#💻┃unity-talk
1 messages · Page 90 of 1
just make sure LFS is initiated and .gitattributes setup correctly
Assets are so heavily tied to project versions, you’ll end up with a broken history otherwise
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)
Can caching be turned off? The library folder is too big.
my guess is no, but you can delete the library and let it rebuild. perhaps it is bloated and does not need to be
delete it and let it rebuild, it'll probably be smaller
depending on how long ago it was built
It takes up 8gb and then there is an extra 5gb coming from somewhere else making that 13gb total
and how big is your project itself? the assets folder
and have you tried the suggestion of deleting it?
Goes right back to the original size 8gb
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
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
this is game dev. you'd use much more than that just trying to install UE
Ykw godot may be the best option here
it will be smaller, for sure
Faster to install too
no, because the Library contains data that Unity generated from your assets (as well as stuff like installed packages)
if you deleted the content in it, then Unity would have to create it again
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.
What packages?
from the package manager
packages provide things like the AI navigation system, your render pipeline (URP, most likely), etc.
Why are they large?
some are, some aren't.. and because they need to be for their content
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.
they said they have the android pipe installed. do we know if that gets cached in library too?
i'm not familiar with what "android pipe" would be
He means module
the module installation isn't in the packages
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)
Just deleted a 20GB library to do a rebuild, see if it's smaller and fixes an issue on Android
that will be interesting to know
So the large size is due to the android build?
no, that is not what was said or impllied
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
can I ask for help in this channel?
(they require different texture compression formats than desktop games)
indeed, but check #🔎┃find-a-channel first
There may be a more specific channel!
only if there's no better channel for your question's topic - read channel topics
That's too big though
I did but Im facing a problem that im not sure where
could be modeling or unity itself
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
you need to share the details
otherwise we can only wildly guess
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what does "that to work" mean?
is Unity freezing? is there a compile error? is your code editor just not giving you syntax highlighting?
bro like if i add a movement script and add float speed = 10 f it wont work after restarting the script will work
what does "work" mean?
What does "won't work" mean
it wont run ok
You need to tell us what is actually happening.
actually the script is not compiling and after restarting it compiling
DO you have auto refresh disabled?
why do you think it's not compiling?
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
How many of these packages do I need?
It's possible that your animation is pushing you into the air
cuz the fields r not visible in the inspector after restarting its visible in inspector
as many as you need?
new fields you just added, or just random fields?
Edit -> Preferences -> Asset Pipeline -> Auto Refresh
what is that set to?
No like which ones do I need for my project to function?
nah new fields i added
all of them
It's now 4.5GB
depends on what your project needs to function...
should Center be 1.87/2?
Really?
you're not going to magically get rid of the Library folder and the space it takes up
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
Im not it's just im on 100gb and I may need that storage later
i deleted whole unity stuffs gonna reinstall all
Why not just check the setting
lol
I have 2 different projects i need to work on and one of them is for the android one
that sounds like less of a hassle, yes
sry mb
can u tell what r the settings i need to look for
if you're gonna come ask, please do pay attention to the answers
I already did
ok
tq
Wonder why unity and unreal are the only engines with projects that have large sizes and the rest don't
Is Godot making top tier games in graphics and size?
And have 30? years of development..
It have good games
Unity has fantastic tools for compression
It can produce much smaller web games than Godot if you strip it properly
we're talking strictly about the project size here
Project size is what you put into it though 
sort-of
note how the Library is a lot larger than the actual assets
(and can wind up very large as it fills up with build artifacts and 23 trillion shader variants)
compiling URP/Lit (fp) (436/34896349456845945)

Right. I don’t think that’s really worth optimizing for file size
Though optimizing for shader variant count is worthwile in some ways
"Smaller"
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?
there are resources pinned in #💻┃code-beginner. everyone learns differently, try out various stuff and see what sticks
I recommend the self-guided interactive tour here https://dotnet.microsoft.com/en-us/learn/csharp
Really it's about project cache size
Okay thanks will check it out asap!
Okay Will also try thanks alot
Yes it is
Even if it means the engine is slower?
Godot is pretty fast
In small projects
Not entirely true
ok, anyhow, use godot or unity, but pick one.
Unity is made for companies. A couple gigabytes of asset database or what have you doesn't make a difference to a professional team
It very much does for me
Are you paying for the engine though 😄
Companies have money for more storage. I don't.
Why ask that? But no to answer your question.
