#💻┃unity-talk
1 messages · Page 87 of 1
i can't find it
i don't know where it is
your project folder
in your project folder
bruh, it literally tells you even on the error...
tbh it's a somewhat common name here in Italy
i think it more so speaks to the carelessness of kids these days on the internet
the concept of online safety is somehow being undone in front of our own eyes
Open unity hub, click the ... next to a project -> Show in explorer
I think its a bit weird to read that much into it
hi everyone, I'm having issues with editor performance, I get fps drops even after optimizing everything, I don't really understand why... My pc isn't crazy good but should handle a couple of animators and skinned meshes, I added caching to almost every script yet the fps still drops. I read it could be heating protection or throttling, gernerally hardware issues. Any suggestions? ty
nah, it's just the few files that i saw the first time
lol
anyway, back on topic
Use the Profiler to identify what is causing the frame drops
editor will always have some amount of drops, look into profiling and see if it happens in build
if you read the error it tells you the path @late harness
That's the main tool for optimization
Sometimes just having a window open (like Animator) can make the editor chug like crazy
what are your pc specs?
a lot of people underestimate just how costly some things can get on weaker rigs
do you have your inspector open while playing?
like multiple animators for example
yeah it's also in the build;
what should I do once I get the profiler key?
yes.
they just said it happens in build
ah wait, i missed that
you use the profiler to figure out what is doing stuff the most
and you look into how not to do that thing as much
Im still wondering exactly what the specs are 
yeah, knowing specs will help a bit
also, ensure you have the Editor closed when running the build. as mentioned though, use the Profiler.
CPU @ 2.50GHz
RAM 16,0 GB
GTX 1650 Ti
cpu what
intel core i5
which one
well its an ok rig, a bit dated but it certainly points to some other issues then
like the others said
use the profiler
nah gtx 1650 is good XD
i still use my trusty 2070 super
lol
a 7 year old entry gpu is dated
yeah, the problem is that i can't really reproduce the error... I'll come back once i have more info, ty y'all :3
well i dont understand is it an error or a persistent issue?
wait why is it italian??
no, it's not persistent
Then keep the profiler running
fratello / sorella
Do you know what kind of game they are even making 🤔
also keep this place english only please
sorry
they mentioned multiple animators and skinned meshes
I wasn't judging or anything
so its almost entirely a 3d game of some kind
my gtx 1080 wouldn't like these words 🥀
I think it is, i only have a small game and after 5 minutes, the bar still hasnt updated..
Nah not that, I just think people's standards are a bit too high for hardware, unless we are making some high end graphics stuff
oh yeah it should be fine
Good enough for Unity.
it's a 3D prototype, but I kept everything minimal, no shaders, basic lit materials, 99% of the time I'm at 200 fps stable
that made me think of hardware protection
Well keep the profiler running until it happens again
i cant unity, nearly 40k batches with only 7k objects ~_~
I think that window just straight up lies to you
Unless you are using built in RP
Are you?
yeah, that's a real grass hole too
check the rendering debugger or whatever
nope
could be unordered materials breaking batches?
7000 objects is too much to draw without batching / GPU resident drawer
eg. if you have multiple types of shaders being used there try explicitly setting their render priority in the materials
yeah idk how to do this ~_~
sorry where's this, nvm found it
i forgor
22k shadow casters sounds pretty nasty too
it doesnt have a batches count
one sec
frame debugger sorry
yours should probably have a real reason but check why your batch gets split here
ok cool yeah, if you have a couple of predominant shaders (eg. a standard lit material and a standard transparent lit material), check if that list is doing them in an order like
Lit
Transparent
Lit
Transparent
etc.
used shader does cycle between the Grass Shader and the Universial Render Pipeline/Lit every SRP Batch here yes
though that and the light mode, pass are the only things i noticed that changed
yeah so batcher iterates through all the requests and if it receives something with the shader the last thing had, it can re-use the work its done in order to process it (what a batch is). one partial issue you might have here is that your order is unideal because your going A > B > A > B > A when ideally you'd want A > A > A > A > B > B > B
at the bottom of materials theres a manual rendering order value you can set which can force the batching to process them in that order
try setting the grass explicitly higher or something and see if it helps at all
this wont be a magic bullet or anything but it's one of the ways you can get batches down
this unfortunately changed nothing
is there a way in code i can tell the gpu to draw every mesh at once instead of individually?
yeeeee
as the ground isnt a single plane it's a bunch of cubes
i can't run you through it 1:1 rn but i can find the script i'm using which might be an ok lead
im also doing grass stuff 😛
this is quite the lovely view
since you didn't ask, i'm making a isometric factory game. Got the idea after spending 100 hours playing Endfield
oo nice
i haven't cleaned this up at all but the core thing this uses unity wise is Graphics.DrawMeshInstanced
https://gist.github.com/IAmBatby/79e40c644c22818507d8d2449bd63a9f
you give it a mesh, material, array of matrix4x4's (trans,rot,scales)
and it renders them in bulk
my games unlit so i skip the cost of shadows but it does a solid job spamming the hell out of grass meshes
40-50k in the scr
wow much better than just spawning the mesh down and hoping it isnt too much
yessir
sorry just so i know where do i get a matrix from? or well how do i make one?
In DetailManager, you can use Matrix4x4.TRS(pos, Quaternion.Euler(rot), sca)
oh ok i see
you'll have to figure out what the pos rot and scale should be which i imagine you can obtain from however your currently spawning them
yeah not teh great of a way currently, since the world is meant to be procedural and dynamic i just tell it on every time the cell gets enabled to randomly pick a node of 3 grass meshes enable it and give it a random rotation
for (int i = 0; i < transform.childCount; i++)
{
transform.GetChild(i).gameObject.SetActive(false);
}
var Random = new System.Random();
int Index = Random.Next(-1, transform.childCount);
if (Index == -1)
return;
var Node = transform.GetChild(Index).gameObject;
Node.SetActive(true);
float RandomRot = Random.Next(0, 361);
Node.transform.rotation = Quaternion.Euler(new Vector3(0, RandomRot, 0));
hello guys how to install polybrush cant find it in the package manager
🙁
not sure you can get it to work in Unity 6.3, but i thought i had it working in 6.0
Open your Unity 6 project.
Go to Window > Package Manager.
In the top-left corner of the Package Manager window, click the + (plus) icon.
Select Add package by name....
Enter com.unity.polybrush in the text field.
Click Add
what would be the best way to add a grass to this terrain i created with code I have a gress prefab but its a plane
Whats the scale here
i checked now and im still confused- do you mind if i dm you please?
is a vr avatar a vr chat thing
i mean, you can certainly create 3D avatars for other platforms
What's with HDRP being back in the new project window? Did Unity backtrack on the Simplified Pipeline?
don't think it ever left?
the whole pipeline change, whatever it may end up being, has not occurred yet.
