#💻┃unity-talk
1 messages · Page 88 of 1
If you know that some faces will never be rendered, just don't create them at all
Less pressure on the machine
It does that as well 🙂
Yes, I was doing it that way, dividing into chunks, but each chunk was a single batch with a single mesh, but with all the cubes inside.
Not the culling, but GPU driven rendering and GPU occlusion culling go hand in hand.
What hardware have you used it with?
But with the current occlusion culling, it should do it on its own.
Steam Deck on the low end
Though it should be a good choice on anything except Android, where OpenGL ES is still often used for compatibility.
Oh, and WebGL 🙂
Bugged? I have a stable Internet connection.
Working on my end
I think you're right, I was doing it that way before because I didn't know they added GPU culling in Unity 6. I was combining all the cubes into a batch and a mesh, and only showing the outer edges. But of course, if there are too many chunks, like "64x64" (the video), it's going to render too many verts because the corners have walls with too many verts. But I'm going to use GPU culling and see how it goes.
In the file system of an unity game i found the game-assets in a folder "StreamingAssets"->"AssetBundle" as files with the type ".ab", wich seam to mean "AssetBundle".
How can i extract models (able to open in blender) and textures (".png" or something) from such files?
Discussing asset ripping isn't allowed here
where can i ask that?
a different server
Hello guys, for mobile gaming development, which template should I use? Universal 3D template or 3D (Built-In Render Pipeline) template in Unity 6.3.?
urp
Alright, thank you
Plus, how do I find Canvas in the hierarchy? I only find UI Toolkit, but could not find UI Canvas.
dunno what bundle you are talking about but #✨┃vfx-and-particles sounds like the channel for vfx stuff
just make any ui element from the asset menu and it'll come with all the canvas components
Thanks, might gonna ask there
It's probably about a bundle consisting of vfx files, probably be used for Character's essential functions (attacks, status effects, etc)
But i cant find Canvas scaler and graphic raycaster
I am very much concused
Usually it comes with the whole canvas setup
Just make like a UI panel object and it'll give you all of that on a single gameobject
Yea if you make a canvas from that menu it will add those too
If these do not exist in the add component menu then ugui may be disabled
the gameobject create menu options sometimes bug out
Well, I just found the UI Canvas Section, the editor are wayyy too BUGGY. Even 3D built in rp template are not that buggy
when I say see more not just a cropped pic of the heirarchy... There are more moving parts to this, inspectors, what is assigned in Follow Cam etc...
have you tried also using the Prefab that comes with all the those prefabs together ?
make a video if its easier to show setup
particularly the cam part and inputs..
Seems like the URP are the main problem. Even after I reset the library to solve MaterialReferenceChanger error, some of the assets Ive imported got corrupted.
Assets have to support urp
I'm super confused
how is it returning the child object when I'm using transform.root
is it being modified before you grab it
I don't think so, but I'm going through someone else's code so I might be missing something
not a fan of transform navigation like this
just send some reference downwards / subscribe
yeah I might just find by tag instead that should fix everything
probably the path of least resistance
I figures it out already , thanks
hey, so I just started a brand new Unity 2D project with nothing but a square and a movement script to move the square about and for some reason I get like 15fps when moving around, is this a common issue?
nothing about this script should be causing these performance issues I don't think?
The scirpt moves the player only during fixedupdate which happens much less often than the actual framerate. MovePosition shouldn't be used to move dynamic rigidbodies
ah, so call the Move() method in update instead? And what would you use instead of MovePosition to move a dynamic rigidbody?
No, a rigidbody should only be moved during fixedupdate but not with MovePosition which is essentially teleportation. The basic options are either using forces with AddForce or setting linearVelocity directly
I have a question about copyright. If I add a ghost-catching mechanism to my game that is similar to Ghostbusters but not exactly the same, could I be sued for copyright infringement? Since the concept of a ghost is a general idea, I don't think the idea of putting it in a box would directly constitute a copyright issue. However, the game I want to make is still in the development phase, and when I mentioned this to my friends, they made it very clear that I could run into copyright issues.
You shouldn't get your legal advice off the Internet, and certainly not from discord where half the users are not even adults.

"But Gtagfan2023 said it was okay, your honour!" Isn't going to work.
This is like asking if you can get a copyright infringement for making a space battle game when star wars exists
do whatever you want, copyright applies to intellectual property and not ideas
Yes, that's exactly what I argued, sometimes I think you should just do it, don't listen to your friends.
Okay, I switched to the AddForce method instead, it did help with the absolute monster performance issue but it's still jittery as hell and I can't wrap my mind around why
MovePosition kinda weird. Like you can use it with non-kinematic but it overrides the majority of physics applications, so ultimately more of a kinematic method.
but is the movement even related to the performance?
Probably specify what exactly you mean by performance issues. Are you having frame drops or is there some inconsistency with how the moving object is updating visually.
I mean that my entire computer is freaking out and when looking at the profiler, it looks like the renderer is spiking but I'm not sure I'm reading it right
And this is with a new project with nothing else in the scene?
yep
Try building and see if the problem persists
No issues in the build
it runs smoothly
it's in the editor that it lags an insane amount
but I have another unity 2d project from a year ago which doesn't lag at all
super frustrating
Not much I can work on here if this is a new project, so I'd assume just a versioning issue if not hardware related.
I'm gonna try and downgrade the editor version and see if it helps
but it should not be a hardware issue, my 5700X3D should have no issues processing a square moving in a 2D space
More that unity might be siphoning a few extra gigs of mem in the background
hi, i need help with shaders, how i can ask for help with that?
okay it turns out the editor version was the problem
Unity 6.3 just doesn't run well on my machine, I have to use 6.0 instead
what was issue ?
I have no clue, probably bad hierarchy
Hi all! New here and to Unity. Is there a best channel to get help with one of the official tutorials?
depends on what specifically you need help with.
#🔎┃find-a-channel
I checked out find a channel. I'm still not certain which is why I asked. I'm getting a code error, but I don't know if it's actually that or something I messed up in the editor, because checking the code against what it is supposed to be, I cannot see anything wrong.
