#💻┃unity-talk
1 messages · Page 93 of 1
how can i find inspiration
For what?
Like in life or a project
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
Before you find yourself potentially kinda just completing random stuff
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.
for player movement is better to move his position by vector or by using velocity ??
not even made in unity
<@&502884371011731486>
?softban 809873504111165510 bot scam
voidbytecode was softbanned.
these aren't really mutually exclusive?
i don't get it
those are very broad concepts, not specific features. you can use both concepts in a controller
thx
hey where can i go to get some help with issues im having
one of my gameobject transform positions randomly offset itself visually in the scene and idk how to fix it
does it perhaps have an animation that's doing that
not unless unity did it by itself, i havent touched animations this project
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
how can i get it to just tie to the parent object
all my other origins are doing this too
maybe ask in there server where that has moved idk
🤔
thats the only real setting to adjust scene pivot positioning though afaik
how come when im exporting an fbx into unity theres 1 object thats in the wrong spot
press grave/tilde (`/~) and show the toolbar. i don't remember what it's called but it should be there
How’s everyone
hi
there's a link right above your message
but i didint sey hello ;c i asked hoes everyon
Anyone know how to get funds for a huge game
have you googled it
Plenty of ways
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.
You can check your country/region for grants as well.
"Indie" publishers can fund your game given its one worth funding
It also requires you be an experienced developer and have some sort of vertical slice to show off
And that you can actually finish it
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.
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no
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.
this is, in fact, mostly a help server
According your current messages, just be sure to read this and especially about the effort part to help others help you:
#📖┃code-of-conduct message
Unity Player Robot? Is that an asset?
Unity have Robot Kyle - mebbe that?
Are there up to date learning resources on the scriptable render pipeline or render graph or renderer features?
https://unity.com/blog/biggest-edition-urp-ebook-unity-6
official e-book has some of the newer features
Thank you 🙏
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?
I apologise for the long write-up
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.
Do you have object pooling for your bullets?
Yeah I use object pooling
Then you will need to try your luck with the profiler again
I'm just troubled because the game was working fine for these two laptops but now it isn't
Do you remember anything you changed before and after the change in performance?
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
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
Is it a graphically demanding game?
The profiler is THE way to start optimizing. You need to learn how to use it better, simply put. Anything else is a waste of your time
Is it 2d, 3d?
It's a 2D game
And this is the person who is playing on a laptop with an apu?
If you want help interpreting the profiler results, feel free to share screenshots etc here
Ah alright I can do that
iirc yes but I might have to verify that
Alright I'll be back in a couple minutes
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
Like pc specs for examples
Well I do have this
Right so I have this
Is there anything in particular from this that's important?
#1157336089242112090 is fine, yeah.
Could this be a cause for concern?
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
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?
But this ParticleSystem.Draw is taking up most of the remaining 23%
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.
What about using no filter in filter mode?
The same result unfortunately.
Is changing max size doing something? By that I mean the sprite import settings
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.
Those definitely seem like compression artefacts. Resizing (max size) or filtering shouldn't cause anything like that
Definitely doesn't seem good, still has a lot of those blocky artefacts in the sprite editor, just not as notable. Does the sprite have emission enabled or something like that which could make those semi transparent parts more visible?
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.
dang it
That's normal, it's signing you in
my storage is getting full because of unity in 2025 because I was making someone a Baldi basic version of them :(
Each unity version is at most like 15 gigs depending on what moduels you install
Alright so is 916 RenderLoop.Draw calls in the frame debugger good or bad or does it not say anything?
How many do you have?
Wait I fixed it read again
Oh it went up to 1500
Im still confused 🙃
There are multiple threads and GPU sync points. So long as every one of those is under 16ms you're good
my storage is getting full because of unity in 2025 because I was making someone a Baldi basic version of them :(
Baldis basics is a super simple game why would a recreation of it be using storage
Ah does it say how much it is somewhere on the frame debugger?
For some reason
I was making fan made game
In the profiler
Make sure you're profiling a build
And storage was like oh time to grow
Editor performance is worse
profiling a build on the target hardware that is having issues is ideal
Is each texture a 8k HDR tiff or something??
No
accidently said n brah
Not the n word
just n
It's not hitting too high for me, but I'm doing this to find what's causing the lag for laptop users without a gpu
If you need to clear up space check out space sniffer.
