#💻┃unity-talk

1 messages · Page 93 of 1

copper gust
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lowkey skill issue

worldly cave
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highkey ngl

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lets move to the thread.

copper gust
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god no

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fuck the thread lol

lethal mason
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how can i find inspiration

slow dirge
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For what?

lament oriole
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Still also consider why you have this idea that you want to have inspiration for some project? What is the overarching goal or thing you expect of yourself, or want, etc

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Before you find yourself potentially kinda just completing random stuff

slow dirge
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Yeah, I feel like the order is wrong. You usually want to create something because you have inspiration. Not have inspiration because you want to create something.

ebon rivet
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for player movement is better to move his position by vector or by using velocity ??

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not even made in unity

balmy kettle
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<@&502884371011731486>

sage basin
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?softban 809873504111165510 bot scam

novel scarabBOT
#

dynoSuccess voidbytecode was softbanned.

storm patio
ebon rivet
storm patio
#

those are very broad concepts, not specific features. you can use both concepts in a controller

steep dagger
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hey where can i go to get some help with issues im having

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one of my gameobject transform positions randomly offset itself visually in the scene and idk how to fix it

storm patio
steep dagger
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not unless unity did it by itself, i havent touched animations this project

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okay its tied to the TMP behind it, its like trying to put the origin at the center of the object collection instead of just the parent object

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how can i get it to just tie to the parent object

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all my other origins are doing this too

copper gust
#

usually you should have pivot settings here

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idk where they are in your unity

steep dagger
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this is the vrchat sdk

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havent changed anything afaik

copper gust
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maybe ask in there server where that has moved idk

steep dagger
#

🤔

copper gust
#

thats the only real setting to adjust scene pivot positioning though afaik

frozen shore
#

how come when im exporting an fbx into unity theres 1 object thats in the wrong spot

storm patio
# steep dagger

press grave/tilde (`/~) and show the toolbar. i don't remember what it's called but it should be there

sand holly
#

How’s everyone

balmy palm
sacred heron
#

hi

storm patio
#

there's a link right above your message

sand holly
storm patio
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this isn't really a general chat channel

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it's mainly a help channel

hard forge
#

Anyone know how to get funds for a huge game

copper gust
#

have you googled it

worldly cave
gray dirge
# hard forge Anyone know how to get funds for a huge game

Most that have asked the same question probably didn't get the funds they wanted. Developing huge games requires huge studios which requires huge amounts of money. Many large game studios today have started from handful of friends developing games without external funds and when they found success in one of their projects, they could start hiring more and expanding the studio. I would assume it requires extraordinary game idea or a lot of experience in the industry to get meaningful amount of funds. The investors need to believe in your project to some day be the next big thing which most projects never become.

potent geyser
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You can check your country/region for grants as well.

worldly cave
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"Indie" publishers can fund your game given its one worth funding

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It also requires you be an experienced developer and have some sort of vertical slice to show off

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And that you can actually finish it

ocean pumice
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your sentences do not make any sense to me. What is your actual question? I would start with the basic tutorials and just test around, try make something simple and come back with specific questions.

#

!learn

vagrant rootBOT
copper gust
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no

ocean pumice
#

so your next task is to get the rules of this server right, to not post offtopic or across multiple channels without any specific questions. This server is meant to help other users with specific issues. Its no general chat for telling people, how your day was or what you are doing right now, as this would clutter up the entire chat.

storm patio
#

this is, in fact, mostly a help server

ocean pumice
stuck flower
#

Unity Player Robot? Is that an asset?

deft rock
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Unity have Robot Kyle - mebbe that?

stray apex
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Are there up to date learning resources on the scriptable render pipeline or render graph or renderer features?

lapis gate
stray apex
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Thank you 🙏

tiny silo
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Hi. I'm at a point in my game where I need to think about optimisation, but I honestly don't even know where to start. Most people can play the game fine, but two instances where players were seeing a heavy amount of lag. One of these is my own laptop and another is a user who plays on laptop without a GPU. I've tried using the Profiler but I can't understand how to interpret its data and how to determine what the cause of the lag could be. A previous version of the demo did not have these problems. There is one thing that I suspect to be the cause:

My game is a bullet hell, so it's not uncommon to see hundreds of bullets on screen. Previously, these bullets had an animation component each to cycle through 4 sprites to make it look like they were pulsing. I was told previously that having an Animator component on every single bullet was very inefficient, so I made a new system, where bullets were comprised of 3 sprites, the colour, the centre and the outline, where the centre would get a shader to handle the pulsing animation. I wonder if this alternate approach actually makes things worse for people without a GPU?

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I apologise for the long write-up

stray apex
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In regards to the profiler there are many great videos about how to use it out there which can help you to narrow down what the problem really is. Usually it will tell you what is taking the longest down to the individual script.

worldly cave
tiny silo
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Yeah I use object pooling

worldly cave
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Then you will need to try your luck with the profiler again

tiny silo
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I'm just troubled because the game was working fine for these two laptops but now it isn't

stray apex
tiny silo
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Um.... honestly not really. The complaint I got was that the game is at 60 fps just fine normally but drops to around 40 when a lot of bullets are on screen and even lower when a boss is on screen

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Yeah, maybe I should. I just wanna be sure I can find the culprit(s) so I don't waste my time making a mode for low-end machines that doesn't even work

worldly cave
vivid cedar
worldly cave
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Is it 2d, 3d?

tiny silo
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It's a 2D game

worldly cave
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And this is the person who is playing on a laptop with an apu?

vivid cedar
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If you want help interpreting the profiler results, feel free to share screenshots etc here

tiny silo
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Ah alright I can do that

tiny silo
tiny silo
worldly cave
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Well if someone is testing your game and giving you feedback on game performance you really need to get a lot of info on their end as well

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Like pc specs for examples

tiny silo
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Right so I have this

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Is there anything in particular from this that's important?

potent geyser
tiny silo
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Could this be a cause for concern?

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I'm not sure I'm interpreting this right but I force my game to run at 60 FPS so I think the GPU is running something to force it to stay at 60 FPS

flat breach
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hello, what audio volume do you guys use most of the time to test your game in order to see if your AudioSources Volume are well set?

tiny silo
undone creek
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Hello. What could be wrong with this sprite or with my project settings. Sprite from figma with glow. But It looks bad in one of my projects. And it looks different with same settings in other project. So something wrong with settings. Maybe anybody faced the same problem.

fading hull
undone creek
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The same result unfortunately.

fading hull
undone creek
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Nope. It is how it looks with max size. Maybe something wrong with project settings and unity has import setting or something. It looks only bad on scene. It looks normal in sprite editor.

gray dirge
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Those definitely seem like compression artefacts. Resizing (max size) or filtering shouldn't cause anything like that

gray dirge
runic cloak
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Is anyone having issues with the asset store? When I try to look at a page for an asset, it redirects me to look at what I already have.

terse crystal
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dang it

stray apex
terse crystal
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my storage is getting full because of unity in 2025 because I was making someone a Baldi basic version of them :(

stray apex
tiny silo
stray apex
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How many do you have?

terse crystal
stray apex
sly lake
terse crystal
stray apex
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Baldis basics is a super simple game why would a recreation of it be using storage

tiny silo
terse crystal
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I was making fan made game

sly lake
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Make sure you're profiling a build

terse crystal
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And storage was like oh time to grow

sly lake
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Editor performance is worse

vivid cedar
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profiling a build on the target hardware that is having issues is ideal

stray apex
terse crystal
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accidently said n brah

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Not the n word

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just n

tiny silo
stray apex
terse crystal
sly lake
terse crystal
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Is space sniffer the best?

stray apex
tiny silo
terse crystal
sly lake
stray apex
tiny silo
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That's insane if true. Bc I have a laptop which suffers severe lag. I guess setting that up would be my next step then, right?

