#๐Ÿ’ปโ”ƒunity-talk

1 messages ยท Page 89 of 1

raven spindle
#

You get bored and tired of not making real progress if you are not disciplined

pastel orchid
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But my main question " Can we develop AAA quality games in unity" because unreal engine system requirements is high

worldly cave
#

Youre best of investng 6 years building and finishing games rather than wasting 6 years on a game you will never finish

worldly cave
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Because i promise you it doesnt mean what you think it does

pastel orchid
#

I don't know Bro ๐Ÿค”

worldly cave
#

You dont know a lot of things, but you speak with such confidence

pastel orchid
#

I am asking about the graphic like God of war , black myth wokang

pastel orchid
next yew
#

I am wondering what I am doing in this chat still, I should probably get back to learning unity lol

#

Cya guys

pastel orchid
#

I have not any pc or laptop I works in my phone in custom engines

worldly cave
#

Your plan is to make a god of war like game, on your phone?

next yew
#

Thanks for the help earlier btw @worldly cave

balmy kettle
pastel orchid
#

I will start on pc or laptop

worldly cave
#

And you will never finish it

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Because its not possible

raven spindle
#

There is no way you ran Unreal on your phone

worldly cave
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Not for any solo developer

pastel orchid
#

I have learnt all the things about games logic how games work and what is actually logic behind games in my phone using custom engines like godot

worldly cave
#

Good job, that puts you 0.0001% of the way there

slow dirge
pastel orchid
#

Yes bro so I have asked you about AAA quality games not AAA games

tall hearth
slow dirge
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*Graphics quality

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Game quality is not just about graphics.

balmy kettle
pastel orchid
#

I can develop whole battle royal offline games with full optimized

worldly cave
#

Have you?

#

"I can" means nothing. "I have" does

pastel orchid
worldly cave
#

Yeah this guy is either trolling or way too young to be on discord

pastel orchid
#

But using some custom engine I can make

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Bro I can bet you I can develop

tall hearth
pastel orchid
#

Even I can develop a low end game engine

slow dirge
tall hearth
#

you know prove your claims

pastel orchid
#

8j my phone

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I develops Android app in my phone

raven spindle
#

Godot may run on your phone but Unity wonโ€™t

pastel orchid
#

Using Android ide and I have learnt about games in godot and in its magic engine

pastel orchid
worldly cave
#

Which is a triple A god of war inspired game

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Yes

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What a subtle shift

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Not taking any risks i see

pastel orchid
worldly cave
#

Ah of course

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How foolhardy of me

next coyote
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good luck trying to get unity to shit out anything that looks and runs anywhere nearly as good as modern GoW

pastel orchid
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My game idea is unique and I am not alone some unity developers supports me

worldly cave
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Oh im sure they do

tall hearth
#

onto a separate topic the game arknights endfield released recently and i heard they used unity but modified it to use ECS for everything as the building blocks instead of unity's normal monobehaviour system. I was curious what they meant by modifing it though like did they actually change the source code or just implement their own assets to use?

worldly cave
#

I highly doubt they got the source code

pastel orchid
#

Brother I have developed some games in my learning ways I can show them to you after learning about games engine i develops libraries of custom game engines

balmy kettle
#

it is possible to buy a license that grants access to source code to actually modify the engine

raven spindle
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If I make small quick games, mini games, something publishable within a few days to weeks. Where do I publish those?

raven spindle
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Thanks

worldly cave
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Itchy ๐Ÿ˜ญ

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Bro its not a rash

raven spindle
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Oops typo lol

tall hearth
balmy kettle
# worldly cave Is it?

yeah, it's enterprise license only and requires contacting a unity sales rep directly to negotiate the terms/pricing/etc

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it's not something that just anybody could get access to, but it is possible

worldly cave
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Yeah of course

raven spindle
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Want to release just for the bragging rights, money and traffic will be a later focus

worldly cave
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But the fact they were even selling it to begin with

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Kinda crazy

pastel orchid
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And brothers I have a last word for you , you are those guys who cannot develop a single games ๐Ÿ™‚ , and bro telent more than scale

balmy kettle
raven spindle
tall hearth
tall hearth
raven spindle
#

Same, but I will worry about that later too lol

slow dirge
worldly cave
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Idk i always assumed Unity was very protective of it for some reason

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Assumed as in for no real reason

tall hearth
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i kinda assumed the same (for the same reason, of no reason)

worldly cave
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I guess theres not a single major engine that hasnt lisenced the source code to someone else

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Even a lot of in-house engines

tall hearth
worldly cave
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That could change

minor gull
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Can someone convert a file to a more universal file type? Iโ€™m on iPad and canโ€™t download blender

copper gust
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you can ask in a more relevant server

fair cove
stoic steeple
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Hello ๐Ÿ‘‹. forgive me if this is not the right channel for this. I just joined. But unityhub logged me out and I can no longer log in. Like I get redirected to my browser and log in but it never logs me into unityhub.

For reference im on linux. I was able to install and log into unityhub perfectly fine earlier today. then it randomly broke.

slow dirge
#

*hub logs.

latent meadow
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!logs

vagrant rootBOT
# latent meadow !logs
๐Ÿ“ 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

maiden escarp
#

i have a rather urgent visual scripting question... am technically overdue with my project and this is the last thing i need to do, would someone be willing to help if i share in vs channel

fleet canopy
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your options are to send your question here and... that's your option if you need help

#

!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 #๐Ÿ”Žโ”ƒfind-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 #๐ŸŒฑโ”ƒstart-here

fleet canopy
stoic steeple
tacit crypt
#

Hello guys, how do I solve this problem? The class name are the same, yet I keep getting this error notif.

balmy kettle
maiden escarp
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Im new to this and very confused, Im looking for help with this... basically if the light is that color I want the game to end. the player turns the light that color in another interaction

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ik im doing something probably obvious wrong i just dont evne know

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ive tried plugging color equals into if and it doesnt work ofc

balmy kettle
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why do you need to check a light color rather than just flipping a bool to true when the light's color actually changes in the first place?

maiden escarp
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because i actually need a bunch of lights to turn green and its not in a particular order, but I need to figure out how it works before i can add in the other ifs

balmy kettle
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that still doesn't mean you can't just use a bool instead of checking the actual color

maiden escarp
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the lights are originally a different color so they will have had to change color? I guess im not sure what you mean of how else i could check if everythings done

balmy kettle
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something changes those colors. why can it not also just flip a bool? that would be much easier than checking equality between colors. and more accurate.

maiden escarp
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i guess idk how bc all the colors are changed in different ways

balmy kettle
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whatever changes the color can also flip a bool. it's literally that simple

maiden escarp
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all 10 lights are flipped by different scripts

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i have no idea how to merge all of that into one

balmy kettle
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i never said "merge all of that into one" but whatever

maiden escarp
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im sorry i appreciate your advice im just new and struggling to understand what you mean

balmy kettle
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what i mean is exactly what i said. you can make each individual light have a bool that is flipped when it's color is changed to the correct color. have whatever is changing that color also flip the bool. then you just check the bool on that component for each light instead of checking the light's color. that's it.

noble saffron
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Idk what should I ask in vfx channel because I wanted to put a attack vfx for character sprite's attack animation

daring needle
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hello

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I'm using HDRP > Realtime GI lighting of unity
But the indirect light leaks through walls

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how can i fix- any solution?

dusky forum
# daring needle how can i fix- any solution?

https://youtu.be/K3-wPnhmDi4?t=3027
The video gives a demonstration

Learn how to maximize graphics performance on different platforms with Unity 6.3LTS. Leverage modern graphics APIs like DX12, Metal, and Vulkan, and utilize in-Editor level-of-detail generation. Discover multiple optimizations added since Unity 6, such as the new Renderer User Data for the SRP batcher and optimized post-processing effects. Get p...