Space sniffer?
Optimizing for a device you don't have is practically impossible.
Is space sniffer the best?
I personally like it 🤷
Ok this might be a stupid question but how do you use the profiler on the problem computer? Do I have to move the game in its current state onto that laptop?
does it clean alot of storage tho
No, the profiler can connect over the network
No it helps you find what is taking up space so you can delete it
Ah k
Wait wtf really?
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?
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
Is the GPU 6ms or is the main thread 6ms?
Damn I closed it idk what the difference is
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?
The instructions can be found in the manual http://docs.unity3d.com/6000.3/Documentation/Manual/profiling-target-device.html
Though if it's a Mac you won't have a GPU profiler
I see, thanks a ton. Had no idea that was an option, that makes this task like 10 times easier
Thankfully not an issue
Good. The Metal debugger has been the bane of my existence these past few months 😄
Ah rip
It's always just generic "render loop" or "gfx semaphor" 🥀 🥀 🥀
Oh I see
The frame profiler is pretty good if you can make it that far
Ahh I suppose I'm not in knee deep yet then 😅
hello guys hru yall?
i've managed to get gpu captures through XCode
...once per run
the game freezes after the capture
at least the capture is really thorough
Yeah, my engine does that too 🙂
it helped me realize that I should not be computing 4D simplex noise many times per-pixel
Hehe it's very easy to get carried away with detailed noise functions when they look so cool
indeed
I now use texture-assisted noise, which is dramatically faster
(and i use less of it in the fragment stage)
That's awesome
<@&502884371011731486>
You've been told to not post weird spam multiple times.
?ban 947946516478312469 Continuing off topic spam
panthe2nd. was banned.
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
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.
@wooden hemlock continue here
The game is a very simple one, u are a lighthouse keeper, on the day u collect materials to keep the lighthouse on, and in the night u control the light to attract ships or pirates (that u fight)
So 2 parts in game, collecting and using collected items, mini game with light
Thanks?!
that means create a thread like what was already suggested
@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
you'll want to make a thread anyway
otherwise you'll get swept away by a wall of other messages :p
You can link back to the thread if you need more input
I will just dm you if thats ok
Ok
Awh
why is some words blocked
dang it
people how can I stop my storage getting full because of unity?
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
I’m already signed in though, if I click on a link to look at the page for an asset, it just brings me to my assets
basically: just use common sense storage organization
Should I delete old Projects
do you need them in your storage?
tbh no
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
put them on github or something, or when I dont touch a project for a while I delete the Library folder which is most of the bulk anyway
Why are you making a new partition
Are we serious
cuz uhh
running out of space
I would highly recommend you stay very far away from this screen until you learn how a computer works
what do you think a partition does
I can move games from the other drive
what
hows that going to help at all. its the same exact disk..
I'm getting full rn
a partition divides things into parts
you aren't getting more storage. you're just splitting what you have up
Ok
put some of them on github w/ git, its practically free storage and good practice to use Version Control anyway..
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
Ok
You'd probably end up with more space because you're about to irrevocably wipe your entire hard drive
okay
If you need more space either delete stuff or get a bigger hard drive
I like how its not even a screenshot
You can delete the Library folder from old projects to save some space. I do this for things I'm not actively working on.
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
looks like you duplicated your script
oh wait yea, i thought moving it would not duplicate
the error isn't random. it's saying the call is ambiguous because you defined it twice
i just dragged and dropped
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?
people wouldnt write tutorials if they didnt want the code being used elsewhere...
but you also kinda have it backwards
the reasonable expectancy is that you dont have the rights to redistribute it unless specified
True, but at the same time they could expect it for use of personal projects only
I meant commercial use
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
Beautiful code I wanted to yoink and modify a bit but not a single license in sight
So I decided to bail
what's the difference between the full blue prefabs and the ones with a greyed side?
those are prefab variants
thx
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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
expand "Environment" and check the settings there
Background type was set as uninitialized for some reason. setting it to skybox fixed it
could a keybind have changed it?
think i might have pressed something
Weird but yep that is the fix!
No idea, perhaps it was a miss click
why is the skybox so bright there?
