#💻┃unity-talk

1 messages · Page 90 of 1

sly lake
#

In Unity you need to

deft rock
#

just make sure LFS is initiated and .gitattributes setup correctly

sly lake
#

Assets are so heavily tied to project versions, you’ll end up with a broken history otherwise

latent meadow
#

makes sense

#

another resaon i went with the frankencopy instead of deltas (won't work for most people, and can be a pain. the frankencopy i mean)

fleet tiger
#

Can caching be turned off? The library folder is too big.

latent meadow
#

my guess is no, but you can delete the library and let it rebuild. perhaps it is bloated and does not need to be

deft rock
#

delete it and let it rebuild, it'll probably be smaller

#

depending on how long ago it was built

fleet tiger
latent meadow
#

and how big is your project itself? the assets folder

fleet tiger
#

It's very small

#

Only one image and one script

latent meadow
#

and have you tried the suggestion of deleting it?

fleet tiger
#

Goes right back to the original size 8gb

latent meadow
#

i think there is a certain lower limit to its size, but i forget what it is. oh, that does seem a bit high

#

i do not have the knowledge to help with the actual issue then

fleet tiger
#

I am using version control and I build for android

#

Dunno if that matters

latent meadow
#

probably caching the android stuff, but that doesn't help reduce the size, just a possible reason For the size

#

i think you might just have to accept that as the smallest it will be. i would not expect it to be exponential, like if you add another image, i do not expect the size to jump

#

and that of course is not going to end up as part of your Build size

fleet tiger
#

I gotta run two different projects

#

So that's like 30gb off my storage

latent meadow
#

this is game dev. you'd use much more than that just trying to install UE

fleet tiger
#

Ykw godot may be the best option here

latent meadow
#

it will be smaller, for sure

fleet tiger
#

Faster to install too

gray frigate
#

if you deleted the content in it, then Unity would have to create it again

viscid raft
#

Hi, I strongly suggest you watch this video: https://www.youtube.com/watch?v=8Dd7KRpKeaE
It explains version control using Git, hosting your project on GitHub (allows you to share it online) and using Github desktop to combine the two very easily, including seeing what you changed and managing different versions of your project depending on hat you work on.

deft rock
#

from the package manager

gray frigate
deft rock
#

some are, some aren't.. and because they need to be for their content

gray frigate
#

the only really big package is the Burst package

#

i was just listing various things you find in the Library

#

Most of the space is taken up by imported assets.

latent meadow
#

they said they have the android pipe installed. do we know if that gets cached in library too?

gray frigate
#

i'm not familiar with what "android pipe" would be

deft rock
#

He means module

gray frigate
#

ah

#

that module would be part of the editor installation

deft rock
#

the module installation isn't in the packages

gray frigate
#

here's my library for a decently sized game

#

Some of this is cached build content, which you could, indeed, get rid of

#

(now your next build has to start from scratch)

deft rock
#

Just deleted a 20GB library to do a rebuild, see if it's smaller and fixes an issue on Android

latent meadow
#

that will be interesting to know

fleet tiger
deft rock
#

no, that is not what was said or impllied

gray frigate
#

the library does grow after your first build

#

unity saves and re-uses as much as possible

#

for example, it will remember all of the textures that it created for the Android build

tulip panther
#

can I ask for help in this channel?

gray frigate
#

(they require different texture compression formats than desktop games)

gray frigate
#

There may be a more specific channel!

deft rock
tulip panther
#

I did but Im facing a problem that im not sure where

#

could be modeling or unity itself

hoary egret
#

hi im facing a script compiling issue for months like if i add any script in any project i need to do a restart for that to work any fixes

deft rock
vivid cedar
#

otherwise we can only wildly guess

latent meadow
#

also make sure your ide is properly configured @ SriRam

#

!ide

vagrant rootBOT
gray frigate
#

is Unity freezing? is there a compile error? is your code editor just not giving you syntax highlighting?

hoary egret
#

bro like if i add a movement script and add float speed = 10 f it wont work after restarting the script will work

hoary egret
#

it wont run ok

vivid cedar
#

wdym by that?

#

Like - you can't attach it to objects?

gray frigate
#

You need to tell us what is actually happening.

vivid cedar
#

What happens when you try?

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you might think it's obvious but just spell it out.

hoary egret
#

actually the script is not compiling and after restarting it compiling

vivid cedar
gray frigate
tulip panther
#

ok guys Im gonna ask here then
Im facing a problem with my gameobject (3d model) which is not touching the ground
my character controller is touching the floor (just a plane) but everytime I start the game its start to fly. I can move it, but its not in the right position

this is my character movement code, but I think its not related to that cuz even if I disable nothing happen

https://dontpad.com/character-movement-kevin

fleet tiger
#

How many of these packages do I need?

gray frigate
hoary egret
#

cuz the fields r not visible in the inspector after restarting its visible in inspector

storm patio
gray frigate
#

Go back to the scene view after entering play mode

#

See where the capsule is

storm patio
vivid cedar
#

what is that set to?

fleet tiger
hoary egret
storm patio
fleet tiger
gray frigate
#

if you're completely out of storage space, then you need to fix that

#

remember that you can toss the Library folder for archived projects

#

I do that to save space once I'm done working on a VRC avatar

fleet tiger
#

Im not it's just im on 100gb and I may need that storage later

hoary egret
vivid cedar
#

lol

fleet tiger
gray frigate
hoary egret
#

can u tell what r the settings i need to look for

storm patio
#

if you're gonna come ask, please do pay attention to the answers

vivid cedar
hoary egret
#

ok

hoary egret
fleet tiger
#

Wonder why unity and unreal are the only engines with projects that have large sizes and the rest don't

deft rock
#

Is Godot making top tier games in graphics and size?