โ–ถ Play video
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"Light leaking

daring needle
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and im not even using Probes, just relying on Realtime Enlighten GI

noble saffron
reef dome
#

!learn

vagrant rootBOT
livid wagon
#

Hey, I don't know where else to put this question, sorry if it's wrong here.

I'm pretty new to unity and wanted to setup version control. Now I'm getting an error that the repository can't be created in unity hub. And when i got to the VCS repositories page the "new repository" button is greyed out and not clickable.

I'm owner of the organization. Is there something I need to do first?

reef dome
livid wagon
reef dome
#

can you maybe create it through the web interface and then just connect to it?

Otherwise I would encourage to learn git, its nice for learning development in general and only runs into trouble if you have big files later

livid wagon
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No I can't do it using the web interface. Button is greyed out for whatever reason. And it's telling me only organization owners or members with devops seat can create repository. >> I'm organization owner so no clue why that doesn't work

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I guess I could setup git with git-lfs but I specifically wanted to try out VCS ๐Ÿ˜…

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thanks for the help, i guess i'll just go with git

ocean pumice
ionic crystal
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unity support has ignored me for like 3 weeks now and i am lost

it randomly took away my free personal licence and won't let me add a new one

i unistalled it and reinstalled it twice but it still refuses to let me have one

livid wagon
ocean pumice
livid wagon
ocean pumice
livid wagon
#

I don't have any roles though

ocean pumice
ionic crystal
livid wagon
# ocean pumice What do you see under devops?

yea that's what's weird. On the project overview in the Code Reviews and Storage used per repository Widgets it's telling me to start a free trial or subscribe to unity devops. Then i click on that and it's telling me "This organization already has this product"

ocean pumice
livid wagon
#

FWIW

Also seeing these errors on the organization overview

ocean pumice
#

Aynthing weird under User Permissions?

ocean pumice
ionic crystal
#

just said contact support

livid wagon
livid wagon
ocean pumice
livid wagon
ocean pumice
# livid wagon

hm, so you are somehow missing a seat. thats wird. What does repositories website say under VC?

livid wagon
#

That's how it stays forever

ionic crystal
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it is genuinely necessary for my college education to use Unity

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i haven't had access to it since the 9th of last month and the course only has 3 and a half weeks left

ocean pumice
ionic crystal
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deadass nothing

ocean pumice
ionic crystal
#

i hit agree to the conditions for the licence and it just brings me back to a licence screen where i do not have one

ocean pumice
ionic crystal
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but like if i fail college because unity refuses to work i will be so pissed

ocean pumice
#

raging wont help the situation. I can understand it, but try to stay focused on solving the problem the best way you can. You are just using a free license, right? no special edu thing

ionic crystal
#

just a free licence

ocean pumice
livid wagon
ionic crystal
ocean pumice
# livid wagon yea, looks like it at least

and under administration - subscription, there is somethign showing up? I can only try to figure out, as I am not on a free license, so things might look a lil different on your side

livid wagon
#

yea, Unity DevOps subscription

ocean pumice
ocean pumice
# ionic crystal is this not it?

can you try to open this link? does it show your serial (do not share it)? https://id.unity.com/en/serials

ionic crystal
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it's asking me to give it one so nah

ocean pumice
#

If a new account is also not working, you might have some issue with your college network/vpn or whatever infrastructure is happening on your side

boreal river
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I am trying to build my project files

ocean pumice
# boreal river Why?

Unity bug. Reopen hub and the project usually fixes this for me, if it happens randomly

ionic crystal
livid wagon
ocean pumice
livid wagon
ocean pumice
indigo sierra
#

Is this new in Unity 6.x?

ocean pumice
indigo sierra
ocean pumice
indigo sierra
storm patio
#

what version are you on?

ocean pumice
indigo sierra
#

I started the project in Unity 6.2 (HDRP17). Suddenly the transform switched to this layout.
I had to make an upgrade to 6.3 because of crashes (insufficent RAM).
The layout however still look the same

ocean pumice
#

I am on 6.3 too, not showing it to me. Reopen the Editor, does it persist?

indigo sierra
ocean pumice
#

Nah, nothing hijacked here ๐Ÿ˜„ the license issue might continue later or not

ocean pumice
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And what exact version of unity is it? 6.3.10?

reef dome
#

Does look a lot like a custom inspector that you have installed through some package

ocean pumice
#

true, that could also be

indigo sierra
reef dome
#

does that also happen if you create a fresh project?

indigo sierra
reef dome
#

Otherwise check your code for [CustomPropertyDrawer(typeof(Transform))]

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or something along that line

cursive ermine
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Hello, anyone here has some experience or is learning how to do grid turn based games? I'm looking for some guidance ๐Ÿ™

reef dome
cursive ermine
#

I want to learn how to do 2d grid maps on unity and general stuff about their logic. But the first problem Im having is finding a source that teaches how to do it without a procedural generation. I want to learn how to use the grid and tile system within unity. Any recomendations?

reef dome
#

!learn

vagrant rootBOT
reef dome
#

There should be some content for it in that link, otherwise youtube is always a good source

cursive ermine
indigo sierra
reef dome
reef dome
#

can just do a global search

cursive ermine
indigo sierra
reef dome
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so it had a custom inspector? ๐Ÿ˜„

cursive ermine
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hello, is there a way to make so the tile looks in accordance with the grid of unity? right now is in position of 0, 0 but it doesnt look as such (unity grid itself)

storm patio
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that's at 0,0

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the gridlines are at integer intervals, so the line in the middle of the tile is 0, the line to the right/top is 1, etc

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seems like the pivot for the tile is at the center, so the center of the tile would be at 0,0 when the transform is at 0,0

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you could change the pivot so the tile fits in between gridlines if you want, but the "center" of the tile would then not be at 0,0
that's not bad, just a different thing
which one you want is up to you

cursive ermine
#

I kinda understand what you are trying to say, but i have to give it more thought, thanks fellow pekora enjoyer. I think like this is ok, just gotta change my mentality of 0,0 tiles != 0,0 array and unity transform (?)

storm patio
#

yeah just keep in mind that the grid lines there are like a graph grid, not a tile grid

lofty barn
#

i want help for these errors in my game

storm patio
storm patio
vagrant rootBOT
# storm patio !ask

:thinking: Asking Questions

:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #๐Ÿ”Žโ”ƒfind-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 #๐ŸŒฑโ”ƒstart-here

storm patio
#

we can't help without seeing the errors ๐Ÿ˜‰

lofty barn
#

sorry if they are alot but its been 8-7 months i cant do anything

#

asking everybody i hope u are my only choice chris

worldly cave
#

Is this code you wrote?

storm patio
#

sounds like a missing package

worldly cave
#

This looks like decompiled code from a game that used a package you dont have

lofty barn
#

thank u for telling me but what is the package i need

worldly cave
#

"GorillaNetworking" UnityChanThink

stuck flower
# lofty barn

Start at the top. The first one is missing the steam works package. Go get it, then see if any errors are left

lofty barn
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ok wait a sec

#

less errors now

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good right???

#

what next now

potent geyser
#

The next top error, which is still saying you're missing Steamworks.

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The real question is, what is this project, and what are you even trying to do?

