#đŸ’»â”ƒunity-talk

1 messages · Page 94 of 1

near wigeon
#

the best thing you can do is get a mac, use online cloud/build service, use OpenCore or alike to run macos

#

mac is already particular with how you make the app in macos with gatekeeper and such, let alone from windows..

copper gust
#

do people just tell mac users to wine atp or nah, not familiar

stuck flower
#

Actually, the best thing you could do is just not build for mac. It's best not to enable them

#

They've made a mistake and need to realize it at some point

gray frigate
gray frigate
copper gust
#

donating 1 mil to macosx,
hope they find a cure soon ❀

gray frigate
#

it's still unsigned code

#

(well, i think it gets self-signed)

#

that's why it runs on your own machine

#

I've noticed that services like the Itch app strip the quarantine flags from downloads for you

#

so you don't notice

#

this does make you wonder what the value of that stuff is

near wigeon
gray frigate
#

lol

stuck flower
gray frigate
#

it's a good thing that Windows would never stop you from doing things with your computer

storm patio
#

mac is like, mildly gated linux

gray frigate
#

please use edge PLEASE USE EDGE WE'LL KILL YOUR DOG

storm patio
#

you could disable csrp, or whatever it's called. i forget

storm patio
#

it requires a restart and i usually keep my device on for months at a time until it restarts itself, which.... i guess is probably not healthy

worldly cave
#

get yourself a used thinkpad or something and get it to work

near wigeon
#

tho frankly (used) mac minins are so cheap these days, its good to have one if you plan on doing multiplatform dev

stuck flower
worldly cave
errant schooner
near wigeon
gray frigate
#

if you aren't using version control, figure that out 😉

near wigeon
#

shoved adware directly in start menu.. tf was that about

worldly cave
#

i guess appealing to gamersℱ wasnt working out as much

errant schooner
near wigeon
#

that one thing that was cool was the name (thanks halo)

gray frigate
worldly cave
#

if bungie was still under microsoft and not sony we could have had durandal

storm patio
stuck flower
near wigeon
#

yeah its basically, We prevented this app from running
then you click "Open Anyway"

storm patio
#

but installing and uninstalling stuff is really nice imo
download a file, delete a file
sometimes there's an installer/uninstaller but usually not

stuck flower
#

You don't need to know anything

storm patio
gray frigate
storm patio
#

i don't think ive ever encountered that

gray frigate
#

i wonder if i've done something weird

storm patio
#

usually you can either just right click > open > run anyway or settings > security & privacy > allow app > run anyway

#

with raw executables i guess i could see you needing to chmod +x but i don't think that's because of quarantine

gray frigate
#

but yeah, i develop mostly on my Macbook; I deploy to a Steam Deck to test linux and my PC to test Windows

prime ibex
#

ello i need help renewing my unity license and ive been struggling for over 45 minutes..

near wigeon
#

i only had to chmod on linux to run my own .net server apps

storm patio
near wigeon
prime ibex
storm patio
#

in the website, right? are there any errors in the browser console?

prime ibex
#

elaborate?.. im slow..

#

i have this

storm patio
#

so you already have a license

prime ibex
#

yes and i need to renew it because it wont let me upload avatars

worldly cave
#

avatars?

prime ibex
#

vrchat

copper gust
#

!vrchat

vagrant rootBOT
stuck flower
#

I don't think Unity's license has anything to do with VRChat's upload

copper gust
#

might be related to the version of unity being used

prime ibex
#

i have the most recent one, i had to redownload because the 2022.3.22f1 had issues

untold breach
#

yall I closed the parameters tab in animator on accident

#

how do I reopen it

prime ibex
#

it's letting me upload now? weird.. ill come back if my issue persists.

copper gust
prime ibex
untold breach
copper gust
gray frigate
#

If you didn't have a valid license, you would not be able to open Unity

#

you have some other issue

prime ibex
#

shi ok..