#💻┃code-beginner post the error and your code there
well if it's code related then you should ask for help in a code channel, making sure to provide the relevant context including your code and error message(s)
Again, I'm not certain it's a code error or if it's pointing out something wrong in the engine, which is why I wasn't sure where to post. But I'll start there.
until you actually describe your issue nobody else can possibly know what it is
Is there a method to check what TMP_inputfield is currently focused without having a reference to said inputfield? It is my understanding that there can only be one input field active/edited at a given time(at least on mobile)
Im using the onfocus event for now, but I’d like to have the same behaviour on all of my inputfields without having to create a new class inheriting TMP_inputfield
I would think that the event system would have some property for it
I’ll go check that out, Ive dug around with little success
https://docs.unity3d.com/Packages/com.unity.ugui@2.0/api/UnityEngine.EventSystems.html
Could also use some of those interfaces on ISelectHandler and IPointerClick
How could I add a little of color variation to the tiles?
Bruh how do you even begin to do this in Unity?
https://fxtwitter.com/SolvZe37466/status/2027368148866113692
this is very technically impressive, so impressive that theres not really a straight answer here
its like showing a picture of rdr2 and asking "how do i get graphics like these", a lot of time and effort is the real answer
is this a video being played?
i suppose it is
they then just synced the buttons
i dont think so
at least not the latter parts
the beggining itself might be an uncompressed video file of some kind?
yeah well, they can easily just sync those
but its clear those are real UI elements
but the other animations is prob just a video
i dont think its as simple as your making it out to be
yeah ofc
handling it all through prebaked animations would be abysmal
Realistically I'm not looking for a true breakdown. Half showing off something really sweet looking.
Though I wouldn't mind some insight, if possible.
why are all the recent unity versions having so much issues?
the security alert is active for all versions of unity from that version to 2017-ish, basically making nearly a decade of Unity releases unusable
Builds can be patched and many versions got fixed so nothing to cry over
Ive tried everything on !install and my installation still has failed. Anyone now how to fix, not validation failed just "install failed"
unusable? i'll happily ship a game with that alert tbh cause i still don't see what the big deal is
is this contributing to the sloppiness of companies recently then?
logs pls
installation failed tells us nothing
those arent logs
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
ok ill check them my bad
Unity Editor version: 6000.3.6f1
OS: Windows 11 (x64)
[Licensing::Module] Trying to connect to existing licensing client channel...
[Licensing::IpcConnector] Channel LicenseClient-Owner doesn't exist
[Licensing::Module] Successfully launched the LicensingClient
[Licensing::Client] Handshaking with LicensingClient
[Licensing::Module] Successfully connected to LicensingClient
[Licensing::Module] Error: Access token is unavailable; failed to update
License:
- Product: Unity Personal
- Type: Assigned
- Expiration: Unlimited
[Licensing::Client] Successfully resolved entitlement details
[Licensing::Client] Successfully updated license
Unity exits immediately after startup with return code 0.
No crash dialog appears.
message is too long and i dont got nitro
upload the file...
📃 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.
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.
sorry guys im new to a lot of this
also, this is the editor log i think
pls send us the hub log
what is the exact error message when installing fails
will do
that's what we are trying to figure out, lol
installation failed
ok
there is 2 files one that says info-log.json and install-log.json
which one do i do
both
info-log is too big to be pasted into paste-bin
ok
they found it
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.
it could be that your firewall rules are blocking it or even your av
also, try to install the latest 6.3 version
from the screenshot it looks like he is actually
nope
it's .9
the latest is .10
ok
ill disable it for now
what is your AV btw
windows security like the built in one
i dont even know how to disable it
its off
it is called windows defender
windows security
nah, it's windows defender
just what the app says
same app i think
im installing it so we will see what happens
Hey quick help, I'm using Unity 2022.3.62f3 and my scene view camera is a little twisted, does someone know what the problem is?
thank you guys for help
.10?
app?
rotate the camera?
nvm
The game cam in 0,0,0 but the scene cam is twisted and my regular camera is twisted
can you show a sec
My work pc keeps saying its blocked lots of unity related dlls
its very odd i cant make it stop, my home pc never does it
try to add the folder to exclusions
If you can see the difference between the right side and the left one, on the game camera It looks straight.
that's very strange
I added unity and my projects. It may just be msvc via vs that it moans about
prob
Hi guyz I am make a roleplay game anyone help me for create game
!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**
to align scene view and camera you can select your camera from the hierarchy and press ctrl shift F , see if that is what you want
lol, how did you get marked as a spammer instantly XD
why this old version?
wait
yeah why are you choosing to install the older version anyways?
is this one the newest version?
yes
oh my bad i chose the wrong one
It's just changing the cam position
i was used to it
i dont think that much has changed since then...
well i have always used a 2022 version, ive tried to upgrade but then this whole issue started back up, so ive tried with different versions and it didnt work still
installation still failed im going stop for now.
You can always fall back to downloading the installer for a version from the unity download archive page
you can add installs to hub later
thanks
bro thank you so much i am finally able to work on my game now
Hi
Hello
Are you a Blender modeler?
Are you a Blender modeler?
are you going to stop?
stop randomly pinging people
this isnt the place to look for or hire work
I'm not looking for anyone
youre still being annoying by randomly pinging people
did you have a question, maybe we can help
if you a question regarding unity ask it in the appropriate channel
: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
They pinged me first
youve been told what to do if you want help.
I'm not, but say what your problem is, if it is related to Unity, if it is exclusively from Blender, they can help you on a Blender discord.
Thank you so much, you're so kind :D
no one is dming you buddy
: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**
try in Game Dev discord
i mean no one is gonna make a game for a stranger period
99.999% sure, but I give you a discord where you can ask about it
bro had the gtag discord badge too, cherry on top lol
what is gtag?
gorilla tag, very popular vr game made in unity
especially amongst children
we get about 10 kids a day here asking someone to help them make a "gtag copy" which is a whole subgenre of free games that also get really popular among children
oh, I think I got that a long time ago on YT
Kids underestimate the time and effort it would take to do something like this for free 😅
how do i use this texture to fade out my material from world position? i want my material to fade out past a certain distance
I dont think you need a texture to do this at all?
idk who told you you did but you could just use use a world position node and a smoothstep
How strange, the "Gpu Resident Drawer" option does not seem to be displayed in the Rendering Debugger. And I did all the steps 🤔
Interesting. I made a brand new project on Unity 6.0
I'll get a little ahead of some questions, this is what I have activated/deactivated, what the documentation said and what you had told me yesterday too.
A bit of a design question, but do you guys think camera based weapon and ui sway should happen in the direction of the mouse movement or the opposite direction?
Like both options seem intuitively right
I would say the opposite
that's how games usually do it
Mm, well, I have seen games that do both ways, another way would be to use the one you prefer and in settings add the option to change that.
