pause buttons have dissapeared. Ive tried resetting the layout and reinstalling unity. Does anybody know a fix?
Try resetting your layout, in the dropdown at the top right
this one?
found it. Still dont get my play button back
Does Hotreload (or any other plugin/ asset you've got) change the editor UI?
No. This happend all of a sudden. Also i tried going into other projects and its the same thing. Tried switching versions too but still same thing.
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do rightclick on your bar at the top and set the checkmark at play mode controls
Thank you!
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
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
weird i got ghost pinged here hmm
who can help me
Is it possible to convert an FBX to a VMR?
Do you mean VRM? If so, googling that very question says yes.. with solutions!
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
textures, models, post processing, particeles etc.
this is not something i have tried myself but something that came to my mind
what about lighting and render pipelines
how do i have multiple kinds of lighting in same project
which render pipeline would i use for this
Every aspect of what makes a seen visual, is something you need to work with to achieve some style you want.
If you want "realistic graphics up to modern standards", you would use HDRP.
what if i want multiple levels as mentioned above in different scenes
What about it?
so lets say i picked hdrp, can i make old retro graphics in it
HDRP can do pretty much everything the other pipelines can, but with some overhead
You can do whatever you want
A game did this.. I forget its name. It start off like a gameboy, then progressed through the years to be more modern
in two different levels
This isn't a toy box with premade solutions, it's an empty canvas.
Scene A does not affect what can be done in Scene B
If you want to go retro arcade, make a scene that uses sprites. Another with screenshaders for PS1 style graphics, etc. etc.
beautiful analogy
If HDRP prevented you from using low resolution textures and making custom shaders then that would be weird
i can have whatever asset quality in whatever pipeline, what i am talking about is the way they are rendered and lit, say for example having a ps2 style circle shadow, or full blown modern soft shadows
Hmm lighting is a good point
Not sure how much HDRP allows you to modify lighting models and such
the answer is you can
i think you underestimate the work involved here if you really want it how you think you do
i did not think of the complexity when this idea came to my mind
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
But do you know how to do that?
its called infinity repeating
If I read / watched the tutorials easily found doing a google search.. sure
are links allowed here?
... yes, why wouldn't they be?
spammers
this is where i got the idea from
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
is this ok or not
grey area (IMO) - it's sort of relevant to you, we don't really need it
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
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
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?
This question is incredibly vague.
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
Unity's 2D is in a 3D world space anyway, so there's nothing stopping you doing it. The how, see above
Yep all games are technically 3D already in Unity.
Okay, makes sense
Shouldn't be all too complicated since you're right; the 2D is already in a 3D world. Thank you!
That's the second person asking about changing styles in a game, is this the new meta? Are we finally done with GTAG?
How do I go from 2d to 3d to AR to VR ?!
-# wouldn't it be VR to AR tbh
That already exists in MR format technically
It's just a fun idea I've been working on in the background; my Unity knowledge is definetly limited when it comes to Unity, but learning is fun, eh?
hii :3
how to improve performances if I know the issue is rendering?
it'll be whatever i want it to be!
Rendering is a broad area, narrow it down to the specific part of rendering .. then research the optimisation techniques for that.
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
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
Why not just reposition the attack to an appropriate position first?
yes that's what I want to do by using a lot of empty GameObjects at every appropriate position, would there be a solution using code? I thought about using raycast but that'd be too hard to handle for this
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.
okay, thank you
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
You said it was rendering? That's the graph below.
You can click on the graph to get more information about the selected frame
I thought it was rendering, but now it looks like it's not the only issue when I look at the CPU usage graph
Fair enough, click on it and sift through the table that appears below
VSync is the thing on top?
nvm, it's "Others", do you know what others mean?
Where is the active input handling setting in a 2d project??
!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.
Yeah its literally not there
it literally is
I always use the other view, I've never quite been able to understand this frame view. Setting is top left of this section, IIRC
you could also not use the old input as i presume thats why you are asking
oh look thats the wrong place
How so?
https://screenshot.help
also you need to look in the player category in project settings
the left hand side bar has things to click
How is 'Preferences -> Tile Pallete' the same as 'Project Settings -> Player' ? 😄
yea, it's so messy, you use this view right?