#

And have 30? years of development..

fleet tiger
#

It have good games

sly lake
#

Unity has fantastic tools for compression

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It can produce much smaller web games than Godot if you strip it properly

gray frigate
#

we're talking strictly about the project size here

sly lake
#

Project size is what you put into it though thinkies

gray frigate
#

sort-of

#

note how the Library is a lot larger than the actual assets

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(and can wind up very large as it fills up with build artifacts and 23 trillion shader variants)

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compiling URP/Lit (fp) (436/34896349456845945)

sly lake
#

Right. I don’t think that’s really worth optimizing for file size

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Though optimizing for shader variant count is worthwile in some ways

pale mango
#

looking to learn c#, where should i learn it? Are there youtube tutorials i should watch and then replicate and then try stuff myself, or should i use coding sites like coddy to learn c#. and should i learn as much as possible and then try to code stuff or should i learn a little bit and then try to create my own very simple systems, and then learn more and try to create more advanced stuff. and how many hours should i spend learning c#, is a hour a day enough, or 2 hours, or 3, etc?

storm patio
#

there are resources pinned in #💻┃code-beginner. everyone learns differently, try out various stuff and see what sticks

fleet tiger
pale mango
sly lake
#

Even if it means the engine is slower?

fleet tiger
#

Godot is pretty fast

sly lake
#

In small projects

fleet tiger
#

Not entirely true

latent meadow
#

ok, anyhow, use godot or unity, but pick one.

sly lake
#

Unity is made for companies. A couple gigabytes of asset database or what have you doesn't make a difference to a professional team

sly lake
#

Are you paying for the engine though 😄

fleet tiger
#

Companies have money for more storage. I don't.

fleet tiger
sly lake
#

Godot's goal is to make game development approachable for beginners. Unity's goal is serving their customers.

maiden tusk
#

does unity still have the runtime fee thing?

sly lake
#

No, that was never a thing.

maiden tusk
#

nice

#

is there any chance it would happen in the future?

fleet tiger
#

I thought that was if you earn a certain amount

vivid cedar
maiden tusk
#

oh, damn alright

fleet tiger
#

Anyways I don't have storage to waste so I need something smaller

vivid cedar
#

anything can happen

latent meadow
sly lake
fleet tiger
latent meadow
#

i love the fact that enshitification is an accepted technical term 😁

humble steeple
#

hi thier

fleet tiger
#

I wish I knew what that word meant

sly lake
humble steeple
#

i am new to unity and i am making a mini game for learning. I added floor and character but when i place any new colider the character wont jump

#

can someone help whats wrong ?

vivid cedar
#

you need a script

humble steeple
#

i made a script

maiden tusk
sly lake
#

Yes, but now you're stuck maintaining a fork

vivid cedar
humble steeple
#

the character is jumping on the colider i made yesterday but when now i try it it dont jump

fleet tiger
vivid cedar
maiden tusk
# fleet tiger It's not impossible

i am not saying godot is perfect, heck, i am angry at it coz i am stuck coz of its lack of features in 3d. but the open nature of it allows US the user to do as we please 🙂

fleet tiger
sly lake
maiden tusk
#

im exploring other options now, unity, unreal, making my own :p

fleet tiger
#

Wish we had something small but also something that can easily be extended

sly lake
fleet tiger
#

What's that?

maiden tusk
#

can vouch that lwjgl is nice

vivid cedar
#

Minecraft was built on LWJGL

woven thunder
#

Hi

maiden tusk
#

thinmatrix uses it to make his game

sly lake
#

I don't know if the 3D graphics are particularly state-of-the-art, but it's definitely small.

maiden tusk
#

haxe looks certainly interesting

#

i found another awesome engine made by a single dev on twitter the other day, it was stunning

sly lake
#

It's easy to make things pretty

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Hard to make things scale to production 🙂

fleet tiger
fleet tiger
maiden tusk
#

its in very early phase, but i think it has potential, if they make the editor nicer

sly lake
#

Oh gods, that doesn't scale 😄

vivid cedar
sly lake
#

I suppose if you relight the cubemaps it's not too bad, but you're still rendering an additional SIX gbuffers

maiden tusk
vivid cedar
#

libgdx is maybe more promising

sly lake
#

But relightable cubemaps means you bake the gbuffer then you process the lighting at runtime

#

Means your reflection probe bakes are independent of lighting conditions

gray frigate
#

Oh, that's clever!

#

I've never heard of that before

#

but it makes sense

#

(and not relevant here, yeah)

fleet tiger
maiden tusk
arctic portal
#

how can i make the centre of this prefab to the start?

maiden tusk
fleet tiger
#

What languages does libgdx support then?

gray frigate
vivid cedar
fleet tiger
sly lake
maiden tusk
sly lake
#

The center is not changeable. It's computed based on the bounding box of child meshes

maiden tusk
#

java, believe it or not, is pretty good for game dev

fleet tiger
#

Oh that's not bad then im pretty sure I can quickly learn java

vivid cedar
#

Java is similar to C#

vivid cedar
#

it's just like... C# but worse

maiden tusk
#

c# is basically microsoft's version of java

fleet tiger
#

I could never find a good library for it but I always loved the language

tall hearth
maiden tusk
gray frigate
fleet tiger
gray frigate
#

(you probably care about the Pivot mode anyway)

#

Center exists mostly as a prank

gray frigate
#

"why in god's name are the handles in space"

fleet tiger
#

Btw is c# worth the switch from c++?

sly lake
gray frigate
#

it is useful for manipulating many objects at once

maiden tusk
storm patio
gray frigate
#

Java really does feel like the Less Cool C#

gray frigate
#

i was teaching it last summer and i kept thinking "ugh i wish this was C#"

maiden tusk
arctic portal
fleet tiger
maiden tusk
sly lake
#

Where are you reading that?

tall hearth
storm patio
#

enums having fields in java is pretty cool though

#

and there was another feature that ive forgotten

tall hearth
gray frigate
maiden tusk
#

on youtube

fleet tiger
sly lake
maiden tusk
storm patio
fleet tiger
#

Bedrock is written in c++ and it runs so horribly

#

Now why is that

storm patio
#

i don't think that's because of the language chosen

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it's just.. written worse

#

i can write perfectly working code in any given language and horrible, unperformant, buggy code in any other given language. that means nothing for the 2 involved languages other than they're turing complete

fleet tiger
#

So when does the choice in language matter?

storm patio
#

perf, portability, context/environment, ecosystem, and pref

sly lake
#

I've seen a lot of programming language benchmarks. It's very situational

maiden tusk
sly lake
#

For the most part it's just down to how optimized the application is. Language differences disappear into the noise

storm patio
#

swift and historically objc have been the more popular languages for native darwin apps because that's what apple wants you to use

gray frigate
#

Unity's Burst compiler lets you experience some benefits of unmanaged code (no pesky runtime to slow you down)

#

it's a nice compromise

storm patio
#

similar story for java/kotlin on android

maiden tusk
#

python is not really meant for game development

#

if you are a beginner -> c# or java
if you know your CS -> cpp

gray frigate
#

Python is a lovely "glue" language

#

I use it for so many little things

sly lake
maiden tusk
#

i use it for the same purpose, and it works like a wonder!

