#๐ปโunity-talk
1 messages ยท Page 89 of 1
But my main question " Can we develop AAA quality games in unity" because unreal engine system requirements is high
Youre best of investng 6 years building and finishing games rather than wasting 6 years on a game you will never finish
What do you think AAA means
Because i promise you it doesnt mean what you think it does
I don't know Bro ๐ค
You dont know a lot of things, but you speak with such confidence
I am asking about the graphic like God of war , black myth wokang
Yes brother I don't know about unity too much because I have never started unity
I am wondering what I am doing in this chat still, I should probably get back to learning unity lol
Cya guys
I have not any pc or laptop I works in my phone in custom engines
Your plan is to make a god of war like game, on your phone?
No brother
Thanks for the help earlier btw @worldly cave
then you are absolutely not making any game "like god of war"
I will start on pc or laptop
There is no way you ran Unreal on your phone
Not for any solo developer
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
Good job, that puts you 0.0001% of the way there
Graphics != AAA level game.
And yes, you can get similar levels of graphical fidelity both in unity and unreal.
Yes bro so I have asked you about AAA quality games not AAA games
what do you mean my crap inventory i made in 6 hours isnt enough proof i can i alone can make a triple A quality game on my own :O
you are conflating graphical fidelity with "AAA" (which refers to the budget/studio, not the graphics)
I can develop whole battle royal offline games with full optimized
- on a phone btw
Not in phone brother
Yeah this guy is either trolling or way too young to be on discord
then do it and stop talking to us
Even I can develop a low end game engine
Show us some of your released projects.
you know prove your claims
Godot may run on your phone but Unity wonโt
Using Android ide and I have learnt about games in godot and in its magic engine
Yaa so I will migrate on unity for my long term project
Which is a triple A god of war inspired game
Yes
What a subtle shift
Not taking any risks i see
No brother my game is not inspired by god of war I am asking for the graphic of god of war
good luck trying to get unity to shit out anything that looks and runs anywhere nearly as good as modern GoW
My game idea is unique and I am not alone some unity developers supports me
Oh im sure they do
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?
Probably just packages
I highly doubt they got the source code
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
it is possible to buy a license that grants access to source code to actually modify the engine
If I make small quick games, mini games, something publishable within a few days to weeks. Where do I publish those?
Is it?
For a price really?
Probably itchio
Oops typo lol
careful with releasing games it makes you sad ๐ฅ
yeah, it's enterprise license only and requires contacting a unity sales rep directly to negotiate the terms/pricing/etc
it's not something that just anybody could get access to, but it is possible
Yeah of course
Want to release just for the bragging rights, money and traffic will be a later focus
And brothers I have a last word for you , you are those guys who cannot develop a single games ๐ , and bro telent more than scale
read-only access is easier to get, but still requires enterprise or industry license
https://support.unity.com/hc/en-us/articles/10033669359124-How-do-I-purchase-read-only-source-code
Is that with any marketing ?
cant guarantee how good an idea this is not certain how itch handles recommending games im sure actual marketing is better than nothing so make sure you're atleast slightly ready before releasing
nope none at all as idk how to none of that
Same, but I will worry about that later too lol
Why? Unreal source code is very easy to access, so why would it be crazy to access unity source code?
Idk i always assumed Unity was very protective of it for some reason
Assumed as in for no real reason
i kinda assumed the same (for the same reason, of no reason)
I guess theres not a single major engine that hasnt lisenced the source code to someone else
Even a lot of in-house engines
only ones i guess i could think of are the ones that arent publicly available like roit game's and rockstars in house ones
That could change
Can someone convert a file to a more universal file type? Iโm on iPad and canโt download blender
you can ask in a more relevant server
Its unlikely someone will do work for you, and im sure there are lots of free apps and online tools for that if your unable to use certain software, or as Batby mentioned, theres probably servers more specific to that, but if its a 3D model, theres a good chance the app you built it in probably has export options
Hello ๐. 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.
Maybe look for clues in the editor logs.
*hub logs.
probably best to talk to the #๐งโlinux room. of course, check the logs as mentioned
!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
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
your options are to send your question here and... that's your option if you need help
!ask
:thinking: Asking Questions
:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #๐โfind-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 #๐ฑโstart-here
you can make a post in #1390346878394040320 and someone migth help you
Figured it out. My OS's keyring system somehow turned off. And it prevented my browser from sending over the login credentials to unityhub
Hello guys, how do I solve this problem? The class name are the same, yet I keep getting this error notif.
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
ik im doing something probably obvious wrong i just dont evne know
ive tried plugging color equals into if and it doesnt work ofc
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?
