#💻┃unity-talk

1 messages · Page 87 of 1

worldly cave
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thats why s&box has hotreload

late harness
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i can't find it

sacred sparrow
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wdym you can't

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show the folders you see

late harness
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i don't know where it is

worldly cave
sacred sparrow
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in your project folder

worldly cave
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in your project folder....

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the folder of your unity project

sacred sparrow
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bruh, it literally tells you even on the error...

worldly cave
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cmon man youre not even trying atpatwhatcost

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You also just doxxed your own full legal name

sacred sparrow
worldly cave
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i think it more so speaks to the carelessness of kids these days on the internet

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the concept of online safety is somehow being undone in front of our own eyes

violet thunder
#

Open unity hub, click the ... next to a project -> Show in explorer

worldly cave
#

I think its a bit weird to read that much into it

subtle mortar
#

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

sacred sparrow
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nah, it's just the few files that i saw the first time

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lol

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anyway, back on topic

violet thunder
copper gust
sacred sparrow
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if you read the error it tells you the path @late harness

violet thunder
#

That's the main tool for optimization

#

Sometimes just having a window open (like Animator) can make the editor chug like crazy

worldly cave
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a lot of people underestimate just how costly some things can get on weaker rigs

sacred sparrow
worldly cave
#

like multiple animators for example

subtle mortar
sacred sparrow
#

and that's a problem XD

#

it def is

copper gust
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they just said it happens in build

sacred sparrow
#

ah wait, i missed that

copper gust
#

and you look into how not to do that thing as much

worldly cave
#

Im still wondering exactly what the specs are UnityChanThink

sacred sparrow
#

yeah, knowing specs will help a bit

latent meadow
#

also, ensure you have the Editor closed when running the build. as mentioned though, use the Profiler.

subtle mortar
sacred sparrow
#

cpu what

subtle mortar
#

intel core i5

sacred sparrow
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which one

worldly cave
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well its an ok rig, a bit dated but it certainly points to some other issues then

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like the others said

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use the profiler

sacred sparrow
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i still use my trusty 2070 super

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lol

copper gust
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a 7 year old entry gpu is dated

subtle mortar
sacred sparrow
#

btw, it tells you the model here

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for the cpu

worldly cave
subtle mortar
sacred sparrow
#

lol

subtle mortar
worldly cave
#

Then keep the profiler running

subtle mortar
violet thunder
worldly cave
subtle mortar
worldly cave
copper gust
worldly cave
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so its almost entirely a 3d game of some kind

tall hearth
pine shell
#

I think it is, i only have a small game and after 5 minutes, the bar still hasnt updated..

violet thunder
copper gust
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oh yeah it should be fine

sly lake
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Good enough for Unity.

subtle mortar
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that made me think of hardware protection

worldly cave
#

Well keep the profiler running until it happens again

tall hearth
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i cant unity, nearly 40k batches with only 7k objects ~_~

violet thunder
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Unless you are using built in RP

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Are you?

latent meadow
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yeah, that's a real grass hole too

copper gust
#

check the rendering debugger or whatever

tall hearth
copper gust
#

could be unordered materials breaking batches?

sly lake
#

7000 objects is too much to draw without batching / GPU resident drawer

copper gust
#

eg. if you have multiple types of shaders being used there try explicitly setting their render priority in the materials

tall hearth
tall hearth
copper gust
#

i forgor

violet thunder
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22k shadow casters sounds pretty nasty too

tall hearth
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it doesnt have a batches count

copper gust
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one sec

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frame debugger sorry

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yours should probably have a real reason but check why your batch gets split here

tall hearth
copper gust
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yeah first one will be that

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check next

tall hearth
copper gust
#

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.

tall hearth
#

used shader does cycle between the Grass Shader and the Universial Render Pipeline/Lit every SRP Batch here yes

tall hearth
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though that and the light mode, pass are the only things i noticed that changed

copper gust
#

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

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try setting the grass explicitly higher or something and see if it helps at all

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this wont be a magic bullet or anything but it's one of the ways you can get batches down

tall hearth
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this unfortunately changed nothing

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is there a way in code i can tell the gpu to draw every mesh at once instead of individually?

copper gust
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yeeeee

tall hearth
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as the ground isnt a single plane it's a bunch of cubes

copper gust
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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

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im also doing grass stuff 😛

tall hearth
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this is quite the lovely view

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since you didn't ask, i'm making a isometric factory game. Got the idea after spending 100 hours playing Endfield

copper gust
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oo nice

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you give it a mesh, material, array of matrix4x4's (trans,rot,scales)