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
guys im working on an RPG is unity the right place to do that?
any engine can be used to make an rpg. just research each one and see which fits your needs best
unity is the simplest from what ive seen so ill stick with it
are you new to game development?
very
because an "rpg" is quite an ambitious project
and i would highly recommend you wait on attempting it
what do you recommend me starting with
something nice and simple
try pong or flappy bird
build something first, so you can get a feel for just how much effort it takes to make even the simplest games
i understand the basics
at what stage do you think i will be capable of making an rpg
as a solo developer? depends wildly on the complexity
but even for experienced devs
its very difficult
very time consuming and is rarely ever done
"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"
true
let me make it clearer
yeah by rpg im giving you the benefit of the doubt here and assuming something like a simple 2d top down final fantasy clone
not like world of warcraft lol
yeah because thats what i kind awanted to make
kinda wanted*
ik its a big project
ill try to make simple games first then
world of warcraft?
not exactly
even 50% of world of warcraft
is impossible for a solo dev
regardless of experience
*World of warcraft killer
i might have under estimated the difficulty of this
severely lol
hell even 20% of world of warcraft
would be impossible for a solo dev
and im talking like vanilla wow here lol
are you familiar with the game trove?
yes
something like that
trove took 50 employees 2 years to build
You could definitely implement the mechanics solo. Assuming single player(maybe crappy p2p multiplayer) it's the content and infrastructure that's the issue.
yeah to be fair, certain aspects of it are largely doable
its just all the important parts that wont be
where can i find people who are willing to do this with me
50 experienced employees*
nowhere
exactly
thats what i thought
prepare to pay a lot of money
because thats just how game development works
nobody will work on your dream project for you, for free
true
i dont mean to shatter your hopes and dreams here lol, but an rpg like that is largely not doable solo
Depends on how much you pay.
the best example is the fact that there are no examples lol
its never been done by a singular person or even a 5 person team for a reason
its just logistically impossible
my dreams were too big yeah
the good news is
maybe i should bring it down a couple of levels
you will find another idea
another "dream game" one thats more realistic
and you will have a great time developing it
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
the only reason i wanted to make an RPG in the first place is because i havent been finding any good ones lately and i wanted to make one on my own that has everything i wanted thats what really got me into game developing in the first place
the thing is i have never even made a game
so start!
make something, the more games you make the closer you get
maybe not to an rpg but to something you want to make
ill make flappy bird
before i leave i have to admit that coding is really hard
it is learning a whole new language
So I can’t employ my friends for free… I suppose they patched that method
-# joke
a good friend wouldnt 😉
Lmao fr
Best friends always give you the smaller piece of bread lmao
Hello, I have a question:Is the Unity engine a good choice for developing a game similar to Forza Heroes 1?
sure
Can you explain further?
not particularly
unity or unreal are more than capable to get you as close to forza horizon 1 as a single developer
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
If I call vector3.up that is always with respect to the global world coordinates right
it's literally just the numbers (x: 0, y: 1, z: 0)
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
i mean i know it works, its more like the math
That's same as this.transform.up, don't know why it's written like that
You can look up how Quaternion * Vector3 is defined. It basically rotates the vector by the rotation
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.
The documentation for the multiplication operator can be found here (the lower one of the two) https://docs.unity3d.com/6000.3/Documentation/ScriptReference/Quaternion-operator_multiply.html though it doesn't include much.
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
i don't know exactly what is causing this
the floors right there but greyish
this may seem odd but could i ask you to send me screenshots from the site...
Yeah, looks the same for me. Seems like the documentation is having a moment 🙂
Window > lighting or something
btw the level template scene do you mean the top one or bottom one
cuz suprisingly thats what i named the bottom one
does it require a camera to be there?
No
alright i opened it
🤠
i think i might have figured it out
i noticed the realtime lightmaps are missing on my version
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?
ah interesting, thanks for the info
tysm! i found a way to get it just how i like it!
Hello
Is there anyway to create a particle effect within the project folder itself? rather than scene view, didn't see an option
ah good to know, ty!
is unity planning to switch to .NET runtime???
yes.
Join our Product Team for a pre-session reveal of the latest tech and Engine updates. This is the ultimate briefing for developers looking to stay on the cutting edge of game development.