Is it visual or does it affect where the bullets go?
both
since the game has height over bore and actual bullet dynamics
projectiles come out of the barrel
If it affects shot direction, my take is that it feels super weird when it "overshoots", compared to it just dragging behind
that was my initial logic as well, playing around with it
i think ill keep it or possibly add a simple option to switch depending on preference
because its as simple as changing one plus to a minus
Indeed
I remember tweaking sway animations for hours without ever deciding on it lol
The game 7 Days to Die had it different for X and Y look axes, it was gross
weird
like what higher y axis but lower x axis movement?
i cant think of a reason for it, or even the opposite
Inverted in X compared to Y
oh
weird
i mean if you already did that, would it not make sense to have inverted Y compared to x?
Moving the mouse/looking to the top right would make it sway bottom left and vice versa
Anyway, you can combine the angle sway with slight positional sway with a different timing also
And combine other rotations around other pivot points/axes
well its funny because the last changes i made was specifically simplifying it lol
I figured since it already affected aim, it shouldnt be too crazy
Yep, you probably want to keep the angular X and Y sway pretty low
While Z angle and positional sway doesn't really affect the aim direction much
Guys, I’m making a 2D game and building my map using Unity’s Tilemap system. However, I got a bit carried away and my map ended up extremely large — my scene file is now around 120 MB. I thought about creating the map externally in Tiled instead, but I’d rather not redo all the work there. Do you have any ideas that could help me, either to export my map from Unity to Tiled or to make it lighter somehow?
unlikely a tool like that exists, if you designed your spritemap well it should be fairly easy to re-map all the tiles
additionally, unity scene files are usually pretty large i think nvm they're not
I am surprised its 120MB but yea you may have to write something yourself to export the data
Tiled supports js extensions anyway so that may help to import some data
what does your tilemap contain? is it like multiple rooms/areas/zones etc.?
It's an open field with various areas, mostly forests, so I have many tiles like trees, plants, and terrain.
Maybe I can do something by exporting, I'll try, thank you so much everyone 🫶🏼
I once wrote an extension for tiled to export data to a custom format, the api is decent
Is that so? If you could share it, I would be very grateful.
Ah no that was for my last job so i cant but their api documentation is decent
https://www.mapeditor.org/docs/scripting/
There are also pre made libraries for interacting with tiled maps in c#
https://doc.mapeditor.org/en/stable/reference/support-for-tmx-maps/#c-net
Ah ok, no problem haha
At least it gave me hope that it's possible, thank you
!log
You are not allowed to execute this command.
!logs
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
the only error i see
hmm well i didnt touch it i was away both times
i always had issues with unity after my new windows install that i did months ago
I already fixed it, it turns out that in Unity 6 there is a separate option called "Resident Drawer GPU", but in Unity 6.3, it does not exist now, but is found in "Rendering"
it's the only error i see
srry
what does it do btw
yeah i was just blind, f
happy to provide mor information if necessary, im unsure what category this goes in. My player object interacts with the white object by walking near/over it to "pick it up" (opens UI canvas) but for some reason when i walk away (which is set to disable the canvas and does so successfully) the player gets stuck for some reason . been getting stuck between houses and in other spots too, with no obvious explanation, its been driving me mad. the colliders are slightly oversized but, has "slippery" physics so shuldnt be getting stuck to anything and there's not even a boundary where the letter is. theres a collider on it but its set to "is trigger"
https://www.youtube.com/watch?v=x7HgRwEynFw
https://docs.unity3d.com/6000.0/Documentation/Manual/urp/gpu-resident-drawer.html#enable-the-gpu-resident-drawer
Discover how Unity 6 takes rendering efficiency to the next level with GPU Resident Drawer. This system helps you batch and render directly on the GPU, cutting down on CPU workload and improving performance. I'll also explain GPU occlusion culling, a smart technique that ensures only visible objects are processed and rendered, saving valuable re...
I would ask in #⚛️┃physics and show the code too
im ngl i use visual scripting so idrk what to copy for that, unless sharing the visual scripting itself works
I don't understand what the canvas has to do with it though 🤔
its possible its just something to do with the envelope itself
i dont really know i could try turning off the script and walking over it again
yeah its something with the envelope
There's #1390346878394040320 but it's probably fine if you add a screenshot to the movement code here or in physics channel or something since we don't know if it's a script issue or not
What's an envelope
Oh the white object
oh yeahsorry i forgot to clarify
yeah it gets stuck after walking over it
im brand new where do i find this code i should send?
(im doing this for a class and they literally only taught us visual scripting 😭)
Stuck how? Forever? Or for a moment? Or until you change direction?
Are you changing the time scale anywhere?
Sounds to me like you might be setting it to zero
Or your character script is throwing errors and can't execute (check the console)
No idea, most of us here use C#, the visual scripters are in #1390346878394040320
maybe i messed up the time with the particle system or something idk im not getting any errors but
i can ask in visual scripting
hey guys weird thing going on , for some reason my camera is not working right , the weapons and hud appear on the camera but all the rest of the game wont , with is weird because the main camera should look at the layers that the game has , any idea of what is going on ?
ok hang on a minute
anyone know why the texture looks so different in unity compared to blender?
check the texture filter
set it to "point no filter" in your case
here is a image of the first level and some enemies
and the cam settings?
what exact cam settings should be useful here ?
it is set to point no filter
hmm, then can you show the model import settings?
where do i see that?
on the .fbx or whatever model file
this?
never mind i was able to fix it
try to change normals from import to calculate
didnt work
oof, idk then, srry
try #1390346776804069396 then
ik someone else had the same problem
so you might be able to find what you need there
by chance does anyone know what could be causing this?
generally my unity hub is shitting itself.
your graphics drivers maybe
Actually - could probably be, been like a month since i last updated, I'll try it out later, thanks
mine also behave strangely sometimes, lol
(for some reason it decided it wanted the font to become pixelated, XD)
lmao yeah my font becomes foggy almost
electron moment
What happened to AppUIGameActivity , not when i build game wont run
ive just been losing my mind tryna work out why my camera movement was jittery for clients only in my unity ecs project
v s y n c
20 minutes of my time
❓
guys i want an honest opinion. do you think its bad using AI for art on my game if i don t have the money to hire a graphic designer?