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and it renders them in bulk

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my games unlit so i skip the cost of shadows but it does a solid job spamming the hell out of grass meshes

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40-50k in the scr

tall hearth
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wow much better than just spawning the mesh down and hoping it isnt too much

copper gust
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yessir

tall hearth
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sorry just so i know where do i get a matrix from? or well how do i make one?

copper gust
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In DetailManager, you can use Matrix4x4.TRS(pos, Quaternion.Euler(rot), sca)

tall hearth
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oh ok i see

copper gust
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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

tall hearth
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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));
gleaming basalt
#

hello guys how to install polybrush cant find it in the package manager

gleaming basalt
#

🙁

latent meadow
#

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

gleaming basalt
#

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

worldly cave
#

Whats the scale here

plush hound
#

i checked now and im still confused- do you mind if i dm you please?

copper gust
#

is a vr avatar a vr chat thing

gray frigate
forest otter
#

What's with HDRP being back in the new project window? Did Unity backtrack on the Simplified Pipeline?

copper gust
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don't think it ever left?

latent meadow
#

the whole pipeline change, whatever it may end up being, has not occurred yet.

forest otter
latent meadow
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Not that i am aware of. perhaps just shifted places on the list

jagged sage
#

Is it true that its better making your model cycle through the specific keyframe models instead of it being an actuall animation

worldly cave
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its cheaper than having an animator sure

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but also its not strictly better

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or really useful in a majority of the situations where you have a lot of animations

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besides ive only ever seen your example be used in a situation where you have hundreds of similar entities with very simple animations

gray frigate
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like, hundreds of little dudes running around

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you're pre-computing every possible pose

tall hearth
#

!collab not something we do here

vagrant rootBOT
gleaming basalt
#

someone can recommend a grass for terrains in unity store

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for hdrp

dusky forum
#

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.

gleaming basalt
#

thanks sorry if it doesnt fit the channel

potent geyser
#

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.

chilly talon
#

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

dusky forum
#

Were you following some guide?

chilly talon
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yes on the vrchat website

copper gust
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gotta go to the vr chat server

dusky forum
#

!vrchat

vagrant rootBOT
chilly talon
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thank you

tall hearth
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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)

copper gust
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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)

tall hearth
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uh it's empty

copper gust
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thats frame debugger

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you gotta check profiler proper

tall hearth
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which one ~_~

small ginkgo
#

Yall ever see a PR like this

copper gust
tall hearth
# copper gust

oh i see, though last time i checked the frame debugger it wasnt empty any reason why this time it ended up like that?

latent meadow
copper gust
#

empty results when we send them through meshinstanced

tall hearth
#

for the most part seems to be a call unrelated to the instanced drawing

copper gust
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yuuup

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at this scale you really gotta care about what your doing

tall hearth
#

do have one with 2MB of gc

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this is from me making a List from a dictionary

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i assume it doesnt like that i just throw it away right after

copper gust
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i mean yeah you shouldn't

tall hearth
#

well it wants it in a list and i have it stored in a dictionary so it's easy to remove matrices from it

earnest edge
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anyone know how to fix this

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unity hub is blakc screen

copper gust
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nope

tall hearth
copper gust
tall hearth
copper gust
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why does that need to be a key

tall hearth
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so i can remove the Matrix easily

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the world is dynamic so if the player moves out of range of some grass i dont want it to draw

earnest edge
#

i tried it doesn't work

tall hearth
#

have you tried other things like reinstalling it or restarting your pc?

earnest edge
#

yes

tall hearth
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no clue then, what os is this?

earnest edge
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how my expose to know what

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os it is

tall hearth
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i'll assume windows then, yeah sorry no clue

earnest edge
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alright well then thanks

tall hearth
copper gust
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i don't know

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that seems like a very cooked option

balmy kettle
#

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

copper gust
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it sounds shit of me but for this kinda thing you just need to kinda make whatever you've got better

balmy kettle
#

throwing an exception at all is going to perform worse than a simple if statement

tall hearth
#

also forgive my ignorance but isnt the catch part mean to be what combats the exceptions?

copper gust
#

the getitem cost here isn't the problem to solve

balmy kettle
#

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

copper gust
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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

balmy kettle
copper gust
tall hearth
#

every 3

copper gust
#

even that is a lot

tall hearth
#

well it needs to happen often enough else the ground wont update

copper gust
#

sure

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but it's still a lot

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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?

tall hearth
#

not just grass that's instanced ~_~ also the ground terrain

balmy kettle
# tall hearth

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

copper gust
tall hearth
copper gust
#

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

tall hearth
#

are arrays cheaper?