Oh I could have sworn HDRP left for a bit
Not that i am aware of. perhaps just shifted places on the list
Is it true that its better making your model cycle through the specific keyframe models instead of it being an actuall animation
its cheaper than having an animator sure
but also its not strictly better
or really useful in a majority of the situations where you have a lot of animations
besides ive only ever seen your example be used in a situation where you have hundreds of similar entities with very simple animations
this is useful if you need to draw a lot of models doing basic, non-blended animations
like, hundreds of little dudes running around
you're pre-computing every possible pose
I see
!collab not something we do here
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We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
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I don't think this server has a channel for this kind of question (suggestions/recommendations on assets etc). You could probably try the forums or other Unity discord servers.
thanks sorry if it doesnt fit the channel
You have access to the same store and search options as everyone else here, see what's available.
Read the reviews, watch a video on the asset, make an informed decision.
So i dont know where to put this and i have looked up on ways to fix it but its not showing add modules on my unity hub when i click on the editor on any of my editors on unity and im trying to add the android module so i can upload a quest avatar
Were you following some guide?
yes on the vrchat website
gotta go to the vr chat server
!vrchat
Join the growing VRChat community as you explore, play, and create the future of social VR! https://discord.com/invite/vrchat
thank you
hmm something doesnt feel right (context, added mesh instances which dropped the batches from ~40k to the ~450 but the fps ended up getting worse, and the "saved" amount became a factor more than without it)
use profiler to triple check whats actually happening
make sure however your processing your mesh instances isn't doing anything expensive either (since that process is going to be running a fuckton at that scale + per frame)
uh it's empty
which one ~_~
Yall ever see a PR like this
oh i see, though last time i checked the frame debugger it wasnt empty any reason why this time it ended up like that?
empty results when we send them through meshinstanced
dw i know (for the most part) how to use it
for the most part seems to be a call unrelated to the instanced drawing
do have one with 2MB of gc
this is from me making a List from a dictionary
i assume it doesnt like that i just throw it away right after
i mean yeah you shouldn't
well it wants it in a list and i have it stored in a dictionary so it's easy to remove matrices from it
nope
open task manager and force close it, maybe?
whats the key in that
Vector3 Position of the Matrix
why does that need to be a key
so i can remove the Matrix easily
the world is dynamic so if the player moves out of range of some grass i dont want it to draw
i tried it doesn't work
have you tried other things like reinstalling it or restarting your pc?
yes
no clue then, what os is this?
i'll assume windows then, yeah sorry no clue
alright well then thanks
sorry just to check but a try catch would be faster than an if checking if the Dictionary contains a key then fetching it right?
pretty sure try/catch will be faster, provided it always has the key and never throws an exception. in that case the if statement will absolutely be faster
it sounds shit of me but for this kinda thing you just need to kinda make whatever you've got better
throwing an exception at all is going to perform worse than a simple if statement
fair though the "simple if" seems to doubles the complexity
also forgive my ignorance but isnt the catch part mean to be what combats the exceptions?
the getitem cost here isn't the problem to solve
doubles the complexity how? like readability? it's certainly better than a try/catch for readability because it's explicit about why it is there
also TryGetValue exists too so you can get the value and check the key all in one line
either this shouldn't be a dictionary like how it is, and/or this shouldn't be checked every frame
this is a complex thing your writing
it isnt even every frame 😭
accessing the dictionary with an invalid key still throws an exception. you just also happen to be catching it to do whatever. it doesn't magically make no exception happen
when is it
every 3
even that is a lot
well it needs to happen often enough else the ground wont update
sure
but it's still a lot
also, just a guess but what grass your checking could probably be refactored quite a few times to narrow down what actually matters
how much of this grass that your checking could have changed since last time?
not just grass that's instanced ~_~ also the ground terrain
also unrelated to the current line of questioning, but if you're going to just allocate a new list each time anyway, then just call ToList() on the dictionary.Values instead of looping through the dictionary just to add the values to a new list.
or if you want to reduce allocations you should be reusing the same list and just clearing it or whatever each time you are done with it
i dont see how this changes what i said
yeah i did find this from google and change this
MatricesList = Matrices.Values.ToList<Matrix4x4>();
in general you can avoid recreating this if you smarten the data up and re-use arrays
meshinstanced can take an array + a max count
are arrays cheaper?
they are cheaper in the sense that you wouldn't be constantly needing to make new ones
ideally you'd just be re-filling the contents of them
Im looking for someone that can make VFX in unity for my RNG type game. I wont go into detail, but if you are intrested, DM ME!
!collab
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We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
• ** Collaboration & Jobs**
you'd only be adding and removing arrays when your current instance count surpasses or drops below the 1024 count
Guys i am trying to make the beams left by lights in a disco party with cylinders but i want to make it so you can have the cylinder partially pass through other meshes to replicate how lights can be half on you and half on the ground if you understand what i mean. i am not good with shaders so i am doing this with copilot but its actually pissing me off. any ideas i can do here or maybe anyone know what i should search/ maybe say to copilot?
do have one with 2MB of gc
Not entirely certain but given your current shown code, I'd suggest constructing the list with an initial capacity (to avoid creating a new list with every addition)cs ... MatricesList = new List<...>(...Count);
did have it at this MatricesList = Matrices.Values.ToList<Matrix4x4>(); though IAmBatby had suggested i change it to an array that i just iterate over past data with instead of making a new one each time only problem i have is i dont have a fixed size to use as the count or even an esitimate for this size
A list and array would behave similar. You'd simply need to avoid creating new instances.
if you don't have a count you need to construct your data and logic in a way to get a count
dont use AI, try and learn it yourself so you can bettet troubleshoot and make your own things.
do you have an image of the effect you are trying to replicate? wouldnt a additive shader work on a cylindrical mesh in this scenario?
i don t really have time to learn shaders i am still struggling with 3D models. i don t have an image no its in my head. just think of a light beam where half of the beam is hitting lets say a cube and the other half freely continues on its way to the ground.
Should probably consider not having to convert the Matrices. Why isn't it a list or array to begin with?
ah guess you did ask for the whole code sorry
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class MeshGroup
{
public Mesh Mesh;
public Material Material;
Dictionary<Vector3, Matrix4x4> Matrices = new Dictionary<Vector3, Matrix4x4>();
public MeshGroup(Mesh Mesh, Material Material)
{
this.Mesh = Mesh;
this.Material = Material;
}
public void AddMeshData(Vector3 Pos, Vector3 Rot, Vector3 Scale)
{
var Matrix = Matrix4x4.TRS(Pos, Quaternion.Euler(Rot), Scale);
Matrices.Add(Pos, Matrix);
}
public void RemoveMeshData(Vector3 Pos)
{
if (Matrices.ContainsKey(Pos))
{
Matrices.Remove(Pos);
}
}
public bool HasData()
{
if (Matrices != null && Matrices.Count > 0)
return true;
return false;
}
List<Matrix4x4> MatricesList;
public void Draw()
{
if (!HasData())
return;
MatricesList = Matrices.Values.ToList<Matrix4x4>();
Graphics.DrawMeshInstanced(Mesh, 0, Material, MatricesList);
}
}
the why is i wish to be able to remove Matrices from the position
then come back when you have time to learn shaders
Perhaps avoid the dictionary by using a multidimensional array wait.. that defeats the purpose. Have a single array and manage the data in a way that you would be able to use it like a multidimensional array
man my whole game literally needs 1 shader it can t be that deep
i don t wanna say i don t wanna learn them but right now i just wanna get my game ready
it sounds like getting your game ready involves learning them?