Godot's goal is to make game development approachable for beginners. Unity's goal is serving their customers.
does unity still have the runtime fee thing?
No, that was never a thing.
I thought that was if you earn a certain amount
Nobody can predict the future
oh, damn alright
Anyways I don't have storage to waste so I need something smaller
Just as Unreal or Godot could theoretically do such a thing in the future
anything can happen
CEO got canned, PR disaster, full reversal on the idea. Unlikely it will return.
godot cant really
thats reassuring
Open source can get enshittified too. Look at Wordpress.
It's not impossible
i love the fact that enshitification is an accepted technical term 😁
hi thier
I wish I knew what that word meant
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 ?
placing a collider won't make a character jump on its own
you need a script
i made a script
idk about wordpress but godot is under the mit license, the most permissive one, it can always be forked and made better or maintain a certain standard of quality
Yes, but now you're stuck maintaining a fork
Well since none of us are mind readers, why don't you share the details of your problem, including the code and what you did, in #💻┃code-beginner ?
the character is jumping on the colider i made yesterday but when now i try it it dont jump
Is that what unity did
probably an issue with the layers or tags that your ground check is using and the new collider
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 🙂
It's open source so you can easily fix that🗿
Runtime fee would be an example, yes
i use a fork of godot myself, actually i use two, one for development and one for steam stuff. the community is amazing. i myself have written multiple new features in godot, just coz its so lacklustre
im exploring other options now, unity, unreal, making my own :p
Wish we had something small but also something that can easily be extended
What's that?
pygame? LWJGL?
can vouch that lwjgl is nice
Minecraft was built on LWJGL
Hi
thinmatrix uses it to make his game
It's the engine Wartales and Dune: Spice Wars run on.
The editor is optional.
I don't know if the 3D graphics are particularly state-of-the-art, but it's definitely small.
haxe looks certainly interesting
i found another awesome engine made by a single dev on twitter the other day, it was stunning
Im not touching that again
Im also trying to compile for android and ios
impressive work. in 5 years wicked engine could be the foss answer to unreal
Quoting János Turánszki (@turanszkij)
︀
The ocean rendering is made with screen space grid, it was missing from environment probes, until now:
**👁️ 15 **
its in very early phase, but i think it has potential, if they make the editor nicer
Oh gods, that doesn't scale 😄
LWJGL works on iOS and android with libGDX or jMonkeyEngine
I suppose if you relight the cubemaps it's not too bad, but you're still rendering an additional SIX gbuffers
relight?
jMonkeyEngine?
its an engine built on top of lwjgl using java
libgdx is maybe more promising
Nvm, that doesn't really apply to realtime
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
Oh, that's clever!
I've never heard of that before
but it makes sense
(and not relevant here, yeah)
This is a java only library?
lwjgl is a java only library
how can i make the centre of this prefab to the start?
light weight java game library
What languages does libgdx support then?
You'd need to move the child objects around.
libGDX is a cross-platform Java game development framework
So it's only for java?
You mean the pivot? You'll just need to move the child objects
yeah
The center is not changeable. It's computed based on the bounding box of child meshes
java, believe it or not, is pretty good for game dev
Oh that's not bad then im pretty sure I can quickly learn java
Java is similar to C#
Really??
it's just like... C# but worse
c# is basically microsoft's version of java
I could never find a good library for it but I always loved the language
Isnt it off the center when modeled?
yeah its the only one out there ig
Wolfos is talking about the point you get when you switch the scene from view from "Pivot" to "Center" mode
I personally don't see the problem
Ohh right yeah nvm then
"why in god's name are the handles in space"
Btw is c# worth the switch from c++?
It's very useful if your meshes are poorly authored
it is useful for manipulating many objects at once
java is only about 60% slower than cpp, so in indie projects you will prolly never see a difference
as a recent returner to java, i really miss properties and operator overloading
Java really does feel like the Less Cool C#
60% slower? Goodness
i was teaching it last summer and i kept thinking "ugh i wish this was C#"
hell no, cpp is like universally the best language for game dev (might be biased xD)
ohh alright thank you
Minecraft java is written in java but it runs so smoothly
yeah
Where are you reading that?
Been forced to use java in school and i miss c# every single day 😔
enums having fields in java is pretty cool though
and there was another feature that ive forgotten
It really doesnt though
That is one thing that C# lacks!