copper gust
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they are cheaper in the sense that you wouldn't be constantly needing to make new ones

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ideally you'd just be re-filling the contents of them

half trench
#

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!

vagrant rootBOT
# worldly cave !collab

:loudspeaker: Collaborating and Job Posting

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

copper gust
#

you'd only be adding and removing arrays when your current instance count surpasses or drops below the 1024 count

chrome scaffold
#

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?

dusky forum
# tall hearth

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);

tall hearth
dusky forum
copper gust
#

if you don't have a count you need to construct your data and logic in a way to get a count

winged jewel
chrome scaffold
dusky forum
tall hearth
# dusky forum Should probably consider not having to convert the `Matrices`. Why isn't it a li...

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

copper gust
dusky forum
chrome scaffold
copper gust
#

i mean its not that deep

#

if you wanna learn something you need to learn it

chrome scaffold
#

i don t wanna say i don t wanna learn them but right now i just wanna get my game ready

copper gust
#

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

balmy kettle
tall hearth
copper gust
#

probably poorly

violet thunder
tall hearth
#

what's the data of a new Matrix4x4? just all 0?

violet thunder
#

How often/when do you add or remove matrices?

tall hearth
#

or 0 if not moving (few thousand might be a way overstatement)

violet thunder
#

You add/remove them based on distance or something?

chrome scaffold
tepid oriole
#

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?

fleet canopy
#

everybody here uses unity

#

what specifically do you need help with

#

!ask

vagrant rootBOT
# fleet canopy !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

fleet canopy
tepid oriole
#

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.

abstract falcon
#

hey hey

#

how is everyone this fine day/night?

tall hearth
#

for moral, legal, and server reasons

tepid oriole
#

Okay understood

rigid meadow
#

for abilities system yall is scriptable object is the proper approuch?

tall hearth
#

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

gleaming basalt
#

what are yall working on

tall hearth
# tall hearth i was using a list and using Remove when removing the Matrix but this readjusts ...

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);
    }
}
last jetty
#

hello

#

how i fix

tall hearth
#

double click the "project" text

broken quiver
#

Has anyone used Player input to operate the camera? or you just use a script and assign it to the camera

copper gust
#

why is editorcoroutines a whole ass package man 😭

fleet canopy
broken quiver
fleet canopy
#

you have to access thar from a script

gray frigate
#

It doesn't do anything by itself

broken quiver
#

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)

cursive mural
#

Hi can someone help me. I can't create a Project in Unity 2019.4.4.0f1 on CachyOS

fleet canopy
#

also the method that did work is liekly the Old input system which isn't really recommended

broken quiver
fleet canopy
#

your function there will overshadow the default Camera classname so will definitely not work i think

#

correct me if im wrong

broken quiver
#

Give me a minute I'll try it

fleet canopy
#

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;
}
fleet canopy
#

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

broken quiver
broken quiver
sudden cliff
#

why is making stylized grass so intimidating 💔 im a beginner

broken quiver
cursive mural
dusky forum
cursive mural
#

I can create Projects in Unity Hub on Linux

#

Someone please give me some help

copper gust
#

have you tried newer unity versions

cursive mural
copper gust
#
  1. we can't really help with modding stuff because it's usually niche like this
  2. it's very possible that version of unity just doesn't work on that os
cursive mural
copper gust
#

Unity works, but Unity 2019.4.4.0f1 might not

broken quiver
# dusky forum Is mouse sense 0?

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?

dusky forum
broken quiver
dusky forum
#

Does any other input work?

solemn torrent
#

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?

broken quiver
broken quiver
# broken quiver but it exist

Here.
But the mouse does seem to work, because it returns the action, it's just always returning (0, 0), which is strange.

dusky forum
#

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.

broken quiver
dusky forum
broken quiver
broken quiver
#

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.

ocean pumice
ocean pumice
#

thanks mods 😄

broken quiver
broken quiver
ocean pumice
#

can you show your input asset? Are you sure, the look is actually enabled and triggered

broken quiver
ocean pumice
ocean pumice
broken quiver
# ocean pumice 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.

trim depot
#

hello

ocean pumice
trim depot
#

-,- i have a simple question

broken quiver
#

Partly my fault for being so blind haha

ocean pumice
#

!ask

vagrant rootBOT
# ocean pumice !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

ocean pumice
#

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

trim depot
#

gotcha thank you

unique light
#

Guys I men

keen wraith
#

guys, where i can ask about terrains?