⮕ Roadmap: https://on.unity.com/UnityRoadmap
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where's the audio resource proeprty?
i only see audio generator and output
is that what they mean?
Which version of Unity are you using?
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.
yeah, it is 6.3
// A helper struct that allows you to object select and serialize a reference to
// any UnityEngine.Object, MonoBehaviour or ScriptableObject that implements IAudioGenerator.
AI was useless -_-
Looks like there was some refactor going on
//
// Summary:
// A ProcessorInstance that generates audio data.
public struct GeneratorInstance : IEquatable<GeneratorInstance>
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
That's because you have 'spatial blend' set to 2D
well yeah, but at that point in the tutorial it was intended
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:
You need to use hard/sharp edges or bevel the edges so get more accurate lighting
Or did I misunderstand?
oh so this is probably a problem with the model's normals?
you are absolutely right, changed the normals to from Import to Calculate and that totally did it:
thanks a lot!
if you're asking about what coreclr is, consider googling that
It'll become faster to work with
Nah more like the impact on unity
What like the editor or the actual games
Both
Hell yeah
Mono = old
CoreCLR = shiny, new and fast
curious on how fucked stuff like runtime assembly modification is in the context of coreclr, im pretty oblivious on those implications
@hollow lion #1390346492019212368 is for internet networking
How is this not networking there ? we are trying to get some opinions
In which channel can I ask then please ?
there isn't particularly a channel for that kind of thing here afaik
Are you a developper ? if so can we present the project to you to atleast have an opinion please ?
http://discussions.unity.com is probably the better place
this is not a place for advertisement
guys is coding using AI bad
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
where can i learn coding
!learn
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Over 750 hours of free live and on-demand learning content for all levels of experience!
And all the pinned msgs in #💻┃code-beginner
ai is a tool like any other just like most people using it 😄
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.
you want to... delete all your files?
all documents, all projects, all logins, all settings, all apps
hello, i was trying to use this package for code coverage but i discovered that it works only in editor mode, but i need it for my thesis to work in the executable game. https://docs.unity3d.com/Packages/com.unity.testtools.codecoverage@1.1/manual/index.html do you guys know any solution?
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
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!
does anyone know if you can use code coverage also when playing the executabnle game?
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
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?
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
Well I was connecting to a build on my laptop while this was on
You'll want to sort the hierarchy by time and look at the largest offenders
Ah, okay
Doesn't it change from "Play mode" to something else when doing remote profiling?
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
I have absolutely no clue tbh
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?
yoo
basically im making a boomer shooter like ultrakill and quake
i need 3d modelers
!collab 👇
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can any oneuv yall hook me up
no, we cannot
yeaah
lesgoo
rn im on the process of making the story
and the logo is being made by my friend
read the bot message
I sent you the link to where to find collaborators, I'm not looking to collaborate with you myself
would show up as "blocked message"
can you normally send me link
scroll up
!collab
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@undone questDo you not see this??
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
enable embeds
ah yeah because the entire bot message is an embed
it's in settings > chat
thats kinda a big oversight though
Check your package manager, see if anything needs to be updated. Probably the URP package
nah i updated everything
every time
sounds like you might need to nuke your global package cache
are you using version control?
no
the global package cache is unrelated to any single project and is literally just a cache of the packages. it will not "ruin" anything
not really
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
:)
you should be using version control for a myriad of reasons
yeah but im new so i did not know what it did and now i have a somewhat good game
many of which involve "not losing everything"
so how can i fix it
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
ok but idk if it's in my project the global package cache or on my device itself
im on windows 10
"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
alr
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)
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?
Hey, Can someone help me with my unity hub?
!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
: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
: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
why are you spamming the command
so that's why discord was calling him a "likely spammer"
true
wdym?
im surpised the mods/admins still havent implemented a spam prevention for the same command..
love the people who see that command and assume they have to then send it as well
reminds me of people spamming !giveaway in twitch chats
after today learned that the embeds thing hides them so maybe they dont even see it
i dont think the ask one is an embed
but the collab one is
that should probably be brought to attention
Its a little later but i cant find globalpackagecache do you know where it could be on windows 10
%LOCALAPPDATA%\Unity\cache\upm
thanks
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
Do i just delete upm?
iirc the entire cache folder works?
ok, fixed my problem. installed a different version of the hub instead of the flatpak version
flatpak causing issues always..
yep
Hey, guys! I was wondering what's the difference between tag and comparetag?