It does💀
Oh so you made it up 
no no i can provide you with the source
oh right, method references
i don't think that's because of the language chosen
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
So when does the choice in language matter?
perf, portability, context/environment, ecosystem, and pref
I've seen a lot of programming language benchmarks. It's very situational
Here's one where C# happens to beat C++: https://benchmarksgame-team.pages.debian.net/benchmarksgame/performance/fannkuchredux.html
i agree, the results vary in java depending upon a lot of factors actually
For the most part it's just down to how optimized the application is. Language differences disappear into the noise
swift and historically objc have been the more popular languages for native darwin apps because that's what apple wants you to use
Unity's Burst compiler lets you experience some benefits of unmanaged code (no pesky runtime to slow you down)
it's a nice compromise
similar story for java/kotlin on android
Python: 15 minutes 🥀
python is not really meant for game development
if you are a beginner -> c# or java
if you know your CS -> cpp
I just don't want to use a 1970s programming language lol
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
Doesn’t matter when something came out, matters about being updated.
I really enjoy c# over either of those
So choice in language doesn't matter it's how the programmer writes their code?
wait but everytime i move the children the pivot moves too
Minecraft bedrock should run better than java but it's the opposite
also not to flex or anything by cpp17 or cpp23 (i cant recall rn) finally got a print function after 40 years 🤣
Then you probably have it set to center mode
💀
Still waiting on that import feature smh
(i should mention i am talking about it from an engine point of view)
modules?
Yea c++ tryna make imports work
I'm not really missing anything in C#
MSVC++ has the entire module specification implemented in C++20
I don't know about other compilers
center mode?
how about speed?
C# is a very performant language, when properly optimized
Can someone explain WHY this is going to happen?
i think i agree with you, on indie scale, the speed difference wont really be noticeable
Set this to pivot
It's not noticeable on any scale.
it is on a larger scale
automatic gc is nice, but can cause unexpected behaviours
got it thank you
i mean unity unreal godot, everything is written in cpp for a reason right?
Unity was written 20 years ago when C# was much slower
Really?
I use clang
the GC spikes are still relevant today tho
🤦♂️ 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
Right but you'll have less time to optimize because you're fighting a prehistoric language tooth and nail
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
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
thats not true, its not more code than a normal java/c# project generally. if you take into account header files, the story changes tho
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 
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.
So in the end it’s really the skills and logic the programmer applies to the application, for how performant it will truly run
Yes, but I believe specialized engines generally have a performance edge because you simply have to do less.
I’m into unity
and in-house engines like HPL
Hello guys 🤠
Because China doesn't like the idea of anyone in China using software developed by non-Chinese companies. They buy out the rights to produce State-sponsored alternatives and then eventually cut out any access outside of the country
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?
I'm only reading about it on the surface level, because meh.. doesn't directly affect me. However, a Chinese dev on this thread say's that doesn't make sense because other s/w (Unreal is given as one example) don't have that issue
What's a "shelf" ?
How are you saving it?
There is an object, the object is saved, but when you exit the game and enter it, the object is not where it is.
im having deja vu
I think it's mostly down to what they can get away with, and Unity's contract gave them enough leeway to fully separate
Other companies might have made better deals that are harder for them to take over
This does not answer the question, just states the same thing with different words.
I cant think of any major and popular Chinese assets honestly
so i dont know how much this is going to affect
you don't understand what you say
Last time you came here with this shelf issue
you ended up insulting anyone who tried to help you
What makes you think anybody will tolerate that further to assist you
Yoo, that's great
Because they were teaching how to save money
No, they understand just fine. You are saying nothing in multiple different ways.
No they werent
that was an hour long conversation
You're going to have to actually explain the issue, because it might come to surprise you that we cannot see your screen
where 20 different people tried to explain to you
that the principle is the same exact thing
I think they're not removing purchased assets, though.
they arent
An object is saved, but it leaves the game, the object is not there or anywhere directly where it was saved.
they never did, even if an asset has been removed fully
But you're not getting any updates, so it's still worthwile to check which are affected
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
How are you saving the object
you have to actually say what you are doing
We cannot see your screen
I still find it funny how unity doesn't just have a thing for this already when they already have the list 
I record with PlayerPrefs
The only instance they'll remove purchased assets is when proven copyright infringement has happened
(and then not tell anyone who bought those assets)
!collab
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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
Where should I get the code?
With the information provided, the literal best answer possible to give is: "You didn't do it right"
!code
📃 Large Code Blocks
Use links to services like:
https://paste.mod.gg/, https://hastebin.skyra.pw/, https://paste.ofcode.org/, https://paste.myst.rs/
📃 Inline Code
Surround code with three backquotes. Not quotation marks.