merry mortar
#

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?

storm patio
storm patio
#

!vrchat

vagrant rootBOT
keen wraith
#

the only reason i cant do shit about tree destroying is that issue

fluid jay
#

Im learning strategy pattern for my card game

sacred sparrow
#

guys, can i change the keybind to move around in the shadergraph or visual scripting?

ebon sigil
#

hello , i cant download the setup

sacred sparrow
#

huh?

ebon sigil
#

yeah ,so weird. can you try it?

sacred sparrow
#

i can

ocean pumice
ebon sigil
sacred sparrow
#

also, that is way too vague, pls explain better

sacred sparrow
ocean pumice
ebon sigil
#

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"

sacred sparrow
#

well, try another browser

ebon sigil
#

i did this for brave and opera

#

same result

ebon sigil
copper gust
#

maybe try chrome or firefox

sacred sparrow
#

or try to connect via VPN

ebon sigil
#

i will try both methods okay

ebon sigil
#

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

sacred sparrow
#

wdym changed to another isp?

ocean pumice
#

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.

ebon sigil
gleaming basalt
#

fps goes brrrr

sacred sparrow
gleaming basalt
sacred sparrow
#

rn i'm still trying to fix this thing

#

using custom shaders for it

#

and it doesn't render in the game view...

gleaming basalt
#

try google antigravity

#

if everything else fails

sacred sparrow
#

no thx

gleaming basalt
#

is it hdrp

#

shader

sacred sparrow
#

urp

#

with shader graphs

gleaming basalt
#

ah ok idk about that sry

ocean pumice
sacred sparrow
#

yes

#

an Image

#

i tried with sprites too

#

but sprites didn't even render

ocean pumice
#

Your shader most likely is lit setup, right?

sacred sparrow
#

unlit

ocean pumice
#

You gotta use the textures information in your shader to get the correct alpha values if it differs from a default UI shader

sacred sparrow
#

but why it renders in the scene view then

ocean pumice
#

maybe you can show your entire shader

sacred sparrow
#

it's big XD

#

here the file if you want

ocean pumice
sacred sparrow
#

i don't need that, i think

ocean pumice
#

Okay, if you think that

sacred sparrow
#

rn it should just show a color

#

as it does in the scene view

ocean pumice
#

But didnt you show an image with a sprite?

sacred sparrow
#

it works even without a sprite

ocean pumice
#

is it screenspace or world space?

sacred sparrow
#

like i am doing now

sacred sparrow
ocean pumice
#

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

sacred sparrow
ocean pumice
# sacred sparrow

... canvas inspector, the canvas component of your root UI gameobject.

sacred sparrow
#

oh wait, yeah

#

screen space

ocean pumice
#

Do you get any errors when using the shader in your image? Anything in the console?

sacred sparrow
#

nope

ocean pumice
#

I still would try to add the MainTex property to your properties list and feed it combined with your current shader

sacred sparrow
#

well, it's there

#

just not using it

ocean pumice
#

I am quite sure, it still needs the information, even if there is no texture to correctly render the UI image

sacred sparrow
#

seems like the texture should be sent to Base Color

#

where i'm sending my own color anyway

ocean pumice
#

I also think you are tied to alpha clip on UI shaders

sacred sparrow
#

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

ocean pumice
# sacred sparrow 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...

▶ Play video
sacred sparrow
#

yeah i had to use sprite unlit

weak robin
#

Hi

sacred sparrow
#

hi

open valley
#

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

open valley
#

yes

deft rock
#

Which on specifically

open valley
deft rock
#

Latest is 6.3.10 , try updating

tall hearth
deft rock
#

Yes, I've only seen people reporting this issue in 6.3. Though I haven't noted which version of 6.3 each time.

tall hearth
#

yeah inspector gives me one of these every time quite annoying

warped swallow
#

may i ask is there a guide for UI responsive for Phone and Tablets? been looking one

near wigeon
keen wraith
#

what do i do if audiosource does not react to triggers colliding at all?

near wigeon
#

debug

vivid cedar
near wigeon
#

and off chance you muted the tab

keen wraith
#

the cube 1 for example has tag "axe", фnd the tree has that script and the collider

vivid cedar
#

!code

vagrant rootBOT
keen wraith
#

also console does not give any fuck if you excuse my language

vivid cedar
#

What does "console does not give any fuck" mean?

keen wraith
near wigeon
#

debugging something doesn't always mean using the console, its a process

keen wraith
#

it does not show ANY errors

keen wraith
near wigeon
#

are the colliders setup correct, rigidbodies present, etc..