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Because clearly this isn't of your own making.

lofty barn
#

i am making gtag copy which is Gorrila tag copy

potent geyser
#

I figured that much. How did you get this code?

lofty barn
#

it was ready from the template i used its self

potent geyser
#

You and every other person is making a "gtag" copy. There must be tutorials out there you can follow.

worldly cave
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There is no official gtag source code, its all decompiled

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There is for the movement at least

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But not the entire game like this

lofty barn
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when i went to fix servers

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getting codes from other people and ai and discords

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it got like that

worldly cave
lofty barn
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yeah i know i am dumb

worldly cave
#

We cant actually help you

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Because its both a waste of time for us and because the rules of the server dont permit us to assist with modding and decompiled games

lofty barn
#

can i atleast dm u the codes and u try fixing them or something

worldly cave
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No

lofty barn
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ok

#

i am quitting i dont understand anything bye thank u for trying

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i hate evrything

flat breach
#

hi, I'm getting this error as what the scene isn't in build profile but it is in it

storm patio
#

and is there a trailing space in that scene's name?

stuck flower
storm patio
#

(just use scenereferences to save yourself the headache tbh)

flat breach
#

tysm

flat breach
storm patio
stuck flower
#

Mine was just a "let's do this now in case it turns out to be the problem and save some time"

flat breach
flat breach
pseudo harbor
#

Just out of interest, is there a way to compare two different Unity versions and what has changed between the two without digging up every single changelog between the two versions?

#

thank you!

errant edge
#

help me in recovering in my unity projects data

boreal river
#

Hey, guys! Is there a way to copy paste a copmponent or component values from my other unity project and just paste it on the new one

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Its a particle system basically

sacred sparrow
#

make a prefab

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and copy the prefab file

boreal river
#

oh because if I copy my game object it wont right I have tried and it didn't work

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right?

sacred sparrow
#

you might have to copy the scripts and all files required

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  • maybe the meta files too
sacred sparrow
#

or that

flat breach
#

hi, not an issue at all but what is a stamina/breathing system in a game? Is it something that makes the player slower and plays breathing sounds when heโ€™s low on stamina(which lowers when the player runs or sprint)?

boreal river
flat breach
sacred sparrow
#

well, it changes game by game

flat breach
#

this seems to be a common used system

sacred sparrow
#

every game does things differently

flat breach
sacred sparrow
#

well, all the ones i know, lol

flat breach
sacred sparrow
#

the most basic stuff i saw nearly every game do is consuming stamina while running

#

and maybe use a burst of it when dashing

flat breach
storm patio
wild geyser
#

Is it possible to have a doorway that when opened shows the inside of a building in but that interior is its own scene entirely

sacred sparrow
#

and then use a render texture

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or

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just make a screenshot from the other scene

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and put it as an image

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there are videos on how to do "portals" too

wild geyser
#

Portals?

sacred sparrow
#

i mean that the render texture changes the angle based on how you look at it

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so it gives an illusion of a 3d environment behind it

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where it really is somewhere else entirely

lofty barn
#

can anyone help me with my gtag copy errors

modest meteor
lofty barn
storm patio
#

if it's based on a decompiled version, we can't help you

deft rock
# modest meteor why is everyone making gtag copies

Lack of imagination and originality, coupled with a young attitude (they're all kids) wanting to replicate something they love and possibly a naive hope to replicate the success and get some dollar bills, mixed in there too

tall hearth
# modest meteor why is everyone making gtag copies

Cause the children play the game, go "wait if i made a game like this i could make a bunch of money" then go to google and search "how to make gtag" and get results which include the game assets then come here as they never learnt how to code expecting the perfect answers

undone nova
#

how do yall feel ab 3d clones of getting over it or other rage games

sacred sparrow
#

waste of time

undone nova
#

3d versions look kinda wack

sacred sparrow
#

unless you change it in a significant way, it's basically the same thing

undone nova
#

true I'm just wondering if any new mechanics would work better in faux 3d with a fixed perspective or true 3d

storm patio
#

3d rage games already exist

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if you just clone them then there's not much novelty?

undone nova
stuck flower
#

Like, it's not a rarity. There's tons of 3D "Getting Over It"-likes

undone nova
#

nice nice, yea this is a defined genre

#

Im playing the demo for flipping is hard, it has good mechanics that take time to master

fluid shadow
#

guuuuys I am loosing brain cells by the second
I am trying to get the cardboard VR thing in unity following this article : https://developers.google.com/cardboard/develop/unity/quickstart
and after almost a week of working on it I had a grand total of 0 successes
I keep trying to build the scene to try it on my phone but it just refuses to work

Google for Developers

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

#

please help me with this problem

woven trellis
#

Has storage-gb-hours increased at all with these new tier changes?

raven spindle
#

any impacts to personal licenses?

topaz crown
#

Could you find what's wrong in this picture ?

stuck flower
potent geyser
#

Personally, I think what's wrong in this picture is your choice of layout.

topaz crown
topaz crown
stuck flower
remote needle
#

that couldnt be any less helpful

topaz crown
#

no it's not just look at my screen

modest meteor
topaz crown
#

seriously

#

no body noticed it. Where is the play button

remote needle
#

if only we had context of what the actual issue was ๐Ÿ˜ฑ

stuck flower
#

So, maybe don't try to play 20 questions and just ask your question

topaz crown
#

that wasn't a question

#

I know how to solve the problem

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You're just mean

remote needle
#

i dont think you know how to ask for help correctly

worldly cave
dense coral
#

Anyone have any ideas for a PS3 style game?

stuck flower
#

You see, that'd be hard, because in order to have a PS3-styled game, the PS3 would need to have games, but we all know that PS3 has no games

dense coral
#

lol

vivid cedar
storm patio
steel thicket
#

hi guys! im quite new at unity, im trying to make a prototype for a 2d shooter, nothing too fancy, and now that i have tackled some stuff i want to ask, how do you make a map? i have read a bit about tile maps, but in reality i dont know what stuff i can try, any tips?

storm patio
#

gotta start with what kind of map you want to make, and go from there

#

tilemaps would work if you want to use tilemaps

storm patio
#

-# that was sarcasm, mate

frozen notch
frozen notch
#

it explains how to make 2d games, scripts and a lot of things

steel thicket
topaz crown
woven trellis
#

What does this mean:
100 GB free Egress/month,

Im a bit confused.
Is that the storage-gb-hours?

storm patio
#

what's the context for this

woven trellis
#

The new pricing changes that went into effect today/yesterday

#
Whatโ€™s changed starting 3/1:

    No more per-seat charges for Unity Version Control seats in our public cloud
    Lower Standard Storage pricing and the introduction of Egress as a standalone meter
    100% Egress discount for all customers during the March and April 2026 billing periods (the first two months this pricing change goes live). Charging for Egress will start in May 2026.
    Bigger free tiers: 25 GB Standard Storage per org/month (up from 5 GB, retroactive), 100 GB free Egress/month, Unity Editor Concurrency increased from 1 to 2
    Included monthly compute minutes: 200 Windows Minutes (Micro), 100 Mac Minutes (Standard), 100 Linux Minutes (Micro)
    Clearer billing and names: Storage and Egress measured in GB (monthly-average storage), flat-rate Unity Editor Concurrency, and standardized Minutes tiers
vivid cedar
#

"egress" means "data leaving storage" basically

#

so - anything you do to retrieve the data

woven trellis
#

Hmm..
Last month I got a warning that i hit 75% of my unity devops storage due to my storage-gb-hours
Im just hoping i dont get nailed with fees for my little indie project

hard parcel
#

what IDE people use more for unity c# scripts ? is it vs code, visual studio? rider ?

craggy pollen
#

all of them

balmy thistle
#

mostly personal preference. Find what's comfortable; they are all free for non-commercial use (although vs code is free for any purpose)

radiant pewter
#

any tips on stopping navmeshagents from twitching rapidly when they walk into eachother?

vivid cedar
balmy thistle
#

I personally use VS 2022 because I am used to it and I have no issues

hard parcel
#

well i want to write an extension for for my reactiveuitoolkit framework, that parses the code and color it correctly as i added a new roslyn layer. either way for visual studio this proves very problematic, while for vsCode it took few hours.