To format as C#, add cs to the first line:
```cs
// Your code here
```
Add a comment with a line number if there is an error message.
If i were you, i would not waste my time helping someone who is going to end up insulting you the second he decides you werent useful enough to him
mind you this entire conversation and almost the same exact questions youre asking
have been asked before
and no progress was made
a powerful website for storing and sharing text and code snippets. completely free and open source.
No, that's fine. If they go over the line they'll be kicked, muted, or banned, and we won't have to deal with them any more
a powerful website for storing and sharing text and code snippets. completely free and open source.
All right, what's the log say when you save, and what does the other log say when you load?
Says the position
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.
I don't understand, I'm Turkish, I'm translating
- What does the log say when saving
- What does the log say when loading
And now, 2?
Those match
Different roundings since Vector3 clamps its prints to 2 digits but those are the same numbers
How do I do it? It saves, but I want the object to remain there when I exit the game.
It will go back to where you saved it at when you load it
yes when you leave the game
hi, how to remove this decal effect around my text?
make it a backgroundless png file
or if it's not an image, check the inspector for any material part
already is, it doesn't help
it is an image that I set as base map
backgroundless too
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?
it indeed is the issue, I've already tested putting it onto another wall
I don't quite follow what your setup is here, can you show the inspector of this object?
ohh wait I found the issue, just needs to set the mask opacity in the decal material to 0
I just used a decal material with a decal projector but nvm, I found the issue, ty for helping though
abdullah türkmüsü
Okay, yeah that would be the solution. I just couldn't follow if you were using a decal or a plane with a texture or a sprite
i dont think that any other language than english is allowed on this server
sanane amk
istediğim dil konuşurum
try discord's new feature, Direct Private Messaging
not on this server
riiight that's not the kind of environment we promote here.
sus hadi ikile
kes aq
brother stop insulting us in turkish
!mute 637963914348331018 3d This is an English only server.
yok knk
@berleus muted
Reason: This is an English only server.
Duration: 3 days
Insulting other users in another language is still against the rules
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
wait he was always doing ts?
he did it yesterday
oh yeah
so can anyone help?
I don't think anyone here has any control over the Essentials website
the website you just said you were having problems with?
oh
its the built in one?
yeah
Make the window bigger?
didnt work
Worth a try 
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
Unity is my hope. A blind hope. -RE9
the website does not show this part
See if you can copy the text from the window and paste it elsewhere
nah it wont let me select it
instead of immediately dismissing something that someone says, you should take a second to verify if what was said was accurate
I had zero idea that the Essentials pathways were available anywhere but the unity learn website
well the essentail pathway took me to another website
where it didn't fully show it
what the fuck do you mean by that? i literally linked to the lesson in the essentials pathway
the quiz took me to a similar website
but it said "go to unity and follow the instructions"
This is literally the section you wanted to fix
i have no idea what the hell you are referring to
wait
I just clicked Box's link and Ctrl+F'd the text you were seeing
Where is that on the link Box sent you
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
I'm trying to add a Package using a Git URL repository and I get these errors
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 ()```
and do you have git installed?
it says to install git, but GitHub Desktop doesn't seem to work
yeah just now downloaded that separately
then restart your computer and try again
sorry, for some reason, the link took me to the "in editor" lesson and i had no idea the other link existed
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?
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?
hey im brand new does anyone know why i cant download the tutorials
!support You know perfectly well that this isn't a support server.
Take a look at #🔎┃find-a-channel
You can also access Discussions for questions!
:warning: This is not a channel for official support.
Please do not ping admins, moderators, or staff with Unity issues.
Access our Help Center for Unity Support.
!learn Check the learn site, some tutorials have learning projects attached to them.
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I haven't encountered that before.
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
I think you have to link them first now
hmm, well is there anyone else who has experienced licensing issues? i am all squared away on licensing
There should be link to the project on the tutorial page
ah ok its a 2d one from 2017 so its not up to date i guess
I think it might show up if you have supported Unity version installed
i have unity 6.3
I figured it out, a list item in our code base had inherit layer on...... :((( why, so it forced ALL the child objecst from the prefab to inherit that layer as well
I mean supported by the tutorial
says it should be cus its from 2017.3 onwards
Could you link the tutorial
The Explorer: 2D is a collection of mechanics, tools, systems and assets to hook up gameplay without writing any code. To show how these elements can be used we’ve also created a game example using these systems. In this first tutorial, you’ll explore the Unity Editor and import the Assets for your game.