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
that still doesn't mean you can't just use a bool instead of checking the actual color
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
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.
i guess idk how bc all the colors are changed in different ways
whatever changes the color can also flip a bool. it's literally that simple
all 10 lights are flipped by different scripts
i have no idea how to merge all of that into one
i never said "merge all of that into one" but whatever
im sorry i appreciate your advice im just new and struggling to understand what you mean
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.
Idk what should I ask in vfx channel because I wanted to put a attack vfx for character sprite's attack animation
hello
I'm using HDRP > Realtime GI lighting of unity
But the indirect light leaks through walls
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...
"Light leaking
Thanks, but this solves Light Leaking, and the problem im facing is with Indirect Light Leaking
and im not even using Probes, just relying on Realtime Enlighten GI
Like I want to put some vfx to character's bundles and then time it to trigger when during skill attack animation
For such a basic task you should look around in
!learn
:teacher: Unity Learn โ
Over 750 hours of free live and on-demand learning content for all levels of experience!
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?
Does the error say anything more than "cant be created"?
"There was an issue creating the organization or repository. Please try again later"
That's all I get
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
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
I guess I could setup git with git-lfs but I specifically wanted to try out VCS ๐
thanks for the help, i guess i'll just go with git
you sure, you are in a) the right dashboard and logged in as the right user?
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
Pretty sure, I only have one organization and only one User (which is displayed as Owner in that organization)
And you are trying to create that repo where?
https://cloud.unity.com/home/organizations/<orgid>/projects/<projectid>/plastic-scm/repositories
And the +new button top right is greyed out? Do you see yourself under administration => Members with the right role?
yep it's greyed out.
this is on the members page
I don't have any roles though
What do you see under devops?
btw what do i GENUINELY do here?
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"
Did you clear the cache for the dashboard just to be sure, nothing is weirdly messed up in the UI
Just tried that, doesn't change anything. Also logged out and logged in again for good measure
FWIW
Also seeing these errors on the organization overview
Aynthing weird under User Permissions?
Did you check the websites account info, if there is something written there?
just said contact support
where do i find the user permissions?
Thats what the website said? Like in your unity ID website?
Don't have that
hm, so you are somehow missing a seat. thats wird. What does repositories website say under VC?
That's how it stays forever
oh the ID site
it says i still have a seat for my licence but the program refuses to acknowledge that nor let me add a new one
it is genuinely necessary for my college education to use Unity
i haven't had access to it since the 9th of last month and the course only has 3 and a half weeks left
The program, you mean unity hub? What happens when you open hub licenses and just hit refresh?
deadass nothing
You got the latest hub installed? There was a recent update
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
Are you logged in as your organization top right?
reinstalled it twice and one of those times was today so i assume so
but like if i fail college because unity refuses to work i will be so pissed
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
just a free licence
do you have the license key somewhere on the UnityID website?
yea, looks like it at least
is this not it?
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
yea, Unity DevOps subscription
Hm, interesting. For me its my Unity industry license.
can you try to open this link? does it show your serial (do not share it)? https://id.unity.com/en/serials
Unity is the ultimate game development platform. Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, and connect with loyal and enthusiastic players and customers.
it's asking me to give it one so nah
I am not sure if its allowed, but I would create a new account until your issue is resolved.
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
Unity bug. Reopen hub and the project usually fixes this for me, if it happens randomly
Thank you!
i'll try that but i do know that i
don't have a VPN
tried on 3 seperate networks
i'll get back to you
I just created a new organization and have the exact same problem there. I'll just use git, thanks for your patience
Ah dang, that is super weird. Last resort, did you try another browser? But besides that, yeh, too sad I could not help. Best of luck that it fixes itself.
Yea tried edge, chrome, brave and firefox ๐
last idea I got is downloading devops/plastic scm and try to create something from there. But if its an unity API issue, that wont help
Is this new in Unity 6.x?
are you in debug mode?
no
haha yes I am sure ๐
what version are you on?
Interesting, did that just happen after install? Might be more recent unity 6.x than I am using. I would actually like it, but looks to me like a hickup
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
I am on 6.3 too, not showing it to me. Reopen the Editor, does it persist?
yes, a few days already. PC already shut down, etc.
Sry, if my topic hijacks this talk thread. I'll better open a help thread for this
Nah, nothing hijacked here ๐ the license issue might continue later or not
Did you also reset the layout just to test? No errors in your console when opening the project?
And what exact version of unity is it? 6.3.10?
did not solve the issue
Does look a lot like a custom inspector that you have installed through some package
true, that could also be
it is 6000.3.10f1
but the original version was unity 6.2 - the issue occured in the former version
does that also happen if you create a fresh project?
Thought about that too. But I am not aware of custom editors/assets which lead to this...