#

so i am trying to figure out if its absolutely require to waste more time to write the extension for visual studio and rider..

craggy pollen
radiant pewter
gray frigate
radiant pewter
#

randomising avoidance priority seems to have helped a little bit

lofty hound
#

hello im new i recently connected huricane Vr im using meta quest 2 when i play the game fingers are tracking, hands move with player, but the hand root position is stuck on the ground i dont understand how to fix it

plain dagger
#

thats just advertising

charred fog
frozen notch
#

you should look for testers. developper or not

#

what's your tool? i can test

#

i'm a beginner if that's fine

charred fog
#

If it's not Unity project, there's no space for it.

#

!mute 279792660128989185 3d Ignoring warnings.

vagrant rootBOT
frozen notch
#

bro why

#

i mean he could have helped

charred fog
frozen notch
#

kinda hard deciding what's off topic when the channel's name is not specific enough

charred fog
#

@frozen notch They were shilling their "AI" tool, it's not the topic.

frozen notch
stuck flower
ruby fulcrum
#

Hello, mates

#

During 7 days, my Unity skill increased

#

I am working with photoshop.

charred fog
#

@ruby fulcrum Do you have a Unity related question?

ruby fulcrum
#

Yeah, of course

sacred sparrow
#

and what is it?

charred fog
ruby fulcrum
#

Thank you for letting me know

charred fog
ruby fulcrum
#

Got it

charred fog
#

I hope so, because this is the last one

left coyote
#

is there any way to keep the transform of a moved object in game mode in editor mode?

cosmic igloo
#

only with copy paste

charred fog
#

If you want to save data you can prefab it at runtime

sacred sparrow
charred fog
#

Assets keep data outside of the scene, so prefabbed items will keep it.

ruby fulcrum
#

In Unity Game, it is necessary for privacy policy and terms of service?

sacred sparrow
#

or well, it depends where and if you wanna publish it really

ruby fulcrum
#

Finally, I want to publish it in the Google Play Store

stuck flower
#

So you'll need to check their guidelines

ruby fulcrum
#

Do you have Unity Developing task?

violet thunder
#

I read that like a player asking for a quest from an NPC

tepid reef
#

is it good for a 14 (almost 15) year old to get into C# and Unity

copper gust
#

sure

charred fog
#

!collab

vagrant rootBOT
# charred fog !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:
โ€ข ** Collaboration & Jobs**

worn schooner
modest meteor
#

!learn

vagrant rootBOT
analog pebble
#

Hi all, Iโ€™m a relatively fresh game dev, looking to work on my skills in level design/environmental design and put a portfolio together. Iโ€™m curious if using a pre-made/store bought asset pack was a frowned upon thing when it comes to beginner portfolio projects?

From my understanding, with portfolios itโ€™s typically about the working process just as much as the end result, but if my focus is more so on developing the logistics of the levels I design, would using assets made by others be a bad look?

copper gust
#

it's not a bad look no, though for level design specific pieces a lot of your stuff is probably going to be greyboxing

analog pebble
#

Ahh okay, I figured as much, most of my experience up til this point is primarily design sketches and greyboxing, but i figured it would be a nice touch to use assets to make a more complete piece, but I wanted to ask around and make sure I wasnโ€™t shooting myself in the foot in doing so, thank you!

worldly cave
#

people really be leaving this server over the most dramatic nothing burger situations

gusty abyss
#

I remember there being a jobs section in this server

worldly cave
#

!collab

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:
โ€ข ** Collaboration & Jobs**

worldly cave
#

you can use the unity forums for that

gusty abyss
#

Wasnโ€™t entirely wrong

worldly cave
#

I wasnt correcting you, im just pointing out where you can still find the appropriate resource

gusty abyss
#

Never said you were and you are helpful at that

uncut parcel
#

So I had some NLA strip animations imported with an FBX, but the clips generated from it are apparently marked for deprecation now. It doesn't let me mark it as "Legacy" even in debug mode which I assume has to do with it being embedded, but that's its own issue. I wanted to ask, if that's deprecated now, what's the recommended workflow for importing animations?

winter sand
#

what channel would i ask in if i need help with texture on a model

runic parrot
#

i want to build a 2d game in netcode for gameobjects but i dont want to bother with lobby building and networking is there a prebuilt template

naive cloud
#

How do I send my unity project to my teacher with it working properly?

runic parrot
#

another alternative is to make a webgl and upload to itch.io or unity cloud

#

does your teacher want source files

naive cloud
#

tried once on another computer and got like 30 errors

runic parrot
runic parrot
uncut parcel
stuck flower
#

This looks like your GPU is dying

uncut parcel
#

Idk wtf is up with it. My GPU is fine but the editor has become pockmarked ever since I did this

copper gust
#

its snowing โค๏ธ

onyx shale
#

yikes

golden crane
stuck flower
#

but the GPU is the thing that renders graphics

#

Meaning it also renders the screenshot

worldly cave
golden crane
#

i just didnt know if a gpu dying would show up as a screenshot, it could be just its output to the monitor thats broken

#

i guess not-
idk how gpus die exactly

storm patio
golden crane
#

okay okay i get it ;_;

uncut parcel
#

I'm wondering if it's because I need to update my drivers or something

#

it's doing those artifacts on both monitors as well

#

not when Unity's closed though

#

why mark the traditional animationclip workflow as deprecated anyways ๐Ÿค”

worldly cave
#

it could just be the editor

#

its notoriously stupid sometimes

#

have you updated it recently?

uncut parcel
#

yeah just a few days ago

#

it's version 6000.3.9f1

#

should be the LTS version

#

I think editing this one meta file corrupted the editor somehow

deft rock
#

LTS is just long term support .. you would hope that's stable, but, it's not really until many patches later.

#

and certainly doesn't mean bug free

polar basalt
#

i mean it could just be unity

#

but if your gpu is dying, it may not be your gpu

#

i had some issues like that, and since i upgraded from 11 to 10 i have no issues

uncut parcel
#

well my computer just locked up and had to be hard restarted so it might be GPU or driver-related after all

uncut parcel
#

Win10 pro

polar basalt
#

hmm okay

uncut parcel
#

looks like NVIDIA rolled out forcing people to use the NVIDIA App instead of Geforce experience so that could have been the cause

rich valve
#

its probably not the right channel but guys i have a github project for my unity game but i delete .git file by mistake and then i create new one THE QUESTION IS i am not able to compare and merge with main anymore because different history these files have any idea?

vivid cedar
#

You ran git init again?

rich valve
#

yep

vivid cedar
#

Well.. you created a mess certainly

rich valve
#

:(

vivid cedar
#

Have you made commits since doing it?

#

If not, you should be able to do this:

git remote add origin <your-repo-url>
git fetch origin
git reset --hard origin/main   # or origin/master, or whatever your branch is```
#

If yes, then you need this:

git remote add origin <your-repo-url>
git fetch origin
git merge origin/main --allow-unrelated-histories```
rich valve
#

i made atleast 2 commit on 2 different branch

#

but maybe more than 2 because i am tried to fix it with AI and i just copy paste what it said but not work

#

while doing it i might create bigger mess aswell i have no idea rn

uncut parcel
#

All due respect but fair point of advice, don't rely on AI to write code for you

rich valve
#

i never use AI to write code only for github because i am new at it and dont know how to use it

stuck flower
#

Here's my idea:

  1. Move the folder somewhere else
  2. Delete the .git directory of the new one
  3. Re-clone your actual one
  4. Paste all your changes over the new clone
  5. Commit it again
vivid cedar
#

That's an option too

#

you will lose a little commit history though

#

if you don't care, that's a pretty simple approach

#

This assumes your local version of the project is what you want to become the canonical version

#

In any case copying the folder somewhere else as a backup is a good first step to make sure you can always go back if you mess something up