how would you go about creating assets then. i am at that point where i am done with code and i am making the ui nice and all that
Use free assets knowing that others will have the same assets as you
well, you have 4 options
A. use free assets
B. pay for assets
C. learn to make the assets yourself
D. stick to simpler visuals you can easily create yourself
i dont think thats much of a concern tbh
even major companies have stopped caring about that
just look at kitbash
I mean like you can t use free stuff for like a logo and stuff. you still want something unique. Like i am currently trying to make a logo but i really don t wanna invest my time on it that much since i just wanna code mostly.
then have a simple logo lol
people are far more likely to trust someone with a basic logo than an ai generated one
its a matter of optics
people will see ai generated art and dismiss your projects as slop garbage
and they would be right, if you choose to use ai art
Bro why is this so true
because its the morally correct take to have
Yeah I agree
Then focus on the code since that's what you wanna do
Thomas was alone is getting eternally vindicated each passing day
super hexagon... baba is you..
even minecraft used programmer art for quite some time
Honestly what I do to create good assets without using AI is to just create pixel art because it's easier for a beginner in my opinion and you can just work your way up in quality.
Imo every programmer needs to pick up some form of art
even as a hobby
artists that become programmers always have an "easier" time in the industry for obvious reasons
Yeah
There are lots of online art courses too
im garbo at art stuff but i've gotten a lot of compliments on my games look which legit just uses free models online with no textures and no lighting
limitations lead to cool takes
What??
hes telling you to show off your work there
this isnt the channel for that stuff
hello
You mean I should make a forum post to show off my emoji sword game..?
yes because this isnt the channel for that
Exhilarating
Ah
Isn’t it under the genera category though
And the name of the channel is Unity talk
The game will be fine if it's enjoyable. If you're an individual, it is sort of expected that your game will lack certain qualities. Hiding what you're lacking will only make those who are aware of what you're doing distain you more.
this channel name and description is very poorly named, it's a whole thing
#daily-win for one offs #dev-log for long term projects
Okay, thanks, it was obviously just a joke but I get it, structure
Does your game use pixel art?
You don’t have to be Picasso if so, just draw something rough, have a decent sense of lighting and color scheme and throw whatever you drew in a pixel art converter
It will hide a lot of the imperfections
But as Kuzmo said, it’s good to have a solid foundation in art and music production on top of programming if you really insist on being a lone dev
In my opinion, it's not bad. And as you can see, there are different opinions, because morality is subjective, so in the end, do what feels most comfortable or gives you the best result.
does anyone in this entire server have any idea how to correctly use the configurable joint?
I've tried changing around the axises, changing the bodys the joints are on, changing the math, i cannot for the life of me get it to work correctly
its strange cause some joints work fine and some dont
i should mention its an issue with target rotation btw
It's a bit tricky but here's some helper code for setting the target rotations
https://gist.github.com/mstevenson/4958837
Make sure to read the comments about caching the start rotations
im already using it 🥹
does anyone know if there is like a tutorial or something out there to help me learn how to make a camera lock on feature? im just lost as hell
do you mean rotate the camera towards a position?
Tansform.LookAt()
ah ok and yeah like i want my character to still be in frame but when i middle click an entity that has the tag to be Lockable than its rotated towards a position and it holds the camera position on that entity
yeah Transform.LookAt() would do the trick
Hey does anyone know how to import an image with layers into unity?
I don't use adobe Photoshop so is there an alternative to a Psb file?
Hey! I just found a cracked version of my asset https://gfxfather.com/unity-asset-depth-based-pixelator-pixelize-your-3d-scenes/.
Is there anything I can do about it?
If i add Ugs Cloud save to my game, in the editor will it start to save stats to the database and try to get stats from the database do i need to make sure that no stats are saved or fetched in the editor build?
Require them to verify their invoice to get support with you. Otherwise it’s free advertising don’t worry about it
Ok, thanks!
Does anyone know how to solve the default assets being purple (they are not downloaded assets, they are the ones that come by default). It worked normally, but now it suddenly looks purple.
!collab 👇 and don't spam that nonsense in multiple channels
: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**
ban him, this is the second time he has done it this day and we had already told him no
he's leaving and re-entering the server so they can't ban it, I think
!ban 1426735032646635603 returning to spam the same collab/job post
@circusislowpro banned
Reason: returning to spam the same collab/job post
Duration: Permanent
It didn't work, but I already fixed it, I think the prefab was using a texture that didn't exist, and even if I did the convert and reimport thing, the direction of the prefab texture was not updated. Simply create a new prefab.
is there still no way to specify shadow type per-object or for the shadowmapper to skip objects the light source can't actually see?
perhaps ask #1390346776804069396
Anyone else where the Unity manual webpage has a css problem?
The webpage is in the default html font etc... and no styling
Reopening the page seems to work, reloading didn't fix it
I'm trying to create a game, is it possible for the grid to be more transparent when you are looking at it from that side? (e.g. you look from the front and the front part of the grid is more transparent)
anything is possible
do you know how to do it?
there are a few ways I'd do it, really depends.. Id probably make a shader then you some simple of cast since you got collider, other methods can be used too beside physic
ok, ill try to figure it out
break down the problem into smaller easier to solve ones then put it together
there are multiple ways to solve a problem
Guys, my PC sandbox game will be released on itch.io tomorrow. My game is a sandbox where you can do everything, like edit maps, create worlds, place objects with gizmos, and play like Normal player use pistols, shoot with infinite ammo, throw grenades, and kill advanced NPCs
<@&502884371011731486>
hi
Oh
I'm having an error while saving, I can't do it, how can I do it?
I'm making a game and I haven't been able to save the shelf and the products inside for 5 days.
sorry i dont get it
You buy a shelf and put it on the market, but it doesn't record, when you exit the game, everything goes away.
well, modding is not really a good thing to discuss here
Oh, excuse me, my bad
I am in absolute agony, why can't I build a game to android?
I have been trying for almost 3 days now, for the love if god's sake please help me I beg of you
maybe the NDK is missing?
I am dumber than a rock and the knowledge of what an NDK isn't in my mind yet
pls elaborate
the android sdk
Try this from AI: That build is failing inside the Android SDK platform you’re compiling against:
...SDK\platforms\android-35\android.jar: D8: java.lang.NullPointerException
then Gradle build failed
So it’s not “your Unity scripts” — it’s D8 (the Android dexer) choking while processing android-35/android.jar. This usually happens when API 35 (Android 15) tooling is mismatched / buggy / partially installed / corrupted, especially with Unity 2022.3.x.