we can point you in the right direction but you will need to learn shaders to make a shader
it sounds like you're trying to recreate volumetric lighting, that isn't really all that simple. you might want to consider just buying an asset that implements it for you if you can't be bothered to actually research and learn how to do it yourself
i mean the other way i was thinking was having the place that called AddMeshData get an int returned that's the index of the Data in the MatricesList to remove that one later, but how does Graphics.DrawMeshInstanced(Mesh, 0, Material, MatricesList); handle a null Matrix?
probably poorly
One way to do this is to have a Dictionary<Vector3, int> instead and the int would be an index pointing to the item in a separate List or array of matrices, which you could directly use instead of converting from dictionary
this could also work yeah
nvm cant even be nulled (i assume cause it's a struct?)
what's the data of a new Matrix4x4? just all 0?
How often/when do you add or remove matrices?
quite often maybe a few hundred to a few thousand a frame it depends on how fast the user moves
or 0 if not moving (few thousand might be a way overstatement)
You add/remove them based on distance or something?
yeah
I see you are right. what i am making is a party scene for my main menu where there are spot lights moving from the wall. my question would i guess be do you think the gpu stretch would be really big for a main menu screen and i stick to my old aproach of raycasting and on hit just change the beam size and position to simulate it stopping?
Not sure where to post this but is there someone here who uses Unity that could help me get all the assets and character related files of a mmo game I have on my computer?
: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.
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:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
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Understood. I tried downloading Unity but it doesnt want to set up on my computer.
I genuinely just want the game's (call of dragons) files due to being a big fan. Thats all. Its just the dll / lb / assets and ress files are new and confusing to me since im not experienced with these kinds of things
I don't know which ones house png files, etc.
right but no one here will help you
for moral, legal, and server reasons
Okay understood
for abilities system yall is scriptable object is the proper approuch?
so after spending awhile trying to figure out why i kept getting an ArgumentOutOfRangeException: error i finally realized my dumb mistake
i was using a list and using Remove when removing the Matrix but this readjusts the whole lists Indices so when the Ground pointed to one object it'll point to another after removing some other object
what are yall working on
ha finally got it working with a doubled view distance ~90 fps
still probably not that good of a system but it works better than without it and im tired
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditorInternal;
using UnityEngine;
public class MeshGroup
{
public Mesh Mesh;
public Material Material;
List<Matrix4x4> UsedMatrices;
List<int> AvaialbleMatrixIndices;
public MeshGroup(Mesh Mesh, Material Material)
{
this.Mesh = Mesh;
this.Material = Material;
UsedMatrices = new List<Matrix4x4>();
AvaialbleMatrixIndices = new List<int>();
}
public int AddMeshData(Vector3 Pos, Vector3 Rot, Vector3 Scale)
{
var Matrix = Matrix4x4.TRS(Pos, Quaternion.Euler(Rot), Scale);
if (AvaialbleMatrixIndices.Count > 0)
{
int Index = AvaialbleMatrixIndices[0];
UsedMatrices[Index] = Matrix;
AvaialbleMatrixIndices.RemoveAt(0);
return Index;
}
else
{
UsedMatrices.Add(Matrix);
return (UsedMatrices.Count - 1);
}
}
public void RemoveMeshData(int Index)
{
if (Index >= 0)
{
UsedMatrices[Index] = new Matrix4x4();
AvaialbleMatrixIndices.Add(Index);
}
}
public bool HasData()
{
if (UsedMatrices.Count > 0)
return true;
return false;
}
public void Draw()
{
if (!HasData())
return;
Graphics.DrawMeshInstanced(Mesh, 0, Material, UsedMatrices);
}
}
double click the "project" text
Has anyone used Player input to operate the camera? or you just use a script and assign it to the camera
why is editorcoroutines a whole ass package man 😭
? you'd get the player input from within a script that's assigned to a camera
I mean if you use this, or just create a script and assign it to the camera's gameobject.
you have to access thar from a script
This just defines:
- An action called "Camera"
- A binding for that action that uses mouse movement
It doesn't do anything by itself
I know, in both cases a script is used.
I am asking that because the way with Player Input that binds the action of moving the mouse did not seem to work for me.
In case someone did it that way, know what the problem could be (maybe it's a silly mistake)
Hi can someone help me. I can't create a Project in Unity 2019.4.4.0f1 on CachyOS
maybe you did it wrong? try sharing your code here
also the method that did work is liekly the Old input system which isn't really recommended
Sure, I simply print a text via console to see if it runs, and it doesn't run
your function there will overshadow the default Camera classname so will definitely not work i think
correct me if im wrong
Give me a minute I'll try it
you can access the input action in another way as well enntirely in code
private InputAction lookAction;
private float mouseSens;
void Start() {
lookAction = InputSystem.actions.FindAction("Look");
}
void Update() {
Vector2 lookInput = lookAction.ReadValue<Vector2>();
float inputY = lookInput.y * mouseSens;
float inputX = lookInput.x * mouseSens;
}
No, it still doesn't work.
try what i sent above
i'll be honest, i've never seen someone try use the input actions that way, but maybe it's completely valid
Give me a minute I'll try it
how strange, it's giving me back (0,0)
why is making stylized grass so intimidating 💔 im a beginner
but it exist
Hi may I get some help
Is mouse sense 0?
have you tried newer unity versions
I'm trying to create maps for Derail Valley which require version 2019.4.4.0f1
- we can't really help with modding stuff because it's usually niche like this
- it's very possible that version of unity just doesn't work on that os
I don't need help with modding, I just need you to help me with getting my Project created.
And yes, Unity does indeed work on CachyOS. The Linux distro I'm using
Unity works, but Unity 2019.4.4.0f1 might not
sorry for being late, I went to do something.
And no, I defined it at 1 to the mouseSens. It's very strange that it doesn't work, could it be that I put something wrong in the Actions?
I think that was mentioned by Fen some time ago #💻┃unity-talk message
but there doesn't seem to be anything wrong with Actions, so I don't understand either
I know. That's what I did
Does any other input work?
Sometimes when dealing with prefabs Unity tends to slowdown a loot I have the Editor logs but its 30 MB can I post the file here? maybe someone can see something I dont?
yes, the WASD of Move action
Here.
But the mouse does seem to work, because it returns the action, it's just always returning (0, 0), which is strange.