#

cpp is still perhaps the most relevant language in terms of game dev, you got a ton of libraries with it too

exotic relic
fleet tiger
arctic portal
fleet tiger
#

Minecraft bedrock should run better than java but it's the opposite

maiden tusk
#

also not to flex or anything by cpp17 or cpp23 (i cant recall rn) finally got a print function after 40 years 🤣

sly lake
fleet tiger
#

Still waiting on that import feature smh

maiden tusk
balmy thistle
fleet tiger
sly lake
balmy thistle
#

I don't know about other compilers

arctic portal
maiden tusk
sly lake
#

C# is a very performant language, when properly optimized

mental pulsar
#

Can someone explain WHY this is going to happen?

maiden tusk
sly lake
maiden tusk
#

automatic gc is nice, but can cause unexpected behaviours

arctic portal
mental pulsar
maiden tusk
#

i mean unity unreal godot, everything is written in cpp for a reason right?

sly lake
#

Unity was written 20 years ago when C# was much slower

fleet tiger
#

I use clang

maiden tusk
#

🤦‍♂️ i just replied to my own message

#

cpp is also unsuprisingly consistently faster than c# across the table

#

console's sdk are generally in cpp too i believe, so you will face some hurdles there

sly lake
#

Right but you'll have less time to optimize because you're fighting a prehistoric language tooth and nail

maiden tusk
#

i can agree on that, cpp is quite a steep learning curve, and outright confusing in some cases, i dont think anyone uses cpp without a cppreference tab open in their browser tho haha

sly lake
#

It's not about the learning curve, I have a lot of experience with it. It's just slower to write code in 😅

#

And all the tools are worse, run slower and give you less information

#

Heck, the compiler can't even output readable errors

maiden tusk
tawny quail
#

I've mainly seen "fighting C++" if the code base is old and maintaining out-of-date systems, or if the people aren't on the same page about how the language/project works so things aren't flowing nicely/have quirks. If it is written in a good way, a lot of the fighting goes away in my experience. C++ compilers do suck though LMAOO

sly lake
#

Either way, it's all down to your code structures. You can quite easily beat the generic engines in almost any language, on the CPU.

It's the GPU where they're hard to out-optimize

#

Almost any meaning; maybe not Python 🙂

#

Of course cache-optimized C# will beat Unreal's inheritance heavy actor paradigm, or Unity's MonoBehaviours.

exotic relic
sly lake
#

Yes, but I believe specialized engines generally have a performance edge because you simply have to do less.

exotic relic
#

I’m into unity

balmy thistle
#

and in-house engines like HPL

rapid fog
#

Hello guys 🤠

stuck flower
mystic rivet
#

Hello, I wrote a code, the shelf saving system saves the shelf, but when I exit the game, the shelf does not appear. How can I do this?

deft rock
deft rock
mystic rivet
worldly cave
#

im having deja vu

stuck flower
worldly cave
#

didnt we already have this conversation about the shelf and json files

#

in length

stuck flower
#

Other companies might have made better deals that are harder for them to take over

deft rock
worldly cave
#

so i dont know how much this is going to affect

mystic rivet
deft rock
worldly cave
#

you ended up insulting anyone who tried to help you

#

What makes you think anybody will tolerate that further to assist you

mystic rivet
stuck flower
worldly cave
#

that was an hour long conversation

stuck flower
#

You're going to have to actually explain the issue, because it might come to surprise you that we cannot see your screen

worldly cave
#

where 20 different people tried to explain to you

#

that the principle is the same exact thing

sly lake
worldly cave
#

they arent

mystic rivet
worldly cave
#

they never did, even if an asset has been removed fully

sly lake
#

But you're not getting any updates, so it's still worthwile to check which are affected

worldly cave
#

infima games had a few assets on the unity asset store, mainly animation packs for guns, i still own them fully even though they are removed from the asset store

stuck flower
#

you have to actually say what you are doing

#

We cannot see your screen

tawny quail
mystic rivet
deft rock
storm patio
#

!collab

vagrant rootBOT
# storm patio !collab

:loudspeaker: Collaborating and Job Posting

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

stuck flower
# mystic rivet I record with PlayerPrefs

Okay, cool. That is some information. And are we supposed to just guess what code you've written to do that? How do you expect anyone to answer a question when you won't actually give any info

stuck flower
#

With the information provided, the literal best answer possible to give is: "You didn't do it right"

stuck flower
vagrant rootBOT
worldly cave
#

mind you this entire conversation and almost the same exact questions youre asking

#

have been asked before

#

and no progress was made

mystic rivet
stuck flower
mystic rivet
stuck flower
stuck flower
#

I'm just gonna wait for you to actually provide information. I'm not going to keep asking for it.