Fastest fix (most common)
Stop targeting API 35 for now. Use API 34.
In Unity:
Edit → Project Settings → Player → Android
Other Settings
Set:
Target API Level: Android 14 (API 34) (or “Highest installed” after uninstalling 35)
(Leave Minimum API wherever you need it)
Then rebuild.
OMFG I LOVE YOU
I finally managed to get an actual build of my game. I set my phone as the run device, do I just open up my phone to try it?
ADB can be used to install the app or you can on device if the file is copied over or downloaded
yeah I just copied the build to my phone and it works fine
Hey so what are the rigid body's mass in? Like tonnes, KGs, grams, stone. What unit is it in? Or is it not a unit from real life?
unity assumes metric units, it's in kg and worldspace units are in meters
Okay thanks!
though it's totally possible to redefine them, you just have to change the gravitational constant afaik
this is just with the default value of gravity
What about force? A Newton?
if your mass is in kg and your units are in meters, then yes
units.. aren't really real
if you pick a coherent system of units, it'll just work
I'm making a game and I haven't been able to save the shelf and the products inside for 5 days.
just save it in json
I couldn't do it, can you help me?
I don't understand what to write
"how to create a save system in json"
or just: how to save in json unity
it's not that hard
I couldn't register the shelf, just how do I do that?
wdym you couldn't register the shelf...
"save the shelf" what do you mean ?
what shelf
you cannot assume we know what type of game you're making if you don't explain it
I'm making a market simulator
yeah, just save the shelf in json
but I just can't do it
it's basic stuff tbh, just save the position rotation and contents
yes but thats still vague, where do you want to save? a file? inventory ?
If there is a shelf in the market, when you put it in our own market, it will save it and when you exit the game, it will stay in the place where I last placed it.
you just have to do this
and literally hundreds of tutorials exist on YT
I didn't see
Saving data is critical for any game. Whether you need to save high scores, preferences, or game state, Unity offers a variety of methods – from PlayerPrefs to serializing data, encrypting it, and writing to a file. In this video, we share some valuable tips on creating data persistence in Unity.
Speaker:
Bronson Zgeb, Senior Content Develope...
I didn't understand, I'm sorry to save this on the shelf
huh?
Do you know? If only you could help me directly.
Welcome to this new tutorial !
Today I'll be showing you how to easily save data to JSON in Unity and then load the data back in our game.
🐦 Follow me on Twitter : https://twitter.com/thecodefriend
👪 Join the Discord server : https://www.discord.gg/qbcNCM5rG8
literally the videos explain what you have to do
pls at least try on your own
if we make the code for you, then you won't learn anything
and will keep coming back again and again
This is the grudge of the players, I cannot make the products of the shelf and the content of the shelf.
i don't understand what you mean
I want to make a shelf and the products but it doesn't work, there is no shelf where I put it, it goes in and out.
you want to make a shelf or save a shelf
i don't understand
why is unity so tuff
No, when I put the shelf somewhere, I want it to stay there, it disappears when I enter and exit the game.
yeah, you save it to json
as i said before
it's not hard
it's very basic stuff
It was very difficult for me and I have not been able to do this for 5 days.
we linked you 2 tutorials already
pls at least watch those
and try to learn
we will NOT do the code for you
bc you have to learn
My friend, you don't understand, my aim is not to make you do it, but to give you the good news of the meaning of solving mistakes.
yes, just pls watch the videos
and try to reason with your head
hii ppl im new to this server and umm i joined this cuz i wanna grow togther with someones help like some ppls help im ready to join any group if possible
Dude, how do you understand? It's json, but you don't do it as a position. It shows the money. It's easy to distribute money anyway.
what does this even mean
you have to save the position of the shelf
and rotation
OK, that's not what the video explains.
and then load it back in when you re-enter the game
it's an EXAMPLE
pls
reason with your head
it's the same logic
My friend, can't you help me because your understanding capacity is quite low?
oooof
just change the stupid variables getting saved
it literally is not hard to understand
Dude, aren't you looking at the video while you continue to save money, you blew my mind.
brother if this is hard for you why are you making a simulator games
those are easy
what is going on...
making flappy bird of sum
they save money, good, change that stupid money variable to the one you need
I did everything, I kept recording, I just found it difficult to record my friend.
wdym you kept recording...
Dude, is saving position the same as saving money? Do you have a problem?
YES
it is
it is just a different variable type
- int money;
+ int position;
or whatever position is supposed to be here
i suppose either Vector2 or 3
is this for saving stuff on the shelf, or for where the shelf is
both
i mean the "position" in question here.
tho for now try to at least save the shelf position
the position where the shelf is
OP has a lot more to learn before making such a project
wonderful.
first off, configure your ide 👇
is inventory even Serializable?
!ide
If your IDE is not autocompleting code or underlining errors, please configure it.
Select one:
•
Visual Studio (Installed via Unity Hub)
•
Visual Studio (Installed manually)
•
VS Code
•
JetBrains Rider
• :question: Other/None
also, right there you are just saving the inventory
That's what I'm telling you, you don't understand
you have to make a separate class that contains Inventory and Vector3 position
and is serializable
well, don't make this game yet
@mystic rivet what's the issue you have right now?
I've been telling you for a while now but you don't understand
start by making small games and actually LEARN stuff
The shelf cannot be recorded in this way. The friend is talking nonsense and says that now you are recording the current inventory as if you are kidding from two places.
literally just this
The shelf cannot be recorded in this way.
how so? why not, what's the issue?
it's NOT hard
Guys chill...
you literally are saving just the inventory rn
if it even works
Now, I'm going to buy a shelf from the market and put it in my own market, but after putting the shelf, register it and it will stay in my hiding place, and it will stay there when you exit the game.
ok, and does the shelf contain the right info that was saved?
I don't understand
you want to save and load a shelf, containing items, at a certain position, correct?
he sent the "Save" class above
where he just saved the inventory rn
cool, that's not what i asked though.
yes
oh you meant the items inside
My friend, can you shut up?
and which part isn't working? is it not being saved to json, is it not being loaded correctly?
The correct shape is not loaded, it disappears, I write the code but it does not work
gives errors in everything
well, that's quite some crucial info
that error would mean that you wrote something incorrectly in code, so nothing really works as expected
have you configured your ide as described above
no
then do so.
afaik he has no save system yet
and is trying to make one now
that's what he initially asked help for
honestly after that insult idk why youre even bothering to help anymore
a configured IDE is a basic requirement to get any help for here, if they haven't configured it that is priority
that too, yeah
how do i change it?