Yes, they changed the Hub and new tutorials installed from the site I think
It used to have list of tutorials there.
oh ok so im not completely stupid
@forest tulip They moved it to Asset Store, you can get it from there and continue with tutorial https://assetstore.unity.com/packages/templates/tutorials/2d-game-kit-107098
your a gentleman and a scholar ty
it only takes me to my project page but doesnt open anything is that normal
add it to your project through the package manager
Asset Store only links stuff to the package manager, you install from there.
i hate to ask region related thing again but....
unity banned cn region from using global version of asset store, and all the resources from it , do "intrinsic packages" count as one?
and additional packages that added with giturls
what is cn
This might help. #💻┃unity-talk message
I'm not familiar with details
thanks again guys got the hang of it now will smash through this tomorrw gn
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
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
understood nothing T_T im newie on unity
click the texture in your project window. then look at the inspector for it
this is all i have btw
and consider learning the basics instead of just stumbling along knowing nothing
!learn
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i said click the texture in the project window. i did not say click the object in the hierarchy
and is the texture supposed to be more than one sprite?
no
is only one image
(idk what is a sprite tbh)
but the other one i have is also multiple
and it works?
because that one happens to be sliced correctly. just set it to the correct mode that it is supposed to be
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 ^^
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
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.
Still not robust then? Or using an older version?
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?
I can assure you "inifinite empty objects" is not a good approach.
yea exactly, but that's the only idea I got lol
People often abuse empty transforms when they should be just using Vector3's
The overhead is pretty small so you can get away with it
and how to use Vector3s in my case? I only want them inside my maze...
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
So the issue is just showing the position of a player on a map?
great idea, but I think the issue will be that my actual plan isn't exactly the same size as my world, I did it around, so the position will be wrong
Just apply whatever scaling you need to it.
Maybe some screenshots would help us visualize what you're talking about here
because so I can add a script on these empty gameobjects and add a corresponding position on the plan, idk if u get me but my plan really isn't precise, scaling won't change anything because it's not even correspondant sizes
I forgot how to call this
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
It's not linear?
I would probably put a script in each "room" (maybe not the best word for it) in the actual game world the player can enter. Put the "world map coordinates" of that room on that script.
Then when the player enters a room it notifies the map that the player entered that room, and the map places a red dot representing the player at the given coordinates
something like this
it's a known mathematical word, why can't I remember it
I'd call that a "scale factor"
Oh yeaaa ur right, that'd be good enough
it's simply more of a conceptual map than a "to scale" map. Sort of like NYC's new subway map
this also explains it but it was another word nvm lol
yeaa exactly
yes$
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
I'm imagining a fairly limited, hand-crafted map here, with maybe 20-100 locations the player can be
PROPORTIONAL WAS THE WORD I FOUND IT
alr, I'll send it, but tbh PraetorBlue's idea was pretty good with the rooms, this'd make everything ez
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.
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
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
gui.enabled
Well they reenable it at the end no?
Or is it that order that does the job
anything rendered when GUI.enabled is false will be read only, and vis versa
yes (as thats how code works :P)
GUI is immediate mode so global state changes (like enabled) apply immediately
OnGUI is drawn in the order things are called so thats why that works
Holy shit that's awful naming 😂
like this?
Anyone here need a developer?
you can tell it's a variable from the ancient days
If you've ever seen OpenGL it's similar. The GUI.enabled thing is setting state that the PropertyField call uses when it draws the field.
Just use this instead:
https://github.com/v0lt13/EditorAttributes
Yeah, just modify the levels in an image editor so you get it fully black on white
alright, tyy
Levels being this
what image editor is it?
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
Okkkkk that's what I needed thank you, did not know that.
Does it still work? I though the current inspector was UI Toolkit
it does indeed
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
AFAIK a lot of the UITK inspector stuff is just wrappers for calling IMGUI code
I love the old GUI system for debug views
the project window is
one day the project window will display filenames ON MORE THAN ONE LINE
BigAssFi...
Oh yeah hate how they cut off
Too much to ask for
Especially since I prefix a lot of my asset names
So you just see a bunch of "SFX_...", "SFX_...", "SFX_..." lol
You have to change it to list view to read the filenames
Give them 10 years so they can develop yet another couple UI libraries to help with that
Yeah, at least we can use the scroll wheel for that
you guys don't have the project window slider all the way to the left?