#

If I stop replying it's because I'm waiting for you to actually give useful information.

mystic rivet
stuck flower
#
  1. What does the log say when saving
  2. What does the log say when loading
stuck flower
#

And now, 2?

mystic rivet
stuck flower
#

Those match

#

Different roundings since Vector3 clamps its prints to 2 digits but those are the same numbers

mystic rivet
stuck flower
mystic rivet
flat breach
#

hi, how to remove this decal effect around my text?

frozen notch
#

or if it's not an image, check the inspector for any material part

flat breach
flat breach
#

backgroundless too

frozen notch
#

try putting it on another material/wall to see if the image is the issue

#

anybody know how i can fix this in the essential pathway?

flat breach
stuck flower
flat breach
#

ohh wait I found the issue, just needs to set the mask opacity in the decal material to 0

flat breach
stuck flower
frozen notch
mystic rivet
#

istediğim dil konuşurum

frozen notch
frozen notch
storm patio
mystic rivet
frozen notch
#

brother stop insulting us in turkish

potent geyser
#

!mute 637963914348331018 3d This is an English only server.

flat breach
vagrant rootBOT
stuck flower
worldly cave
#

honestly that guy should have been muted ages ago

#

for blatantly insulting people trying to help him

#

this is just a reprise of what already happened

frozen notch
#

wait he was always doing ts?

worldly cave
#

he did it yesterday

storm patio
#

oh yeah

frozen notch
stuck flower
#

I don't think anyone here has any control over the Essentials website

frozen notch
#

what website

worldly cave
#

the website you just said you were having problems with?

#

oh

#

its the built in one?

frozen notch
#

yeah

sly lake
#

Make the window bigger?

frozen notch
sly lake
#

Worth a try StitchIDK

balmy kettle
# frozen notch

seems like something you should submit a bug report for. and just look on the actual website for that lesson to see what the instructions are supposed to say

shut cipher
#

Unity is my hope. A blind hope. -RE9

frozen notch
worldly cave
frozen notch
#

nah it wont let me select it

balmy kettle
#

instead of immediately dismissing something that someone says, you should take a second to verify if what was said was accurate

stuck flower
# frozen notch

I had zero idea that the Essentials pathways were available anywhere but the unity learn website

frozen notch
#

where it didn't fully show it

balmy kettle
#

what the fuck do you mean by that? i literally linked to the lesson in the essentials pathway

frozen notch
#

the quiz took me to a similar website

#

but it said "go to unity and follow the instructions"

stuck flower
#

This is literally the section you wanted to fix

balmy kettle
#

i have no idea what the hell you are referring to

frozen notch
#

wait

stuck flower
#

I just clicked Box's link and Ctrl+F'd the text you were seeing

frozen notch
#

this is what the website i was refering to looked like

stuck flower
#

Where is that on the link Box sent you

balmy kettle
# frozen notch

this is the interactive lesson, not the tutorial that i linked. they should both be accessible right there in the side bar which you conveniently cropped out of the screenshot

undone monolith
#

I'm trying to add a Package using a Git URL repository and I get these errors

balmy kettle
#

what does the full error say

undone monolith
# balmy kettle what does the full error say
Unable to add packages:
  Unable to add package [https://github.com/Alteruna/multiplayer-sdk-unity-package.git]:
    No 'git' executable was found. Please install Git on your system then restart Unity and Unity Hub
UnityEditor.EditorApplication:Internal_CallUpdateFunctions ()```
balmy kettle
#

and do you have git installed?

undone monolith
#

it says to install git, but GitHub Desktop doesn't seem to work

undone monolith
balmy kettle
#

then restart your computer and try again

frozen notch
placid yew
#

Hey guys, has anyone ever had their instantiated prefabs' child object layers automatically changing to "default" instead of what you set them in theprefab editor?

azure pond
#

it looks like a lot of people are being hit with licensing issues lately

#

is there anyone who works at unity who can talk about this?

forest tulip
#

hey im brand new does anyone know why i cant download the tutorials

charred fog
vagrant rootBOT
charred fog
vagrant rootBOT
gray frigate
forest tulip
#

thats what im saying tho its telling me to go to unity hub and then learn then nothing is appearing wasnt sure if it was something i did so i restarted and still nada

charred fog
#

I think you have to link them first now

azure pond
#

hmm, well is there anyone else who has experienced licensing issues? i am all squared away on licensing

charred fog
#

There should be link to the project on the tutorial page

forest tulip
#

ah ok its a 2d one from 2017 so its not up to date i guess

charred fog
#

I think it might show up if you have supported Unity version installed

forest tulip
#

i have unity 6.3

placid yew
charred fog
#

I mean supported by the tutorial

forest tulip
#

says it should be cus its from 2017.3 onwards

charred fog
#

Could you link the tutorial

forest tulip
charred fog
#

Yes, they changed the Hub and new tutorials installed from the site I think

#

It used to have list of tutorials there.

forest tulip
#

oh ok so im not completely stupid

charred fog
forest tulip
#

your a gentleman and a scholar ty

#

it only takes me to my project page but doesnt open anything is that normal

balmy kettle
#

add it to your project through the package manager

charred fog
#

Asset Store only links stuff to the package manager, you install from there.

willow wind
#

and additional packages that added with giturls

craggy pollen
#

what is cn

charred fog
willow wind
#

thank you 👍

forest tulip
#

thanks again guys got the hang of it now will smash through this tomorrw gn

remote summit
#

i got a problem with a image. if i put an image and one png on it, it works and if i put the other is just a blank space.

#

the other png does work

balmy kettle
#

the texture is set to multiple sprite mode and seems to be split in such a way that there is at least one blank sprite which is what you've assigned to the image component

remote summit
balmy kettle
#

click the texture in your project window. then look at the inspector for it

remote summit
#

this is all i have btw

balmy kettle
#

and consider learning the basics instead of just stumbling along knowing nothing

#

!learn

vagrant rootBOT
remote summit
#

oh ok ok

#

ye it has sprite mods

#

multiple

balmy kettle
remote summit
#

and is a sprite 2d and UI

#

should i change it to single or smth

balmy kettle
#

and is the texture supposed to be more than one sprite?

remote summit
#

no

#

is only one image

#

(idk what is a sprite tbh)

#

but the other one i have is also multiple

#

and it works?

balmy kettle
#

because that one happens to be sliced correctly. just set it to the correct mode that it is supposed to be

remote summit
#

ok i fixed it

#

idk what i touched i opened a menu

#

and it was not selecting the whole item from the png

#

but only the left corner

#

wtf

#

the sprite editor ^^

proper rivet
#

had so many issues w ecs today that i spent 2 hrs tryna fix an error that was just a logic issue

#

didnt even cross my mind that thatd be the case

wicked pebble
#

I'm a bit unsure where to ask for help about this, I've looked around and it doesn't seem like there is a better channel than this one, so I'll just post it here.