InvalidOperationException: You are trying to read Input using the UnityEngine.Input class, but you have switched active Input handling to Input System package in Player Settings.
UnityEngine.Internal.InputUnsafeUtility.GetAxisRaw (System.String axisName) (at <bb2309881ca84e6d8dece79bc84459be>:0)
UnityEngine.Input.GetAxisRaw (System.String axisName) (at <bb2309881ca84e6d8dece79bc84459be>:0)
PlayerController.GetInputs () (at Assets/PlayerController.cs:22)
PlayerController.Update () (at Assets/PlayerController.cs:16)
!input
To set Active Input Handling, go to:
Project Settings > Player > Active Input Handling
• Input Manager (Old): Use the original Input settings.
• Input System Package (New): Uses the new input system package.
• Both: Use both systems.
i don't understand
you have to enable the new input system there
im trying but cant find it
follow the exact path
it's in other settings in player
you mean this one?
yes
where?
in other settings
if only there was a searchbar...
n***** im disxlessic, im lucky i can manange to read something. don't make fun at least
bro help me
It can't be watched, let me send you a video somewhere so you can understand it correctly.
don't reply to random unrelated messages please
i have no idea what you're talking about tbh
have you configured your ide yet?
I did it and it gives an error but I save it as a shelf.
the error it's giving it's a missing import
the ide should give you the automatic fix if you set it up correctly
(if the class even exists)
you need to fix that error before anything can work
you helped a lot thank you
Hanlon’s Razor is strong heree
my friend it didn't happen again
what didn't happen again?
wtf happend to my game, why is everything yellow? i was chanign the camera viewport rect
does not close or save
,
check the culling mask
well, if you didn't edit the system you made before, ofc it doesn't save / load
set on everything
What kind of arrangement?
what?
how about resetting the cam
it was the backgroudn type
Hello
Thanks
Hey all. I am a Senior C# Web Dev that is looking to start into making a playable, shippable game by the end of the year. I wanted to know if there are any videos or courses out there (or anyone in here that would be willing to help) about proper architecture for Unity projects, and maybe some best practices on certain things that I am trying to accomplish.
have you looked at unity learn? not sure if they directly cover what you're asking but would be a good start point
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
This is probably a dumb question, but um... How do I... close Realtime-CSG??? 😭
what is CSG
It keeps throwing errors when I try to select something that isn't a csg object but I kind of want to move something
It's a package for prototyping/modeling stuff in 3d
oh
Like this stuff
for third party assets you need to find support with them, we cant help you
hi, my buttons aren't getting detected OnClick() but they are set as interactable, what could be the issue?
Do you have an Event System in the scene?
It's either not having one or something is blocking it
yes I do
Any errors in console?
Any other UI elements in the scene lower in the hierarchy?
no errors and no, they're the lowest ones
Is there a Graphic Raycaster on the Canvas?
Also does the button graphically interact with the mouse when you mouse over it?
yes
do you have a debug at the top of your OnClick()?
I'm not using image with any colors on it so I can't see but I guess it doesn't
yup
it isn't getting called$
Can you show us some screenshots of everything?
as well as the code
yes of course
you can test this quickly by changing thses things to something that would be visible
your button has no target graphic
aren't buttons supposed to have image childs
I don't want to have one
it doesn't
Make an image and simply don't assign a sprite
make an invisible one then
it's not needed, I've never used em
it needs a graphic to work
it's weird, I've never used any graphics and it has always worked
do graphics raycasters not need graphics 
Did you have text?
text is a graphic
this is the crucial point
it works off the GraphicRaycaster - which only works with Graphics
similar to how the PhysicsRaycaster only works with Colliders
I didn't know this, thank you so much for helping me
For characters in general, where should the pivot be? At the feet or center?
There's no rule for that, I prefer having it at the feet though
Simplifies stuff like spawning on a ground position (no need for offsets)
Assuming you mean a game with gravity ofc
Ye, 90% of objects adhere to gravity.
Definitely at the feet, centered.
got it
does anyone know of a creature sound pack that has these sounds? There's a bunch more of different creatures.
Usually has 3 attacks, 2 roars, 2 deaths
I know this is something related to unity, as a showcase for a package used the sounds of the dragon.
how can i set the jump imput? i already did the code but it says Joystick left while im on keyboard
Is anyone else experiencing the bug where, when you press the Play button and then Pause, an object is randomly selected in the scene? Even if you hadn't selected anything before, or had selected a different object.
Version: 6.3 LTS - 6000.3.6f1
Yeah, that's a known bug
when I press ESC the cursor unlocks until I click on the game window again. This is absolutely disruptive for my game testing. How do I remapp from escape to another button?
Esc will always reveal and unlock the cursor in editor as otherwise you could get stuck in play mode
No idea if this can be disabled
I don't want to disable it though, I just want to use another key instead of escape
check the unity keybind configuration?
use another key in your game maybe
Shortcuts window doesn't seem to accept esc as a shortcut
Or well, it unfocuses when you try to do that 😅
Which I do expect
Seems like you have to work around this then
You can't solve Unity editor bugs, the best bet is to upgrade and hope they did. I haven't had the issue myself, so I don't know when it was "fixed".
yo why my text doin this when i zoom out
i don't understand the problem here?
the white transparent boxes arund the text when i zoomm out
hey is there a specific channel for askin for help with stuff in unity?
I'm relatively new to it and I'm having some issues
This entire server #📑┃channel-directory
oh right haha
ok so basically I'm making a top down 2D. I had all my walking animations working fine for the 4 directions, but now that I've added sword animations, when my character is facing down, it just keeps looping the sword animation for that direction with no way of stopping it, even though it works fine for the other directions.
tried using AI to fix things but no luck 🙁
If AI can't solve it, then you're at a dead end unfortunately.
But also make sure your animation isn't set to be looped in the import settings of that animation.
ah
Thanks
I guess I'll backtrack and start the animations over using a tutorial or something
but thanks
You can't expect people who use AI to actually have reading comprehension
we all know youre being serious, AI is infallible
"chatgpt summarize this conversation for me"
where is that?
I found something but I don't think it's it
thats it
esc is completely untouchable
well, I guess im stuck with unlocking and locking my mouse constantly when im trying to test my game 🙏
try this ?
it works, its just that it's annoying
how so
because it is?