Yeah i was just confused
I think PlayerLoop is the main issue, what does that mean though?
yep
expand the tree and find the specific item
oh, player loop doesn't have an expand
yea it doesn't
this view is much better lol btw
sort the 'total' column so that it has highest % at the top
You'll have to google for more info on playerloop
that did not sort anything, you just scrolled to the bottom..
Ok
I'll google PlayerLoop and find the rendering issue
oh nvm it's playerloop too lol
so PlayerLoop supposedly is the game core which runs everytime
How do I find stuff inside the folder?
trying to figure out how to extract this to edit on since it's read only
i need a little sanity check
20 kb of Garbage allocated every frame is very very bad, right ?
I feel like thats not that much? many things we do in c# allocates
5000 ints doesn't seem too bad
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
If it was 20MB then id be concerned
don't worry about perf until it's an issue (or the other 2 cases)
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.
oke thank yous
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
I’d remove it
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
Unless you are using that alongside code id not worry about it
(usually those using visual scripting know nothing about allocation/gc)
tbh you probably have more important things to worry about
like node sphaget
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)
"Object reference not set to an instance of an object."
that looks like an internal error
Ah, probably nothing that can be done about it then 😅
where are you getting this error?
Unity?
No i mean is it just in editor, or does it appear when you try to run the game?
was this during the updating APIs thing
For everyone else; https://plugins.jetbrains.com/plugin/9223-heap-allocations-viewer
Allocations are a death by a thousand cuts so get rid of per-frame allocs religiously.
Just in the console
@versed citrus was it during this?
No
where there's a pop-up telling you it found stuff that could be updated
Are you using an older version of unity?
Yeah
makes new list
death 🙁
did you upgrade recently
No
are you getting it continuously or has it just been a one-off
It’s just one
could probably just ignore it then tbh...
you dont need a new list every frame though
Errors that happen once didn’t happen 😅
who said each frame?
yeah if the error still lets you run the game it might be some internal editor issue
older versions seem to get those frequently
im assuming project is perhaps decompiled gtag 
we gotta allocate stuff but just not be dumb about it
but i dosent let me build it
it doesnt let you build, or it doesnt let you run?
build
what happens when you try
i get this: Error building Player because scripts have compile errors in the editor
do you have UnityEditor references in your scripts?
Weird guess
dont think so
Whats the compile error
check that out, just in case
read the other errors in your console
should be pretty clear
only have one
those are wildly different time stamps. clear the console and try again
I think this is an issue with the api updater
maybe deleting library could be a fix
only one disappears
which one doesn't
i tried
the second wont appear because they havent tried building it yet
the top one
does its timestamp change when you clear the console?
top one stays
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
a couple hours ago
restart now
....and do you still get the error?
Have you tried deleting the library folder?
no point if you already tried it
you said this was an older version of unity? which one?
if you create a brand new project, does this error appear?
2022.3.62f3
lemme try
no...
It doesn't seem helpful anyway tbh 😄
oh okay
i dont
hello, is there a way to make a navmesh agent go to a baked surface if there are no "ways" to go to it?
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
should I just create a navmesh Link?
hello
!collab
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not sure if it works between two surfaces but have you tried the warp function that navmesh agents have?
why am i unable to drag image files onto my image component in the UI? i've tried png, bmp, psd
image files when imported are Texture2Ds. only if they're set to sprites, then sprite mode single are they also usable as Sprites, so make sure they're imported correctly
!collab
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i'll look into that thank you
What is [System.Obsolete]
this is easily googlable. the docs will explain
fixed the sprite issue thanks
I can't remove this package
I no clue why it looks like this
put your scale to 1x
It did not fix it
You can turn on anti aliasing on your camera component
Assuming you mean why the edge looks so pixelated though you being zoomed in 4x also affects that
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
Aura
average nitro owner
Also hi chat
Unity asset store having trouble? Says something is on sale, but then it isn't
If you go to checkout does it show the discount there?