gray frigate
prime ibex
gray frigate
#

I mean, I guess you can try, but it won't work right

copper gust
prime ibex
prime ibex
gray frigate
#

batby is talking about a specific unity version

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you cannot use something like 6.3

prime ibex
#

ohh-

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my bad

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and i understand

night kayak
#

I recently upgraded my project to unity 6000.3.7f1
I had a simple setup working on a main menu & pause menu
on main menu shown & pause menu shown I was getting the first focusable element, focus it then blur it so gamepad navigation works, and this was working fine as follow

public virtual void Show()
{
    Root.style.display = DisplayStyle.Flex;
    Root.schedule.Execute(() =>
    {
        var firstFocusable = FindFirstFocusable(Root);
        //this is done just to focus the page without keeping the first item or element highlighted, we focus then blur
        firstFocusable?.Focus();
        firstFocusable?.Blur();
    });
}

private Focusable FindFirstFocusable(VisualElement root)
{
    if (root is Focusable f && root.style.display != DisplayStyle.None && f.focusable)
        return f;

    foreach (var child in root.Children())
    {
        var result = FindFirstFocusable(child);
        if (result != null)
            return result;
    }

    return null;
}

but after upgrade, this same logic is still working fine in the main menu
but when i pause the game, mouse movement stopped navigating, only keyboard arrows and joystick works
any idea where to go from here?
thanks

flat breach
#

hello, when my player picks up an Object, I'm setting 2 bools to true, and then the player can eventually throw it back if he wants if the 2 bools are true, the throw works and sometimes it doesn't in build, so I've tried to find what the issue is in editor and one of the bool isn't getting set to true sometimes, why could this happen?

near wigeon
flat breach
tiny silo
#

Quick question, does not having a material on an object mean it cannot be statically batched? And thus it's better to have a material for things that could be statically batched?

sly lake
#

No material? That just means it won’t be rendered, right?

tiny silo
#

Ah, this is for Images in the UI system

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I set a source image but no material for the vast majority of the UI elements

sly lake
#

Oh. No, those don’t need a material. They just default to the standard UI material.

tiny silo
#

Is it normal for them to take up 72 draw calls?

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This seems like a lot for just the UI

sly lake
#

I don’t know if they can be batched

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Probably not a concern though

tiny silo
#

Not the 55 SetPass calls either?

sly lake
#

Sounds about right for a render graph catshrug

tiny silo
#

I see

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I'm basically rn looking for places I can apply batching to. I'm looking at upwards of 1500 draw calls when a lot of bullets are on screen

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How about for generic objects? I'm using URP so is there a specific material I should be looking to apply to them to potentially save performance a little?

copper gust
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No batching between canvases if that’s relevant to you

tiny silo
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Ah, I just have the one canvas

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iirc I heard you were supposed to try and keep those low?

copper gust
#

Depends on situation

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anything that changes in a canvas will “dirty” the canvas causing the whole thing to be reprocessed

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But as mentioned multiple canvases break batching so

tiny silo
#

Alright so this is what I'm looking at in the middle of a dense attack

sly lake
#

What’s your target hardware? I have a few ideas

tiny silo
#

My laptop has 8GB RAM and no GPU

sly lake
#

PC then?

tiny silo
#

If I can get it to run at 60 fps on there then I'd be happy

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Yeah

sly lake
#

So long as it has DirectX11 support, the GPU resident drawer should work

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In addition, you can render the bullets with instancing

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The easiest way to do that is abusing a particle system

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I’d do both

tiny silo
sly lake
#

Yep

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You can loop through and set particle positions from code

tiny silo
#

Just a single one? Because bullet behaviours can change during their lifespan on some occasions

sly lake
#

If it’s the same mesh / material, then yeah

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It’s about rendering, not behaviour

copper gust
#

I don’t know best message to share but i had a convo previously about material batching that could potentially be relevant if your not familiar with it and how you can see how batching works

#đŸ’»â”ƒunity-talk message

sly lake
#

Instancing beats batching though

tiny silo
copper gust
#

True but knowing how the frame debugger works is nice info regardless

tiny silo
#

So is Instancing with a particle system a known thing that has a tutorial or some documentation?

copper gust
#

Also if it’s instancing can’t you just gpu instance tick thingo rather than use a particle system? Im probably missing something

sly lake
#

Yes

tiny silo
#

I just wanna be sure since these terms are still new to me. These things can work well on something like a laptop that does not have a GPU, right?