This feels like such a non issue
but if you we're gonna rebind esc on unity's end thats also 2 keys
I came here to ask if it was possible, not to be lectured that its a "non issue" or not, its a subjective thing and we came to the conclusion it's not possible to rebind the escape button, so move along with your day
ok homie
if on Windows, you can use the free version of VoiceAttack to override the bind before it ever hits Unity. If on Linux, there are several ways to do it, again, externally to Unity itself.
the more reasonable alternative to all of that would just be to rebind the in-game key to something other than escape just for testing purposes
In a perfect world 🙂
you can literally use a define keyword to do that only in the editor btw
or just have two keys do it
Does the disable keyboard shortcuts button in the game view also disable the cursor thing
I would presume so
i honestly am not sure what the end goal was. i just saw the 'impossible to rebind' so tossed out ways i use to get around that in general
oh actually im dumb as fuck
cant you just bind / check on esc and set the cursor back to locked?
or does editor catch it after code
hello,
i wanted to ask if someone is experienced in decoding(or how its called) and making bundles readable.
im trying to safe the assets, sprites and other types of picture related datas of an game
we don't do that here, sorry
yeah no modding stuff here
is that counted under modding?
sure
locking the cursor is only effective when the game view is focused. pressing escape causes the game view to lose focus
it's tos breaking iirc which is one of the reasons modding is banned
modding and asset ripping (which is what you are trying to do) are both not permitted here, the latter of which is absolutely off limits
decompiling, modding and ripping are not covered topics here. see #📖┃code-of-conduct
if this is about your own game and assets, that is a bit different (talking about Packing in this sense, not Unpacking. that is never allowed)
i dont think it is different
well, you own the right in that game tho
that's not the issue
oh, ok.
am i allowed to ask for a server where its allowed to ask for something like that?
its mainly about an game which many players liked playing, but got bought just to be shut downed
there isn't a general server for that kinda thing afaik
asset ripping is a form of piracy, discussion of piracy and where to get help doing so is probably against discord's own ToS
ok, thanks for pointing that out to me,
sry for bothering you.
is it also against when its only for memory reasons like looking back at the assets?
intent is not relevant
reverse engineering the way the assets is stored is the problem afaik
then my topic is closed here.
good luck on what your doing 👋 ✌️
thanks for your time
best of luck
thx,
its just a very nice game which also just gets closed again
and were a small group trying to archive stuff 😅
most people here are pretty chill with that kinda stuff but it's just that this is offical unity server so gotta abide pretty strictly
ok 👍
perhaps talk to #🏃┃animation
Hi everyone, I’m not sure if this is the right channel to talk about this, and if it isn’t I apologize in advance.
I wanted to talk about a dilemma I’m facing right now, and maybe someone else has experienced something similar.
My passion and hobby are developing video games, playing them, and everything related to this world, so I feel very connected to making games and game development in general.
I would like to create my first Steam game to publish. I don’t consider myself an expert developer, but I believe and hope I have the skills to make something small. I just want to publish it and get started. I’m not interested in money or anything like that — I would just like to build a community and start something from zero.
I’ve already worked on a few projects in the past. I’m currently attending a university where I study game development, I’ve done some things here and there, and I have at least some experience.
My problem right now is that I have ideas, I start developing something, but then I get stuck. I reach a point where I don’t know whether I should keep going, whether I really like the idea, or not.
It already happened twice that I started developing a game which, even if I had finished it, I probably wouldn’t have played myself because it wasn’t a genre I actually enjoy.
What should I do? Have you ever had this kind of problem?
Of course, you might say that I should develop something I personally like, such as a management game, a simulator, or a survival game, but I feel like those genres are quite complicated, and I’m afraid of wasting an idea on a game that might not be good enough.
Do you have any advice? Feel free to message me privately as well if you want — I’ll reply as soon as I can. Thanks in advance.
make smaller games
it sounds like you need to keep the scope smaller so you can get to the playable prototype phase quicker. then you can determine if the game is worth continuing or not. that's really the only advice, because it's also really the only way to know if it is something you'd want to continue working on
"wasting an idea on a game that might not be good enough."
this is a very interesting way of thinking a lot of people have*
the truth is, ideas are worthless in the long run
youre not "wasting" an idea if the game doesnt turn out good, consider that maybe the game isnt good because the idea is conceptually not interesting enough
Thank you. I’m well aware of the importance of starting with small games — I already made one for a university exam, and I’ve worked on a few unfinished projects here and there. All of this has given me a lot of experience with Unity and with game development in general.
Absolutely. I’m not saying the idea was amazing or anything like that, but my fear is that if I had a bit more experience, that idea could have turned into something really good.
Thank you, I really appreciate
i'm not saying "only make small games" i'm saying keep the scope of your games small until you have determined it is something worth pursuing. prototyping to determine if an idea is even worth pursuing is an important part of indie development because you need people to be passionate about your game in order "make it" in the indie space. but to get people passionate about it you need to be passionate about it first, and the only way to determine if that is actually the case is to test it.
if you don't like an idea, it is perfectly normal to drop it and start on something else. you shouldn't try to force yourself to work on something you don't even like for a few reasons, for one how will you even be able to determine if it's a good representation of a specific genre if you don't even like that genre in the first place, and two, why would you force yourself to work on something you don't enjoy if you aren't working for someone else?
i agree with that ^ but also just making a few small games and finishing them is really valuable in understanding scope and what a releasable game (even in a super small scope) takes\
!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**
I understand. I recognize that the mistake was forcing myself to keep working on something just because it feels bad to take two or more months of work and archive it as if nothing happened. I know it’s still valuable because I gained experience from it and understood my mistakes, but it’s still disappointing.
The first time, I started with an idea I really loved, but it was far too complicated for me. I scaled it down a lot and eventually reached a point where I didn’t like the idea anymore, so I abandoned it.
The second time, more recently, I actually liked the idea a lot. In some ways, I even found some of its features quite original, but I was developing a genre of game that I don’t even play myself, so I decided to stop.
In any case, thank you all for the replies, guys. I really appreciate it.
I need help it won’t let me install unity editor
!install
- Make sure you have enough space including on
C:drive. - Check that it's not being blocked by antivirus/security programs.
- Look through the logs for a real reason why the setup fails they are pinned [here](#💻┃unity-talk message).
If you still have issues, perform a clean install in another location:
- Install the Hub and Unity in a non-system drive or a clean new folder in the root of
C:drive. - Failing that use the recovery Refresh option or reinstall OS entirely then repeat the previous step.