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I have to imagine if my p good GPU is reaching 6ms then my laptop that doesn't have one is probably going to lag

sly lake
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Is the GPU 6ms or is the main thread 6ms?

tiny silo
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Damn I closed it idk what the difference is

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But still, if I can connect over a network and use the profiler that way then that gives me a very obvious next step. So if I port a build of my game over to that laptop and use the profiler on this PC, I'd be able to connect the two?

sly lake
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Yes

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Make sure it's a development build

sly lake
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Though if it's a Mac you won't have a GPU profiler

tiny silo
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I see, thanks a ton. Had no idea that was an option, that makes this task like 10 times easier

tiny silo
sly lake
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Good. The Metal debugger has been the bane of my existence these past few months 😄

tiny silo
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Ah rip

stray apex
sly lake
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Is it?

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No, I'm talking about the crashes and unhelpful validation errors

stray apex
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Oh I see

sly lake
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The frame profiler is pretty good if you can make it that far

stray apex
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Ahh I suppose I'm not in knee deep yet then 😅

sand holly
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hello guys hru yall?

gray frigate
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...once per run

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the game freezes after the capture

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at least the capture is really thorough

sly lake
gray frigate
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it helped me realize that I should not be computing 4D simplex noise many times per-pixel

stray apex
gray frigate
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indeed

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I now use texture-assisted noise, which is dramatically faster

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(and i use less of it in the fragment stage)

stray apex
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That's awesome

worldly cave
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<@&502884371011731486>

gray frigate
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You've been told to not post weird spam multiple times.

worldly cave
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You said that too

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Plenty of times

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You keep shitposting and apologizing

potent geyser
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?ban 947946516478312469 Continuing off topic spam

novel scarabBOT
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dynoSuccess panthe2nd. was banned.

gray frigate
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to answer the original questions:

  • shader skill issue
  • character controllers for fine control, rigidbodies if the player needs to be pushed around by the rest of the physics world
sand holly
#

what did i miss?

potent geyser
# sand holly what did i miss?

Nothing of importance. If you have a Unity question, feel free to ask. Otherwise, this isn't a gossip/hangout channel, thanks.

lilac totem
#

@wooden hemlock continue here

wooden hemlock
lilac totem
#

So 2 parts in game, collecting and using collected items, mini game with light

balmy kettle
lilac totem
balmy kettle
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that means create a thread like what was already suggested

lilac totem
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@wooden hemlock looks like unity talk isn't for talking about unity game making. Have to do it in thread. If you want, we can digest your project and split into small parts, which make it easier to make game and feel accomplish by finishing small part of the game

gray frigate
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you'll want to make a thread anyway

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otherwise you'll get swept away by a wall of other messages :p

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You can link back to the thread if you need more input

wooden hemlock
lilac totem
terse crystal
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Awh

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why is some words blocked

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dang it

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people how can I stop my storage getting full because of unity?

balmy kettle
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clear out unneeded data. remove old versions of packages from unity's global package cache, uninstall editor versions you no longer use, don't download every single asset you own just to have it downloaded, etc

runic cloak
balmy kettle
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basically: just use common sense storage organization

terse crystal
balmy kettle
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do you need them in your storage?

terse crystal
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tbh no

balmy kettle
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then provided you either never plan to work on them again or you have a backup somewhere, then yes you should delete them if you don't need them and you need more storage space. this is literally just common sense

near wigeon
terse crystal
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I have to make a new drive

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But it won't let me

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Or idk

near wigeon
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wdym "wont let me"

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..computer 101 fail moment..

terse crystal
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LelealalLalallLalalalalaalalalalalllalalalalalala

stuck flower
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Why are you making a new partition

terse crystal
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cuz uhh

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running out of space

stuck flower
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I would highly recommend you stay very far away from this screen until you learn how a computer works

worldly cave
terse crystal
worldly cave
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what

near wigeon
terse crystal
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I'm getting full rn

storm patio
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a partition divides things into parts
you aren't getting more storage. you're just splitting what you have up

terse crystal
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Ok

near wigeon
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put some of them on github w/ git, its practically free storage and good practice to use Version Control anyway..

storm patio
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though, if you improperly partition with a full disk you probably would get some space back because it'd be deleting random files. so.. don't do that lmao

terse crystal
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Ok

stuck flower
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You'd probably end up with more space because you're about to irrevocably wipe your entire hard drive

terse crystal
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okay

stuck flower
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If you need more space either delete stuff or get a bigger hard drive

tender thicket
gray frigate
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You can delete the Library folder from old projects to save some space. I do this for things I'm not actively working on.

latent lake
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dude i moved one script to a different file then it closed all the scripts i had open in visual studio now a bunch of my scripts give so many random errors in them wtf happened

vivid cedar
latent lake
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oh wait yea, i thought moving it would not duplicate

vivid cedar
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the error isn't random. it's saying the call is ambiguous because you defined it twice

latent lake
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i just dragged and dropped

broken rover
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Guys, if a tutorial on youtube doesn't have any link to a script repo or anything like that, then there's no reasonable expectancy for any legal repercussions if you yoink it and modify it yourself, right?

worldly cave
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but you also kinda have it backwards

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the reasonable expectancy is that you dont have the rights to redistribute it unless specified

broken rover
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I meant commercial use

worldly cave
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in practice, most tutorials let you use the code however you want, but for commerical use i would play it safe and not use it unless its specified that you have free use

broken rover
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Beautiful code I wanted to yoink and modify a bit but not a single license in sight

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So I decided to bail

brisk trail
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what's the difference between the full blue prefabs and the ones with a greyed side?

brisk trail
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thx

worldly cave
#

!collab

vagrant rootBOT
# worldly cave !collab

:loudspeaker: Collaborating and Job Posting

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

worldly cave
#

!Collab

vagrant rootBOT
# worldly cave !Collab

:loudspeaker: Collaborating and Job Posting

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

brisk trail
#

was following the 3d essentials pathway and for some reason the camera stoped rendering the skybox properly. in the game view it shows up yellow

plain dagger
brisk trail
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could a keybind have changed it?