#

the git merge origin/main --allow-unrelated-histories is really the only canonical and git-ish way to do it, it will fully preserve all your commit history from both repos (technically they're separate repos because you did git init again)

rich valve
#

ty guys โค๏ธ

deft shoal
#

Anyone here know blender? I need some help w/ sum

vivid cedar
deft shoal
vivid cedar
#

!blender

vagrant rootBOT
deft shoal
#

thx

uncut parcel
gray frigate
#

I've seen that kind of problem on my Mac

#

some scene gizmos cause really funny artifacting

granite lava
#

Can't ScriptableObjects Serialize C# classes? Say I have this

[Serializable] public class AI { }
[Serializable] public class DogAI : AI { }
[Serializable] public class CatAI : AI { }

public class Animal : ScriptableObject
{
  [field: SerializeField] public string Name { get; private set; }
  [field: SerializeField] public AI Behaviour { get; private set; }
}

I want to create Animals and then give them C# classes through the Inspector, is that possible? I couldn't get it to work, the Inspector is not serializing the class field.

copper gust
#

No that should work, might not show because there's no fields in AI?

gray frigate
#

You'll need to use SerializeReference to get what you want here

#

This behaviour isn't specific to ScriptableObjects

copper gust
#

I can't do a good job explaining it but just as a sidenote at some point you might want to/need to look into the difference between using SerializeField and SerializeReference in relation to base classes

gray frigate
#

Unity will only serialize the fields of AI, no matter what kind of object you actually assign to the field

#

SerializeReference has a few consequences:

  • Instead of directly storing the serialized data, it stores a reference to a separate blob of serialized data
  • Unity remembers the type name of the object that was stored in the field, which allows it to remember that you had a CatAI or a DogAI
  • Unity no longer provides a default property drawer, so you need to provide your own
#

(there are several packages that provide a decent default property drawer, allowing you to pick a type and then displaying its fields)

copper gust
gray frigate
#

If you add [SerializeReference] to a field, it will no longer show up in the inspector

copper gust
#

not true

sage basin
#

(unless a value is already assigned)

gray frigate
#

oh right

#

that's what it does

#

(which is basically the same thing for most use cases)

#

It'll display the property drawer for the currently-assigned type, but it won't let you change the type

#

(and if the value is currently null, you get nothing)

copper gust
#

Depends tbh, i've had about equal amount of usecases

granite lava
gray frigate
#

References are made to unity objects

copper gust
gray frigate
#

AI is not a unity object

granite lava
gray frigate
#

what do you want to actually do?

#

are you trying to refer to components here?

#

if so, then AI should derive from MonoBehaviour

#

if not, then there is no object to reference in the first place

#

notably: SerializeReference only permits references within the same Unity object

granite lava
#

Let's say I'm creating items, they have names, rarities, and a BehaviourScript that's unique to each item
I want to create these scripts and then just throw them in there
I know it can be done cause I've seen KiwiCoder do it on his BehaviourTree tutorial but it wa through code that he would create the ScriptableObjects and give them the classes
Or were the classes also ScriptableObjects? That could have been the case

gray frigate
copper gust
#

ah right, this is kinda a thing unity sucks at

gray frigate
#

which is a kind of Unity object

#

and thus you can assign a reference to it

#

Notably...

#

The managed references are not shared between other UnityEngine.Object instances. If you assign the same custom serializable class object to fields on two different host objects, the serialized references will become separate instances. In addition, if you clone a host object with managed references, this also creates separate copies of all the managed reference objects.

copper gust
#

There's ways you can do this via base classes but yeah i've prefered a workflow in which you make a class deriving from scriptableobject per unique script and then make 1 scriptableobject asset per script

gray frigate
#

So, you could have a MonoBehaviour or a ScriptableObject (both of which are kinds of Unity Objects) that contain many serialized-by-reference C# objects

#

These objects could refer to one another by reference

granite lava
#

So, can I just create a ScriptableObject class and throw Behaviour inside of it, like a Finite State Machine, have one script like that unique for each item and it's all good?

gray frigate
#

However, these references could not cross over into another Unity Object

gray frigate
#

You have two options:

  • A single "Behaviour" ScriptableObject. It uses [SerializeReference] to store a C# object that implements your game logic
  • Many "Behaviour" ScriptableObjects that derive from a single abstract base class, which direectly implement your game logic
gray frigate
#

If you do not anticipate this, then it makes more sense to directly store the C# object in a [SerializeReference] field

gray frigate
# gray frigate So, you could have a MonoBehaviour or a ScriptableObject (both of which are kind...

it's important to understand the distinction between "Unity Object" and "C# object"

  • A "Unity Object" is something that derives from UnityEngine.Object. Its lifecycle is handled by the Unity engine. You can assign references to these in the editor, and they can be stored as assets.
  • A "C# object" is any type (everything derives from System.Object). Unity doesn't necessarily care about this type at all. You can't store this as an asset or assign a reference to it in the inspector.
granite lava
copper gust
#

If you do use scriptableobjects a really nice workflow is using a Script Template which is a .txt file in /Assets/ScriptTemplates/ that lets you define a template, like how unity's scripts start with awake and start. I had one setup like this

using System;
using System.Collections;
using System.Collections.Generic;
using System.Reflection;
using UnityEngine;

[CreateAssetMenu(fileName = "#SCRIPTNAME#", menuName = "ScriptableObjects/Moves/#SCRIPTNAME#", order = 1)]
public class #SCRIPTNAME# : MoveData
{
    public override IEnumerator OnActivate(MoveInfo moveInfo)
    {
        yield return new WaitForSeconds(0.5f);
        EndMove(moveInfo);
    }
}
gray frigate
#

Each class you define will be a certain kind of behavior

onyx stratus
gray frigate
#

You can then create instances of that

#

For example

copper gust
copper gust
gray frigate
#
[CreateAssetMenu]
public class LogBehavior : Behavior {
  public string message;

  public override void StartBehavior() {
    Debug.Log(message);
  }
}

where Behavior is an abstract class that inherits from ScriptableObject and has an abstract StartBehavior method

gray frigate
#

(e.g. the message in the above example)

copper gust
#

Depends on the usecase

#

Mine did not

gray frigate
#

If you genuinely have no need for configuration in any situation, then you should probably just use non-Unity Objects in a [SerializeReference] field

#

because that means the assets are pointless

#

it's a meaningless layer of abstraction

gray frigate
copper gust
#

the assets are a nice way of drag and drop type selecting, and in the event you want to reference other unity objects

gray frigate
#

it depends on whether you expect to share anything

gray frigate
granite lava
copper gust
#

eg. sprites

copper gust
gray frigate
copper gust
#

there's ways of automating it but that's a whole other thing

gray frigate
#

It sounds like you're suggesting a situation where you could store either:

  • one of your "Behavior" ScriptableObjects
  • some other Unity Object
copper gust
#

yes but this is also being shared between different things

gray frigate
#

but this means the field's type must be UnityEngine.Object...

gray frigate
granite lava
gray frigate
#
public class Foo {
  public Sprite sprite;
}
#

this is perfectly legal

#

(actually, did I even say that previously? it is true)

copper gust
#

feels like this might have been a bit overcomplicated

granite lava
#

I want to create multiple of these items and then link a Behaviour File through the inspector
I was just thinking maybe ScriptableObjects would be a good fit to store these items as

gray frigate
#

Batby, please stop giving me random negative reactions instead of actually addressing me

#

it's kind of frustrating

#

if you want to refute something, then refute it

copper gust
#

i was waiting in case you we're continuing to type

#

docs say serializereference can store a reference to a unity object?

gray frigate
#

It cannot.

#

Must not derive from UnityEngine.Object. For example it cannot be a GameObject, MonoBehaviour, ScriptableObject or Transform.