vivid cedar
keen wraith
#
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);
            }
        }
    }
}
vivid cedar
#

Is this a 2D or 3D game

keen wraith
#

3d

vivid cedar
#

Ok yeah you need to make sure all the components on all the objects involved are correct

keen wraith
#

VR with SteamVR based player, if being specific

near wigeon
#

like praetor said

You'd need to add Log statements for your code for it to print useful information here

vivid cedar
#

My guess is you probably don't have a Rigidbody on the axe

keen wraith
vivid cedar
#

But you need to double check everything

near wigeon
#

put some logs into the first line before if statement you would verify 100% the trigger is happening or not

keen wraith
#

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

near wigeon
#

its the simple things sometimes UnityChanCoder

tall hearth
#

what's this mean? trying to find what's calling it but my WorldGenerator class doesnt handle anything with enums

sacred sparrow
#

enumerator is a list in this case

#

i think

#

or array

tall hearth
#

hmm i still dont think im calling any list 60k times a frame at least not in this class but idk ~_~

sacred sparrow
#

it gets called every time you go to the next element

tall hearth
#

oh so like a dictionary GridManager.Cells.Add(GridManager.GetHashFromPos(X, Z, WorldSize), Cell);?

sacred sparrow
#

think so, yeah

#

but having the whole code would help

near wigeon
#

Coroutine as well btw

#

thats essentially what it always calls is MoveNext

sacred sparrow
#

yeah it was said and then the msg got nuked

#

lol

tall hearth
vivid cedar
#

Yes that's it

#

Foreach uses IEnumerator to enumerate the collection

tall hearth
#

ah

tall hearth
tall hearth
sacred sparrow
#

well, you should remove the non used cells in that dictionary

#

and yes, < size = < iterations

tall hearth
#

that's what i was planning to do

near wigeon
#

you probably need to start figuring things out into "chunks" instead of one big thing

sacred sparrow
#

also, this is prob where ECS will help you

tall hearth
#

does ECS work when it isnt game objects?

sacred sparrow
#

wdym

tall hearth
#

the cells arent game objects they are just a class (asking from someone that knows next to nothing about ECS)

sacred sparrow
#

why are they just a class btw

#

what are the cells

tall hearth
#

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);

sacred sparrow
#

oh bruh

#

you should use game objects

tall hearth
#

why

#

i can handle it all through class instances

sacred sparrow
#

so you can have colliders and more per chunk

tall hearth
sacred sparrow
#

anyway, ECS has a sort of gameobject

#

tho it will be way faster than the normal gameobject logic

near wigeon
#

huh gameobject and ecs are two different concepts entirely

sacred sparrow
#

yeah well, entities are a thing that gets added in the world basically

#

so sorta like a gameobject

tall hearth
#

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)

sacred sparrow
#

well, jobs can be a part of it

#

ECS is more focused on systems

sonic sonnet
#

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?

near wigeon
#

not likely

game fps lags

sacred sparrow
#

can you measure your ping?

#

also, are you sure it's fps and not desync?

sonic sonnet
#

well FPS because the game freezes a lot

near wigeon
#

you gotta debug, if you don't debug you will never know

sacred sparrow
near wigeon
#

is swear people miss the most basic steps..lol

sacred sparrow
#

if the server handles the physics

sonic sonnet
#

it's my first time developing multiplayer game

sacred sparrow
#

what are you using for it?

sonic sonnet
#

weird thing this doesn't happen on my local env

sacred sparrow
#

and why nodejs as a server...

near wigeon
#

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)

sonic sonnet
sacred sparrow
#

all unity multiplayer solutions should normally use the unity game as the server

sonic sonnet
#

here is profiler info if it helps

sacred sparrow
near wigeon
#

but also profiling with overhead of editor may also not give you the most accurate numbers

sonic sonnet
near wigeon
#

why reinvent the wheel anyway, just use the provided networking solutions already optimized.. like NGO, Photon etc..

sacred sparrow
#

yeah lol

sonic sonnet
#

but if i do on nodejs server i get more control, at least that's what ai told me

keen wraith
#
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);
            }
        }
    }
}
sacred sparrow
#

also, nodejs by default is slow AF (if you don't use bun or other stuff)

near wigeon
#

"i get more control" ah yes.. more vague crap AI spews..

sacred sparrow
#

ignore that AI slop

#

it's 100% wrong

keen wraith
near wigeon
#

what is control? what type of control ?
NGO and such already provide you all the tools for you to control

sonic sonnet
#

so i should transition to photon?