#

think i might have pressed something

plain dagger
brisk trail
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why is the skybox so bright there?

worldly cave
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looks to be just the part of the skybox, plus if you have your directional light there, and some bloom its going to look like that

ornate jolt
#

guys im working on an RPG is unity the right place to do that?

balmy kettle
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any engine can be used to make an rpg. just research each one and see which fits your needs best

ornate jolt
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unity is the simplest from what ive seen so ill stick with it

worldly cave
ornate jolt
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very

worldly cave
#

because an "rpg" is quite an ambitious project

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and i would highly recommend you wait on attempting it

ornate jolt
worldly cave
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something nice and simple

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try pong or flappy bird

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build something first, so you can get a feel for just how much effort it takes to make even the simplest games

ornate jolt
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i understand the basics

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at what stage do you think i will be capable of making an rpg

worldly cave
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as a solo developer? depends wildly on the complexity

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but even for experienced devs

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its very difficult

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very time consuming and is rarely ever done

balmy kettle
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"rpg" is also incredibly non-descriptive for the actual game you plan to make. there are dozens of different kinds of rpgs ranging from "pretty simple" to "very difficult"

worldly cave
#

yeah by rpg im giving you the benefit of the doubt here and assuming something like a simple 2d top down final fantasy clone

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not like world of warcraft lol

ornate jolt
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kinda wanted*

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ik its a big project

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ill try to make simple games first then

worldly cave
ornate jolt
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not exactly

worldly cave
#

even 50% of world of warcraft

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is impossible for a solo dev

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regardless of experience

slow dirge
#

*World of warcraft killerthinksmart

ornate jolt
#

i might have under estimated the difficulty of this

worldly cave
#

severely lol

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hell even 20% of world of warcraft

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would be impossible for a solo dev

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and im talking like vanilla wow here lol

ornate jolt
#

are you familiar with the game trove?

worldly cave
#

yes

ornate jolt
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something like that

worldly cave
#

trove took 50 employees 2 years to build

slow dirge
#

You could definitely implement the mechanics solo. Assuming single player(maybe crappy p2p multiplayer) it's the content and infrastructure that's the issue.

worldly cave
#

yeah to be fair, certain aspects of it are largely doable

#

its just all the important parts that wont be

ornate jolt
#

where can i find people who are willing to do this with me

balmy kettle
ornate jolt
worldly cave
#

thats not really how this works

#

huh?

#

if you want people to help you with this

ornate jolt
#

thats what i thought

worldly cave
#

prepare to pay a lot of money

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because thats just how game development works

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nobody will work on your dream project for you, for free

ornate jolt
#

true

worldly cave
#

i dont mean to shatter your hopes and dreams here lol, but an rpg like that is largely not doable solo

slow dirge
worldly cave
#

the best example is the fact that there are no examples lol

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its never been done by a singular person or even a 5 person team for a reason

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its just logistically impossible

ornate jolt
#

my dreams were too big yeah

worldly cave
#

the good news is

ornate jolt
#

maybe i should bring it down a couple of levels

worldly cave
#

you will find another idea

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another "dream game" one thats more realistic

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and you will have a great time developing it

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so dont lose hope because one idea was too ambitious, everyone has ambitious ideas, whats important are the ones that are doable, ones that become real through hard effort

ornate jolt
#

the thing is i have never even made a game

worldly cave
#

so start!

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make something, the more games you make the closer you get

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maybe not to an rpg but to something you want to make

ornate jolt
#

ill make flappy bird

ornate jolt
#

before i leave i have to admit that coding is really hard

copper gust
#

it is learning a whole new language

oak shell
#

-# joke

worldly cave
oak shell
#

Best friends always give you the smaller piece of bread lmao

jovial topaz
#

Hello, I have a question:Is the Unity engine a good choice for developing a game similar to Forza Heroes 1?

copper gust
#

sure

jovial topaz
copper gust
#

not particularly

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unity or unreal are more than capable to get you as close to forza horizon 1 as a single developer

fair cove
# jovial topaz Hello, I have a question:Is the Unity engine a good choice for developing a game...

I would say this depends on what specifically your wanting to do - you can check the version of the editor you want to use and see if it has all the features and licensing youll need for the game your trying to build

For experienced developers, Unity offers a lot of customization, if you have a good technical understanding of shaders, rendering, physics and code, you could make a range of games in it, and same is true for most public engines, so the limitation of if you can make a specific kind of game in the engine is going to depend on your limitations as a programmer, designer and artist more than the limitations of the engine itself - however, a game like that I would say is doable but maybe not easy to create and will involve a bit of engineering and a good understanding of the engine itself, if your going for something specific when you say "similar" (like the lighting, art style, UI/UX, map scale, etc), and depending on your experience level and resources, that may or may not be a challenging part, regardless of engine

steep dagger
#

If I call vector3.up that is always with respect to the global world coordinates right

sage basin
steep dagger
#

i see

#

im just having a bit of a difficult wrapping my head around what is happening contextually when i raycast with this direction vector
this.transform.rotation * Vector3.up

copper gust
#

no need to guess 🙂

steep dagger
#

i mean i know it works, its more like the math

gray dirge
#

You can look up how Quaternion * Vector3 is defined. It basically rotates the vector by the rotation

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If you are working with pure rotations (quaternions), it makes sense to do the multiplication. For transforms .up, .right and .forward already exist and using TransformDirection/TransformPoint is possible so often you don't need that.

limpid hollow
#

i was testing lighting in unity and this unity prefab has beautiful colors
but whenever i try to loud it onto mine the colors become dark

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i don't know exactly what is causing this

sly lake
#

I think it's baked

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Also seems like you're missing the floor

limpid hollow
#

the floors right there but greyish

sly lake
#

In the Level Template scene, can you go into the lighting menu?

limpid hollow
#

this may seem odd but could i ask you to send me screenshots from the site...

sly lake
#

Yeah, looks the same for me. Seems like the documentation is having a moment 🙂

#

Window > lighting or something

limpid hollow
#

btw the level template scene do you mean the top one or bottom one

#

cuz suprisingly thats what i named the bottom one

limpid hollow
sly lake
#

No

limpid hollow
#

alright i opened it

cinder sail
#

🤠

limpid hollow
#

i think i might have figured it out

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i noticed the realtime lightmaps are missing on my version

safe garden
#

hi all, quite new to shaders just wondering - what is the benefit of using something like Amplify shader editor over the standard shader graph? Is ASE have more QoL options or powerful nodes?

safe garden
#

ah interesting, thanks for the info

limpid hollow
tidal leaf
#

Hello

safe garden
#

Is there anyway to create a particle effect within the project folder itself? rather than scene view, didn't see an option

safe garden
#

ah good to know, ty!

soft star
#

is unity planning to switch to .NET runtime???

deft rock
#

yes.

brisk trail
#

where's the audio resource proeprty?

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i only see audio generator and output

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is that what they mean?

deft rock
#

Which version of Unity are you using?

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If that's 6.3 (haven't used it), it looks like the AudioSource has been changed up a bit.