However I better tripple check it
Otherwise check your code for [CustomPropertyDrawer(typeof(Transform))]
or something along that line
Hello, anyone here has some experience or is learning how to do grid turn based games? I'm looking for some guidance ๐
Please ask your question directly, instead of asking for someone who could answer questions
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?
!learn
:teacher: Unity Learn โ
Over 750 hours of free live and on-demand learning content for all levels of experience!
There should be some content for it in that link, otherwise youtube is always a good source
I've been looking for it in youtube, and havent been lucky with my search. Ill check what you send me, thanks
so I created a new project and.... it is like usual. Weird.
It should be a custom layout by an asset. (Now the question how to finde this asset -.-)
However thanks for your suggestion
I cant imagine there is nothing about the tile system on youtube, you cant search for everything at once, break your task down
- Learn tile system
- Learn procedual generation
- Learn how to combine the two
Look for Any [CustomPropertyDrawer...
can just do a global search
Got it, and I meant without procedual generation ๐ , with, there is plenty.
...found it. ScaleReferenceTool ๐
Thanks for your help ๐
so it had a custom inspector? ๐
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)
that's at 0,0
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
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
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
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 (?)
yeah just keep in mind that the grid lines there are like a graph grid, not a tile grid
i want help for these errors in my game
there's definitely a case to be made for having all the tile pivots at the bottom left for coordinate management purposes, or you could also use a proper Grid/Tilemap component, fyi
!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 #๐โfind-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 #๐ฑโstart-here
we can't help without seeing the errors ๐
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
Is this code you wrote?
sounds like a missing package
This looks like decompiled code from a game that used a package you dont have
thank u for telling me but what is the package i need
"GorillaNetworking" 
Start at the top. The first one is missing the steam works package. Go get it, then see if any errors are left
The next top error, which is still saying you're missing Steamworks.
The real question is, what is this project, and what are you even trying to do?
Because clearly this isn't of your own making.
i am making gtag copy which is Gorrila tag copy
Nothing but net
I figured that much. How did you get this code?
it was ready from the template i used its self
You and every other person is making a "gtag" copy. There must be tutorials out there you can follow.
i did follow them
There is no official gtag source code, its all decompiled
There is for the movement at least
But not the entire game like this
but before these errors came i was doing well
when i went to fix servers
getting codes from other people and ai and discords
it got like that

yeah i know i am dumb
We cant actually help you
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
can i atleast dm u the codes and u try fixing them or something
No
ok
i am quitting i dont understand anything bye thank u for trying
i hate evrything
hi, I'm getting this error as what the scene isn't in build profile but it is in it
and is there a trailing space in that scene's name?
Sanity check: try restarting unity.
(just use scenereferences to save yourself the headache tbh)
there was indeed one lol
tysm
I already did and it didn't change anything
@flat breach check this package out
Just wanted to make sure it wasn't stuck compiling. If there was a space at the end, that would definitely be the problem
Mine was just a "let's do this now in case it turns out to be the problem and save some time"
ty, I'll use em now, it's much easier
yeaa of course bro, ty for helping me
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!
help me in recovering in my unity projects data
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
Its a particle system basically
oh because if I copy my game object it wont right I have tried and it didn't work
right?
you might have to copy the scripts and all files required
- maybe the meta files too
export the object
or that
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 heโs low on stamina(which lowers when the player runs or sprint)?
it is what you decide it is
Yeah thats possible
but what is generally?
well, it changes game by game
this seems to be a common used system
every game does things differently
do you have a game in mind which implements this?
well, all the ones i know, lol
could you give me one that I could check out please?
the most basic stuff i saw nearly every game do is consuming stamina while running
and maybe use a burst of it when dashing
yea I feel like that's what I'm gonna do too
they emulate what happens in real life when you run out of stamina or breath
got it! ty.
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
just copy the scene content from the other scene in a random place of your scene
and then use a render texture
or
just make a screenshot from the other scene
and put it as an image
there are videos on how to do "portals" too
Portals?
i mean that the render texture changes the angle based on how you look at it
so it gives an illusion of a 3d environment behind it
where it really is somewhere else entirely
can anyone help me with my gtag copy errors
why is everyone making gtag copies
i dunno
if it's based on a decompiled version, we can't help you
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
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
how do yall feel ab 3d clones of getting over it or other rage games
waste of time
3d versions look kinda wack
unless you change it in a significant way, it's basically the same thing
true I'm just wondering if any new mechanics would work better in faux 3d with a fixed perspective or true 3d
yea i guess i worded my question wrong, I have a concept for a game similar to getting over it/ a difficult game ab climbing, I just don't visualize the core mechanic working well in that fixed perspective
Examples: Curiosity, Get To Work, Chained Together, Only Up, arguably PEAK
Like, it's not a rarity. There's tons of 3D "Getting Over It"-likes
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
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
please help me with this problem
Has storage-gb-hours increased at all with these new tier changes?
any impacts to personal licenses?