Not sure, I can't reproduce the issue given the below: ```cs
using UnityEngine;
using UnityEngine.InputSystem;
public class Example : MonoBehaviour
{
[SerializeField] private InputAction inputAction;
void Start()
{
inputAction = InputSystem.actions.FindAction("Player/Look");
}
// Update is called once per frame
void Update()
{
Debug.Log($"{inputAction.ReadValue<Vector2>()}");
}
}```
I was moving the mouse in the scene view (and not the game view...) but the value changing does indicate that with the above setup, it did detect the mouse delta.
Did you add a Player Input component to the camera, or just the script? To try to replicate it in a new project from scratch to see if it works.
I simply created a MonoBehaviour script named Example and attached it to the camera object. The scene is the generic empty scene with a sole camera and directional light. The input action maps are the default with this project.
Ok, I replicate it in my project, and then in a new project, in my project it doesn't work, but in a new project it does work, maybe at some point I touch some configuration or thing. But I see that it does work, thanks for your time 👌
I still can't do what I want
I downloaded OBS to show it better.
Video explanation:
I have a ** Camera script**, the only thing it does is that when the mouse moves, it prints the test message through the console.
I assign the ** Camera script** to the ** Main Camera GameObject**, since it makes sense that the script is inside the GameObject that is going to be modified/controlled.
Then we have the GameObject Player , which has a ** Player Input component, with the Behavior set to Envoke Unity Events.
In Events -> Player -> Look (CallbackContext), we pass the GameObject reference Main Camera and tell it to associate the ** Camera.Look function with the ** Look (CallbackContext) event.**
Finally, I simply run the applications and move the mouse to see if Debug.Log("test") appears at the bottom left, but for some reason it does not appear.
I feel like what I did makes sense, so I'm not sure why it doesn't work.
Is it correct, that your camera field is empty in your player script?
Also your input debug log on your player script says Keyboard, nothing about mouse. Have not used playerinput yet, but not sure if that sounds right
thanks mods 😄
I had read on the internet that this has no effect unless it is local multiplayer, so for a single player it does not affect anything. I also tried putting the camera there just in case, and it didn't work
at what minute of the video that appear, maybe that could be the problem
second 36
can you show your input asset? Are you sure, the look is actually enabled and triggered
can you give me a screenshot, I look blind haha
Inspector of your player input, there is a readonly/greyed out text with headiner Events, below your events list 😄
But I guess your mouse look input is inside of the keyboard scheme
Damn, I really had a hard time seeing that.
You're right, I had added a Keyboard to test, but I didn't put the Mouse on it, I thought that if I put "Any" in default map, it would take the any control, that is, all of them, not that it would take the Keyboard schema, and I didn't realize that it I took it because the text that Keyboard said (the one in the image you gave me) was too gray and I didn't notice it. I just renamed KeyBoardMouse, and added the Mouse device, and it works.
Thanks Joer, now it works the way I wanted without any problem.
hello
Glad I could help 🙂
-,- i have a simple question
Partly my fault for being so blind haha
Dont crosspost and dont ask to ask, just come up with what you got an issue with
!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
Okay, so you got a coding question. Lets go to #💻┃code-beginner then and remove the post from here. And also check your hastebin link
gotcha thank you
Guys I men
guys, where i can ask about terrains?
so i am working on a protogen from a vrc avatar to a vrm vtuber, but my issue is the eyes sit behind the visor and it dosent show up how would i fix that?
terrain the unity feature? that'd be #⛰️┃terrain-3d
if it's a vrc-specific thing, you should ask in their server. they'll be able to help better
!vrchat
Join the growing VRChat community as you explore, play, and create the future of social VR! https://discord.com/invite/vrchat
thanks! i hope i'll get the answer
the only reason i cant do shit about tree destroying is that issue
Im learning strategy pattern for my card game
guys, can i change the keybind to move around in the shadergraph or visual scripting?
hello , i cant download the setup
huh?
yeah ,so weird. can you try it?
i can
what setup? Unity, Unity Hub?
yep
also, that is way too vague, pls explain better
yep what...
... that effort
i open the unity website , i clicked on download for windows , it took me to the download page , download didn't start so i clicked on the manual download button , and then after a long while i got the "this page is inaccessible error"
well, try another browser
yes i tried it again now and still nothing
maybe try chrome or firefox
or try to connect via VPN
i will try both methods okay
vpn and firefox both failed , changed to another isp and the download started. now inside the hub , i tried downloading the latest lts version 6000.3.10f1 and the editor application validation failed along with the openjdk and the android build support
wdym changed to another isp?
Sounds like a specific your setup issue rather something we could help here. If your isp, whoever that is, blocks specific cdn or similar, not much we can do.
used another internet service provider
it's okay thank you
and that's where optimizationc comes in, lol
real hahha
rn i'm still trying to fix this thing
using custom shaders for it
and it doesn't render in the game view...
no thx
ah ok idk about that sry
Its an UI element in a canvas?
Your shader most likely is lit setup, right?
You gotta use the textures information in your shader to get the correct alpha values if it differs from a default UI shader
but why it renders in the scene view then
maybe you can show your entire shader
What do you tie your stuff in? You are missing the mapping from the main texture of you rimage component
i don't need that, i think
Okay, if you think that
But didnt you show an image with a sprite?
it works even without a sprite
is it screenspace or world space?
like i am doing now
i think screen
you think!? you set it up, read the inspector... also missing sprite is not the best way to set up an image comp. at least remove it setting to none
well, if screen space means the canvas transform then yes
... canvas inspector, the canvas component of your root UI gameobject.
Do you get any errors when using the shader in your image? Anything in the console?
nope
I still would try to add the MainTex property to your properties list and feed it combined with your current shader
I am quite sure, it still needs the information, even if there is no texture to correctly render the UI image
seems like the texture should be sent to Base Color
where i'm sending my own color anyway
I also think you are tied to alpha clip on UI shaders
oh wait
enabling alpha clipping did something
tho it's not the right color
fixed
seems like it needed to be Sprite unlit + alpha clipping
you might wanna check this out, as it describes the issue with vertex colors and shader graph not acutally supporting UI shaders. there are specific UI shader graphcs for the UIToolkit, but not legacy canvas https://www.youtube.com/watch?v=GY3aHVDBAno
Did you know that Shader Graphs were not supported in the UI in 2022?
This video presents a work-around to get over that roadblock
Think Unity should update this? Here's a Unity issue that seems relevant (although I'm not entirely sure they understand how simple this request actually is):
https://issuetracker.unity3d.com/issues/shadergraph-alph...
Hi
hi
question: why when i press 'play' then 'stop' unity auto-selects me stuff from project window? and unfocus my current selections? is there a fix
Are you on a version of 6.3 ?
yes
Which on specifically
Latest is 6.3.10 , try updating
this why my unity makes me select some other object then going back if i start runtime?