sacred sparrow
#

no

#

NGO or mirror i would suggest

#

there are far more tutorials for those

stuck flower
#

Literally anything but trying to do it entirely from scratch

sacred sparrow
#

and the help community is more active

near wigeon
stuck flower
#

Just pick a framework and stick to it they'll all do what you want

sonic sonnet
sacred sparrow
#

it is

stuck flower
#

Roll a die if need be

near wigeon
#

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

keen wraith
#

my code sucks most of the time, so can anybody please assist me in that?

stuck flower
# sonic sonnet shouldn't be that hard

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

sacred sparrow
#

bc of the more active community

#

and more tutorials

near wigeon
stuck flower
keen wraith
#

or no

#

lemme redo it

near wigeon
#

its fine , for next time

keen wraith
sonic sonnet
#

okay perhaps maybe i will choose mirror

#

as someone suggested

#

but writing my code in nodejs is also good learning experience

keen wraith
sacred sparrow
near wigeon
sacred sparrow
#

yeah

stuck flower
sacred sparrow
#

mirror afaik you can choose if you want to be server side or client side

sacred sparrow
#

when i try to play with this, it just crashes the editor

near wigeon
#

Is that something new ?

#

I never seen that window b4

sacred sparrow
#

or well it did in 6000.3.6f1

sacred sparrow
sonic sonnet
sacred sparrow
#

it can launch some thin editors that will go into play mode on the role you choose

sacred sparrow
near wigeon
sonic sonnet
#

but where is this hosted

#

ngo

near wigeon
keen wraith
# stuck flower If you want to instantiate a prefab, you call instantiate on that prefab
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?

near wigeon
#

or use Unitys dedicated servers

sonic sonnet
#

it's not free?

sacred sparrow
#

it is...

near wigeon
keen wraith
keen wraith
near wigeon
sacred sparrow
#

wait they have?

sonic sonnet
#

ah okay

sacred sparrow
#

what is the limit on the Unity dedicated servers for free tier

sonic sonnet
#

so i will choose ngo as it makes things easier

silent mica
#

I don't believe Unity provides dedicated server hosting anymore

sonic sonnet
near wigeon
sacred sparrow
near wigeon
#

I just dont like that parrelsync makes an entire project clone per client makes the size grow quickly

sacred sparrow
#

(the one i said to you)

sonic sonnet
sacred sparrow
#

well, considering it made my editor crash, nope XD

near wigeon
#

i think its just 6.3 being garbage

#

running it daily with 6.0 just fine

sacred sparrow
#

i mean, i could try with 6000.3.10

sonic sonnet
#

also i heard someone say using nodejs server for turn based games with unity is ok

near wigeon
#

6.3 was the most rushed release for LTS ever tbh..nothing but more problems than usual

near wigeon
#

You can, doesnt mean you should.

#

maybe if you're making text based turn based game or something

silent mica
#

Pretty sure my issues with MPPM were on 6.0. Various random errors on clones made it annoying to use

near wigeon
#

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

sonic sonnet
#

also there is a library called Colyseus

sacred sparrow
#

trying rn

near wigeon
#

tbh much easier than having multiple unity editor sessionsopen instead of 1 editor + multiple windows

sacred sparrow
#

it made unity LAG a lot

silent mica
near wigeon
#

and you can choose if you want to just display Game view, or tickboxes for Inspector, Hierarchy etc. for the other windows

near wigeon
sacred sparrow
near wigeon
sacred sparrow
#

i always assumed this was from the scenarios XD

near wigeon
#

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

sacred sparrow
#

bruh, my main camera gets duped when a player joins

#

well, time to fix it XD

near wigeon
#

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

sacred sparrow
#

hmm, i don't tho

near wigeon
#

if each control their own camera then you need to make the owner of the player prefab, find it and control it

sacred sparrow
#

think i found why

near wigeon
# sacred sparrow hmm, i don't tho

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

sacred sparrow
#

oof, it's hiding ViewEntity from me

main venture
#

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

stiff quest
sacred sparrow
near wigeon
sacred sparrow
#

wtf

#

why i don't have any GhostOwnerIsLocal

vivid cedar
reef dome
#

but its pretty bare bones

vivid cedar
#

The anticipation stuff is way too half baked to actually be useful

#

I tried it

near wigeon
#

yea thats true

vivid cedar
#

It doesn't handle the most basic cases

reef dome
#

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

near wigeon
#

for more comp games NGO is not really for that

reef dome
#

and we want a game we can play together in the end

vivid cedar
#

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.