sly lake
#

It has a GPU

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Just integrated, I’m guessing

tiny silo
#

Right, yeah

#

So it'd help for that sort of situation, right?

sly lake
#

Helps in any situation

copper gust
#

optimisation is just doing things less. This indeed potentially does things less

tiny silo
#

Yeah just wanna be sure it's an optimisation that specifically helps that use case bc the game runs fine for most people but I noticed the common trend in those it did not work well for

copper gust
#

Once your more informed on the analysis tools unity offers you’ll get comfortable understanding what things in your game are doing the most and which shouldn’t be doing that much. Learning optimisation stuff is a bit of learning how to do that and a bit of just trying to random bullshit go on common techniques

tiny silo
#

But if I can use a particle system and still achieve the same effect and do all the stuff with bullets that I want to do then it sounds pretty perfect actually

tiny silo
#

So there are a lot of concepts I have to come to terms with

copper gust
#

Optimisation is good and bad since the comparisons can be a nice dopamine treat but potentially spending effort to make your game functionally behave the same way can be rough on morale

tiny silo
#

It can, but my really big fear with it is just the unknown, the idea that something I spend ages working on through my spaghetti code might not even improve anything or at least might not solve the core issue

#

I feel like it's the kind of process I have to experience in full once to gain that confidence to do it better in the future. If I send a new version of my game over to the complainant and they say it runs great that'd genuinely do so much for my confidence

sand holly
#

I feel so bad cus i cant code becas of school :<

worldly cave
#

this isnt a social space

rain lichen
#

yo so if anyone does unity and have been doing unity for a while i was wondering what this meant

System.BadImageFormatException: Format of the executable (.exe) or library (.dll) is invalid. at Mono.Cecil.PE.ImageReader.ReadImage()

#

i dont know what this means

dusk gorge
#

guys i imported something and my scene is gone and it says i last changed it in 2020

storm patio
#

are you looking at the right scene

worldly cave
#

also what do you mean imported in your scene?

#

if you imported a package thats scene agnostic

dusk gorge
copper gust
storm patio
#

did the asset have a scene file that overwrote yours or something

#

...hope you have version control

dusk gorge
#

i do

storm patio
#

then there's not really an issue then?

dusk gorge
#

but how do i get it back

storm patio
#

revert the changes to your scene via version control

storm patio
dusk gorge
#

but its to late

storm patio
#

version control is time travel

dusk gorge
#

So i cant get it back or can i

#

and how

storm patio
dusk gorge
#

But idk where its located

storm patio
#

where what's located?

copper gust
#

What do you think version control is @dusk gorge

dusk gorge
#

Version controll to revert it

storm patio
#

it's the same menu you would use to add/commit

dusk gorge
storm patio
#

control versions

copper gust
#

This isn’t a good sign

storm patio
#

right now you have a broken version

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you had working versions previously

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version control lets you change version to the working version

dusk gorge
#

oooooh

storm patio
#

well, hopefully you've actually been using the version control and you have a recent commit...

copper gust
#

Have you been using version control?

dusk gorge
#

nvm i just have to rebuild my entire game

copper gust
#

Yeahhh

dusk gorge
storm patio
#

oh boy.

gray frigate
dusk gorge
storm patio
#

what do you think building would do to the scene files

copper gust
storm patio
#

good point actually...

gray frigate
#

before you do anything else, open your project folder in Explorer and look in Temp/__Backupscenes

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i believe that's still where the scene copy lives

copper gust
#

That sentence is fucked im tired lol

gray frigate
#

if there are files in there, make a copy of them

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you can move them to Assets and change the extension to .unity

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you must do this before entering play mode or quitting unity

dusk gorge
#

theres nothing in temp...

copper gust
#

That’s rough

storm patio
gray frigate
#

so it would be the same folder as Assets, Packages, etc.

fleet nexus
#

Did you find out why? genuinely considering changing to Godot because of this

gray frigate
#

if memory usage is constantly growing, then something is leaking memory

gray frigate
#

they'll have the same name (and probably even the same GUID)

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so unity will happily overwrite your scene file

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(assets should never do this, but...)