Sometimes seeing the large icons is helpful
But again, you can just ctrl + scroll wheel to quickly adjust it
I move it like a yoyo
Tbh i didn't even remember there's a slider for it
"what sprite is that?" moves to right
"what is the name of this?" moves to left
I think when I started ~15 years ago I moved it to the left and left it there 😄
Btw which unity version has the new hierarchy panel?
6.3?
The what now?
I'm on 6.3.3.f1 and it has the old one
Ok found it in Preferences, apparently not on by default!
Unity are afraid just like when they changed the context menu and quickly removed it
i know its proper english but Upper lower Upper lower feels so weird there
Damn, just having this altenating color makes it so much more readable
I've heard from a few people that the new one is less performant, wonder how it is now
cinema
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?
maybe its firing from a different kinda event?
or its just not finished yet
6.3.3 is pretty old now though, we're up to 6.3.10~~..? Maybe 11 is out~~
mebbe improved performance over those versions 😬
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
Unlike the new search window which seems to reindex my project every time
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
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I'm going through the Junio Programmer one now, seems to cover alot and more than I get from a tutorial on youtube. Teaches you good structure and plannign as well.
guys in the unity UI how do you put outlines on things like input fields
UGUI with a canvas? You have to fudge it if you dont have a sprite already made
Otherwise in UITK just configure the border style
wdym fudge it
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
so there isn t a way to make it with a component i need to make it my self then?
There is an outline component but how it works means it looks shit pretty quickly
https://docs.unity3d.com/Packages/com.unity.ugui@1.0/manual/script-Outline.html
try and see, it may work if the "outline" is thin
nah the outline componet is straight shit it just changes the colour of the inpout field. ight ty
got curious and put it on my image that already had an outline and yeah looks pretty shit
It just duplicates it like 4 times and places em to fake it is fucking shite
jesus christ
I guess some kind of edge detection outline was too hard
ngl i am just gonna make a script to do that i cant be bothered to make the images
you wont get anywhere but okay
The solution is a shader, UITK or make a good image externally
Outlines isn't a problem that is solved very well overall
Or buy procedural image for UGUI and use that
shoutout that cool linework asset made by that super nerd who loves outline theory
Using loops/kernels inside a shader gets super costly when the radius grows
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
It really isnt even 3d outlines suck
my beloved
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
$45 🥀
i got it 70% off 😄
It breaks on certain type of meshes/geometry (inverse hull i mean)
oh thats easy tho just don't make those certain types 😇
I'll have to wait for the 99% off
real
use asset database to load the asset https://docs.unity3d.com/2022.3/Documentation/ScriptReference/LightingDataAsset.html
yeah but that is UnityEditor
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
uhm thats not that cool then xd
i mean i could do something like baking the data, because all i need extracted from it is just the lightmaps
Well the lightmap assets are created next to the scene so thats easy
oh wait..
😭
thank you..
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?
#1390346776804069396 and provide more details.
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?
might be wrong since i havent used navmesh in 3D before but i hear (from others asking the same thing in the server) that what you are looking for is avoidancePriority
https://docs.unity3d.com/6000.0/Documentation/ScriptReference/AI.NavMeshAgent-avoidancePriority.html
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
what's more performance heavy, animation or code ? a clock hand moving for example
could you share some sort of video then
try both and see though i would say a simple code that makes the clock rotate is much lighter to run
Alright give me a second
the best way to tell is through the unity performance thing/tab right ?
the profiler though i doubt you'd see a difference with a single clock
Couldn't send a video, but here is screenshot.
I think it's because I'm using NavMesh Agent
yeah sorry no clue, maybe someone else will have an answer for you though
1000 code clocks vs 1000 animation clocks
a 1000 animators is quite a lot
If I had that many I'd do it with a shader
if you have that many clocks in your game for sure, but i'm trying to see the performance
"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
that's what i thought about tbh
calling 1000 update every frame might hurt my pc
ill need to check
this entirely depends on whats actually inside your update
Curious why would calling update 1k times be slow? Especially when you can call a function (each in their own instance of a class) 1k times in one update function and it not be slow
"slow" is a relative term but the overhead of calling 1000 updates is not nothing, it could be 1 or 2 milliseconds just for the empty update calls
(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
true, i might try different code variations
also, why sometimes builds behave differently than editor ? i've seen it especially with codes that contain lerping
sometimes people write code that behaves differently at different framerates
it's not desirable
fair i do know that a huge thing i dont like dealing with at all are Vectors especially in large scale (meaning thousands of calls per frame) they use so much to do so little (i heard something about how each time they are called the code has to talk between c++ and c#, could be wrong though been awhile since i heard this)
it means the code is not written properly
Basically any time Unity calls your code or your code calls a unity API you are communicating between C++ and C# code
so how do i make sure that they behave the same way ? Delta time ?
it depends on the specific circumstances
this is quite slow no (or well comparatively slow to not having to call c++ at all)
deltaTime is often involved, sure.
does anyone know why unity keeps "forgetting" my lightmaps until i try baking them again
maybe related to some of the errors in your console?
which it isn't :/
you sure?