Could you find what's wrong in this picture ?
Ah, found it, there should be context, but you haven't provided any!
Personally, I think what's wrong in this picture is your choice of layout.
not really, that's just how i like it
it's something you use all the time
If you have a question, you should ask it.
that couldnt be any less helpful
no it's not just look at my screen
0.59x game screen scale
if only we had context of what the actual issue was ๐ฑ
Hidden. Which, since you never mentioned it, no one had any way of knowing whether that was intentional, because the rest of your layout apparently was.
So, maybe don't try to play 20 questions and just ask your question
i dont think you know how to ask for help correctly
I told you we cant help with decompiled games
Anyone have any ideas for a PS3 style game?
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
lol
something with skateboards
so why are you here lol. this is a help channel
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?
gotta start with what kind of map you want to make, and go from there
tilemaps would work if you want to use tilemaps
-# that was sarcasm, mate
dang it
Have you tried essential pathway?
it explains how to make 2d games, scripts and a lot of things
nope, didnt know it existed, thanks mate
no it's literally unity talk
What does this mean:
100 GB free Egress/month,
Im a bit confused.
Is that the storage-gb-hours?
what's the context for this
The new pricing changes that went into effect today/yesterday
Whatโs 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
"egress" means "data leaving storage" basically
so - anything you do to retrieve the data
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
what IDE people use more for unity c# scripts ? is it vs code, visual studio? rider ?
all of them
mostly personal preference. Find what's comfortable; they are all free for non-commercial use (although vs code is free for any purpose)
any tips on stopping navmeshagents from twitching rapidly when they walk into eachother?
I use a combination of Rider and Antigravity these days
I personally use VS 2022 because I am used to it and I have no issues
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..
you could reduce the collider on the navmeshagent to prevent them from colliding with each other
I tried that already, and they just straight up walk into each other, get stuck for a while until they are told to go to another path
Agents should have collision avoidance enabled by default
they do, but that mainly works for static obstacles
randomising avoidance priority seems to have helped a little bit
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
thats just advertising
@sleek anvil There's no advertizement on the server, read #๐โcode-of-conduct
you should look for testers. developper or not
what's your tool? i can test
i'm a beginner if that's fine
If it's not Unity project, there's no space for it.
!mute 279792660128989185 3d Ignoring warnings.
@johnny_silvercock muted
Reason: Ignoring warnings.
Duration: 3 days
@frozen notch There's no off-topic here. Again #๐โcode-of-conduct
kinda hard deciding what's off topic when the channel's name is not specific enough
@frozen notch They were shilling their "AI" tool, it's not the topic.
AI? nah keep doing what you're doing, ignore what i said
You can at least determine the topic is "Unity"
Hello, mates
During 7 days, my Unity skill increased
I am working with photoshop.
@ruby fulcrum Do you have a Unity related question?
Yeah, of course
and what is it?
And for the last time stop spamming unrelated channels. #๐คโintroductions is not a casual chat channel, neither is this one.
Thank you for letting me know
I let you know with a warning last time.
Got it
I hope so, because this is the last one
is there any way to keep the transform of a moved object in game mode in editor mode?
only with copy paste
If you want to save data you can prefab it at runtime
yeah you have to copy the values
Assets keep data outside of the scene, so prefabbed items will keep it.
In Unity Game, it is necessary for privacy policy and terms of service?
well, no?
or well, it depends where and if you wanna publish it really
Finally, I want to publish it in the Google Play Store
So you'll need to check their guidelines
Do you have Unity Developing task?
I read that like a player asking for a quest from an NPC
is it good for a 14 (almost 15) year old to get into C# and Unity
sure
!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:
โข ** Collaboration & Jobs**
thanks
there are a bunch of tasks for you at learn.unity.com
!learn
:teacher: Unity Learn โ
Over 750 hours of free live and on-demand learning content for all levels of experience!