Nope!
sounds like a bug then yaeh
fwiw i'm seeing that it is not on sale
I am also not seeing a sale here. Maybe you have some cached thing or something
Does it charge you that much once you go to checkout?
Again, yes, it's $55 at checkout
Hmmm, have you tried to close your browser and come back to it.
because the asset is not on sale right now, the first image is likely a cache issue
Maybe the sale is over and Unity didn't update that all the way?
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
probably the first one
No that ones the view tool and you can't select things in it?
move tool i think is the name?
huh, might be the rect transform tool then?
the 5th one
i mean, there's only 6, you could just go through them all
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
does anyone know how I can make inverse kinematics so that the hand is on the lever and rotates with the lever (the wrist)?
You kind of answered the question yourself - use inverse kinematics
Can someone help me figure out unity
Find a package for it or use Unity's animation rigging package which I believe has IK in it
!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.
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how tho
is it used with a script?
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.
I would need help with developing a game
!collab is where you can go.
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Hey everyone,
Are any of the members here Persian or Iranian speakers?
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
Is it skinned to the bones correctly?
how do i move it then?
such bones are generally only rotated not moved directly
Rotate bones
how do I know
oh youre litterally moving it
yeah you rotate to pose, i didnt see the move tool gizmo
yeah I just noticed 😭
but the fact its still disconnect is an issue
even if you use the move tool, if its rigged properly it should still deform
Might be intended with this style
maybe
it depends how the model is weighted to the bones
is writing a script for inverse kinematics the best method?
I would highly recommend using an existing IK solution
which one?
After which action does this happen?
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
where's your audio listener
On my VR player
Are you sure that's not the "min distance" radius?
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
I put them both to one
Basically - there's two bubbles
Yet I still hear it
ok and what does your falloff curve look like?
Does it ever go to 0?
You would need to make it go to 0 for it to be completely inaudible
The red one does not go to 0
that would be why then
What do I do to make it go to the bottom
Now there is no minimum distance. It says controlled by curve
That's a good thing?
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
Pro tip, dont use logarithmic (which is the default)
sounds like ass, because it directly tries to mimic real life
does anyone know why my IK is bugging like that?
Oh ok!
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?
It can be good to set default values in the script (at least for more primitive data like bools, floats, ints, etc.)
but for reference types that you're actually assigning through the inspector you just leave them unassigned
thanks 
Btw that default value gets used as the initial serialized value so post creating a component instance changing that does nothing
You can also use Reset() to auto set values on adding a component/resetting
e.g. get a component and assign
oh right I didn't realize that, thanks
!Collab
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its saying "dont do that here"
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.
that works so much. thank you
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
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
oh yeah that did it
thank you
just gotta figure out why everything looks purple...
purple is shader error

i meant more like a purple tint
a photo is probably better
i'll keepe xperimenting
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)
You mentioned earlier that this was an older version of unity
Have you tried updating?
yeah i thought someone might be able to help now
Have you tried updating the editor version?
Is there any particular reason youre using the older one?
imma try now
i just prefer the one im using
its still there
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?
i got some objects from others but not without permission first
but other than that, its my own
Honestly at this point i have no clue, if restarting, deleting the library and updating your editor didnt fix it 
question im making a soundtrack to my game where can i post for feedback? Thanks!
uhhhhh guysss?
Update your editor version. It's a known bug.
There's no off topic here. Maybe find a general PC/gaming server.
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?
!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
Editor logs
Windows: %LOCALAPPDATA%\Unity\Editor\Editor.log
MacOS: ~/Library/Logs/Unity/Editor.log
Linux: ~/.config/unity3d/Editor.log
Unity Hub
Windows: %UserProfile%\AppData\Roaming\UnityHub\logs
Mac: ~/Library/Application support/UnityHub/logs
Linux: ~/.config/UnityHub/logs
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?
had one
I was in the middle of my grant application - due by 11:59 and got locked out.... at 11:30!! Anyone else/
Same!
Ugh I've been finalizing this all week offline as suggested.