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
windows 7 bruh 🥀
is there anyway to change cursor when out of game view or in scene view
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
:loudspeaker: Collaborating and Job Posting
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ty
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
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
Probably switch to the spinoff Chinese engine
Tuanjie Engine
who the hell even uses that
China
Is there any free 2d full screen shader for radial blur (which I will use for like zoom effect etc).
URP
the bottom of the email you received should say ~"if you have any further questions about this, please contact Unity Support" with a link
there does not appear to be any information in #📢┃announcements at this time
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! 🫡
Paste your exported Unity Asset Store library list and instantly see which owned assets appear in Unity’s removal list. Free tool by Field Of Vision.
<@&502884371011731486> spam/scam
?softban 1476472440518479902 bot spam
immaculate_lynx_11028 was softbanned.
guys help idk why my shader is making the grass material smooth
it should look like the first image but it's completely white
if you put A into a Preview node is it white?
yes
Show the texture's importer settings
like this?
No, click on the texture in the project window
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
that was before i added the shader graph
oh 😭 im using a prefab i think
Try multiplying the color with the alpha
okay let me search that up
What's your shader graph material look like then? Because you've only shown the graph
this grass material?
That's the original one
ohhh like what it looks like after i add the graph
Your material is not of your shader type
let me try this first
It won't have any effect until u set the correct shader
the correct shader from the tutorial? it looks like this
You have a shader and a material, the material needs to use the shader you made
@sudden cliff
😭 thanks
Select yours shader from here
okay it looks like this
Now try
Set the texture and the appropriate threshold
is this how you multiply the color and alpha
you shouldn't do that though
oh this worked
thank you 😭 ❤️
Yes, my bad.
how do i change cursor when out of game view or in scene view ?
hi, for me the solution was eliminating some AI packages unity had me included and that i was not using and they were running permanently calls in the background to an abandoned api and it was accumulating ram usage and making me crash
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
thanks! it worked
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?
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
You can click the gearbox, then "copy component". Then you can copy a whole component, or just the values, over to another object.
please don't ping random people for help, just ask the room
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!
This is not the right place for it
!collab
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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**
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• ** Collaboration & Jobs**
read, don't just repeat the bot command
sorry to disturb you man, but how'd u take a screenshot of the plan in unity? I'd like it to be uncompressed and 1920x1080
If you do it in the editor, in play mode, you can set the resolution at the top of the window.
alright, thank you so much.
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?
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
make sure you're actually using sprites and not textures
I am but I can't even add a sprite into the scene, 2d object thing isn't there anymore
should I just drag a sprite from project to the scene?
is that not what you've been doing
no, I've been trying to add a sprite using the gameobject panel but nvm this seems normal to me now
idk the name but when u right click in the hierarchy
so you know, there are a couple/few good 2D courses on the learning portal. Really worth the time @flat breach
!learn
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alr man
what are you expecting to find there? those are some premade objects, you could use one of the shape options and replace the sprite i guess
You don’t need that
You can drag the sprite directly into the scene
Or make an object with a SpriteRenderer compinent
I was excepting to find the 2d Object thing but it's not there anymore; ur right
ohh yea ty
might come with the 2d feature
wouldn't show up if you're missing.. well, all the 2d resources
yea real, code monkey used this in his 3d video and I didn't realize this
does anybody here use Linux as their daily driver? if so, which distro? also, does Unity work well for you?
it hangs on install or download?
there is a diffrence between install and download ?
download happens first, then the hub trys to install it to your system
well yeah but that's an issue with the download
idk man
it says socket hung up...could be websocket, could be unix socket
....ok, man.
dig into the logs of the hub, try to pin down which socket actually messed up
sounds like aliens words
this is a network issue. perhaps try a different network
also, did this happen immediately, or partway through downloading?
like vpn ?
immediately
if you have access to one, sure. but a different wifi network may also work
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
alright so it sounds like dns/isp/network blocked it then, so yeah try a different network
which distro are you using?
it says right there that it happened from downloading, and i'm pretty sure "socket hang up" is a term used for network sockets.