Yes, I've only seen people reporting this issue in 6.3. Though I haven't noted which version of 6.3 each time.
yeah inspector gives me one of these every time quite annoying
may i ask is there a guide for UI responsive for Phone and Tablets? been looking one
https://unity.com/resources/user-interface-design-and-implementation-in-unity
not mobile specific but probably has good tips on that
thank you
what do i do if audiosource does not react to triggers colliding at all?
debug
Your code or scene setup is the issue not the audio source
and off chance you muted the tab
the cube 1 for example has tag "axe", фnd the tree has that script and the collider
!code
📃 Large Code Blocks
Use links to services like:
https://paste.mod.gg/, https://hastebin.skyra.pw/, https://paste.ofcode.org/, https://paste.myst.rs/
📃 Inline Code
Surround code with three backquotes. Not quotation marks.
To format as C#, add cs to the first line:
```cs
// Your code here
```
Add a comment with a line number if there is an error message.
also console does not give any fuck if you excuse my language
What does "console does not give any fuck" mean?
excuse me for my poor explanation
debugging something doesn't always mean using the console, its a process
it does not show ANY errors
oh, okay, ill note that thank you
are the colliders setup correct, rigidbodies present, etc..
That would only happen if an exception is being thrown. You'd need to add Log statements for your code for it to print useful information here
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Tree : MonoBehaviour
{
int hp = 5;
private void OnTriggerEnter(Collider other)
{
if (other.gameObject.CompareTag("Axe"))
{
hp = hp - 1;
AudioSource destroySound = GetComponent<AudioSource>();
destroySound.Play();
if (hp == 0)
{
Destroy(gameObject, destroySound.clip.length);
}
}
}
}
Is this a 2D or 3D game
3d
Ok yeah you need to make sure all the components on all the objects involved are correct
VR with SteamVR based player, if being specific
like praetor said
You'd need to add Log statements for your code for it to print useful information here
My guess is you probably don't have a Rigidbody on the axe
gonna check that thank you!
But you need to double check everything
put some logs into the first line before if statement you would verify 100% the trigger is happening or not
it works now
thank you guys!
you are lifesavers
i though i gonna have more problem with that, my english could be poor at moments
heh
thanks anyways once more
its the simple things sometimes 
what's this mean? trying to find what's calling it but my WorldGenerator class doesnt handle anything with enums
hmm i still dont think im calling any list 60k times a frame at least not in this class but idk ~_~
it gets called every time you go to the next element
Any foreach loop will do this
oh so like a dictionary GridManager.Cells.Add(GridManager.GetHashFromPos(X, Z, WorldSize), Cell);?
oh so this one
foreach(var Cell in GridManager.Cells.Values)
{
Cell.DespawnDistantCell(PlayerX, PlayerZ, ViewDistance);
}
ah
i dont like these ~_~
would reducing the size of the Dictionary help?
well, you should remove the non used cells in that dictionary
and yes, < size = < iterations
that's what i was planning to do
you probably need to start figuring things out into "chunks" instead of one big thing
wat but
i guess i could
also, this is prob where ECS will help you
does ECS work when it isnt game objects?
wdym
the cells arent game objects they are just a class (asking from someone that knows next to nothing about ECS)
like cells of a voxel game but the game is flat (no verticality) so there is no gameobject and so i just render the cells with Graphics.DrawMeshInstanced(Mesh, 0, Material, UsedMatrices);
so you can have colliders and more per chunk
i dont need colliders
anyway, ECS has a sort of gameobject
tho it will be way faster than the normal gameobject logic
huh gameobject and ecs are two different concepts entirely
yeah well, entities are a thing that gets added in the world basically
so sorta like a gameobject
is it handled like Jobs cause those gave me trauma and had no effect on my last project (besides using every core to do what 1 did)
guys i have a question
basically im running websocket server in nodejs on my pc and connect to this server with unity game client everything works fine
but when i host server on external network and connect the game fps lags a lot
what could be the reason behind this?
RTT
or well, ping
not likely
game fps lags
well FPS because the game freezes a lot
you gotta debug, if you don't debug you will never know
that can also mean desync btw
is swear people miss the most basic steps..lol
if the server handles the physics
it's my first time developing multiplayer game
what are you using for it?
weird thing this doesn't happen on my local env
and why nodejs as a server...
debugging has nothing to do with what you're making, its the steps you need to take to debug (narrow the issue by tests / hence debugging)
why not
all unity multiplayer solutions should normally use the unity game as the server
here is profiler info if it helps
show that code
you need to switch the timeline mode into heirarchy mode and check but those are really high ms... what the hell is that code doing
but also profiling with overhead of editor may also not give you the most accurate numbers
networkmanager.cs
https://pastebin.com/WimQ8mk8
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
thirdpersoncontroller.cs
https://pastebin.com/GTPW8bzT
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
why reinvent the wheel anyway, just use the provided networking solutions already optimized.. like NGO, Photon etc..
yeah lol
but if i do on nodejs server i get more control, at least that's what ai told me
using System.Collections;
using UnityEngine;
public class Tree : MonoBehaviour
{
int hp = 5;
public GameObject destroyedPrefab;
private bool isDestroyed = false;
private void OnTriggerEnter(Collider other)
{
if (isDestroyed) return;
if (other.gameObject.CompareTag("Axe"))
{
hp--;
AudioSource destroySound = GetComponent<AudioSource>();
destroySound.Play();
if (hp == 0)
{
isDestroyed = true;
if (destroyedPrefab != null)
{
Instantiate(destroyedPrefab, transform.position, transform.rotation);
}
Destroy(gameObject, destroySound.clip.length);
}
}
}
}
also, nodejs by default is slow AF (if you don't use bun or other stuff)
"i get more control" ah yes.. more vague crap AI spews..
LOL
ignore that AI slop
it's 100% wrong
quick question, can i change this script a little to make a sawing feature to get TWO other prefabs?
what is control? what type of control ?
NGO and such already provide you all the tools for you to control
so i should transition to photon?
Literally anything but trying to do it entirely from scratch
and the help community is more active
use any of the networking solutions provided already functioning out the box instead of trying to write your own
Just pick a framework and stick to it they'll all do what you want
shouldn't be that hard
it is
Roll a die if need be
experienced engineers with years of background on networking help write those
Try them all, stick to one you prefer.. more or less they all have the same functions / concepts
like.. change the tag to Saw, for example, and.. well i dont know how to make two prefabs at one time, so.
my code sucks most of the time, so can anybody please assist me in that?