There doesn't seem to be an official email either
I did take a screenshot of the time if there's anyone at Unity to show
I'm hoping to submit
Locked out of grant. They closed it ten minutes early?
They locked me out 1/2 hour early...
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.
!support Contact support. No guarantee any of these messages will be noticed at all here.
Take a look at #🔎┃find-a-channel
You can also access Discussions for questions!
:warning: This is not a channel for official support.
Please do not ping admins, moderators, or staff with Unity issues.
Access our Help Center for Unity Support.
Me too... feeling devastated I'm sure there is a support line or email
The link is in the bot message
@past agate #🤝┃introductions channel is not for starting discussions. If you looking for support, use the link.
Otherwise use the dedicated UFH channel
If you have an invite, would appreciate it
Make sure you've picked up the role that opens access to them #👥│ufh-chat
Looks like it might be manual, I've given you the role for now
hey, where i can ask for help. i have lighting bake problem
#1390346776804069396 , there's Lighting tag
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
you would probably want to use some for of raycast
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?
or you could also just use a cone mesh and use collision checking
from what i know not really (though i may be wrong), there are ways to easily test this though
the big thing is how many you are running a few dozen could be ran fine
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
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
My approach to this would be to use a single Physics.SphereCastNonAlloc to find everything in a sphere around the flashlight, then go through every RaycastHit and do the math to figure out if it's in the specific cone you're looking for
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
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!
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?
If your IDE is not autocompleting code or underlining errors, please configure it.
Select one:
•
Visual Studio (Installed via Unity Hub)
•
Visual Studio (Installed manually)
•
VS Code
•
JetBrains Rider
• :question: Other/None
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
had to look up what IDE means 😅 so what is actually better for unity? I am no coder and really the only reason I code is becuase I want to learn game developlent (as a hobby) and coding is just a part of it and theres no way around
my preference would be the auto completion and for the programm being fast. can I make VS faster or VSC "smarter"?
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
every editor supports autocompletion. configure your ide.
I tried but i didnt find a reliable way to make VSC knowing the unity methods. Tried different tutorials end ended up breaking VSC so I had to re-install it
how do i disable looping in animations? (if its ever on)
also is "editor" the wrong term? I always call them text or code editor but you guys keep calling them IDE
"ide" is just a more specific term, the "e" still stands for editor
it's a field on animation clips
ok
you would configure your ide to do so
have you checked the guide i linked above
so I have to describe everything myself? I tought theres just a addon I can download and tell VSC to use it
i disabled it but in the preview it still loops
Chris
So you installed the Unity extension etc. according to the guide?
Did you miss this perhaps
#💻┃unity-talk message
yes I did, and it is installed but I still dont get all the sudgestions
there are some more steps
Whats missing?
install c# dev kit, unity, .net install tool
install .net using the .net install tool
restart vsc
does it loop in the actual usage, or just in the preview
i dont know, imma see
did all of those, followed the instructions, still nothing
so Is there a way to just make VS boot faster?
sounds like you did it wrong then tbh
how do i run an AnimationClip
you need an animator or an animation component
consider looking up some tutorials for the animation system
what more can i do than installing Unity, .NET and Dev Kit? Set Unitys PReferences to VSC insdead of VS but still nothing
have you actually installed .net within vscode, not just the .net install tool
i did both
like this?(if not imma go look up som tutorials)
and you verified in the output window that it installed successfully?
also, have you regenerated project files, since it sounds like you swapped over from vs
tried, cant seem to find what i need
can anyone remember how u open package manager to get the samples tab?
took me ages last time now ive forgot..
aren't samples in each individual package
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
the manual seems to indicate that the samples are still in the details view of each package
yeh, but somehow they arent
ahah u need to click in project->updates!.. (no idea why)
oh im wrong actually.
how do i make it not automatically play with one anim?
have a separate default state
ok
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
I just submitted a bug report
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
hi, this is a help channel - if you'd like to show off your work, use #🏆┃daily-win or #1180170818983051344
ok
sorry, where I can post this?
there's no dedicated space for this. contact mods if you want to post it formally
thx chriss
@hazy cedar For your other question, outside of #1080140002849214464 only promotion of free resources is allowed, in #1179447338188673034
The earlier question came up because the server asked whether I’m an asset publisher. I do have an Asset Store publisher account, since the long-term plan is to release the research results as a tool on the Unity Asset Store.