Hi all, Iโm a relatively fresh game dev, looking to work on my skills in level design/environmental design and put a portfolio together. Iโm 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 itโs 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?
it's not a bad look no, though for level design specific pieces a lot of your stuff is probably going to be greyboxing
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 wasnโt shooting myself in the foot in doing so, thank you!
did they really leave because of this
people really be leaving this server over the most dramatic nothing burger situations
I remember there being a jobs section in this server
!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:
โข ** Collaboration & Jobs**
you can use the unity forums for that
Wasnโt entirely wrong
I wasnt correcting you, im just pointing out where you can still find the appropriate resource
Never said you were and you are helpful at that
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?
what channel would i ask in if i need help with texture on a model
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
How do I send my unity project to my teacher with it working properly?
you can make a build such as .exe
another alternative is to make a webgl and upload to itch.io or unity cloud
does your teacher want source files
not sure, im sending both the build and the project file for testing
tried once on another computer and got like 30 errors
what you can do is delete the library file and use github desktop and push it to a repository, it's what i usually do
kinda like this https://github.com/Syrdr/Tag-Platformers-Unity
use github
I don't think it liked me forcing the animation type in the meta file.
This looks like your GPU is dying
Idk wtf is up with it. My GPU is fine but the editor has become pockmarked ever since I did this
its snowing โค๏ธ
yikes
you can take screenshots of gpu dying ? isnt that only on the monitor ?
If it were the monitor dying, you wouldn't screenshot it
but the GPU is the thing that renders graphics
Meaning it also renders the screenshot
what do you think your monitor is connected to
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
and what content is put into a screenshot
okay okay i get it ;_;
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 ๐ค
it could just be the editor
its notoriously stupid sometimes
have you updated it recently?
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
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
are you on windows 11 by any chance?
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
well my computer just locked up and had to be hard restarted so it might be GPU or driver-related after all
what OS are you running tho?
Win10 pro
hmm okay
looks like NVIDIA rolled out forcing people to use the NVIDIA App instead of Geforce experience so that could have been the cause
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?
and then i create new one
How did you do that?
You ran git init again?
yep
Well.. you created a mess certainly
:(
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```
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
All due respect but fair point of advice, don't rely on AI to write code for you
i never use AI to write code only for github because i am new at it and dont know how to use it
Here's my idea:
- Move the folder somewhere else
- Delete the
.gitdirectory of the new one - Re-clone your actual one
- Paste all your changes over the new clone
- Commit it again
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)
ty guys โค๏ธ
Anyone here know blender? I need some help w/ sum
There is a blender discord that would probably be a better place to ask
Could u pass the link pls?
!blender
A supportive community for Blender artists of all levels. Share your work, ask for help, and learn from others! https://discord.com/invite/blender
thx
yeah I don't think this was a Unity editor thing after all. Updating my drivers and restarting has things returned seemingly to normal, at least for now
I've seen that kind of problem on my Mac
some scene gizmos cause really funny artifacting
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.
No that should work, might not show because there's no fields in AI?
You'll need to use SerializeReference to get what you want here
This behaviour isn't specific to ScriptableObjects
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
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
CatAIor aDogAI - 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)
Unity no longer provides a default property drawer, so you need to provide your own
what do you mean by this
If you add [SerializeReference] to a field, it will no longer show up in the inspector
not true
(unless a value is already assigned)
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)
Depends tbh, i've had about equal amount of usecases
Hmm, is this why it's showing the name of the field but not a space for me to actually drag and drop the reference?
You cannot drag a reference in here
References are made to unity objects
you cannot drag and drop base classes
AI is not a unity object

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
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
I'm guessing they were also ScriptableObjects
ah right, this is kinda a thing unity sucks at
which is a kind of Unity object
and thus you can assign a reference to it
See https://docs.unity3d.com/6000.3/Documentation/ScriptReference/SerializeReference.html for more information on how the attribute works
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.
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
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
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?
However, these references could not cross over into another Unity Object
indeed (or just make the Behaviour a kind of ScriptableObject directly)
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
Both of these cases assume that you will frequently want to re-use the same object in many places.
If you do not anticipate this, then it makes more sense to directly store the C# object in a [SerializeReference] field
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.
I actually don't, it should be unique behaviour for each item
Btw it seems I can't drag the actual ScriptableObject Script, so I have to actually create the ScriptableObject as a ScriptableObject to make the reference I guess? That's not really what I wanted lol
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);
}
}
assigning a reference to a MonoScript asset does not make sense, yes
Each class you define will be a certain kind of behavior
please someone help me with my netcode issue in #1390346492019212368
Yeah you'd have to make 1 asset per script. It's a weak point of Unity but imo still the ideal route
they know
[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
You usually want some kind of configuration for the behavior, so you'll wind up with multiple assetes for each type anyway
(e.g. the message in the above example)
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
and, really, even if you do need configuration, you still might use [SerializeReference] and non-Unity Objects
the assets are a nice way of drag and drop type selecting, and in the event you want to reference other unity objects
it depends on whether you expect to share anything
and in the event you want to reference other unity objects
What does this mean?