#

I'd say don't use AI, but if you really must, state the version of Unity you're using so it will hopefully use the correct information.

ocean pumice
ocean pumice
#

Looks like there was some refactor going on

//
// Summary:
//     A ProcessorInstance that generates audio data.
public struct GeneratorInstance : IEquatable<GeneratorInstance>
brisk trail
#

Well i used Audio Generator in place of audio resource and it seems to be having the intended effect

#

i.e. equal volume regardless of location, and audio actually playing

deft rock
#

That's because you have 'spatial blend' set to 2D

brisk trail
fossil aurora
#

Hey guys, I am having a shadow-light issue with jointed objects, I have two boxes one on top of another but the light affects them as if they were separate, I don't know if this is a shader issue, can anybody give me a tip for this? here is a ref image:

violet thunder
#

Or did I misunderstand?

fossil aurora
#

oh so this is probably a problem with the model's normals?

violet thunder
#

Yeah

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It needs more geometry to properly interpolate the normals

fossil aurora
#

you are absolutely right, changed the normals to from Import to Calculate and that totally did it:

#

thanks a lot!

wise yacht
#

What does coreCLR mean for unity

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Is there like a website page describing it

storm patio
#

if you're asking about what coreclr is, consider googling that

sly lake
wise yacht
wise yacht
sly lake
#

Both

wise yacht
#

Hell yeah

plain dagger
#

Mono = old
CoreCLR = shiny, new and fast

copper gust
#

curious on how fucked stuff like runtime assembly modification is in the context of coreclr, im pretty oblivious on those implications

hollow lion
#

In which channel can I ask then please ?

copper gust
#

there isn't particularly a channel for that kind of thing here afaik

hollow lion
#

Are you a developper ? if so can we present the project to you to atleast have an opinion please ?

deft rock
storm patio
#

this is not a place for advertisement

ornate jolt
#

guys is coding using AI bad

latent meadow
#

using a hammer is bad, if you do not know how to use a hammer. AI is a tool like any other. it is Not your programmer

ornate jolt
#

where can i learn coding

deft rock
#

!learn

vagrant rootBOT
deft rock
copper gust
#

ai is a tool like any other just like most people using it 😄

sly lake
# copper gust curious on how fucked stuff like runtime assembly modification is in the context...

From my research notes; the basic principle is the same. You load the gameplay as a DLL with AssemblyLoadContext, rather than a build-time link. This will allow you to reload it.

There's a lot of things to consider then:

  • Have to dereference everything
  • Have to kill any background threads
  • Have to force garbage collection, wait for it to complete, then force it again
  • How does the editor maintain the data of types it no longer knows about until the reload is complete?
  • What if a component or property was deleted, or renamed?

But I'm sure Mono doesn't make those any easier.

copper gust
terse crystal
#

Aowisiwiwowow

#

I just got an iewsdesdea

#

idea

#

I can reset my pc

storm patio
#

you want to... delete all your files?

#

all documents, all projects, all logins, all settings, all apps

granite sorrel
latent edge
#

how can i make my UI not be clipped by world objects

#

im using camera screen space mode on my canvas

#

using the 2nd one i found a guide online, thanks tho

#

i rendered my ui to a different camera and put it in the stack but its still getting clipped by world objects, is there a setting or something i need to turn off

#

nvm i found the setting

hard pike
#

Apparently, when you have a canvas element prefab open in the Scene view, and you lock the inspector hierarchy, and then you drag a different canvas element prefab into the Scene view, Unity crashes!

granite sorrel
somber orchid
#

Is anybody else able to assign unity licenses in the cloud dashboard right now? We got some seats for team members, but when the modal pops up, the browser essentially freezes and throws this issue when I inspect element. I can't interact with anything in the modal, cannot close it, and can only refresh the page to gain control again. I tried this on Firefox, Edge, Chrome and Safari mobile. Same result for each one

tiny silo
# tiny silo But still, if I can connect over a network and use the profiler that way then th...

Continuing from yesterday, these were the findings when I tested a bullet pattern on my laptop. I've saved the entry since my laptop is seriously on its last legs. It certainly seems like rendering is causing the most trouble by a distance, but scripting and "others" are pretty rough as well. Is there any way I can isolate one category in the hierarchy to see what the leading issues are in these categories? And what it means in general for something to be in Other?

gray frigate
#

The profiling will be less accurate in the editor

#

there's a lot of extra ~stuff~ going on

#

that contributes to a fair bit of that "Other" category

tiny silo
#

Well I was connecting to a build on my laptop while this was on

gray frigate
#

You'll want to sort the hierarchy by time and look at the largest offenders

gray frigate
#

Doesn't it change from "Play mode" to something else when doing remote profiling?

tiny silo
#

And my laptop was indeed running above 60 fps but well below it when bullets were on screen, much like the complaint I got said

tiny silo
#

I thought I'd have to set more up but it was returning data that seemed very in line with what was happening on the laptop and I didn't have the game running in any way on my PC

#

It looks like RenderLoop.Draw is taking the vast majority of that rendering split. That's tied to the amount of draw calls there are each frame right?

#

Alright, I was trying to find a frame that was a good representative on the player's side. I wanna focus on familiarRedShot, which is a script that fires the bullets when the player does the input for it. Enemy bullets are pooled but the player's bullets are not pooled. I take it the Instantiate being called there so much is having a much worse effect on the game than it would have if I set up a pooling system for them, right?

undone quest
#

yoo

#

basically im making a boomer shooter like ultrakill and quake

#

i need 3d modelers

near wigeon
vagrant rootBOT
# near wigeon !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**

undone quest
#

can any oneuv yall hook me up

gray frigate
#

no, we cannot

undone quest
#

lesgoo

#

rn im on the process of making the story

#

and the logo is being made by my friend

undone quest
#

cuz i cant friend you

worldly cave
near wigeon
# undone quest friend me

I sent you the link to where to find collaborators, I'm not looking to collaborate with you myself

undone quest
#

ion see no bot msg

worldly cave
undone quest
near wigeon
#

maybe you have bot blocked or something?

worldly cave
undone quest
near wigeon
#

scroll up

stuck flower
#

!collab

vagrant rootBOT
# stuck flower !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**

worldly cave
dusk gorge
#

i need help someone:

#

Library\PackageCache\com.unity.render-pipelines.universal@37e0d4fc2503\Editor\Tools\Converters\ReadonlyMaterialConverter\ReadonlyMaterialConverter.cs(159,18): error CS0246: The type or namespace name 'MaterialReferenceChanger' could not be found (are you missing a using directive or an assembly reference?)

#

i got this when i made my project

storm patio
worldly cave
storm patio
#

it's in settings > chat

worldly cave
#

thats kinda a big oversight though

stuck flower
dusk gorge
#

nah i updated everything

worldly cave
#

does this happen every time you make a new project?

#

or was it just this one time?

dusk gorge
#

every time

balmy kettle
#

sounds like you might need to nuke your global package cache

dusk gorge
#

what does that mean

#

is it gonna ruin my game

worldly cave
dusk gorge
#

no

worldly cave
#

it could

#

thats why version control exists

#

and why you should always be using it

balmy kettle
#

the global package cache is unrelated to any single project and is literally just a cache of the packages. it will not "ruin" anything

stuck flower
worldly cave
#

im trying to make a point

#

yeah im exaggerating obviously

#

but i deemed it a valuable opportunity to teach someone about version control and back ups

#

:)

gray frigate
#

you should be using version control for a myriad of reasons

dusk gorge
#

yeah but im new so i did not know what it did and now i have a somewhat good game

gray frigate
#

many of which involve "not losing everything"

dusk gorge
#

so how can i fix it

balmy kettle
#

you should theoretically be able to fix this per project by updating all packages then deleting the Library folder from within the project.
that won't stop it appearing for new projects though, so you'd need to find out where unity stores the global package cache for your platform and delete that. that should stop it from happening with new projects

dusk gorge
#

ok but idk if it's in my project the global package cache or on my device itself

#

im on windows 10

balmy kettle
#

"global" implying not per project so obviously not in the project itself. the project has its own package cache which is in that Library folder

#

also make sure you are only deleting that stuff while the unity editor is closed

dusk gorge
#

alr

gray frigate
#

when you install a package, unity grabs it from the global package cache if it's already available

#

this is why new projects are broken: they're all using the same broken copy of the package

#

sometimes I just delete the cache because it's too big

#

(Burst is a big offender there)

frozen monolith
#

Hey, quick question, I'm trying to use a command line argument for a project in the unity hub, but it never uses it. doesnt matter what I put into it it never applies. is there a more manual way of forcing these arguments?

chrome forge
#

Hey, Can someone help me with my unity hub?

near wigeon
vagrant rootBOT
# near wigeon !ask

:thinking: Asking Questions

:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.