That said, my main focus here is the survey and the research behind it. And you honestly made my day by creating the new channel — thank you, Fogsight.
any ideas on how to make cool game about crabs i am making retro topdown 2d shooter
It's hard to imagine a game about crabs that isn't cool
crabs are great
maybe a health awareness one
step 1: make a crab.
step 2: make a game.
step 3: win
horseshoe crabs
done but stll not cool enough
Hi, I am new in untiy and I am having some problem with the ground detection stuff, can anyone help me please?
!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
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 !
most channels here are help channels #🔎┃find-a-channel
how can i get unity ai points?
without requesting?
like cant i buy some or something? i started with 0
Hey, guys! What do you think of the controls tutorial up there UI/UX?
#1180170818983051344 for feeback
Btw I sent 5 hours ago and until now I got no answer in #📲┃ui-ux
because #1180170818983051344 is the channel for feedback
not #💻┃unity-talk or #📲┃ui-ux
These channels are for what?
for help
just questions
sometimes game design queries, but kept to their own threads as well
yo is anyone online rn thats good with TileMapCollider2Ds?
got a wack problem im trying to solve
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?
i believe you'd need to change the physics shapes set in the source texture, via the sprite editor
oh yeah that makes sense
was too busy editing the sprite and just forgot about the attatched texture component
alright thanks a bunch
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
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?
have you installed .net using the ".net install tool" extension
(I dont know if the source is visual scripting related idk if thats considered programming)
ask in a channel relevant to the issue - if you're unsure, ask here, and if there's a better place for it you'll be redirected
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)
it seems like the collider is just too small, increase it
Ok ill give that a try
or your collider is positioned incorrectly
sounds to me like he just needs to download the latest .net version
this worked 😭 ty I feel so silly that I couldn't figure that out
Yes @storm patio he has it but i mean there are no Tab Completters like Recommandations (sorry for my bad english)
!ide
If your IDE is not autocompleting code or underlining errors, please configure it.
Select one:
•
Visual Studio (Installed via Unity Hub)
•
Visual Studio (Installed manually)
•
VS Code
•
JetBrains Rider
• :question: Other/None
I mean i am not that stupid i works perfectly fine on My PC
did you just laugh react yourself
yea
Yo guys is anyone experienced with rigged player models in blender? mine isnt working good
What's the problem?
In my gorilla locomotion game whenever the hand goes down on the floor it just like floats
Like the colliders are messed up but i checked every collider and evceything looks fine
The floor and hand colliders are the right shapes/sizes?
Yep the sphere colliders are perfectly inside the hand
I adjusted them but nop difference
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?
Yeah kind of
This is my IK Fabric settings
I'm not that familiar with IK stuff, you might need to ask in #🏃┃animation
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
does anyone know if there are any other reasons to get this message when installing aside from the system requirements?
What are your pc specs? Make sure anti virus isnt blocking stuff too
You dont need visual studio at all you can just use notepad for scripts or whatever
So thats what I recommend if you arent doing advanced coding and visual studio is having problems
Please dont recommend people to use notepad as their ide....
anyone know why my IK is bugging like that?
i got the same thing when i downloaded unity.
but after i restarted pc it worked
ok ill try this first
i compared my specs and it all checked out, except for the graphics api i didnt understand it
then what gpu do you have?
Download community version https://visualstudio.microsoft.com/downloads/
how do I check that?
nvidia geforce mx350
can that not run unity?
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
e.g.
It should be able to, you just wont be making any "detailed" games im afraid
do i need to have that thing i sent downloaded?
no prob just wondering how important that is
sorry what?
dont worry about the other sections you only need what it adds for "unity"
you can add things later and it will prompt you if you would need to install more
hmm yes a screenshot with no indication
middle ones
just leave it as is