I don't really want some kind of configuration for the Behaviour, each item should have one unique behaviour, that's it. Maybe there's a better solution to my problem. I'd have several items and having to throw all of them on the menu and then create them manually one by one so I can have one instance of each sounds kinda weird
eg. sprites
it is weird, but still potentially ideal
I don't see how this is relevant. A plain old C# object can have fields that point to Unity Objects.
there's ways of automating it but that's a whole other thing
It sounds like you're suggesting a situation where you could store either:
- one of your "Behavior" ScriptableObjects
- some other Unity Object
yes but this is also being shared between different things
but this means the field's type must be UnityEngine.Object...
if you require sharing, then ScriptableObject is the way to go, 100%
What are you talking about, didn't you say I couldn't serialize non unity objects?
I said that the [SerializeReference] field itself cannot be used to store a reference to a Unity Object.
public class Foo {
public Sprite sprite;
}
this is perfectly legal
(actually, did I even say that previously? it is true)
feels like this might have been a bit overcomplicated
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
that will work fine, then
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
i was waiting in case you we're continuing to type
docs say serializereference can store a reference to a unity object?
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)
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
there is not a fantastic solution to the problem your dealing with
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)
hi, does anybody know how to fix this problem when trying to install the editor? thanks
Just received this email: ๐ฎ
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
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
It would be nice if Unity had an offical solution for a kinda scriptableobject where 1 asset is made per deriving type
I got only this. That explains a bit. but it still quite sad news.
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.
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.
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)
I'm hoping a bad db query
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.
Yeah I was trying to check which of mine were in the list but gave up. Someone should write a script ๐
anyone know how to fix compiling scripts running backend? its on that screen for like 2 hours
at that point the editor has to be deadlocked; i'd just kill it and reopen the project
ive tryed that
im on 2022.3
so, after killing the editor and reopening the project, it's gotten stuck again?
yes
it does not open the project it just stays on that
and it happened when i installed the xr plugin
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)
ok i will try it
had my dyslexic self thinking you made and published 10k + assets
i wish!
me too, yet im not sure how to even create one ~_~
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
the asset store distributes .unitypackages, which are pretty much just a fancy zip
lots of rules go into the layout though
for the asset store in particular, i imagine
yeet EVERY single asset directly into Assets/
good luck
lol
name them all !!!!!!!!!!!!Foo so that show up at the top of the list
so wise, it's scary!
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?
assetbundles, probably?
i think so from what i had googled before but i couldn't find a nice way to create them
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
!learn (i say while i've never used the learn site myself)
:teacher: Unity Learn โ
Over 750 hours of free live and on-demand learning content for all levels of experience!
thank you it seems helpful
you generally want to start with the core gameplay idea
If you're brand new, then use that Learn site to figure out how to use Unity
if you have experience but aren't sure where to start on a whole game, then this is applicable
im trying to create a silent hill resident evil type game kinda mixing gameplay between them
it worked! thank you
nice (:
the Library stores imported assets, compiled shaders, etc.
it not-infrequently winds up corrupted
which causes...Weird Behaviorsโข
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
!learn
:teacher: Unity Learn โ
Over 750 hours of free live and on-demand learning content for all levels of experience!
Root motion, 100%
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.
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?
Happy Holi everyone ๐ซ
Happy Holi bhaiyaji
Yeah, this has been known for a while. It's just a clarification and cheaper for some. I go back to paying nothing.
Pay per gigabyte instead of per GB-hour
!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 #๐โfind-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 #๐ฑโstart-here
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.
don't ping specific people for help please, just ask the room
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?
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
ram?
self promotion is not allowed here, nor are 'dm me for a secret link'
if it is a valid Free tool (github, etc), you can post it in #1179447338188673034 . if it is something in the store, well, you should have a better idea of the rules., but you can post in #1080140002849214464
Also anyone downloading strangers code to run via discord dms is really dumb
Do not be dumb
32 bro
Profile it
I think I figure out the issue
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?
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
Looks to me, like your 3rd party package is overriding the selection and directly going into that IK script mode?
This applies to all objects, not just the IK package.
Are you using any package for the hierarchy to hook into?
Yes, vhierarchy 2. I haven't tried disabling it. I will try
Unfortunately, has not been resolved.
Try to disable the new hierarchy layout and test again
Also be sure to restart unity when doing changes to test
The new hierarchy is already disabled, I restarted the editor now.
Ah okay, so the lines background color came from your package, got it
Id try a fresh project without any packages just to be sure, the interface works. Also try close and reopen the hierarchy and see, if that triggers something in Unity to reinit
you can always try deleting the Library folder before a new project.
Not a new project for the current one. Just an empty barebone one to test the unity UI
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.
The issue is caused by vhierarchy 2. I'm now certain of this. Disabled vhierarchy 2 and restarting the editor fixes it.
deleting the library is generally tried before a fresh project. both are valid, in the end.