-# For more posting guidelines, go to #🌱┃start-here

near wigeon
#

why are you spamming the command

modest meteor
#

so that's why discord was calling him a "likely spammer"

near wigeon
#

true

chrome forge
#

wdym?

near wigeon
#

im surpised the mods/admins still havent implemented a spam prevention for the same command..

worldly cave
#

love the people who see that command and assume they have to then send it as well

gray frigate
#

reminds me of people spamming !giveaway in twitch chats

near wigeon
#

after today learned that the embeds thing hides them so maybe they dont even see it

worldly cave
#

i dont think the ask one is an embed

#

but the collab one is

#

that should probably be brought to attention

dusk gorge
worldly cave
dusk gorge
#

thanks

feral flare
#

Anyone know how to change this on UVCS repositories? It's my very first Unity name, it's not my organization's name, but for some reason whatever this tag is contains my very first Unity username

#

It's on every project, not sure what the icon next to it represents, it's just weird is all

dusk gorge
worldly cave
#

iirc the entire cache folder works?

frozen monolith
near wigeon
#

flatpak causing issues always..

frozen monolith
#

yep

boreal river
#

Hey, guys! I was wondering what's the difference between tag and comparetag?

gray frigate
#

.tag is a property that tells you the tag of an object

#

CompareTag checks if the object has a specific tag

boreal river
#

so its the same thing

gray frigate
#

I think the latter saves some work

boreal river
#

I mean yes the difference is in the type

gray frigate
#

specifically, when you pass it a TagHandle

boreal river
#

yes I read documentation thanks

#

I always read

#

And there is nothing saying the difference

gray frigate
#

that lets it avoid looking up the name in the list of tags

#

This overload of the method, which takes a TagHandle, can be faster than the overload which takes a string, particularly if the same TagHandle can be reused for many calls.

boreal river
#

I can just search it on google but anyway

#

I just wanted your answer

#

Whats the difference

near wigeon
# boreal river Whats the difference

one thing I can tell you besides CompareTag being faster to check..
if you do.tag == "MyTag"
and tag doesn't exist nothing happens.
if you do .CompareTag("MyTag") and it doesn't exist it throws you a warning about tag being not defined

#

In most cases though you should opt in for using Components instead, they are type safe , strings are not

stuck flower
# boreal river Whats the difference

Tags are not stored as strings. They're stored as hashes. Going from string to hash is basically free, going from hash to string requires a lookup.

obj.tag == "something" takes the tag hash, gets the string from the lookup, then does a string comparison.
obj.CompareTag("something") converts "something" into its hash code then does a numeric comparison. Much faster.

Plus, if you feed nonsense into CompareTag, it'll give you a warning in the console.

balmy kettle
#

also you can pre-hash the tag to a TagHandle and pass that to CompareTag for yet another slight performance benefit

raven tiger
#

Any way to prevent Visual Studio(2026) to open a new instance of VS every time I open up a new script that are in the same project? I just want a new window with the script to pop beside the already open script.

balmy kettle
#

huh, that's odd behavior. is vs configured so that it actually recognizes your project/assemblies and doesn't just show "Miscellaneous Files" as the assembly for each script file you open?

balmy kettle
#

look with your eyes and see if it says "Miscellaneous Files" where it should show the assembly in the toolbar

flat breach
#

hi, I don't really understand what the projection depth is in decal projectors, is it like the material depth?

#

oh okay, so if there are 2 walls having the same rotation and facing eachother, with a high projection depth, the decal will be projected onto both the walls?

#

I thought it'd give the texture depth effect, like with grass etc

#

oh okay, thank you really much for helping me.

hollow quiver
#

will built in character controller ever have an update that lets it detect collisions while not moving?

dusk gorge
worldly cave
#

Nothing works in what way?

#

Unity should automatically create the cache folder

dusk gorge
#

i think it did but the error is still here

#

i thought making a game wouldnt be this hard

worldly cave
#

Did you try reinstalling the editor?

#

Or updating it

dusk gorge
#

yeah

#

if i reinstalled it already is it alr updated

balmy kettle
#

only if you installed the latest patch version

dusk gorge
#

wait what

balmy kettle
#

what is confusing about that? when you install the editor you have to pick the version you are installing. if you installed a version that isn't the latest patch then naturally it isn't "updated"

dusk gorge
#

oh

#

ok

#

i did

#

So now i smehow have to fix this stupd error

balmy kettle
#

what version of the editor do you have and what version of URP do you have

#

and also, you deleted the Library folder from within that project, right?

dusk gorge
#

Unity 6.3 LTS

balmy kettle
#

specific version number

dusk gorge
#

ok

#

6000.3.10f1

balmy kettle
#

did you also delete the global package cache as was suggested?

dusk gorge
#

yes

balmy kettle
#

before or after you deleted the library folder and launched unity

dusk gorge
#

i think before deleting library

#

17.3.0 is the version of URP

balmy kettle
dusk gorge
#

actually i remember now

#

I deleted th eglobal package cache first then library

void ermine
#

my first blender build!!

#

( started blender for the first time literally 10 minutes before )

desert kiln
#

Great job dude

void ermine
#

thanks

nimble geode
#

Would anyone be willing to be working on a game

#

We are trying to make the worlds scariest and shortest game

vagrant rootBOT
# deft rock !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**

nimble geode
storm patio
#

no

#

read the bot message

neon bobcat
#

Im kinda confused, I have not used unity and blender yet .
But in general Im trying to learn some stuff before I get into game development, so for the animation part do I do it in blender or in the game engine ? I mean for the cut scene .
How do I make things in blender then use them in a game engine

worldly cave
#

most of the time animations themselves are created in thid party programs like blender and imported into unity

#

to import an animation into unity its just a matter of exporting it with whatever fbx you want

#

or alone skinless

#

as for "cutscenes" well that really depends on how you personally handle that, and theres no 1 right answer

worldly cave
#

and you are better of using software specifically built for that one purpose

sacred sand
#

Is anyone here using version control ? Im paying for it but im getting an error saying I must upgrade because i hit the free storage limit

deft rock
#

lots of people are using 'version control', it's a pretty essential part of development

#

be more specific though, do you mean Unity Version Control?

sacred sand
#

Yeah, that's why im posting on the Unity talk channel

deft rock
#

the majority of people use Git, another 'version control'.. so it helps to be specific.