Does anyone know how long it usually takes the unity asset store site to update your list of organizations when you make a new organization ?
i made a new org a couple hours ago, and i can switch to it on the main page of the unity asset store, but when i actually click on assets that i want to buy, i can only pick between my old organizations.

sly lake
flat breach
#

hi, I have a player who can move in a scene, the player can open a plan of the world(maze here), I'd like to add a player image on the maze panel which updates his position based on the actual player position, I thought about adding infinite empty gameobjects who have a corresponding anchored position and then getting the nearest point to the player and placing the image at the corresponding position, but it seems like a lot of work, would there be better ways to accomplish this?

vivid cedar
flat breach
violet thunder
#

People often abuse empty transforms when they should be just using Vector3's

sly lake
#

The overhead is pretty small so you can get away with it

flat breach
vivid cedar
# flat breach yea exactly, but that's the only idea I got lol

One option is a second camera with a top down orthographic view. Use layer-based rendering on the camera to only show a special layer. Make a simple sphere or cube as a child object of the player (with no physics elements on it) and put that object on the special layer

You can render this camera to a RenderTexture and draw that RenderTexture on the "plan".

#

As for your original idea though why infinite objects and not just one object at the position of your player

sly lake
#

So the issue is just showing the position of a player on a map?

flat breach
vivid cedar
#

Maybe some screenshots would help us visualize what you're talking about here

flat breach
#

I forgot how to call this

sly lake
#

It's not to scale?

flat breach
# sly lake It's not to scale?

I mean I forgot the word name, but in my game let's say the wall "A" size is 10meters and "B" is 12m, in the map "A" is 1cm and "B" is 1,8cm

sly lake
#

It's not linear?

vivid cedar
#

something like this

flat breach
#

it's a known mathematical word, why can't I remember it

gray frigate
#

I'd call that a "scale factor"

flat breach
vivid cedar
#

it's simply more of a conceptual map than a "to scale" map. Sort of like NYC's new subway map

flat breach
flat breach
gray dirge
#

If you already have the map image made, sharing it would not hurt in narrowing down the options to implement the mapping from world units to whatever you have

vivid cedar
#

I'm imagining a fairly limited, hand-crafted map here, with maybe 20-100 locations the player can be

flat breach
#

PROPORTIONAL WAS THE WORD I FOUND IT

flat breach
#

maybe it doesn't look big like this, but it quite is and adding points everywhere in it would be a waste of time, I think I'll seperate it into rooms and use Vector3s to find in which room the player is and then add a point in this room.

sly lake
#

Maybe just make a screenshot of the map from above, with an isometric camera.

#

Then place your symbols over it again

#

Now you have a proportional map

placid yew
#

Can anyone explain why this snippet works for making it readonly? I"m not sure which part of this disallows the editing of the propertyField

copper gust
#

gui.enabled

placid yew
#

Or is it that order that does the job

copper gust
#

anything rendered when GUI.enabled is false will be read only, and vis versa

copper gust
violet thunder
#

GUI is immediate mode so global state changes (like enabled) apply immediately

plain dagger
#

OnGUI is drawn in the order things are called so thats why that works

sly lake
fringe pasture
#

Anyone here need a developer?

copper gust
vivid cedar
plain dagger
sly lake
sly lake
#

Levels being this

flat breach
sly lake
#

This is Photopea

#

I think others have it too, though

gray dirge
#

Keeping the map proportional would be the way most games do it. If you intentionally want it to be more so of an sketch, then you would need some kind of system such as the room one discussed. Saves you a lot of time and makes the maps fully accurate if you just use proportional map and some simple math to place the location symbol on the corresponding position

placid yew
sly lake
#

Does it still work? I though the current inspector was UI Toolkit

copper gust
#

it does indeed

placid yew
#

OnGui still works yes

#

I'm working with legacy code so that's why it used this method but doesn't mean I know a lot about OnGui lol

violet thunder
#

I love the old GUI system for debug views

plain dagger
#

the project window is

#

one day the project window will display filenames ON MORE THAN ONE LINE

#

BigAssFi...

violet thunder
#

Oh yeah hate how they cut off

gray dirge
#

Too much to ask for

violet thunder
#

Especially since I prefix a lot of my asset names

#

So you just see a bunch of "SFX_...", "SFX_...", "SFX_..." lol

plain dagger
#

You have to change it to list view to read the filenames

gray dirge
#

Give them 10 years so they can develop yet another couple UI libraries to help with that

violet thunder
#

Yeah, at least we can use the scroll wheel for that

deft rock
#

you guys don't have the project window slider all the way to the left?

violet thunder
#

Sometimes seeing the large icons is helpful

#

But again, you can just ctrl + scroll wheel to quickly adjust it

plain dagger
#

I move it like a yoyo

violet thunder
#

Tbh i didn't even remember there's a slider for it

plain dagger
#

"what sprite is that?" moves to right
"what is the name of this?" moves to left

deft rock
#

I think when I started ~15 years ago I moved it to the left and left it there 😄

violet thunder
#

Btw which unity version has the new hierarchy panel?

plain dagger
#

6.3?

vivid cedar
#

The what now?

violet thunder
#

I'm on 6.3.3.f1 and it has the old one

violet thunder
#

Ok found it in Preferences, apparently not on by default!

plain dagger
#

Unity are afraid just like when they changed the context menu and quickly removed it

copper gust
#

i know its proper english but Upper lower Upper lower feels so weird there

violet thunder
#

Damn, just having this altenating color makes it so much more readable

tawny quail
#

I've heard from a few people that the new one is less performant, wonder how it is now

copper gust
#

cinema

violet thunder
#

It seems sort of "async"

#

When i scroll too fast with the new hierarchy it shows empty for ~1 frame before loading/showing the elements

#

Which is a bit flickery...