Maybe check if there is an update for the package or disable meanwhile until they catchup with whatever unity changed
Yes, I will do that, thank you.
the script itself is in #1179447338188673034
But deleting a library for a big project can result in a big time loss reimporting everything while creating a new empty project takes like 1 minute.
valid point
not trying to self promo trying to offer more to the software material updater thats super broken in the new updates
!code
๐ Large Code Blocks
Use links to services like:
https://paste.mod.gg/, https://hastebin.skyra.pw/, https://paste.ofcode.org/, https://paste.myst.rs/
๐ 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.
Oh sorry i didnt see that properly
that is fine. the links to the proper rooms are in the first response
yep is here
yeah, just saw that ๐
What render pipeline? Any special effects? Custom shaders? Which post processing effects are active? Definitely not supposed to look like that. If you make a simple example scene with only some basic models, does the same happen?
URP, just started happening randomly, yeah every new material or object created has it, even the preview.
its only in shaded mode though
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
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
@plain shadow
Therea er million other servers for work
ok
It say, GPU is dying
no cause games work, unshaded works, other projects work, its just this project
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
its just simply lit materials lol
what is your GPU temp and usage in windows when your project is open?
an editor can be more demanding than runtime games. Id check the GPU values or CPU if its builtin your chip. Maybe also update your gpu driver and restart, see what happens
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
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.
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
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.
i cant check temp its integrated into my cpu
this on another project using urp too
I am sure you can check the temp of your cpu then. And probably the load on the GPU with some tool
you really compare two dummy characters with a full game world scene?
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
Why guys?
ah, now we are getting closer to relevant details. So it is only one scene?
Do the artifacts change when disabling enabling meshes?
yes
let me check
nope
Why not. You might have your origin shape of particles spawn particles missing the collider because they spawn inside
do the artifacts change when you disable the maincamera?
i dont have a camera lol
oh, its just scene view?
No I dont think I have
yes
looks the same
If you isolate the particle system, are you sure ALL particles are spawning inside your shape? If yes, than yeh, your rain might be too fast and the calculation of positions might skip a frame.
can anybidy help me with these errors dont worry they are not decompile
So do you think I have to reduce simulation speed or which property ?
but i cant create key in the keystore manager why
@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
you have not provided any useful info
ill check
i cant create keys in my game in unity it just doesnt work
create keys from the keystore manager
and how are you trying to achieve this?
Iโm 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
nope
#๐ฑโmobile should be the channel to get the right answer
but i wanna upload on xr so vr
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
you can ask in vr or xr too, but that android signing will most likely be answered from mobile devs, I assume.
ok thank us so so so so so much
@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.
Ah yeh, been some time since i worked with shuriken. Glad you found it! ๐
that your colliders are not allowed to move
I think static collider refers to object that has no rigidbody in it. Not sure if kinematic rigidbody fall in that category
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.
is your roof mesh gameobject static?
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.
yes my roof is static
So I can just fix via code
right?
Even when everything is set, the cache is just an approximation for the collision surface so mistakes can happen
What are your current collision module values? https://docs.unity3d.com/Manual/PartSysCollisionModule.html
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)
what type of collider is your roof? You could increase it technically to give it some padding to check on, if possible.
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
Not really a Unity question and also absolutely out of scope for a simple community chat room id say.
Its a mesh collider and check what it says
On documentation I found it
well it's about Unity, I'm on Unity, i'm making it in Unity lol yah know?
Don Draper could get funding for a game with just a slogan and a single still concept image.
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.
fair but they also might have credentials... my credentials is "some guy" doing this thing that he doesn't know how to do hahaha
ahhh okay okay i understand what you're getting at... i mean i'd just try a kickstarter but i think for that you gatta show a bit of something
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
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
Yeah i mean i'm not talking about funded funded funded... I meant more like enough to get a couple people who know what's up and guide me through this
a couple people are funded funded funded, even one is already.
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
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.
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
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
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.
alright, im still gunna see about getting a guy to help me with that stepping stone but yeah that playing with my friends and forcing them into my RPG to test it with me was already a plan hahaha
Well i do have a design plan, Path of Exile/WoW/Invictus/BDO
Ill give up
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
I feel like you are running into the big dream trap without having the needed capabilities for it. But I hope for you, I am wrong and you just gonna achieve the next big MMORPG which stands out
Me too bro me too... but yes i need to start small but i also need to build towards the fundamental structure for it... but yes i do know i am overhead in general even before leaping into that large swimming pool
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
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
Hey,
Is the behviour tree / Blackboard tool a finished tool to create AIs or did Unity abandon it please ?