#

The point of [SerializeReference] is to be able to:

  • use polymorphism
  • ...on non-Unity Objects
#

(that's one major point, at least)

granite lava
# gray frigate that will work fine, then

Yeah, but the current solution still doesn't look ideal, having to create a BehaviourScript : ScriptableObject and then an Asset for said Script just so that I can asign it to the Item Asset

gray frigate
#

Here's an example from a proc-gen system I built

copper gust
gray frigate
#

the system revolves around "sources" of values

#

e.g. a source of a float

#

I can pick a LiteralFloatSource or a UniformRandomFloatSource or a DistanceFloatSource

#

FloatSource is an abstract class, and those types all inherit from it

#

I can pick a type and then configure it in the inspector

#

Notably, since these are not assets, they can include scene references!

#

That's a huge weakness for ScriptableObjects โ€“ they're assets, so they cannot point at Unity Objects in the scene

#

I use ScriptableObjects for things that need to be shared, and I use SerializeReference for things that only make sense in a specific in-scene (or in-prefab) context

#

(e.g. , entry 1 in that list points to a specific Transform in the scene)

coarse horizon
#

hi, does anybody know how to fix this problem when trying to install the editor? thanks

ripe walrus
#

Just received this email: ๐Ÿ˜ฎ
Anyone has more info ? I have not seen any news about this anywhere

Important Notice: China-based assets being removed from the Asset Store on March 31st

granite lava
#

Hmm, I'm not currently implementing it right now, more so doing research before doing it, maybe it's not really what I want, I'll see if I can just use plain C# classes for the items then, thanks for the info, I'll check this SerializeReference thing later to better understand what it does, thanks guys

copper gust
#

It would be nice if Unity had an offical solution for a kinda scriptableobject where 1 asset is made per deriving type

latent meadow
#

It is impossible to comply with Chinese Communist government Cybersecurity Law and overreach, and at the same time, U.S. laws (and overreach). they are contradictory. China will get the Tuanjie Engine, and Unity is trying to sell their Chinese division off, from what i have seen.

sonic sparrow
#

Clicking the link to see which assets of mine are affected lists thousands of assets instead of just the ones I own. There's no easy way for me to search through the literally hundreds of assets I own to determine which are on that list.

latent meadow
#

that is unfortunate. i own over 10000 assets, and am about to go see. they are going to Have to streamline that. (Vast majority are just the freebies, but still)

sonic sparrow
#

I'm hoping a bad db query

latent meadow
#

honestly, not a damn thing i can do about it, so for sanity's sake, i may just wait and see.

#

link comes up 'not secure' (not https) so i won't follow it anyways. personal preference.

vivid cedar
#

Yeah I was trying to check which of mine were in the list but gave up. Someone should write a script ๐Ÿ˜›

jagged needle
#

anyone know how to fix compiling scripts running backend? its on that screen for like 2 hours

gray frigate
#

at that point the editor has to be deadlocked; i'd just kill it and reopen the project

gray frigate
jagged needle
#

it does not open the project it just stays on that

#

and it happened when i installed the xr plugin

gray frigate
#

i'm not aware of anything like that caused by the XR plugin, but I could believe it

#

i'd kill unity again, then delete the Library folder from the root of the project (it'll be in the same folder as "Assets" and "Packages")

#

this will force unity to reimport everything and reinstall your packages

#

this won't remove any actual project data

#

(it will forget which scene you had open, though)

jagged needle
tall hearth
latent meadow
#

i wish!

tall hearth
#

me too, yet im not sure how to even create one ~_~

latent meadow
#

not much different than making things for yourself. then you just have to 'package' it. I would not try to explain, but a few videos should help

gray frigate
#

the asset store distributes .unitypackages, which are pretty much just a fancy zip

latent meadow
#

lots of rules go into the layout though

gray frigate
#

for the asset store in particular, i imagine

#

yeet EVERY single asset directly into Assets/

#

good luck

latent meadow
#

lol

gray frigate
#

name them all !!!!!!!!!!!!Foo so that show up at the top of the list

latent meadow
#

so wise, it's scary!

tall hearth
#

alright another thing i was wondering recently is big games like the gachas have their data in packages instead of just all in the asset folder when building to make it easier to update (only needing to reinstall the set packages and not the whole game) what is this called in unity or how would i do this myself?

tall hearth
#

i think so from what i had googled before but i couldn't find a nice way to create them

nimble furnace
#

hey guys currently trying to work on a game here. was wondering if anyone cann give advice on where to start like do i start with making the gameplay or menu etc im very new to this

tall hearth
vagrant rootBOT
nimble furnace
gray frigate
#

If you're brand new, then use that Learn site to figure out how to use Unity

gray frigate
nimble furnace
#

im trying to create a silent hill resident evil type game kinda mixing gameplay between them

gray frigate
#

nice (:

#

the Library stores imported assets, compiled shaders, etc.

#

it not-infrequently winds up corrupted

#

which causes...Weird Behaviorsโ„ข

sturdy glen
#

I want to ask if should I code in movement like dodging or dashing or just use root animation, my project is kinda like souls combat

vagrant rootBOT
sly lake
#

My game has soulslike-ish combat as well, and I ended up having to hack a hybrid root motion system in, because I didn't use it from the start.
This causes all sorts of trouble.

devout wasp
#

So I got email about pricing changes yesterday, and I really sensitive to those now.

It's fine and there's nothing bad as far as I see, roight?

leaden sand
#

Happy Holi everyone ๐ŸซŸ

midnight flower
sly lake
#

Pay per gigabyte instead of per GB-hour

rare cliff
#

Happy Holi Guys

#

I need help with games in Unity

storm patio
vagrant rootBOT
# storm patio !ask

:thinking: Asking Questions

:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #๐Ÿ”Žโ”ƒfind-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 #๐ŸŒฑโ”ƒstart-here

rare cliff
#

how to fix roads clear in terrains

#

@storm patio

#

Easyroads3d

latent meadow
# rare cliff how to fix roads clear in terrains

your best bet is to read the manual and prehaps join the creators discord if they have one. also, i see a settings there 'follow terrain contour' and 'resolution'.. perhaps just play around.

rare cliff
#

i create this Battle Royale Maps

#

like COD

#

@latent meadow

storm patio
boreal river
#

Hey, guys! For one reason, when I am changing my property values on my paritcle system, it always says application.UpdateScene something like this and its very annoying. How can I stop this from happening all the time?

normal tide
#

ive built a better material converter that works with custom materials & internal error materials.
This tool will search your project, convert the material to urp and match the proper texture

Batch Material Texture Converter can DM for a dl link

boreal river
#

Why all the time when I am changing a value

normal tide
latent meadow
copper gust
#

Also anyone downloading strangers code to run via discord dms is really dumb

#

Do not be dumb

boreal river
violet thunder
boreal river
#

when I disable the collision module it doesn't reload all the time but when I have it enabled it does

#

Isn't it weird?

worldly wind
#

The hierarchy isn't working properly. When I select an object on stage, the hierarchy doesn't select it. Actually, it does select it, but if it's a child object, I can't see this selection; it doesn't open automatically.

#

I didn't know how to explain it

ocean pumice
worldly wind
ocean pumice
worldly wind
#

Unfortunately, has not been resolved.

ocean pumice
#

Also be sure to restart unity when doing changes to test

worldly wind
#

The new hierarchy is already disabled, I restarted the editor now.

ocean pumice
ocean pumice
latent meadow
#

you can always try deleting the Library folder before a new project.

ocean pumice
normal tide
#

update
False texture match fix โ€” the "base name contains texture name" path in both FindTextureByType and FindTextureByDirectName now requires the candidate texture name to be at least 80% the length of the material base name before it's considered a match. e.g. "water" (5 chars) is only 50% of "watermelon" (10 chars), so water_albedo is rejected. "watermelon" itself (exact) or "watermelon_old" (prefix) still match correctly.