.tag is a property that tells you the tag of an object
CompareTag checks if the object has a specific tag
so its the same thing
I think the latter saves some work
I mean yes the difference is in the type
yes I read documentation thanks
I always read
And there is nothing saying the difference
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.
I can just search it on google but anyway
I just wanted your answer
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
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.
also you can pre-hash the tag to a TagHandle and pass that to CompareTag for yet another slight performance benefit
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.
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?
How can I verify this?
look with your eyes and see if it says "Miscellaneous Files" where it should show the assembly in the toolbar
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.
will built in character controller ever have an update that lets it detect collisions while not moving?
I deleted the entire cache folder but nothing works, im i cooked?
i think it did but the error is still here
i thought making a game wouldnt be this hard
only if you installed the latest patch version
wait what
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"
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?
Unity 6.3 LTS
specific version number
yeah
did you also delete the global package cache as was suggested?
yes
before or after you deleted the library folder and launched unity
if you are unsure then try deleting the library again to be absolutely sure that it isn't trying to pull the broken package from the cache
my first blender build!!
( started blender for the first time literally 10 minutes before )
Wow, I cant even remember what my first model was
Great job dude
thanks
Would anyone be willing to be working on a game
We are trying to make the worlds scariest and shortest game
!collab
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So you wanna work on it
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
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
the reason we animate outside of unity is because the animation tools inside of unity leave a lot to be desired
and you are better of using software specifically built for that one purpose
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
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?
Yeah, that's why im posting on the Unity talk channel
the majority of people use Git, another 'version control'.. so it helps to be specific.
Yeah sorry, I'm using Unity's Plastic SCM
i made sprites for my 2d game but i didn't realize filling in the meta data needed for them is this difficult
depending on what you actually mean by that, it shouldn't be 🤔
yeah i'm not downloading whatever that is to view it
{
"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"
!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
📃 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.
yeah that's the problem i have 0 experience with tools like asesprite
i can draw and code but not handle sprites yet
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
im building an rts tug of war sidescroll game
that has literally nothing at all to do with anything that has been said
like metal slug attack, age of war, cartoon wars, etc
still not relevant
it is
how
because i need the exact point where the attack happens for example
to handle the attack event visually
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
yeah that's what im tryna figure out...
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.
I usually do timing myself and avoid anim events as they kinda suck to add and use
and how long has it beed sitting there?
has it ever worked, or is this your start?, do not keep restarting it. how long has it sat at the longest point?
longst like 45 minutes
its been months since ive been able to open it i just eanted to try again
its a huge project
are things active, or is it idle
i think it might be too many files
um i only have discord open
it just says applicaiton not responding (im on mac)
open task manager ans see if it is doing anything
oh. aside from saying check the logs, i cannot help with mac
its not a ram issue either
ok now it wont even open to this screen
sheesh
ima just leave it open whikle i go eat dinner ig
you can delete the Library and let it rebuild. that will also take time
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
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
might try this
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)
yeah, probably not the best suggestion i had
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
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?
maybe a two dimensional array for the class and a method that does the indicating?
a two dimensional array of gameobjects?
the class the gameobject has
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
Hi, I am new to Unity, actually I am following the Tanks tutorial
any ideas as to what might be causing a parent and child object to rotate in opposite directions? im on pivot/local
is the child rotated already?
wdym
the child is the pink square in the back
btw this worked
like instantly 😭
wild
Switch the pivot from global to local. The setting is near the tabs that say Game and Scene
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?
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.
Sounds like unity’s a good pick then
Yes. So now I'm considering Unity, but I'm worried that it might be too difficult for Unity to handle cinematic animation.
!ban 1283560486633476183 racism
@veronica6902 banned
Reason: racism
Duration: Permanent
wat just happened?
Occasionally people join just to cause attention, don't worry
Ah, I see. Thank you for your explanation.
It's very rarely a question of what the engine can do, but what you can do. Engine limits don't come into play until projects become very big (AAA level)
My laptop crashed
I’m an animator, so I was thinking that the UE5 toolkit might be more familiar to me.