#

But probably an optimization for huge scenes?

copper gust
#

maybe its firing from a different kinda event?

plain dagger
#

or its just not finished yet

deft rock
#

mebbe improved performance over those versions 😬

violet thunder
#

I like how the buttons are slightly thicker in the new version

#

Don't need to quickscope those thin buttons, breaks my flow

#

Although it would be cool if it was adjustable, some sort of compact mode maybe

#

Ok i must add, the new hierarchy's search is way faster

#

I wonder if it does some indexing during gameplay tho

plain dagger
#

Unlike the new search window which seems to reindex my project every time

naive pivot
#

Hey everyone pretty new to game dev but not so much to programming. I’m looking to eventually get a job in game dev can anyone point me to free resources I can use to learn game dev and maybe even a little game design. I know unity has pathways just wanna know how in depth those actually go

worldly cave
#

they go pretty in depth

#

some of them

vagrant rootBOT
#

:teacher: Unity Learn ↗

Over 750 hours of free live and on-demand learning content for all levels of experience!

raven spindle
chrome scaffold
#

guys in the unity UI how do you put outlines on things like input fields

plain dagger
#

Otherwise in UITK just configure the border style

chrome scaffold
#

wdym fudge it

plain dagger
#

e.g. black image and a white image inside thats slighty smaller.
bam fudged border

#

or as i said, make a sprite with a border and 9 slice it

chrome scaffold
#

so there isn t a way to make it with a component i need to make it my self then?

plain dagger
#

try and see, it may work if the "outline" is thin

chrome scaffold
#

nah the outline componet is straight shit it just changes the colour of the inpout field. ight ty

tall hearth
plain dagger
plain dagger
#

I guess some kind of edge detection outline was too hard

chrome scaffold
#

ngl i am just gonna make a script to do that i cant be bothered to make the images

plain dagger
#

you wont get anywhere but okay

#

The solution is a shader, UITK or make a good image externally

violet thunder
#

Outlines isn't a problem that is solved very well overall

plain dagger
#

Or buy procedural image for UGUI and use that

copper gust
violet thunder
#

Using loops/kernels inside a shader gets super costly when the radius grows

plain dagger
#

Ive done edge detected outlines for sprites decently but you have to sometimes do funky stuff like enlarge the mesh and clamp to make room for the outline

tall hearth
copper gust
#

my beloved

plain dagger
#

inverse hull is a good cheap way thats not a post process effect

#

But on modern hardware worrying about an outline shader is not worth it

copper gust
violet thunder
#

It breaks on certain type of meshes/geometry (inverse hull i mean)

copper gust
#

oh thats easy tho just don't make those certain types 😇

tall hearth
copper gust
#

real

polar basalt
#

how do i reference this in script?

#

i cant find anything

#

only for editor

plain dagger
#

tis an editor only class

#

anyway it does not appear to expose anything so you may have to resort to reading serialized vars or reflection

polar basalt
plain dagger
#

Well the lightmap assets are created next to the scene so thats easy

polar basalt
#

😭

#

thank you..

near adder
#

Hi, I 've been trying to use the terrain to create billboard grass. And for some reason while the background on the picture is transparent, when I try to put grass on the floor it has an background it's it's kind of yellow. Can anyone help me fix this?

amber walrus
#

Guys I'm having trouble wiht Ai navigation in my game, my enemy keep snapping to the wall of my Navmesh surface instead of walking smoothly in the empty space it has. can someone tell me what technique I can use?

tall hearth
amber walrus
#

It's more like walking, my enemy when it gets to places snaps to perfectly into the side of the navmesh surface instead of avoiding other enemies or player. I want to know how to fix that so it can use the empty space instead

warm bramble
#

what's more performance heavy, animation or code ? a clock hand moving for example

tall hearth
tall hearth
amber walrus
warm bramble
tall hearth
#

the profiler though i doubt you'd see a difference with a single clock

amber walrus
#

I think it's because I'm using NavMesh Agent

tall hearth
#

yeah sorry no clue, maybe someone else will have an answer for you though

warm bramble
worldly cave
#

a 1000 animators is quite a lot

vivid cedar
warm bramble
vivid cedar
#

"animated with code" is really vague

#

there are many ways to do that, some more efficient than others

#

for example you could do all the clocks in a IJobParallelForTransform job

#

that would be extremely fast

#

probably faster than the animator

#

but 1000 updates owuld probably be slower

warm bramble
#

that's what i thought about tbh

#

calling 1000 update every frame might hurt my pc

#

ill need to check

worldly cave
tall hearth
vivid cedar
#

(depending on hardware)

#

If you're on a mobile device I could see it being 1ms, and then you're spending 6.2%+ of your frame budget just for some clocks?

#

idk, benchmark/profile it lol

#

Pretty sure there's a little more overhead having Unity call C# messages than just calling methods yourself too

warm bramble
#

also, why sometimes builds behave differently than editor ? i've seen it especially with codes that contain lerping

vivid cedar
#

it's not desirable

tall hearth
vivid cedar
#

it means the code is not written properly

vivid cedar
warm bramble
vivid cedar
tall hearth
vivid cedar
#

deltaTime is often involved, sure.

next coyote
#

does anyone know why unity keeps "forgetting" my lightmaps until i try baking them again

vivid cedar
next coyote
#

which it isn't :/

copper gust
#

you sure?

next coyote
#

yes actually

#

they're like three one-off NullReferenceExceptions that always happen when the game runs for the first time
and a few that're from a script trying to UV map meshes without Read/Write enabled

#

they're not the issue

next coyote
#

super helpful

#

it's not even 7, it's 10 with a skin

gray bloom
#

is there anyway to change cursor when out of game view or in scene view

glass wyvern
#

hiii sorry for asking but theres a chanel or something to look for some one that need a 3d modeler for a game

#

im looking for job and i think i got the skills :P

dusky forum
#

Not on the discord server

#

!collab

vagrant rootBOT
# dusky forum !collab

:loudspeaker: Collaborating and Job Posting

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

glass wyvern
#

ty

hidden meteor
#

Hey idk if you're still going through this but I had the same problem. I did some digging and it turned out I needed to update some stuff in the package manager.