If you want to try it, go for it. But no one here is likely to help you because everyone'll just say "use a framework"
So, if you think you can pull it off without asking here then by all means give it a shot
tho NGO, NFE, mirror are the ones i would suggest here
bc of the more active community
and more tutorials
uh this is why you send your code WITH contex in one message is hard to follow what you asked
Yes, just call instantiate twice
okayyy, im gonna reseng that
or no
lemme redo it
its fine , for next time
thanks, gonna try that now
okay perhaps maybe i will choose mirror
as someone suggested
but writing my code in nodejs is also good learning experience
like, instantiate for destroyedPrefab2?
you could also go with NGO, it has a bit more editor integration
truth.. I prefer NGO cause is started early with it and was already integrated nicely with Unity editor especially lately with PlayMode, not sure if that works with other frameworks
yeah
If you want to instantiate a prefab, you call instantiate on that prefab
mirror afaik you can choose if you want to be server side or client side
also, did you manage to get this working?
when i try to play with this, it just crashes the editor
or well it did in 6000.3.6f1
it's a package from unity
it's Netcode for GameObjects?
it can launch some thin editors that will go into play mode on the role you choose
yes
ohh...I use PlayMode package but never used that "Scenarios" thing
You host it on a machine
using System.Collections;
using UnityEngine;
public class Tree : MonoBehaviour
{
int hp = 5;
public GameObject destroyedPrefab;
public GameObject destroyedPrefab2;
private bool isDestroyed = false;
private void OnTriggerEnter(Collider other)
{
if (isDestroyed) return;
if (other.gameObject.CompareTag("Axe"))
{
hp--;
AudioSource destroySound = GetComponent<AudioSource>();
destroySound.Play();
if (hp == 0)
{
isDestroyed = true;
if (destroyedPrefab != null)
{
Instantiate(destroyedPrefab, transform.position, transform.rotation);
}
if (destroyedPrefab2 != null)
{
Instantiate(destroyedPrefab2, transform.position, transform.rotation);
}
Destroy(gameObject, destroySound.clip.length);
}
}
}
}
like this?
or use Unitys dedicated servers
it's not free?
it is...

please use links for Large code as it was already linked to you, big wall of text is a no go
#💻┃unity-talk message
i did not change the tag yet
gonna note that, sorry for inconvinience laddy

MPPM is a bit of a mess. Just use https://github.com/VeriorPies/ParrelSync 😄
oh, thx
NGO is free.
Dedicated servers have free tier or. you can use any VPS
wait they have?
ah okay
what is the limit on the Unity dedicated servers for free tier
so i will choose ngo as it makes things easier
I don't believe Unity provides dedicated server hosting anymore
woah im using this right now
huh been working fine on 6.0 for me..
but yeah parrelsync was the OG
MPPM is the one i was using
I just dont like that parrelsync makes an entire project clone per client makes the size grow quickly
(the one i said to you)
is it better?
well, considering it made my editor crash, nope XD
i mean, i could try with 6000.3.10
also i heard someone say using nodejs server for turn based games with unity is ok
6.3 was the most rushed release for LTS ever tbh..nothing but more problems than usual
yeah, nope
You can, doesnt mean you should.
maybe if you're making text based turn based game or something
Pretty sure my issues with MPPM were on 6.0. Various random errors on clones made it annoying to use
gotta admit it wa quite buggy in the beginning, having to close the Secondary player to "reboot" it as fix was quite annoying at times
also there is a library called Colyseus
trying rn
yeah idk this is some diff shit lol never seen this b4
tbh much easier than having multiple unity editor sessionsopen instead of 1 editor + multiple windows
that looks nice
Pretty sure MPPM used separate editor instances back when I used it. Nice to see progress if this has changed.
oh yeah must be old then lol
all it does now is open an integrated new window as part of the current editor sessions
and you can choose if you want to just display Game view, or tickboxes for Inspector, Hierarchy etc. for the other windows
btw I use this not "Scenarios" never tried it
wait how did you start multiple of them then
when I click it , i just select how many I want
dunno, never used "Scenarios" but this worked out the box for me like this so i never bothered
"Multiplayer Role" thing is new to me
I just make UI buttons and let NetworkManager handle "StartClient" or StartHost/Server etc
if you have a camera as part of player prefab it will happen yes
you only need 1 camera in the scene, who controls it ofc depends on your game type
hmm, i don't tho
if each control their own camera then you need to make the owner of the player prefab, find it and control it
think i found why
oh well unless you messed up the client code itself, only time ngo spawns something on its own is the player prefab, otherwise you control spawning yourself
oof, it's hiding ViewEntity from me
Hello, can someone help me? i made an hdrp project, and installed the first person starter asset pack, and now im trying to make an player, so i grabbed the 3 prefabs (PlayerCapsule, PlayerFollowCamera, Main Camera, and put them in game, now i can controll the player, by W/A/S/D but it doesnt respond on mouse, and cant rotate the camera, why? Thanks
Have u tried reselect gameobject
i am now using GameObject and GetEntity
we'd need to see more , default should work out the box just fine
The only reason I don't use NGO is because there's no client prediction support.
There is minimal prediction support with the new AnticipatedNetworkTransform/Variable
but its pretty bare bones
yea thats true
It doesn't handle the most basic cases
yeah im currently fighting with it 😄
I am doing a fun project with a buddy thats new to unity so I couldn't really hit them with entities
for more comp games NGO is not really for that
and we want a game we can play together in the end
Networked games are like the pareto principle hell IMO. Instead of 80/20, with network edge cases it's like 95/5 in terms of time spent for me.
😄
luckily rn I'm either doing turn based/card game, or very simple almost couch coop casual slow paced game.. (current project is basically old school Dino crisis but multiplayer)
We are taking the fellowship (wow m+ experience without anything around it) approach to the ARPG genre, basically cutting all the story and world building from Path of exile and just provide the endgame experience
At first I was looking into server/client networking but with the client prediction being so barebones I think we stick to co-op through steam networking where each player has authority over their own character
DOTS network solution apparently more developed than NGO but I dont want to use entities
Entities is fine and fun once you get into it
but I didnt want to spook my buddy who knows c# but doesnt know unity in week 1, so I opted for the gameobject approach 😄
I feel like pure c# and knowing less of GameObject might put you at advantage learning Dots/ECS no ?
GameObject spoils us (sometimes in a bad way)
Well the whole ECS approach is new while the normal OO way of doing things in gameobjects is familiar to him
His day job is stuff with DevExpress, from watching him work with it, its works like unity in many ways, sometimes feels like Unity for the non-gaming world 😄
even parts of the UI referencing another is like dragging something into an inspector reference
UITK already breaks that for UI as you have to query and find elements in code
guys quickquestion
the trigger reacts on the other collider if the other collider also has rigidbody on it or what?
There's a very handy graphic on this page that shows what combinations of things send the collision messages:
https://unity.huh.how/physics-messages/trigger-matrix-3d
"Static trigger" in this case being an object with a trigger but not a rigidbody
thanks
What do you guys use to show ads? ironSource?
Yea iron source/level play is probably easiest for mobile ads. Other platforms like ad mob or applovin can be used standalone too if you wanted.
ok great!!!