(also, internet socket != websocket.)
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
thanks guys it worked
is there a way to make the resize tool only resize in 1 direction instead of using the rect tool
use the handles that are only 1 direction
are you talking #🛠️┃probuilder ?
Hello, I have a question:
What is the best way to promote my game (it's not realeased yet)?
- Pay for marketing
- Social media
- Share in relevant communities
None of these will actually work if your game isn't appealing, it's not a guaranteed thing.
Okey, thanks
sorry i meant, when you resize it resizes both forward and backward, can i make it so it only resizes in 1 way instead of both ways
ah, it expands from the pivot, so if you have the pivot at one end then it'll expand only the other end
ahh okay thanks
Doesn't ProBuilder have tools to help? (i lack experience with it, but i thought i recalled that)
well i asked instead of the rect transofmr tool originally
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?
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..
Thanks 👌
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.
They provided a list of affected assets, you can see them for yourself.
Does somebody want to be friends?
not really what this server is for
How we can make multiplayer game
By writing lines of code that make the game do what you want it to do until you've eventually written them all
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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
<@&502884371011731486> ☝️
<@&502884371011731486>
Yeah that was one of them i ended up just updating everything instead of uninstalling it. Im glad it stopped it was driving me crazy lol
what gpu do you have?
I dont even wanna say it, its old asf
well thats bound to cause issues regardless
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
look at the bright side, you can make 2D games
some of the best games are made in 2D
what is that bradar
Assuming you are connected to the internet, try restarting the app if not that try the pc itself
oh I fixed it just open the installer in the unityhub-updater folder
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
!ide
If your IDE is not autocompleting code or underlining errors, please configure it.
Select one:
•
Visual Studio (Installed via Unity Hub)
•
Visual Studio (Installed manually)
•
VS Code
•
JetBrains Rider
• :question: Other/None
What is IDE sorry for the dumb question im new
Which is better for unity?
the app you code in
they all work
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
vs
Anyone else getting a maintenance error when checking out from the asset store?
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?
Same version, later patch
the "read more" recommends 6000.3.5f2
you mean the f2?
Whatever the latest patch of 6000.2 is
is just stable throughout?
stability is relative lol
unfortunately
does anyone know why i cant find this on my nodes?
yeah uh this issue seems deeper than I thought because literally EVERY single version past mine has that warning. What the hell?
If "stable throughout" is important to you then 6.2 is the wrong choice altogether
6.2 isn't an lts version so i guess it just never got the patch that fixed this bug
Would it be better to install the latest LTS version? The hub recommends 6000.3.10f1
Support for 6.2 ended as soon as 6.3 was released
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
Usually just because switching versions is tricky and can lead to problems
does your version match the version in the docs?
yes
oh nvm i found it
its under a diff tab
Physics boring
So i made rough concept art for my game idea (wich ill probably take 15 years to make)
Mutants are cool 
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
Is there any worries I should have about updating from unity 2022 to the latest version?
usually no.. depends what kind of packages you have though.. make a Git commit/upload and then switch
If you use any custom shaders then, yeah, they’re guaranteed to break
The shader API isn’t stable, even between minor versions. But these are usually very easy fixes.
Use version control then no worries ever
My ui elements broke when i did it
I had no idea, thank you
That can be a issue
Never heard of it happening to anyone else so u should be fine
I cannot collab or see my friends project
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?
Most modern plugins dont do this anymore, they use External Dependency manager and maven dependencies to handle this. It gets auto downloaded during a build.
Make sure you are on a recent unity version and are using modern versions of plugins such as LevelPlay or google admob
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
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
I set it so its a test mode on all devices
You need to also make sure you followed the instructions for mediation adapter installation too
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?
Do I have to install the adapter manually? I've seen tutorials on YouTube and they only downloaded the Ads Mediation package from Unity and it worked fine for them
It may be. If you do this then you should always get a test ad and that helps confirm if you integrated the sdk correctly
Install level play via the package manager and use the manager menu
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?
quick question, in my unity cloud projects I have my old game. Is it possible to bring it to my computer from the cloud?
Should be totally possible. Assuming the whole project is indeed in the cloud.
I guess it is, but how do I do it?
unity vc how to clone ?
If you're logged in the right account, the project should appear in the hub.