Pretty much all problems stopped after that so maybe check that out

stiff dagger
#

should I still do Unity given that i am based in China

#

from the looks of it (how recently Unity announced pulling out the asset store) i am more concerned what will happen if they renegaded on the 2022

vivid cedar
latent meadow
stiff dagger
#

who the hell even uses that

latent meadow
#

China

stiff dagger
#

what about all the licensing

#

does a license in UnityCN work overseas

lost garnet
#

Is there any free 2d full screen shader for radial blur (which I will use for like zoom effect etc).

#

URP

latent meadow
jolly scroll
#

Yeah I got that email too. The annoying part is the list they link to doesn’t show which of the removed assets you actually own...

So I made a small web tool to check your Asset Store library against the removal list! 🫡

http://uarc.fieldof.vision

storm patio
#

<@&502884371011731486> spam/scam

sage basin
#

?softban 1476472440518479902 bot spam

novel scarabBOT
#

dynoSuccess immaculate_lynx_11028 was softbanned.

sudden cliff
#

guys help idk why my shader is making the grass material smooth

#

it should look like the first image but it's completely white

sage basin
#

if you put A into a Preview node is it white?

sage basin
#

Show the texture's importer settings

sudden cliff
lost garnet
sage basin
#

That's a material, not the texture. However, I can see the texture you have in the base map has transparency, so it should be fine. It's kinda unclear what your issue is though, and why alpha threshold has to do with "smooth"

#

and what the two grass screenshots mean

#

or how you created the "should look like" first image

sudden cliff
sudden cliff
lost garnet
sudden cliff
sage basin
#

What's your shader graph material look like then? Because you've only shown the graph

sudden cliff
sage basin
#

That's the original one

sudden cliff
#

ohhh like what it looks like after i add the graph

lost garnet
sudden cliff
lost garnet
sudden cliff
sage basin
#

You have a shader and a material, the material needs to use the shader you made

lost garnet
#

@sudden cliff

sudden cliff
#

😭 thanks

lost garnet
#

Select yours shader from here

sudden cliff
#

okay it looks like this

lost garnet
#

Now try

sage basin
#

Set the texture and the appropriate threshold

sudden cliff
#

is this how you multiply the color and alpha

sage basin
#

you shouldn't do that though

sudden cliff
#

thank you 😭 ❤️

lost garnet
weak island
#

unity did bad this time

#

will remove asset checking is bad

#

sad

copper gust
#

I don’t think it’s Unity’s choice

#

Doesn’t seem ideal for them

gray bloom
#

how do i change cursor when out of game view or in scene view ?

remote summit
ocean pumice
#

that is called a gizmo in scene view. on scene view top right if you expand the width enough, there is a gizmo button to turn off 3D gizmos or entirely hide them

restive wolf
#

Alright so level building and the tooling/workflows surrounding it my weakest points when it comes to game dev. I'm trying to make a game that's composed mostly of modular assets. It's block-like for the most part, non-organic. What tools/flows are standard for creating worlds with these assets?

safe garden
#

anyone here who worked with rigid body's or scripts, are you able to just copy something like this over to another object? guessing specific parameters need to be setup, you can't just copy and paste

sly lake
storm patio
#

please don't ping random people for help, just ask the room

potent topaz
#

In the Unity project view can you not sort better - like by type and then name?!

#

It is recreating a FileView but with much less control!

boreal river
#

This is not the right place for it

latent meadow
#

!collab

vagrant rootBOT
# latent meadow !collab

:loudspeaker: Collaborating and Job Posting

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

#

:loudspeaker: Collaborating and Job Posting

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

storm patio
#

read, don't just repeat the bot command

flat breach
flat breach
#

hi, I've just seen in a tutorial that the guy can add sprites immediately into a 3d scene and now it seems like it doesn't exist anymore, what's the alternative?

normal summit
#

Does anyone know how to export asset bundles for older versions (2019.1) ? I've seen many tutorials but none of them worked for me

storm patio
flat breach
#

should I just drag a sprite from project to the scene?

storm patio
#

is that not what you've been doing

flat breach
storm patio
#

what gameobject panel...?

#

do you mean the inspector

flat breach
latent meadow
#

so you know, there are a couple/few good 2D courses on the learning portal. Really worth the time @flat breach

#

!learn

vagrant rootBOT
storm patio
sly lake
#

You can drag the sprite directly into the scene

#

Or make an object with a SpriteRenderer compinent

flat breach
flat breach
storm patio
#

wouldn't show up if you're missing.. well, all the 2d resources

flat breach
crystal veldt
#

does anybody here use Linux as their daily driver? if so, which distro? also, does Unity work well for you?

normal ingot
#

i need help with that

#

I can download unity editor

#

and this keep apearing

crystal veldt
#

it hangs on install or download?

normal ingot
crystal veldt
#

download happens first, then the hub trys to install it to your system

storm patio
#

well yeah but that's an issue with the download

normal ingot
#

idk man

crystal veldt
#

it says socket hung up...could be websocket, could be unix socket

storm patio
#

....ok, man.

crystal veldt
#

dig into the logs of the hub, try to pin down which socket actually messed up

normal ingot
storm patio
#

also, did this happen immediately, or partway through downloading?

storm patio
#

if you have access to one, sure. but a different wifi network may also work

crystal veldt
# normal ingot sounds like aliens words

so websockets are used to download data from the web...so mostly a download issue. unix sockets, are used to communicate between local programs, so would be an install issue

storm patio
normal ingot
#

alright

#

I'm using vpn rn

#

lets see

crystal veldt
#

which distro are you using?

storm patio
normal ingot
#

10*

storm patio
crystal veldt
#

oh haha, yeah it says download failed, i didnt see taht

#

also, i think im in the wrong channel. it seems there is a linux channel here. im actually actively trying to ditch win11

normal ingot
#

thanks guys it worked

latent edge
#

is there a way to make the resize tool only resize in 1 direction instead of using the rect tool

storm patio
#

use the handles that are only 1 direction

latent meadow
fossil jetty
#

Hello, I have a question:
What is the best way to promote my game (it's not realeased yet)?

potent geyser
#

  1. Pay for marketing
  2. Social media
  3. Share in relevant communities

None of these will actually work if your game isn't appealing, it's not a guaranteed thing.