reef dome
#

😄

near wigeon
#

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)

reef dome
#

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

lapis gate
#

DOTS network solution apparently more developed than NGO but I dont want to use entities

reef dome
#

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 😄

near wigeon
#

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)

reef dome
#

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

plain dagger
#

UITK already breaks that for UI as you have to query and find elements in code

keen wraith
#

guys quickquestion

#

the trigger reacts on the other collider if the other collider also has rigidbody on it or what?

stuck flower
#

"Static trigger" in this case being an object with a trigger but not a rigidbody

tardy swallow
#

What do you guys use to show ads? ironSource?

plain dagger
tardy swallow
#

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.

reef dome
#

but comes with easier integration into their analytics tool which is the hub you want and a nice mobile analytics tool in general

tardy swallow
#

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

proper rivet
#

finally caved in and stopped calling them blasters and shooters

#

g u n

pallid nova
#

Hi Guys

austere prawn
#

@feral lintel

worldly cave
#

this is a help channel

pallid nova
#

Oh, sorry

#

Will del it

cinder stream
#

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.

sacred sparrow
#

!learn

vagrant rootBOT
stuck flower
vagrant rootBOT
slate cape
#

hi, any speak spanish? i looking for classes of unity, i know use blender but unity is totally new for me

modest meteor
#

!learn

vagrant rootBOT
slate cape
#

oh thanks, i didn't know there was a section for courses in Spanish.

sacred sparrow
#

some android phones also have automatic subtitles too if you want (that auto translate)

slate cape
#

thanks!

copper gust
#

you know not to post screenshots of code here and you know where the relevant channels are

sacred sparrow
#

i'll go to the dots channels then, even tho it's not really an ECS problem, just burst complaining about some memory stuff

reef dome
sacred sparrow
#

!code

vagrant rootBOT
plain iron
#

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

plucky aspen
#

i'd say a stacking animation

#

if im reading that right

plain iron
# sacred sparrow 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

sacred sparrow
#

i would just "combine" the zombies into 1

#

and put a xNumber at the top, like x1000

plain iron
#

The problem is that's unit stacking and I forget why but I remember that unit stacking would break other parts of the game

plain iron
violet thunder
#

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?

sacred sparrow
plucky aspen
#

that would be a good fix

plain iron
plucky aspen
#

if no wall, don't stack

plain iron
#

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

sacred sparrow
#

you'll have to deal with that

mint sentinel
#

Is there a channel for physics stuff?

sacred sparrow
#

lol, just search

balmy kettle
#

id:browse shows every channel in the server as well as a description of what it is used for

left coyote
#

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)

gray frigate
#

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

gray frigate
violet thunder
#

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

worldly cave
#

ok

#

idk how to say this without sounding rude, but we do not care

#

cya

left coyote
#

how can I set the render pipeline to URP?

violet thunder
left coyote
violet thunder
#

Hmm ok its not that then

left coyote
#

anyone know why my shadows with URP look so weird?

solar panther
#

Ok I've basically changed my mind. I want to be Unity Dev again

worldly cave
#

even the second time around

solar panther
#

Wh?

worldly cave
#

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.

solar panther
#

Ok

solar panther
#

Bro, my Unity is started to pissing me off cuz of the lag.

worldly cave
solar panther
#

I need some help...

worldly cave
#

!ask

vagrant rootBOT
# worldly cave !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

fluid pond
#

Hello

#

How hard is to make games like voodoo

potent geyser
#

For them? Extreme easy.

For a beginner? Extremely hard.

For you? Pick a point between the two.

violet thunder
#

So are you here to get attention or to get help with unity

solar panther
#

Unity

violet thunder
#

And you need help with what

#

🦗

tall hearth
rich temple
#

When I created a Web build, my screen suddenly started to flicker as I move my camera. Why?

hard parcel
#

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 ?

latent meadow
#

@ luke, please reupload in a format that embeds (for your own benefit). few people will download files. even harder for those on mobile

rich temple
worldly cave
#

Oh sorry i didnt realize you were the same person lol

#

Can you share your code for the camera movement?

worldly cave
#

not as a txt please

#

!code

vagrant rootBOT
worldly cave
#

use a pasting site

rich temple
latent meadow
#

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

tardy meteor
latent meadow
tardy meteor
#

I wanna make a gtag copy on unity

#

Is it possible

#

For vr

latent meadow
#

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.

tardy meteor
#

I’ll make one thanks bro

#

I started my own studio

worldly cave
#

and your first goal is to clone another game UnityChanThink

restive cosmos
#

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...