Shader graph materials in Material Finder โ€” ShouldIncludeMaterial previously classified any shader named "Shader Graphs/*" as a URP shader. Now a shader graph is only considered URP-native if its .shadergraph file lives inside Packages/com.unity.render-pipelines. Everything else โ€” S_Foliage, S_Assets, S_Props, etc. โ€” falls into the custom shader bucket, so "Find Custom Shaders" in the Material Finder will now pick them all up.

worldly wind
#

The issue is caused by vhierarchy 2. I'm now certain of this. Disabled vhierarchy 2 and restarting the editor fixes it.

latent meadow
ocean pumice
worldly wind
normal tide
ocean pumice
normal tide
#

no account needed

#

๐Ÿ™‚

normal tide
#

not trying to self promo trying to offer more to the software material updater thats super broken in the new updates

vagrant rootBOT
tender thicket
#

Oh sorry i didnt see that properly

latent meadow
normal tide
latent meadow
#

yeah, just saw that ๐Ÿ™‚

crisp phoenix
#

what exactly is happening to my rendering here

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why is it deepfried

gray dirge
crisp phoenix
#

its only in shaded mode though

boreal river
#

Hey, guys! I can't really understand when we use the planes type and world type in collision module. I mean what is a plane its a 3D object right that I know from Unity the primitive one right or its something else because I am reading the documentation and I cant really figure out when we use the planes type because it has to be an empty object and where exactly it must be placed or whatever I cant understand at all. I know that world type let the particles to collide with all world game objects that they are collding with right but what is the plane type.

https://docs.unity3d.com/ScriptReference/Plane.html

thats what I was reading but still cant figure out why and how you know very confusing.

#

It requires a transform but what

#

Its very confusing

boreal river
#

Yes I read this bro

#

I cant understand how its possible for it to be empty

#

What is the plane?

#

with what exactly my particles will be collided with when using planes

#

not here bro

crisp phoenix
#

@plain shadow

boreal river
#

Therea er million other servers for work

grizzled trellis
ocean pumice
crisp phoenix
ocean pumice
#

Back from the times of overclocking 20 years ago, this happened when the GPU ran into its limits. So maybe your project pushes your GPU to its limits?

#

Like overheating for example

crisp phoenix
#

its just simply lit materials lol

ocean pumice
#

what is your GPU temp and usage in windows when your project is open?

crisp phoenix
#

well.. i use intergrated gpu

#

im on a laptop

ocean pumice
gray dirge
# crisp phoenix its just simply lit materials lol

That indeed looks like something that could happen due to GPU issues, but of course there are other possibilities. Especially if very similar projects work without issues, it could just be some sort of weird bug. You could file a bug report and see if it results to anything. Driver update would be good thing to start with, it could be some very specific bug in some specific graphics API that only happened in some edge case.

#

Could in theory be a unity issue, but definitely looks more like something wrong with the GPU/driver

ocean pumice
#

yeh, those artifacts happening I never saw in different scenarios than the GPU failing for whatever reason, most of the time overheating or power delivery issues.

crisp phoenix
#

its never happened before

#

and it works in other more demanding projects

ocean pumice
#

You got obvious issues on your gpu. for whatever reason. As said, try to check on temperature, update drivers. There is nothing we can do from here til you made sure, your hardware is running correectly on that specific project

boreal river
#

Hey, guys! Why I see my rain particles inside the house? I mean I set mesh collider and box collider on the roof but I still see some particles passing through my roof.

crisp phoenix
#

this on another project using urp too

ocean pumice
ocean pumice
crisp phoenix
#

yeah but the full world scene is a model from the wii console from 2008, it barely has any triangles

#

its not even the project its the scene, another scene from the project

ocean pumice
#

Do the artifacts change when disabling enabling meshes?

ocean pumice
# boreal river Why guys?

Why not. You might have your origin shape of particles spawn particles missing the collider because they spawn inside

ocean pumice
crisp phoenix
#

i dont have a camera lol

ocean pumice
#

oh, its just scene view?

crisp phoenix
ocean pumice
#

when adding a camera

boreal river
#

maybe its because my rain is too fast

#

the speed

crisp phoenix
ocean pumice
lofty barn
#

can anybidy help me with these errors dont worry they are not decompile

boreal river
lofty barn
#

but i cant create key in the keystore manager why

gray dirge
#

@crisp phoenix Do you have any post processing effects active? If it only happens in one scene, I would start by disabling everything until you find what's actually causing the issue. The material preview being broken is quite suspicious though

lofty barn
#

anyone

storm patio
#

you have not provided any useful info

lofty barn
#

i cant create keys in my game in unity it just doesnt work

#

create keys from the keystore manager

ocean pumice
lofty barn
#

Iโ€™m using unity keystore manager to generate a new keystore file for signing my Android build. Im creating a new keystore generating a key alias inside it and configuring it in player Settings so I can sign the APK AAB for release like how

crisp phoenix
lofty barn
remote summit
#

hello i need a little help with smth i have many Toggles that im using as checkbox but i can only have one selected at a time. i saw in internet the problem is they in the same toogle group and that i should put them in none? but they are alreayd in none it seems

#

they are specifically in None (Toogle group) by default

ocean pumice
lofty barn
#

ok thank us so so so so so much

boreal river
#

@ocean pumice I think that was because I had medium collision quality because when I change it to high it works. I think thats the reason.

The only difference between Medium and Low is how many times per frame the system is allowed to query the physics system. Low makes fewer queries per frame than Medium. Once the per-frame budget has been exceeded, only the cache is used for any remaining particles. This can lead to an increase in missed collisions, until the cache has been more comprehensively populated.

ocean pumice
boreal river
#

and on low and medium for one reason it says static colliders

#

what does it mean?

ocean pumice
#

that your colliders are not allowed to move

gray dirge
#

I think static collider refers to object that has no rigidbody in it. Not sure if kinematic rigidbody fall in that category

boreal river
#

No I mean in high collision quality my particles doesn't pass through my roof mesh collider but with med and low they are passing.

ocean pumice
#

from the docs "Note that this setting is only suitable for static colliders that never move."

#

As the docs also state, setting it to high will always use the physics system to reiterate over collisions, why the medium and low system will take all static colliders, cache the information and always reuse that information. so no need to reask the physics system if they collide or not at those positions.

boreal river
#

So I can just fix via code

#

right?

gray dirge
#

Even when everything is set, the cache is just an approximation for the collision surface so mistakes can happen

boreal river
#

so in this case what I have to do

#

lets say I want to use med and low

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not high

ocean pumice
gray dirge
#

Tbh I would be bit cautious in relying on the particle collisions for rain, also the amount of particles you need could eat quite bit of performance. If using VFX graph was an option, I would consider that. If you need many buildings that need to be clear of the rain particles, it could get complicated, but with only one house, you could just use single Collision Shape Block (with Oriented Box or SDF for more complicated building shapes)

ocean pumice
# boreal river

what type of collider is your roof? You could increase it technically to give it some padding to check on, if possible.

hybrid oyster
#

What's an acceptable Minimal Viable Product for an RPG that'll eventually become an MMORPG (hopefully) to try to get some funding in order to potentially hire a couple people?

#

Like obviously having your Stats, maybe a ghetto looking UI and the overall alpha combat or something right? Or is there an earlier stage that i can garner some support for because I am brand new here and I'm going ham with this Data at the moment

ocean pumice
boreal river
#

On documentation I found it

hybrid oyster
#

well it's about Unity, I'm on Unity, i'm making it in Unity lol yah know?

vivid cedar
ocean pumice
# hybrid oyster well it's about Unity, I'm on Unity, i'm making it in Unity lol yah know?

your question could be adapted to any game engine or even haptic games... If you got a good idea and profound layout of what your player loop will cover, you could get funds without a single line of code. But most likely, you got to have a vertical slice of your mechanics to show to someone so they understand what is happening and why they should play your game.

hybrid oyster
hybrid oyster
ocean pumice
#

you would not convince me with saying, you dont know what you are doing. Id start developing some skills before even thinking about getting funded by whoever

hybrid oyster
#

but i see what you guys are saying... I think i'd probably have to have at least an "Arena" where you could fight mobs and be able to have like a DevAlpha multiplayer where you can fight each other tbh

hybrid oyster
ocean pumice
#

a couple people are funded funded funded, even one is already.

hybrid oyster
#

because i've been asking AIs like endless amounts of questions... endless endless questions, have them give me example

#

and I'd rather ask the AI about the next steps of where to go and then have a dude who is like alright i see what you're saying...