latent edge
storm patio
#

ah, it expands from the pivot, so if you have the pivot at one end then it'll expand only the other end

latent meadow
#

Doesn't ProBuilder have tools to help? (i lack experience with it, but i thought i recalled that)

latent edge
#

well i asked instead of the rect transofmr tool originally

gusty abyss
#

I have this large mesh ~130k triangles and I'd like to split it up to make occlusion culling work for it. Is there a way to do this inside unity?

latent meadow
#

there may be third party tools that can add the ability, but Unity is not a modelling suite, so i'd say, no, not really..

twilit junco
#

So unity will remove assets from chinese devs, I wonder what famous assets are made by them? Because if alot of devs use it, that's kinda sux.

potent geyser
#

They provided a list of affected assets, you can see them for yourself.

twin grove
#

Does somebody want to be friends?

storm patio
#

not really what this server is for

hot topaz
#

How we can make multiplayer game

stuck flower
#

By writing lines of code that make the game do what you want it to do until you've eventually written them all

worldly cave
vagrant rootBOT
neon bobcat
#

I hate my life so much dude, I wanted to start developing games with unity but I got an issue with the gpu in some apps and its crashing whenever I want to use some meshes like the robotplayer

deft rock
#

<@&502884371011731486> ☝️

stuck flower
#

<@&502884371011731486>

hidden meteor
neon bobcat
#

I dont even wanna say it, its old asf

worldly cave
#

theres not much you can do outside upgrading, game development can and is very hardware demanding

#

have you considered sticking with simple 2d projects rather than anything that uses 3d meshes

warm bramble
proven star
#

what is that bradar

tall hearth
proven star
exotic turret
#

Guys is there a way to open scripts? Idk why unity always ask me to confirm wich app to use. I want the script to open automatically

worldly cave
#

!ide

vagrant rootBOT
exotic turret
#

What is IDE sorry for the dumb question im new

exotic turret
storm patio
storm patio
exotic turret
#

Is there a better one?

golden crane
#

Is it bad to have a lot of tabs in the editor ? i heard it takes a lot of performance for some even if they are not opened

worldly cave
wispy zodiac
#

Anyone else getting a maintenance error when checking out from the asset store?

rotund stone
#

Hey guys, I got this warning on this unity version. Which version do you recommend that both doesn't have this warning and is just stable throughout?

stuck flower
#

Same version, later patch

rotund stone
#

the "read more" recommends 6000.3.5f2

rotund stone
stuck flower
#

Whatever the latest patch of 6000.2 is

storm patio
#

is just stable throughout?
stability is relative lol

rotund stone
#

unfortunately

proper rivet
#

does anyone know why i cant find this on my nodes?

rotund stone
pearl oyster
storm patio
rotund stone
#

Would it be better to install the latest LTS version? The hub recommends 6000.3.10f1

stuck flower
#

Probably. Or just ignore it

#

It's just annoying, it's not gonna break anything

pearl oyster
#

Support for 6.2 ended as soon as 6.3 was released

rotund stone
#

I guess I'll try that one out

#

is there a reason to not use an LTS version btw?

#

like isn't it just better

stuck flower
#

Usually just because switching versions is tricky and can lead to problems

near wigeon
proper rivet
#

oh nvm i found it

#

its under a diff tab

jagged sage
#

Physics boring
So i made rough concept art for my game idea (wich ill probably take 15 years to make)

#

Mutants are cool UnityChanClever

fair cove
# golden crane Is it bad to have a lot of tabs in the editor ? i heard it takes a lot of perfor...

Depends a lot on what an editor window is doing, it may be running some background logic or responding to specific Unity events (such as import changes or object selections), this can happen while the window is not visible, in addition to constantly refreshing when it is visible - so generally, yes it does take resources to have a window exist even if your not actively using it, but if its "bad" probably depends more on your hardware limits and personal organization preferences - you can also test this on Windows, in Task Manager expand the task in "Detailed" mode and you can see how much resources each window is using, in addition to the engine itself

storm sierra
#

Is there any worries I should have about updating from unity 2022 to the latest version?

near wigeon
sly lake
#

The shader API isn’t stable, even between minor versions. But these are usually very easy fixes.

vivid cedar
tender thicket
storm sierra
tender thicket
#

Never heard of it happening to anyone else so u should be fine

frank ridge
#

I cannot collab or see my friends project

hard solar
#

Hi, I need help with addings Ads to my game. For the past 2 weeks I've been trying to implement Ads Mediation to my game, but everytime I fix something, something new is broken. Now I'm stuck with that in my Plugins/Android folder there is no .aar files ( I asked chatgpt and he said without them my ads will not work even on test mode ), I wrote to support, asked Ai again, checked different forums but I can't find a solution so I thought maybe I could find help here. Does anyone know how to fix that?

plain dagger
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Make sure you are on a recent unity version and are using modern versions of plugins such as LevelPlay or google admob

hard solar
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I'm using Unity 6000.1.14f1 and the latest version of levelplay, but I'm still getting "Mediation: No fill" errors when I test my game on development builds. What could be the other reason then? I'm also 100% sure that I typed in all the ad units and placements IDs correctly

plain dagger
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Is your device added as a test device?

#

You must do this or risk not always getting an ad or even having that device banned

hard solar
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I set it so its a test mode on all devices

plain dagger
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You need to also make sure you followed the instructions for mediation adapter installation too

hard solar
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Okay thanks I'll try it tommorow but is it possible that my ads are not working because I havent set up any test devices?

hard solar
plain dagger
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Install level play via the package manager and use the manager menu

near adder
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Hi, idk if this is an unity or blender related issue but in blender my model looks fine in unity it doesn't have the grass it should have. It's an grass model and I did convert the hair particles to a mesh and the texture doesn't apply in unity. How could I fix this?

prisma needle
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quick question, in my unity cloud projects I have my old game. Is it possible to bring it to my computer from the cloud?

slow dirge
prisma needle
plain dagger
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google unity vc how to clone ?

slow dirge
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If you're logged in the right account, the project should appear in the hub.