It’s not turning on anymore 😭
All cuz I downloaded the unity 6 version
It keeps giving me a blue screen
omg
I’m so cooked
I think I gotta reset my laptop, but I don’t have anything backed up 😭
Sorry to break it to you but downloading an app like Unity 6 is not going to cause your laptop to brick itself.
Sounds like your laptop has different problems
Nah my laptop was running fine before I downloaded it tho
I downloaded both the latest 6.3 version and the 6
I’m not sure whether this idea is right or not. I chose UE5 at that time, but after a few days I found that it’s hard for me to handle performance optimization in future development. I’m not sure which engine suits me better.
Installing another version of Unity should have very minimal effects to the overall system. I would really pay attention to the error codes and backup anything important.
I would switch to a tech support community for this, but you should be able to access your drive through external media.
Hmm, well for now I’ll try to access files I have on my current ssd with a different laptop and see what happens
Ye, I’ll try doing this
How long does it usually take to compile your games?
depends
how long is a piece of string
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?
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?
the stuff on the left are your field variables, they will show up in material inspector
variables in the graph itself are the equivalent to hardcoded local variables
what pipeline are you using and does that package support that pipeline?
this??
It is not
ahh got you - thanks!
@eager bloom
but i want to use it, how to chang it to URP?
realistically making a new project in URP
I don't think you can change it mid project
You'd have to make a new project
ouhh
(URP & HDRP)
what there says it's hdrp? i wouldve thought that would be birp
What's up guys
looks like kinda messed up hdrp ngl
oh okay i understand now, thanks guys
This too
wouldn't this just mean it's installed
🥺
@sudden zephyr this isn't a social server https://nohello.net
i made the assumption that it being installed on a beginner project implied it was a hdrp install. might be wrong there
fair enough
either way same conclusion but fair point
Get it
Nothing much, just remaking my grab script for the 20th time lol, but yeah this isnt a social server like @storm patio said
im kinda suprised unity can't detect when you install a incompatible thing like that
i guess its probably just a choice
-# well it turns pink smh
Uhhh i dont have it on my URP project, and on none of my BIRP proejcts
...which would mean you don't have hdrp installed
🤔
"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
But I do... I have made project with it before to mess around
so you would have hdrp on that project.
this is a per-project thing
they're modules/assets
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
Yeah so why would a beginner have it in a BIRP/URP project?
mistakes
I like graphics and messing around but i have no clue what i do lol
either they installed it separately by accident, installed it separately following some guide, or they had an hdrp project to begin with
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
I am assuming they mad a HDRP project i doubt a tutorial would tell you to do that. I haven't encounteredx any at least
is there any good animation toolkit for unity
...there are tutorials for everything
True
it sounds you're making a lot of unbased assumptions
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?
I forgot to add a duration to my Debug.DrawRay lol
you can import the original asset into a new urp project, and it should work OOTB, according to the rp compatibility table posted earlier
if the asset doesn't support the pipeline your using realistically you just cannot use it
basically migrating?
i see, okay thanks
Mixamo?
If you dont give it a duration, it should only draw for one frame. Although in the scene view it might not repaint it properly as you see
Oh, i didn't know that
This should make it update properly and clear old lines
I just stopped the game and it fixed it self
Thank u so much for this, it helps alot
thank you! im gonna google it
this is going for quite a while now... what can I do?
define "a while"
+10min
wait, not even for the editor?
i just wanted to install the IL2CPP, the editor was already instaled
- 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.
windows security system has been really annoying lately, it conflicts alot with Unreal Cpp scripts, it can be that I guess
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.
@drifting depot very detailed post which is good but you wanna put it in #💻┃code-beginner
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
no
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
neat, dunno how i missed that
OK, thank u
probably just that most who would know to set the extension would just use a paste site
refresh the page
I know this is off topic but I had to ask
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.
Yes this worked nevermind!
bleh, by chance does anyone know how to popup the probuilder window? 😛
Where can I go to find resources/discussion about hiring unity devs for my project?
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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.
tutorial i watch show this
I dont know what happened.it seems work like the tutorial
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.
how do i change a cringy repository name from when i was younger
I would not recommend changing the repository name on Unity VCS
I did this once. Don't, trust me.
i honestly just don't wanna be reminded of my 2012 cringy username
I can't rename anything. I've tried restarting the editor, deleting the Library folder and Reimporting all assets. Nothing helps
If you don't care about the current commit history, safest thing to do is create a new repo, copy the project into it and push.