Alright, I'll be that guy then;
You sound like you're in way over your head. You do not want to start a multi-year software project at this point. Focus on learning how to make and ship games, using projects you can comprehend.
Development is not the only hard part, project management will also hurt you.
does anybody know where i could find a group of beginner game developers where we can collaborate on a game together
Abandoned
Not here. GDN has a channel for it. See my badge.
Thanks ๐ Is there another tool to replace it or do we have to write our AIs all in code ?
thank you ๐
I'd recommend just doing it in code. You can use the blackbox / behaviour tree pattern without the visual tool.
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?
@sly lake It's getting pretty consistent updates and Unity is sharing plans for it on the forum
https://docs.unity3d.com/Packages/com.unity.behavior@1.0/changelog/CHANGELOG.html
https://discussions.unity.com/t/behavior-package-1-0-15-released/1707046
hello
yeah! i was happy to hear they picked it back up!
i need help for a project
!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 #๐โfind-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 #๐ฑโstart-here
These look like parts of VCS - no idea why yours is in Chinese though
or... japanese?
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
I'm confused ๐ค I thought it was abadonned. So if it's not abandonned, can you do a full fledged AI systems or is it still too early ?
read the message. @ sky
should i send screenshots i mean i spend a long time seacrging about shadows
this was the most convenient way i found
#1390346776804069396 , #๐ผ๏ธโ2d-tools , etc #๐โfind-a-channel that matches where you think the issue fits the best
Thanks, spot on. I had to install the Chinese Version of the Engine to submit assets and it seems that took it on itself to change my Plastic SCM settings.
How can I solve this?
based on your console it looks like it probably has to do with whatever this "saved" and "loaded" system you have is
That looks like it's purely a bug in your code, rather than Unity.
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
but yeah, you fix it by fixing your code
It doesn't work exactly where I saved it, how do I fix this?
by fixing your code
Red is wrong, never mind, I'm not saying that
Debug your saving/loading code to see what it is doing with that object.
Could've sworn they were deprecating the whole AI tools thing at one point
!code
๐ Large Code Blocks
Use links to services like:
https://paste.mod.gg/, https://hastebin.skyra.pw/, https://paste.ofcode.org/, https://paste.myst.rs/
๐ 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.
I save something but it is loaded somewhere else, not where I saved it.
You use the "Toggle transition" settings at the bottom
@mystic rivet #๐ปโunity-talk message
#๐ปโunity-talk message
I believe it was part of a bigger set of GenAI tools at some point, but it has been separate for a while.
As part of the Muse product sunset, the generative AI features have been disabled.
https://docs.unity3d.com/Packages/com.unity.behavior@1.0/changelog/CHANGELOG.html#changed-4
is there a help channel?
#๐ฑโstart-here @limpid hollow
sry but how i use transition i can only put Fade or none. Do i have to write a script for On Value changed field?
cant do it in inspector?
Not sure where to post this, but would love some feedback on the UI for my build mode, trying to avoid big tooltips while keeping it readable and simple to use
Fade and then put the sprite you want to fade to
you can make a #1180170818983051344 and ask there..
is there a spot for modelling help?
!blender
A supportive community for Blender artists of all levels. Share your work, ask for help, and learn from others! https://discord.com/invite/blender
I have it on fade and what i have to change is Graphic?
Unity is not modelling software, per se, so not really. in the #๐โfind-a-channel there should be #๐โart-asset-workflow , but the above link is the best if you are asking actual modelling questions
i meant to ask if blender is good for map making
does it cause lag
No. It has no prefab system
the checkmark for example is what will fade in and out when it's selected. So you can basically put a red Image on top of the background image
and it will fade it in and out
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
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 thatโs less performant
this is sort of like asking if a paintbrush creates complicated paintings. It can create anything. Simple. Complex. Large. Small
It's a tool
what you do with it is up to you
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
Try it and see
Are you using version control?
Start using version control
then stop being afraid of experimenting
what is version control if i may ask
source control, GitHub, Unity Version Control, etc
It allows you to save different versions of your project as you work, so you can always roll back later
It's standard practice in software development
oh can anyone link me the unity help page for that
also doesn't github have a file size limit?
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
that is asking too much. do use google.
It does, yes. You can use Unity version control instead
They just made it free up to 25GB
Which is after heavy compression so that's a lot
i apologize
Easily a 50GB asset folder
Can caching be turned off?
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?
also, you'd generally not be sending your large art assets, unless you need to, just the scripts and such
And, if you are so inclined, you can run a Git Repo locally, on your own HDD
Nah, assets should be versioned too
as with many thing, it dependsm i suppose. i was about to edit it to say 'unless you need to' ๐