Hi there, not sure which section of the discord this belongs to, but I'll ask it here. I have a question about Unity's Version Control System and if something is possible.
I tend to make games that share a lot of mechanics, tools, asset systems, and basic assets. I want to create a base project with everything added to it so that I don't have to start from scratch every time. However, I want to be able to improve this template projects in case there are any improvements or there are any bugs.
Making this template is own project is easy and I can do that just fine. I have the first version of it up and running. However, I want to be able to spin off a new project from the template when I make a new game. I'm not quite sure how Unity's Branch System works, but every time I tested it in the past I had issues. I'd like the spinoff to be counted as its own project separate from the template.
Is there a way to do this and how? Also, unlikely, is there a potential way to make it so if certain things are updated to the template that they are pushed to the new project or does that need to be done manually?
i wouldn't use branches for that, i'd give each individual game its own repo. just fork it or whatever the equivalent is for uvcs
This is kind of a sidestepped answer to your question as it's not what your asking and might not cover all your needs, but you can solve some of this by making your own package that you can add to projects, rather than starting from a template
or that yeah, a package for it would be convenient as well and is fairly simple to set up
eg. i have one that you can see here, that just lives in a unity project inside /Packages/
all it really needs is the package.json in the root of the folder + afaik the repo name to match the folder name(?)
https://github.com/IAmBatby/IAmBatby.IterationToolkit
there is a dedicated #🏃┃animation room, so you know
Mb lol
plan of what
the 25gb and unlimited seats and all that stuff
Why do you want to do that?
this was already discussed. feel free to read the conversation. it is not allowed here.
i want to preserve memories that i can look back to.
because the game from voltray got bought from montoon with the goal of shutting down copetiton.
im not saying more to it because thats my point
and im respecting that.
i just wrote whats important to understand,
but im not bringing anything back up here.
Was just curious, because there are so many way's to create or get assessts I wanted to know why someeone would want to try to extract them from someone elses game. Happy it's not one of my games :).
i hope that your games, when someone buys them, will still be continued
nothing wrong with ripping games you own, just depends on what you do with those rips
Aaaahhh thanks you, I hope they are good enough that they do.
because thats how most of the games i loves to play, some with very uniwue mechanics, went down again
Are you going to try to create similar type games?
im mainly safing the grafical stuff for my own satisfaction or being able to look back at them.
no,
thats not the purpose i choose to seek
that will stay on my request list to the developers,
hoping for that they will listem and make an offline version of it.
but for now,
they ignore any other messages of me sadly
Sorry, I was trying to change the focus of the conversation. You are here and learnign or know Unity right? what kind of games you like to make?
tbh,
i only joined onto this server(and similar ones) to seek help.
the last think when it comes to gsmedevelopement was like 7+years ago with gamemaker8😅
my current irl focus is learning an warehouse proficiency,
around half a year left until its done
I was thinking of all the apps I learned over the years to make animations, short cinematics and kicking myself as I could have just leanred a game engine to do all of that LOL
i once was a week ina company,
first day was what seemed simple coding from scratch.
i think it was something with sensor and lamps.
but i got an headache after a hit and wasnt abke to do anything anymore.
thats when i said i dont want coding to be my work proficiency😅
trying to read finished stuff doesnt seem to give me that much of an headache i found out today.
shen i tried
when i tried*
but i rather make prompts for ai generated pictures, is more fun to me
Yeah I am the same, I don't want to code for companies. I do it for myself. Manage my own deadlines etc..
yeah that is cool
i sadly had an headache after 30minutes coding😅
idk if its the same today
Well game development sure has changed a lot over the years.
it wpuld make lesser pain when i use some sort of building tools whenever i find interest into it again
Does unity have tcp netcode built in? im going to try to create a basic multiplayer server for a game.
oh alright
is it good?
have you used it?
only in a limited sense. follow the provided link.
okay
i have a editor scene that have some script need attach on gameobject in the scene but script inside editor folder cant be added on gameobject and make a assembly deffinition for editor only still have this restriction, how can i turn this off
you can't
Don't use an editor assembly and just define out the class using scripting defines
nah I just names my idle and sword animation the wrong way round I'm genuinely so stupid I wasted over an hour tryna mess with transitions and stuff 😭
sure
I am beginner in unity engine
I am wanting to migrate in unity
For making large games
In the quality like God of war
a single person cannot make a game like god of war
Well only half of AAA games use good graphics. The graphics don’t make it AAA.
Unity CAN however achieve good graphics.
It’s based on having a good team, good budget, quality content, and a polished setup.
it took 300 people 5 years to make god of war. don't expect to ever do that yourself
I know I cannot develop any AAA game but I will try to make games in AAA quality
😐
I have 3 unique idea of AAA quality games
And my dream is to making a indie studio
Pick 1. Do it
Yes brother I will Start 1
And after that I will work on other
Actually I am currently studying in my school life but I have knowledge of c++ and java
I can also develop games and Android apps
Thats very nice, but no person alone is ever making a game close to gow
Everyone has had very ambitious game ideas, heres a tip, dont waste your time on them
Yeah, we are talking years with multiple teams of people. Even if a single person could do it all, it would take so long that it would be dated before it is ever released
got a dumb question for anybody willing to answer because i am just moving to unity for the first time, any chance i could get advice on how i should structure my game? As in script placement and such.
oh nice i will look those up, thanks
At the end of the day, its what works best for you
Hey brother I can develop whole game alone but I will strucked in animation and timeless because I have 0 understanding about animations and cutscene
so you cant then
I will wait start making map of my game and then I will create gameplay after that I will move on animations and cutscene
😐
Its very obvious you are new to not only game development but perhaps live as well
My dream is becoming a game developer since childhood
Good luck, but it just isnt attainable
Youre taking all the wrong first steps then
😐
The goal isnt crazy or impossible
Anyone with a few weeks of experience can be a "game developer"
All it takes is to actually develop a game
same, gl👍
What wont make you a game developer is wasting your own time and effort on a project you cannot possibly handle/finish
Actually I have better understanding of games I can distribute logics and other I have worked in godot , it's magic engine (custom engine) and better understanding of java
Thats good, youre still not making a AAA solo
Its not a question of knowledge
Its a question of logistics
But there are many indie devs that have published some serious games…
And the answer is no
Depends, making a game you like even if you cant finish it can teach you much more than making a full game you dislike.
After 1 year I will be in college and then I will start making games and I will invest 6 years on single games