#

Cuz right now i'm just doing all the Data but it's set up that i could have hundreds of Attributes/Stats or w/e and it's getting to the point where i'm going to need to start like having the things do the things or w/e

#

at the moment im making Scriptable Objects to start having the structs pseudo-constructed or w/e so i can mess around with them but i feel like i absolutely to some Fireballs and Fireblasts like asap but it's so much it's alot

ocean pumice
#

and eventually you learn, that AI is not going to replace your lack of skills and knowledge. It can help you, but not guide you without any knowledge at all. You should start developing your own knowledge and if its not about developing, you should get into the game design/concept world and read about it, make yourself simple cardboard games to test out and learn how games are actually being created. Learn about iterations, learn about the costs of "just one guy". If you have a solid mechanic sheet / layout, you could check on collaboration websites/communities to get other people in and work together. But before you dont have a good game design doc or anything to present that stands out without visual support, noone will fund your project.

gray dirge
# boreal river Its a mesh collider and check what it says

That is to be expected with cached collisions (medium and low). If the frame budget of queries is exceeded, it uses the data from earlier collisions, if there is not enough information, particle will go through where collider should actually be

hybrid oyster
#

okay okay, i feel it.. Well i've primarily been asking it about the generalized structure and stuff, ive ended up rewriting alot of my stuff because it went from like generic entries into each struct to now im using NativeArrays and enums as IDs and the current Buffer i have for my DerivedAttributes i can make so many of them like endless combinations basically... So i was just curious like at one point could try to get some help LOLOL

#

I think when my taxes come in ill see about getting some of the Unity peeps on the site to help me and maybe they can guide me into learning directives as well

ocean pumice
# hybrid oyster okay okay, i feel it.. Well i've primarily been asking it about the generalized ...

you are throwing words together without a plan. For a game idea it is not relevant in the first place, how you create it technically. If you never tested your mechanics in the most simple version and found it fun, you can stop there and reiterate, because having millions of attributes and combinations is not gonna make your game fun in the first place. all those idle games have massive amounts of repetitive combinations that just keep adding up. So my suggestion and last word is, before even starting to pay people by expecting funds, learn about game design and test your game with friends in a simple environment, does not have to be digital in most cases.

hybrid oyster
#

Well i do have a design plan, Path of Exile/WoW/Invictus/BDO

ocean pumice
#

Ill give up

hybrid oyster
#

if that's how you feel, i appreciate your time though. Thank you very much for your insights, don't worry im taking the courses and stuff as well alongside it and watching some C# stuff off and on ive just been doing this in between

ocean pumice
hybrid oyster
#

My whole thing tho is idc if i have to run the server at my house and only 100 people play a month... I just have to do it. I want to create something and play something I want to play yah know? There's a bunch of niche MMOs out there

gray dirge
# boreal river Its a mesh collider and check what it says

Particle collisions likely if not directly based on, work similarly to raycasts, thousands of them a frame would become quite heavy to process. How many particles are you expecting to be alive at any moment? With high quality collisions, you may need to start worrying about performance. There probably isn't much you can do if sticking with Shuriken and collisions. VFX graph is the other option but also has it's limitations

full ingot
#

Hey,
Is the behviour tree / Blackboard tool a finished tool to create AIs or did Unity abandon it please ?

sly lake
dry ruin
#

does anybody know where i could find a group of beginner game developers where we can collaborate on a game together

sly lake
full ingot
# sly lake Abandoned

Thanks ๐Ÿ‘ Is there another tool to replace it or do we have to write our AIs all in code ?

dry ruin
sly lake
proven crane
#

Just switched to Unity 6.3 and all good apart from seeing Chinese text when I select a prefab. Anyone know what that is about and how do I remove it?

grim rivet
#

hello

latent meadow
#

yeah! i was happy to hear they picked it back up!

grim rivet
#

i need help for a project

latent meadow
vagrant rootBOT
# latent meadow !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 #๐Ÿ”Žโ”ƒfind-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 #๐ŸŒฑโ”ƒstart-here

vivid cedar
#

or... japanese?

grim rivet
# latent meadow !ask

im looking to add shadows to my 2d tilemap i was using this composite shadow caster but it doesnt work when i go too far to the right or jump too high

full ingot
latent meadow
#

read the message. @ sky

grim rivet
#

this was the most convenient way i found

latent meadow
proven crane
grim rivet
#

ok come on 2d tools

#

isanyone available for help

mystic rivet
vivid cedar
sly lake
#

That looks like it's purely a bug in your code, rather than Unity.

remote summit
#

can someone help me with Toggles? the Is On attribute works well but i dont know how to make it change from green to red and from red to green depending on if its On or not

I have this rn but the Toggles are always green

vivid cedar
#

but yeah, you fix it by fixing your code

mystic rivet
vivid cedar
mystic rivet
silent mica
sly lake
latent meadow
#

!code

vagrant rootBOT
mystic rivet
latent meadow
vivid cedar
latent meadow
silent mica
limpid hollow
#

is there a help channel?

latent meadow
remote summit
#

cant do it in inspector?

white stream
vivid cedar
limpid hollow
vivid cedar
vagrant rootBOT
remote summit
latent meadow
limpid hollow
#

does it cause lag

sly lake
#

No. It has no prefab system

vivid cedar
#

and it will fade it in and out

latent meadow
#

in general, maps are collections of smaller assets/models. make those smaller models in blender and the 'map/landscape' in either terrain making software or in Unity itself, and populate it with the smaller props/trees/etc @limpid hollow

#

i suppose that yes, blender could make the landscape, technically, too

sly lake
#

As for performance issues, copy/pasting a rock 200 times in Blender will give you 200 unique rocks as far as the engine is concerned

#

So yes thatโ€™s less performant

vivid cedar
#

It's a tool

#

what you do with it is up to you

limpid hollow
#

i wanted to recreate some maps i made on roblox as a kid on unity but i never truly done anything fancy in unity
a friend told me i could port my roblox map into unity via blender but i don't wanna tank the performance of my project

sly lake
#

Try it and see

vivid cedar
#

Start using version control

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then stop being afraid of experimenting

limpid hollow
#

what is version control if i may ask

latent meadow
#

source control, GitHub, Unity Version Control, etc

sly lake
#

It's standard practice in software development

limpid hollow
#

oh can anyone link me the unity help page for that

#

also doesn't github have a file size limit?

latent meadow
#

personally, i got fed up with deltas, so i have some scripts that make copies of things when i run it, but only things that have changed. source control in delta form it 'better' but i prefer this route. i work alone, so it does not matter as much

latent meadow
sly lake
#

They just made it free up to 25GB

#

Which is after heavy compression so that's a lot

limpid hollow
sly lake
fleet tiger
#

Can caching be turned off?

tulip panther
#

Hey guys, I'm having a problem with my 3D project and my model with the "character controller," and I think it's something really stupid. Would anyone mind joining a call to help me?

latent meadow
#

And, if you are so inclined, you can run a Git Repo locally, on your own HDD

sly lake
#

Nah, assets should be versioned too

latent meadow
#

as with many thing, it dependsm i suppose. i was about to edit it to say 'unless you need to' ๐Ÿ™‚