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
Hii, where can I ask some questions about wheel colliders?
Ahh yes I modified the materials for the glasses and the logo
as for the smoothness of the model, where can i find that?
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
Are you sure you haven't hidden the errors in the console?
In the top right of console
oop, yeah errors werent selected wasnt selecte
oh i had an extra period on instantiate i think
You should also see the error highlighted here, but your IDE isn't configured
That's rider right...?
!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
yeah, i have the unity extention installed, but havnet configured
VSCode
Oh yes it looks amazing now. Tysm
seems the issue was that i was in safe reading mode. Saying i trusted the file and adding an error on purpose shows me the error
well that part, no
But i think it's fine
I still couldn't get that same anime style look with calculate on normals
the settings are correct right?
Or maybe its normal map is not imported as normal map
Check if this is the issue or if other tangent/normal import modes will fix it
i've noticed there are some functions that VSCode doesn't auto complete, like CompareTag, is there something i can do about that?
Check the bot message a bit above your screenshots
It's probably not configured properly
Oh yeah the normal maps weren't set to normal lol
Nvm youre the same guy lol
I can use a toon shader to make the model more like an anime style character right?
Either you are trying to type it for something that doesn't have CompareTag, or your VSC still isn't configured
yeah, i didnt end up confguring it cause my other issue got solved in a different way
i'll look into it
It recognizes C# syntax errors but doesn't know about unity yet
you should configure it regardless
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
there's quite a few more steps than that
This shows some more troubleshooting steps
And yes there are more than 1 step
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
vvhoever is free can you help me vvith model in unity please?
hovv to connect 152 materials into one baked?
Is your w key broken
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
Someone is spamming advertisements of their game in other peoples #1180170818983051344 😭
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
Why do you think creating a new project is going to fix your error?
You could do all that, but it'll be a lot more work than ... just fixing the error.
Yes you can use the same scene. Make a new project then in your PC files you’ll be looking for the Assets folder. You can copy what you need from the other project Assets into your new one
Consider sharing the error, are you sure it isn’t something in your code or a bug in that editor version?
Bc i had this error for days. I tried every method in the book, stayed up for hours so yeah but the new project doesnt have this and im making a vr game and it isnt that hard to set u
up
ok wait
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?
You’re right to some extent. But it could be an editor bug. If it is something of his, maybe he can gradually copy stuff over till it happens again
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?)
Close the project, delete the package cache:
https://docs.unity3d.com/Manual/upm-cache.html
And then delete the library folder of the project. Then restart.
cool deal
i did that countless times
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delete the message, read the #📖┃code-of-conduct
<@&502884371011731486> spammer #💻┃unity-talk message ignoring rules
what chat do I ask people about UI design for my game?
as in how to do something or "do you think this is good?"
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
probably just start here then
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
not sure exactly what you mean.. do you mean the outline glow effect?
no no, the entire inventory itself is wrapped around a "backpack" sprite
its meant to look like a backpack is what I mean
ok, that is basically an image. it's layer would be behind the sprites
you use #📲┃ui-ux or #🧰┃ui-toolkit to align and place things
what about the slots? they have like some shadow patches
drawn
Also drawn
hmm, any tips on how to get a similar look?
not anything that would be particularly relevant to a unity discord
... IDK what else to say other than, make it.. you have control over the art..
so unity wise, its just an image rendered under the inventory right?
basically
Draw it similarly?
other way around but it probably doesn't matter
no yeah I dont know how to make it all realistic/textured at all, but ig thats a whole different topic
the brownie edge is probably a different texture than the background one
if that helps make any sense
yeah for now it might have to be it
have you checked out the learning site?
!learn
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Has to be at the start of a message
Ah, thanks. i prefer the old bot 🙂
i'm gonna check it out
might aswell
But this seems to mostly be an art thing, not a unity thing
yeah I just wanted to know what I was looking at and if its something complicated or not
Never knew the UI used to look like that, it's so bland in the newer versions
Probably ditched it because it was too much work to make all menus look that detailed 😅
it is, im trying to avoid it
it had way more personality though
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
supposedly with mono backend but its always been a crapshoot