I was asking that because I’m currently developing an app that helps you manage all your ironsource metrics, like a hub where you are able to see the performance of your ads
ironSource had a mobile app, but they took it down.
in my experience Applovin Max has a better return but is a bit more complex to integrate
but comes with easier integration into their analytics tool which is the hub you want and a nice mobile analytics tool in general
Oh got it. But for those of us using ironSource, I don’t know about you guys, but sometimes I just want to check my analytics quickly on my phone without going into the ironSource website. It’s a tool I would use, but I wanted to ask if anyone else would also like to have a dedicated ironSource mobile app
Hi Guys
@feral lintel
this is a help channel
Hi, I'm new here and I need to create a map for my small car game, but I don't know how to make it 3D. Can you help me? I want to do it in a simple way.
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
If you want to make a 3D model, !blender would be your best bet.
A supportive community for Blender artists of all levels. Share your work, ask for help, and learn from others! https://discord.com/invite/blender
hi, any speak spanish? i looking for classes of unity, i know use blender but unity is totally new for me
there might be a spanish language option in the courses at learn.unity.com
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
oh thanks, i didn't know there was a section for courses in Spanish.
else you can use an AI to translate everything
some android phones also have automatic subtitles too if you want (that auto translate)
thanks!
you know not to post screenshots of code here and you know where the relevant channels are
i'll go to the dots channels then, even tho it's not really an ECS problem, just burst complaining about some memory stuff
!code
📃 Large Code Blocks
Use links to services like:
https://paste.mod.gg/, https://hastebin.skyra.pw/, https://paste.ofcode.org/, https://paste.myst.rs/
📃 Inline Code
Surround code with three backquotes. Not quotation marks.
To format as C#, add cs to the first line:
```cs
// Your code here
```
Add a comment with a line number if there is an error message.
If you had a tile based game and you were defending against hordes of zombies. How can u get the danger of monster stacking at one part of the wall if ur making the game without monster stacking
huh, wdym
Like in a tile based game u could have 1000 monsters behind a zombie just sitting there while 1 zombie does damage
This is solved by unit stacking
i would just "combine" the zombies into 1
and put a xNumber at the top, like x1000
The problem is that's unit stacking and I forget why but I remember that unit stacking would break other parts of the game
This is unit stacking
Do you need to visually/physically stack them or do you just want the other zombies to add to the damage of the first one?
maybe fix what's causing unit stacking to not work
that would be a good fix
I don't want zombies to be able to stack to kill heroes but I need them to be able to wreck walls fast by unit stacking behavior
check if there's a wall in the cell and stack them
if no wall, don't stack
Im too low IQ to think of all the ways this could effect the game but thanks for ur input
Honestly I think I can see that working. Great idea
well, turret attack
you'll have to deal with that
Is there a channel for physics stuff?
id:browse shows every channel in the server as well as a description of what it is used for
does anyone know why my arm with IK (video second 13) goes like very fast sometimes or skips a degrees in rotation?
it just has a script that it rotates when moving the mouse (in a circle for example)
It would help to draw a gizmo where the arm is trying to reach
and to view that from an alternative perspective
i wonder if the target is abruplty changing
(in case it's moving forward/backward, which woudl be hard to notice from that POV)
I do notice an FPS drop in that video at the moment the fast movement happens
It's probably a larger peak, unity just averages the stats I think
Are you multiplying the mouse input with deltaTime? @left coyote
Apparently you don't
how can I set the render pipeline to URP?
Also I'm pretty sure this is the reason for your previous issue^
I dont multiply with deltaTime
Hmm ok its not that then
anyone know why my shadows with URP look so weird?
Ok I've basically changed my mind. I want to be Unity Dev again
This really isnt the channel for this
even the second time around
Wh?
This is a help channel
not a channel where you announce to everyone that you are quitting unity, and then announce that you come back.
Ok
Bro, my Unity is started to pissing me off cuz of the lag.

I need some help...
!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
For them? Extreme easy.
For a beginner? Extremely hard.
For you? Pick a point between the two.
Your whole message history is just complaining and saying you need help, without asking an actual question anyone can answer
So are you here to get attention or to get help with unity
Unity
Not me thinking of voodoo dolls 😭
When I created a Web build, my screen suddenly started to flicker as I move my camera. Why?
Working with ui tool kit, it looks/feels very much like early stages of javascript/html/css - and i saw there's a react-unity library for it, how well does it work ? does the added JS engine slows the game much ? is it noticeable ?
@ luke, please reupload in a format that embeds (for your own benefit). few people will download files. even harder for those on mobile
@ monshery, perhaps ask #🧰┃ui-toolkit
Oh sorry i didnt realize you were the same person lol
Can you share your code for the camera movement?
📃 Large Code Blocks
Use links to services like:
https://paste.mod.gg/, https://hastebin.skyra.pw/, https://paste.ofcode.org/, https://paste.myst.rs/
📃 Inline Code
Surround code with three backquotes. Not quotation marks.
To format as C#, add cs to the first line:
```cs
// Your code here
```
Add a comment with a line number if there is an error message.
use a pasting site
a powerful website for storing and sharing text and code snippets. completely free and open source.
have you tried using FixedUpdate instead?
for this part, not the mouse reading. i could be wrong, i am not working on this sort of thing.
yaw += mouseX;
pitch += mouseY;
//pitch += mouseY ;
//pitch = Math.Clamp(pitch,89F,91F);
main.rotation = Quaternion.Euler(0, yaw, 0);
camt.rotation = Quaternion.Euler(pitch, yaw, 180F);
@rich temple
there are about 10 million other kids doing the same thing. they have their own servers. that first symbol you posted is a good place to start to find one.
and your first goal is to clone another game 
anyone else ever faced an issue with tilemap colliders working in editor, but not in builds? My player collides and is stopped by my walls in editor, but goes right through in builds...
Might want to scan the #🖼️┃2d-tools room while you wait for a response to see if it is a known thing
anyone mix UITK with uGUI? im familiar with CSS, but a Unity beginner so im thinking of using .uss as the source of truth and having a mechanism/script that converts .uss files into scriptable objects for uGUI components. This is for layout/theming/typography stuff
#🧰┃ui-toolkit may be a place to ask.
How did you get started with Unity? I’m currently doing the junior programmer course from Unity learn, mainly because I’m a sucker for training badges. But I actually started from YouTube tutorials.
I started youtube. I got a BS in game and simulation programming from devry. ive been out of the hobby a while now. just picking it back up
made some seriously excellent progress this week. just started. set up GPS integration with Android. set up server client relationship with server authoritative. got multiple clients working at once. and just a simple id based log in for returning player testing (not finalized by any means)
Nice, Unity learn seems really good and I’m reassured that I’m doing it the proper way, which I can never be sure from tutorials, but I have learned some cool things from tutorials
has anybody created 3d tetris before? I'm trying to find a tutorial to follow so I can create the game.
is it not just tetris but 3D?
you cna try building 2d tetris, but using the 3d components like Rigidbody instead of Rigidbody2D
if it's something more complex like rotating the parts then you should try making them yourself!
that's how all original games are made anyway
wheres the 3d view button?
while you may not find a tutorial for the full game, you'll definitely find help on the parts
you can press "2" in the scene view, try to find the gimbal though
is there anyone friendly with kinematic character controller?
is this a unity issue or blender issue?
it squiggles up
ive been trying to build for 3 hours now and it keeps getting stuck on "Extracting script serialization layouts"
What is that/what is it supposed to look like
We don't have the same context as you do
Yeah sorry I slept for 1 hour lol
Is it just a mesh?