sacred sand
#

Yeah sorry, I'm using Unity's Plastic SCM

delicate elk
#

i made sprites for my 2d game but i didn't realize filling in the meta data needed for them is this difficult

balmy kettle
#

depending on what you actually mean by that, it shouldn't be 🤔

delicate elk
#

i'll show you

#

all of them are easy except a couple

balmy kettle
#

yeah i'm not downloading whatever that is to view it

delicate elk
#

{
"schemaVersion": 1,
"assetType": "unit",

"id": "unit_swordsman_basic",

"displayName": "Basic Swordsman",

// Author art once facing right, then flip for the other side by default.
"masterFacing": "right",
"flipAllowed": true,

// Used when importing frames into Unity.
"pixelsPerUnit": 100,

// Full frame canvas every clip should align to unless a clip overrides it.
"defaultCanvasSizePx": [128, 128],

// Foot/root anchor for the unit body.
"defaultPivotPx": [64, 12],

// Optional: where a simple shadow would anchor if we add one later.
"shadowAnchorPx": [64, 10],

"clips": {
"move": {
"folder": "Move",
"framePrefix": "move_",
"frameCount": 8,
"fps": 12,
"loop": true,
"canvasSizePx": [128, 128],
"pivotPx": [64, 12],
"events": []
},

"attack_primary": {
  "folder": "Attack",
  "framePrefix": "attack_",
  "frameCount": 6,
  "fps": 12,
  "loop": false,
  "canvasSizePx": [128, 128],
  "pivotPx": [64, 12],
  "events": [
    {
      "timeSeconds": 0.25,
      "type": "attack_emit",
      "attackKey": "attack_primary",

      // World- or emitter-relative origin for spawned visual effects.
      "originPx": [90, 54]
    },
    {
      "timeSeconds": 0.25,
      "type": "effect_emit",
      "effectKey": "slash_small",
      "originPx": [90, 54]
    }
  ]
},

"knocked_back": {
  "folder": "KnockedBack",
  "framePrefix": "knock_",
  "frameCount": 3,
  "fps": 10,
  "loop": false,
  "canvasSizePx": [128, 128],
  "pivotPx": [64, 12],
  "events": []
},

"death": {
  "folder": "Death",
  "framePrefix": "death_",
  "frameCount": 5,
  "fps": 10,
  "loop": false,
  "canvasSizePx": [128, 128],
  "pivotPx": [64, 12],
  "events": [
    {
      "timeSeconds": 0.42,
      "type": "death_remove_hint"
balmy kettle
#

!code
but also this has nothing to do with it being a sprite, and entirely to do with your design and apparent lack of editor tools to help you with setting this up

vagrant rootBOT
delicate elk
#

i can draw and code but not handle sprites yet

balmy kettle
#

this isn't "handling sprites" this appears to be manually setting up animation data as json and has nothing to do with it being a sprite. is this for some asset or package you are using? because this isn't something you typically would need to do in unity

delicate elk
balmy kettle
#

that has literally nothing at all to do with anything that has been said

delicate elk
#

like metal slug attack, age of war, cartoon wars, etc

balmy kettle
#

still not relevant

delicate elk
#

it is

balmy kettle
#

how

delicate elk
#

because i need the exact point where the attack happens for example

#

to handle the attack event visually

balmy kettle
#

you can set up your animations in unity and set animation events if you need to trigger something at a specific point in the animation

#

you don't need to manually fill out json data to animate a sprite. with the mention of aseprite, i'd imagine this is hyper specific to importing aseprite data and not just importing sprites

#

if you are certain that you absolutely need this data structured in this way then you should look into writing some tools that will help you automate the process

delicate elk
#

the problem is when i tried just dumping the sprite the game was a mess. i need to align visual effects of attacks with the exact attack positions

#

idk what im doing wrong tbh but i figure if i gather such specific data it would make things more deterministic

#

also im only using unity animation events for very minor things.

#

i built my own attack events simulation that is seperate from the presentation layer.

plain dagger
#

I usually do timing myself and avoid anim events as they kinda suck to add and use

gaunt hedge
#

hey guys the project is stuck like this

#

i reinstalled the um

#

version and stuff

latent meadow
#

and how long has it beed sitting there?

gaunt hedge
#

like 30 minutes 😭

#

ive been starting it off and off

latent meadow
#

has it ever worked, or is this your start?, do not keep restarting it. how long has it sat at the longest point?

gaunt hedge
#

longst like 45 minutes

#

its been months since ive been able to open it i just eanted to try again

#

its a huge project

latent meadow
#

are things active, or is it idle

gaunt hedge
#

i think it might be too many files

#

um i only have discord open

#

it just says applicaiton not responding (im on mac)

latent meadow
#

open task manager ans see if it is doing anything

#

oh. aside from saying check the logs, i cannot help with mac

gaunt hedge
#

its not a ram issue either

gaunt hedge
#

sheesh

#

ima just leave it open whikle i go eat dinner ig

latent meadow
#

you can delete the Library and let it rebuild. that will also take time

balmy kettle
#

huge project
haven't actually opened it in months
i'd bet it's just a lot of stuff it needs to reimport. if you've only given it 45 minutes at most then just give it more time, if it truly is huge then it will take a long time

gaunt hedge
#

nah but it was like this back in the day as well

#

like one day it just

#

started doing this so i gave up trying now im truing again

balmy kettle
#

keep in mind that deleting the library will mean that it needs to reimport everything so it will take way longer than you may expect for it to open (though i suspect that's probably what caused this in the first place)

latent meadow
#

yeah, probably not the best suggestion i had

gaunt hedge
#

yeaaa ill just leave it open for a few hours see what happens

#

ig i might not have been patient enough but like

#

the fact that this had just started happening one day without me doing anything does worry me

royal egret
#

eu procuro desenvolvedor de jogos mobile

#

portugues br

steep dagger
#

For my current project, i need to dynamically show indicators on a chessboard showing valid moves. Regarding the actual indicator itself, I currently am using 64 gameobjects in a pre-determined order toggling their active state to reflect turning them on and off. I dont know much about unity and this method feels a little... primitive. Is there a better way to do this?

tender thicket
steep dagger
tender thicket
steep dagger
#

hmmm that sounds like a good way to set it up, i guess i just dont know the comparison of the impact on performance or general cohesiveness of doing this as an array of gameobjects or as like a shader or smth (idk what shaders do)

#

my intuition as a programmer tells me theres probably a better way to go about doing this

#

but maybe hammering together the class/gameobjects is just the best way

copper gust
#

its 64 objects

#

i wouldn't worry about performance

fair terrace
#

Hi, I am new to Unity, actually I am following the Tanks tutorial

noble locust
#

any ideas as to what might be causing a parent and child object to rotate in opposite directions? im on pivot/local

copper gust
#

is the child rotated already?

noble locust
#

the child is the pink square in the back

gaunt hedge
#

like instantly 😭

#

wild

exotic relic
trail comet
#

guys i have a wiered problem i have unity project of coonecting thw devices with wifidirect if i make build on unity 6000.3.10f1 they are not able to connect . but if i mae build from unity 2022.3.62f1 they connect why this is hapening?

zealous latch
#

Does anyone have experience with other engines? I’m new here and I haven’t decided which engine to choose for my first game. At first, I chose UE5, but I don’t think I can optimize the performance very well. However, I want my game to be able to run on as many different types of computers as possible.