latent meadow
gloomy palm
#

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

latent meadow
raven spindle
#

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.

worldly cave
#

theres no better answer than the pathways

#

so definitely stick to that

frigid rampart
#

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)

raven spindle
#

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

glass raft
#

has anybody created 3d tetris before? I'm trying to find a tutorial to follow so I can create the game.

fleet canopy
#

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

rotund valve
#

wheres the 3d view button?

fleet canopy
fleet canopy
rotund valve
#

oh I didnt know there was a hotkey

#

ty

sand ocean
#

is there anyone friendly with kinematic character controller?

elder gull
#

is this a unity issue or blender issue?
it squiggles up

quick fox
#

ive been trying to build for 3 hours now and it keeps getting stuck on "Extracting script serialization layouts"

violet thunder
#

We don't have the same context as you do

elder gull
#

Yeah sorry I slept for 1 hour lol

violet thunder
#

Is it just a mesh?

#

Is it far from the scene origin 0, 0, 0?

#

In other words what is its world position

elder gull
#

good question
i'm super noob so this is all new to me

violet thunder
#

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

violet thunder
#

Or if it has parent object(s) then show those

#

If none of this made sense to you then

#

!learn

vagrant rootBOT
elder gull
#

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.

violet thunder
broken quiver
#

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.

violet thunder
#

Was introduced in unity 6

latent meadow
#

CPU based before then, iirc

violet thunder
#

And it had to be baked beforehand

latent meadow
#

Ah, that's right

broken quiver
# violet thunder GPU occlusion culling

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.

sly lake
broken quiver
sly lake
#

Yes

broken quiver
# sly lake 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.

sly lake
#

It does assume you’re using URP

broken quiver
#

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).

sly lake
broken quiver
#

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

sly lake
#

There’s no search bar in the inspector

latent meadow
#

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

broken quiver
# sly lake That’s in project settings > graphics

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).

tacit crypt
#

Hello guys, is there anyone who know how to solve this problem? I got trolled in the middle of coding.

latent meadow
#

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

sly lake
#

What platform are you targeting?

broken quiver
sly lake
#

You

broken quiver
#

3D, PC, just testing things btw

sly lake
#

First set this to keep all

tacit crypt
#

I tried to look at YTto search for solution

latent meadow
# tacit crypt No, i use the free one.

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?

broken quiver
latent meadow
sly lake
#

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 😅

tacit crypt
sly lake
latent meadow
#

!logs

vagrant rootBOT
# latent meadow !logs
📝 Logs

Documentation

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

sly lake
#

So TL;DR the documentation is wrong. SRP batching is enabled by default, not an option.

broken quiver
sly lake
#

The "batch count" property is way off in URP, holy shit

#

Probably best to ignore that entirely

violet thunder
#

The one in stats window?

sly lake
#

Yeah

#

It's more than 50 times the actual draw calls

violet thunder
#

Yeah its unreliable with the SRP batcher

latent meadow
#

well, sheet, said the ghost reports

broken quiver
violet thunder
#

I wonder where that number in the stats window comes from then 🤔

sly lake
#

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

broken quiver
#

like this

slow dirge
#

If you use occlusion culling, sure. That's how it's debug view(I think having the occlusion culling window open is enough) works.

sly lake
#

Not like that, no. But there are debug views that can show you the culling stats

broken quiver
sly lake
#

Here, in the rendering debugger

broken quiver
#

I was looking for where to open that menu, I couldn't find it, but I found how to activate this, it might help.

sly lake
#

Window > analysis > rendering debugger

sly lake
#

Which IMO you don't want to use in 2026 unless you're targeting phones or something

broken quiver
#

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.

broken quiver
sly lake
#

It’s pretty foolproof

broken quiver
# sly lake I think it was set by default

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)

sly lake
#

It said it after I enabled GPU resident drawer

broken quiver
broken quiver
sly lake
#

Yep. Just works.

#

So long as the object is in the depth buffer (not alpha blended) it’s an occluder

violet thunder
#

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

latent meadow
#

Nooo! Doo it, doo it

sly lake
broken quiver
sly lake
#

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.

broken quiver
#

AABB, finally a word I actually know.

latent meadow
#

Yeah, they were a nice band.

broken quiver
violet thunder
#

I was also thinking of an abba joke

violet thunder
#

Love to see unity becoming more procedural-friendly!

broken quiver
#

This would eliminate the need to manually create batches with code when creating many objects at runtime simultaneously?

violet thunder
#

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

violet thunder
#

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

broken quiver
# violet thunder You mean like combining meshes?

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.