Is it far from the scene origin 0, 0, 0?
In other words what is its world position
good question
i'm super noob so this is all new to me
If it is far from the scene center then it will "squiggle" because the numbers lose precision when they get large
If we are in the thousands of units
Select the object and show the Transform component in the inspector
Or if it has parent object(s) then show those
If none of this made sense to you then
!learn
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Over 750 hours of free live and on-demand learning content for all levels of experience!
everything else that is moving on the model works perfectly fine
it is just that bow that is having that exact issue
i think i understand what you mean
so i will check
in more detail.
If you've ever fallen out of a map in a 3D game then you've probably seen this happen ^
Does anyone know if Unity V6 has anything for occlusion culling at runtime? I was looking into it, but it doesn't seem to have anything.
GPU occlusion culling
Was introduced in unity 6
CPU based before then, iirc
And it had to be baked beforehand
Ah, that's right
I was looking at the documentation, but I can't find anything called URP Assets anywhere. I also used the search function to look for an option called SRP Batcher, but it didn't find anything.
Also quite slow and imprecise in larger scenes. GPU occlusion culling is a big win.
You probably already have one
is this?
Yes
I didn't have it, but someone mentioned how to create it on Reddit, although I still can't find the option that the documentation says needs to be activated. I'll send a screenshot.
It does assume you’re using URP
One question: would what's above be the same as what I created below? (i.e., the URP assets?), or is it something else? (So I can delete what I created below and keep the ones that were already there).
Yes. Look in project settings for what you’re actually using
I see, it says it is.
Do you know how to use the search bar in the inspector? I can't visually find "SRP Batch" that it says I need to activate (knowing how to use a search bar in the inspector might also be useful for me in the future).
like these two
That’s in project settings > graphics
There’s no search bar in the inspector
might be able to add one with free or paid assets. Github and Unity Store (Unity store has over 10000 free things), oh there is that Unity registry too.. i am not on that OS, so i do not have the name or link
It's strange, the documentation said "Go to the active URP Asset and enable SRP Batcher." Also, in "project settings > graphics" I don't see the option (I used the search bar and it doesn't seem to find it).
Hello guys, is there anyone who know how to solve this problem? I got trolled in the middle of coding.
License support is something you'd have to talk directly to unity Support about. you are paying for a Pro license? i thought only Paid licenses allowed that @ kiv
I'll create a new URP project real quick. See if I can find it
What platform are you targeting?
Are you asking me or the person with the key problem?
You
3D, PC, just testing things btw
No, i use the free one.
First set this to keep all
I tried to look at YTto search for solution
pretty sure you cannot do what you are trying to do with the free license.. if you login, it should just re-enable it. or is your goal offline activation?
ready
I will try to login if it work
yeah, just login to hub and refresh license if needed
Then, because the SRP batcher option doesn't seem to exist. Let's just enable this.
And in player settings, disable static batching, because it asks.
Now I'll check to see if it's working by importing a large scene that murders non-GPU driven renderers 😅
Well, it did not work.
Yeah, we can see it's rendering 1600 objects in just a handful of draw calls now
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
So TL;DR the documentation is wrong. SRP batching is enabled by default, not an option.
Well, less steps, that is better
The "batch count" property is way off in URP, holy shit
Probably best to ignore that entirely
The one in stats window?
Yeah its unreliable with the SRP batcher
well, sheet, said the ghost reports
Me too
I wonder where that number in the stats window comes from then 🤔
Probably from the batching pass, which runs before the objects are sent to the renderer
So it’s sending that many, and it gets truncated afterwards
I hadn't seen your message. Is it possible to see what disappears from the camera when the game is running?
like this
If you use occlusion culling, sure. That's how it's debug view(I think having the occlusion culling window open is enough) works.
Not like that, no. But there are debug views that can show you the culling stats
The one that changes the color of certain objects?
Here, in the rendering debugger
I was looking for where to open that menu, I couldn't find it, but I found how to activate this, it might help.
Window > analysis > rendering debugger
I think this is for CPU culling
Which IMO you don't want to use in 2026 unless you're targeting phones or something
Also, there's something that left me wondering. Is step number 4 not done either? I noticed you never mentioned it. But anyway, this worked for you.
Ohh, maybe, that's the NO runtime occlusion culling right?
I think it was set by default
It works at runtime, you just need to bake it first. But it produces a lot of data, so real tradeoff between memory, precision and speed.
GPU occlusion culling is just a checkbox
It’s pretty foolproof
Okay, fewer extra steps, that's 👍. So points 2 and 4 are probably already set by default.
Although, another question: how did you know you had to disable "Static Batting"? Nothing like that was mentioned in the steps. (curiosity)
It said it after I enabled GPU resident drawer
Ah, I didn't get the message because I did it first, that makes sense. 😅
My bad, I meant that occlusion culling doesn't work with the CPU when creating objects at runtime. It does work with the GPU, right?
Yep. Just works.
So long as the object is in the depth buffer (not alpha blended) it’s an occluder
Damnit now I want to upgrade my unity 2021 project to unity 6 and test the GPU culling
Since it had arbitrary, procedural level geometry
Must resist urge... just started a 2D project
Nooo! Doo it, doo it
Even without that, it’s free performance. These culling passes are so quick they save more than they use.
Good, I won't have to program the chunk meshes anymore to make it work properly 🙏😭 (Although batches do need to be scheduled xd)
Whereas CPU culling is very expensive
I think it works by ray tracing into an AABB tree. GPU culling just reads the depth buffer instead.
AABB, finally a word I actually know.
Yeah, they were a nice band.
A.A.B.B
I was also thinking of an abba joke
Yeah I'll definitely use it for the next 3D project anyway.
That particular project just kinda hit a brick wall because of lack of proper occlusion
Love to see unity becoming more procedural-friendly!
This would eliminate the need to manually create batches with code when creating many objects at runtime simultaneously?
Like generate a chunk
Batching was always automatic but now most of the work is moved from CPU to GPU
I mean technically you can batch manually by using the various RenderMesh functions but that's different from the classic GameObject workflow
Actually I'm thinking of drawcall reduction, so nevermind
Not my expertise tbh :p
You mean like combining meshes?
With my logic, that would hurt the performance with GPU culling
Since it can't cull parts of the mesh but has to render the whole mesh
I was putting all the blocks together in one batch with a single mesh of only the outer edges (to save vertices, although there are still many), because if I created all the cubes without further ado, the batches went up too much, like more than 1000, and with the batch with a single mesh, it was only +1 batch in the stats.
hierarchy