copper gust
#

Sounds like unity’s a good pick then

zealous latch
#

Yes. So now I'm considering Unity, but I'm worried that it might be too difficult for Unity to handle cinematic animation.

sage basin
#

!ban 1283560486633476183 racism

vagrant rootBOT
zealous latch
#

wat just happened?

viscid raft
zealous latch
pearl oyster
barren nacelle
#

My laptop crashed

zealous latch
barren nacelle
#

It’s not turning on anymore 😭
All cuz I downloaded the unity 6 version

#

It keeps giving me a blue screen

barren nacelle
# zealous latch omg

I’m so cooked
I think I gotta reset my laptop, but I don’t have anything backed up 😭

viscid raft
#

Sounds like your laptop has different problems

barren nacelle
#

I downloaded both the latest 6.3 version and the 6

zealous latch
silent mica
#

I would switch to a tech support community for this, but you should be able to access your drive through external media.

barren nacelle
wooden pebble
#

How long does it usually take to compile your games?

copper gust
#

depends

storm patio
#

how long is a piece of string

safe garden
#

hey guys, just a quick basic shader graph q - what is the difference between putting a node here on the left dialog and just adding a node in the center?

or are the ones added on the left a graph of their own, that kinda thing?

eager bloom
#

im trying to make a ocean with water surface asset from One Click Add Water -Stylized Water Shader, idk why i follow the readme file but it's still being pink like this

#

anyone know what's the problem and how to fix it?

copper gust
#

variables in the graph itself are the equivalent to hardcoded local variables

copper gust
eager bloom
#

idk how to check it sorry, i'm a beginner

#

is it on project setting?

copper gust
#

your using HDRP

#

you'd have to check if that asset supports hdrp

wooden pebble
wooden pebble
eager bloom
#

but i want to use it, how to chang it to URP?

copper gust
#

realistically making a new project in URP

wooden pebble
#

You'd have to make a new project

eager bloom
#

ouhh

copper gust
#

(URP & HDRP)

storm patio
copper gust
sudden zephyr
#

What's up guys

copper gust
#

looks like kinda messed up hdrp ngl

eager bloom
wooden pebble
storm patio
sudden zephyr
#

🥺

storm patio
copper gust
#

i made the assumption that it being installed on a beginner project implied it was a hdrp install. might be wrong there

storm patio
#

fair enough

copper gust
#

either way same conclusion but fair point

sudden zephyr
#

Get it

wooden pebble
# sudden zephyr What's up guys

Nothing much, just remaking my grab script for the 20th time lol, but yeah this isnt a social server like @storm patio said

copper gust
#

im kinda suprised unity can't detect when you install a incompatible thing like that

#

i guess its probably just a choice

storm patio
#

-# well it turns pink smh

wooden pebble
storm patio
#

...which would mean you don't have hdrp installed

eager bloom
#

🤔

storm patio
#

"birp/urp/hdrp projects" aren't really separate things, it's just what rp you have set. the birp/urp/hdrp options are just which templates to use, you can change the rp after the fact

#

...assuming you know what you're doing, i guess. i definitely don't

wooden pebble
storm patio
#

they're modules/assets

copper gust
#

yeah i think theres a couple steps and places you need to poke and prod for a proper pipeline swap, i'm too scared to miss something and stress about it later

wooden pebble
copper gust
#

mistakes

wooden pebble
storm patio
#

either they installed it separately by accident, installed it separately following some guide, or they had an hdrp project to begin with

copper gust
#

were kinda hyper analyzing free support here but assumptions make either party and asshole and you'd be suprised what you miss when you don't 100% lock in info when troubleshooting

wooden pebble
zealous latch
#

is there any good animation toolkit for unity

storm patio
wooden pebble
storm patio
#

it sounds you're making a lot of unbased assumptions

eager bloom
#

a little question, for my case about that graphic thingy, is it possible to just import it to a new URP project or maybe HDRP project?

wooden pebble
#

I forgot to add a duration to my Debug.DrawRay lol

storm patio
copper gust
eager bloom
#

i see, okay thanks

barren nacelle
violet thunder
violet thunder
#

This should make it update properly and clear old lines

wooden pebble
neon bobcat
zealous latch
strong dust
#

this is going for quite a while now... what can I do?

storm patio
#

define "a while"

strong dust
#

+10min

storm patio
#

wait, not even for the editor?

strong dust
#

i just wanted to install the IL2CPP, the editor was already instaled

storm patio
#

i guess this would still apply

#

!install

vagrant rootBOT
# storm patio !install
When Unity fails to install checklist
  • Make sure you have enough space including on C: drive.
  • Check that it's not being blocked by antivirus/security programs.
  • Look through the logs for a real reason why the setup fails they are pinned [here](#💻┃unity-talk message).

If you still have issues, perform a clean install in another location:

  • Install the Hub and Unity in a non-system drive or a clean new folder in the root of C: drive.
  • Failing that use the recovery Refresh option or reinstall OS entirely then repeat the previous step.
strong dust
#

windows security system has been really annoying lately, it conflicts alot with Unreal Cpp scripts, it can be that I guess

latent jay
#

Question:
Anyone know of some good tutorials (or free courses) focused on teaching everything needed to make my own character controllers beyond just teaching the super basics? I want to learn how everything works beyond just the beginner guides.

Haven't touched Unity/Gamedev in like 3-4 years and now i'm trying it again after spending much of that time learning software development.

copper gust
#

also offtopic but did discord update their text viewer? i've never seen a full file upload have language colouring before 🤔

#

if this had proper line numbering it would almost be acceptable

storm patio
#

it's colored based on file extension. if you paste in a massive chunk of text it turns into message.txt so you won't get any highlighting unless you change the file extension, or if the viewer changes the highlight language themselves

copper gust
#

neat, dunno how i missed that

storm patio
#

probably just that most who would know to set the extension would just use a paste site

boreal river
#

Something is happening with Github XD

#

Why it takes a lot of time?

storm patio
#

refresh the page

boreal river
#

I know this is off topic but I had to ask

boreal river
#

Hey, guys! For one reason, when player interacts with the object in front of him, the door is closing but you see the close door audio source is not positioned/placed at the position of the door, even though I am using the SetParent() for it to attach it as a child.

#

You can see it becomes a child in the hierarchy but its not placed at the door position.

#

You can see under bathroom door handle.

#

I will try to 0 local position, rotation and scale of my door audio to check maybe its going to work.

latent jay
#

bleh, by chance does anyone know how to popup the probuilder window? 😛

uneven sky
#

Where can I go to find resources/discussion about hiring unity devs for my project?

dusk crystal
#

should not the anim windows show like this?

vagrant rootBOT
#

: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**

boreal river
# dusk crystal why does tank1 rotate with its wheel

I would really recommend learning Game Maths instead of trying to create it with Animations. Game maths is the most important concept in games, you will have to know how to apply maths to do specific calculations like rotating your turret and everything its really important skill.

#

Aniamtions are for things such as a door maybe that you can animate very quick

#

Or an equip animation for example

#

so where it makes sense you create animations where not I dont think you have to waste time with anims

#

it will cause more errors than you think

#

also with animations its not realistic, instead with math you can create something reallyt smooth.

dusk crystal
#

tutorial i watch show this

#

I dont know what happened.it seems work like the tutorial

sly lake
#

Obtain the skeleton book!

boreal river
# sly lake Obtain the skeleton book!

That's very very heavy book and basically maths are heavy. You just need Game Math to know how to use these methods and understand the logic of Quaternions, Vectors, Matrices and all these concepts I dont think he has and we all have to know the heavy math like mathematician do.

limpid hollow
#

how do i change a cringy repository name from when i was younger

sly lake
#

I would not recommend changing the repository name on Unity VCS

#

I did this once. Don't, trust me.

limpid hollow
#

i honestly just don't wanna be reminded of my 2012 cringy username

gusty abyss
#

I can't rename anything. I've tried restarting the editor, deleting the Library folder and Reimporting all assets. Nothing helps

deft rock
undone monolith
#

Why does the final look so different from the original model in Blender? The glasses textures covers visibility of the eyes and my shirt logo got this black stain as well

last mantle
#

Hii, where can I ask some questions about wheel colliders?

undone monolith
#

Ahh yes I modified the materials for the glasses and the logo

#

as for the smoothness of the model, where can i find that?

brisk trail
#

currently on step 8 for implementing the collecting script on the scripting essentials pathway, and got this error. There's nothing on the console so i don't know what the issue is. I've checked my script and no semicolon seems to be missing. What could be the issue?

#

here's my script rn

violet thunder
#

Are you sure you haven't hidden the errors in the console?

#

In the top right of console

brisk trail
#

oop, yeah errors werent selected wasnt selecte

#

oh i had an extra period on instantiate i think

violet thunder
#

That's rider right...?

#

!ide

vagrant rootBOT
brisk trail
brisk trail
violet thunder
#

Oh whoops

#

Yeah see the VSC instructions in that bot message

undone monolith
#

Oh yes it looks amazing now. Tysm

brisk trail
undone monolith
#

well that part, no

#

But i think it's fine

#

I still couldn't get that same anime style look with calculate on normals

violet thunder
#

What about tangents?

#

Something's definitely wrong in that imported model

undone monolith
violet thunder
#

Or maybe its normal map is not imported as normal map

violet thunder
brisk trail
#

i've noticed there are some functions that VSCode doesn't auto complete, like CompareTag, is there something i can do about that?

violet thunder
#

Check the bot message a bit above your screenshots

#

It's probably not configured properly

undone monolith
violet thunder
#

Nvm youre the same guy lol

undone monolith
#

I can use a toon shader to make the model more like an anime style character right?

violet thunder
brisk trail
#

yeah, i didnt end up confguring it cause my other issue got solved in a different way

#

i'll look into it

violet thunder
#

It recognizes C# syntax errors but doesn't know about unity yet

storm patio
brisk trail
#

i'm not sure how to, i already set VSCode as the ide of choice in unity, and the link in the bot message didn't explain much more than that

violet thunder
storm patio
#

there's quite a few more steps than that

violet thunder
storm patio
#

make sure you have the package in unity, the proper extensions in vscode, and you've installed the .net sdk
you can do the last one using the .net install tool from in vscode, and then restart vscode when it finishes

urban sorrel
#

vvhoever is free can you help me vvith model in unity please?

#

hovv to connect 152 materials into one baked?

stuck flower
#

Is your w key broken

urban sorrel
#

i've tried 2k and 4k, but about 64k x 64k have not

#

ill try

delicate elk
#

is this here the only way to download unity assistant? it downloads but never finishes, and when i close and reopen the project, it says there are compilation errors which makes me get into safe mode and remove the ai packages.

#

and the ai ui never shows

kindred swift
dusk gorge
#

guys i need help. so my project had this error and its very annoying. Now i wanted to ask, can i just make a new project and use the same scene get the same Photon (For my multiplayer) and also have the same build with the keystore for apk or do i have to do everything all over again

potent geyser
#

Why do you think creating a new project is going to fix your error?

deft rock
#

You could do all that, but it'll be a lot more work than ... just fixing the error.

exotic relic
#

Consider sharing the error, are you sure it isn’t something in your code or a bug in that editor version?

dusk gorge
#

up

potent geyser
#

An empty new project of course won't "have this".

#

But if you start copying things over, it would be pretty safe to assume that "this" will happen again?

exotic relic
dusk gorge
#

library\packagecache\com.unity.render-pipelines.universal@37e0d4fc2503\editor\tools\converters\readonlymaterialconverter\readonlymaterialconverter.cs(159,18): error cs0246: the type or namespace name 'materialreferencechanger' could not be found (are you missing a using directive or an assembly reference?)

stuck flower
latent meadow
dusk gorge
#

i did that countless times

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**

latent meadow
rich sleet
#

what chat do I ask people about UI design for my game?

latent meadow
#

as in how to do something or "do you think this is good?"

rich sleet
#

I have a reference on something I want to do but I don't know how the developers of the game im inspiring from did it

latent meadow
#

probably just start here then

rich sleet
#

this picture is from an old version of 7 days to die, so I'm making a inventory for my game, it works just like minecraft, what I'm trying to figure out is how they did the backpack UI sprite, and the slots themselves also are decorated and whatnot. I find it full of personality and I'm trying to achieve something similar but made by me

#

I'm just the coder of my game and my buddy is the 3d modeler, none of us have a good notion of graphic design, so that's why I'm asking it here, thought it'd be appropriate asking it here since the game im taking inspiration from is also using the same engine

latent meadow
#

not sure exactly what you mean.. do you mean the outline glow effect?

rich sleet
#

no no, the entire inventory itself is wrapped around a "backpack" sprite

copper gust
#

its not wrapped

#

its on top

rich sleet
#

its meant to look like a backpack is what I mean

copper gust
#

you just like

#

draw it

#

lowkey

latent meadow
#

ok, that is basically an image. it's layer would be behind the sprites

rich sleet
#

what about the slots? they have like some shadow patches

copper gust
#

drawn

stuck flower
#

Also drawn

rich sleet
#

hmm, any tips on how to get a similar look?

copper gust
#

not anything that would be particularly relevant to a unity discord

latent meadow
#

... IDK what else to say other than, make it.. you have control over the art..

copper gust
#

make a inventory system that isn't themed at all i guess

#

work from there

rich sleet
#

so unity wise, its just an image rendered under the inventory right?

latent meadow
#

basically

rich sleet
#

and that they aligned it perfectly

#

with the slots themselves

stuck flower
copper gust
#

other way around but it probably doesn't matter

rich sleet
copper gust
#

the brownie edge is probably a different texture than the background one

#

if that helps make any sense

rich sleet
latent meadow
#

have you checked out the learning site?

stuck flower
#

!learn

vagrant rootBOT
stuck flower
#

Has to be at the start of a message

latent meadow
#

Ah, thanks. i prefer the old bot 🙂

rich sleet
#

might aswell

stuck flower
#

But this seems to mostly be an art thing, not a unity thing

rich sleet
violet thunder
#

Probably ditched it because it was too much work to make all menus look that detailed 😅

rich sleet
errant schooner
#

Is it possible to build a game for mac on windows?

#

cos I tried sending my friend a zip with the .app file and it wasn't letting him run it

near wigeon