storm patio
#

morbidly funny tbh

gray frigate
#

the VRChat SDK has a similar problem

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it helpfully copies a template scene into your project if there are no scenes yet

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it does this BEFORE asset import can complete

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so it can decide that there are no scenes in your project and overwrite an existing scene file

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(this happens if you reimport all assets)

oak meadow
#

when i place a tile on my tilemap its a different tile than the one in the tile pallete is this a bug with my unity version?

gray frigate
#

if your tiles don't fit the grid properly, you may not be selecting the tile you think you are

oak meadow
#

yeah one second

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yeah it is off a bit

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Its like the grid is moved up a little bit i was having other errors too putting it in like it turning pink but if i can just move the grid up a bit so its accurate then that would work any idea how to do it

worldly cave
copper gust
#

Nope

oak meadow
mint portal
#

To unity developers, im a game designer and unity developer. for multiplayer frameworks should i learn photon or netcode & unity gaming services?

worldly cave
#

but its really just preference, imo i would start with netcode

#

since its a native solution

mint portal
#

i see thanks brother

mint portal
worldly cave
#

for netcode specifically?

limpid hollow
#

i forgot to ask how do you make a new repo

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still very confused on how unity repos work

charred fog
#

@sonic bough Do you have a Unity related question?

sonic bough
deft rock
charred fog
vagrant rootBOT
charred fog
#

!vc

vagrant rootBOT
# charred fog !vc
Using version control in Unity

Unity Version Control

git Git

Get the latest .gitignore file from here. It should be placed at the root of your Unity project directory.

graceful bolt
#

I need a dev for my GTAG copy

vivid cedar
#

!collab

vagrant rootBOT
# vivid cedar !collab

:loudspeaker: Collaborating and Job Posting

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

stuck flower
#

This is a Unity server

storm patio
#

-# unity's gotta overlap with that somewhere...

worldly cave
#

read the bot message

#

what it says

limpid hollow
#

is there a way to change the old username under my repo?

charred fog
lone maple
#

Heyy

wary roost
#

Can I get some help plz

worldly cave
vagrant rootBOT
# worldly cave !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 #đŸŒ±â”ƒstart-here

wary roost
worldly cave
#

what

#

who told you to do that

#

what kind of help do you need?

storm patio
#

mod mail is for moderation issues, do you need help with the server or with something else?

wary roost
# worldly cave what kind of help do you need?

Unity isn’t working for me whenever I grab a DDL file to upload to steam vr it’s not working I reached out to Steam and they said the file Unity gave me is corrupted and idk what to do and they said to reach out to a Unity employee there is a issue with certain files not working for steamworks for vr uploads

storm patio
#

you shouldntve contacted mod mail for that then, fyi

worldly cave
#

youre not going to find*** unity employees here

storm patio
#

modmail here is for staff of the server, not staff of unity

worldly cave
#

not ones responsible for support

#

this is a community server

wary roost
#

OMG đŸ€Šâ€â™‚ïž it’s just so stressful me and my team have been working for hours to figure this out and it’s so stressful

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We don’t know unity keeps feeding us corrupted files

storm patio
restive wolf
#

when creating modular assets, what factor should you use?

#

like power of 2?

latent meadow
#

I know i always make my music in powers of 2. but seriously, what Kind of assets?

brisk trail
#

shouldn't there be a visual studio code editor package?

storm patio
cursive acorn
#

how do you sync the walk/run animation from blender to unity? forward, backwards, etc animations are 2 sec at 30 fps. but i am noticing a loot of sliding

brisk trail
#

i still feel like there's a lot of missing auto complete even after configuring VSCode

vagrant rootBOT
#
<:error:1413114584763596884> Command not found

There's no command called vsc.

latent meadow
#

!ide

vagrant rootBOT
latent meadow
#

Make sure you follow everything, because it Should be 'complete'

#

Are you by chance on Linux @brisk trail

brisk trail
latent meadow
#

ok

brisk trail
# vagrant root

everythin from the page seems equal to what i have aside from the defined external VSCode option not having a defined version

latent meadow
#

that is fine

restive wolf
brisk trail
storm patio
latent meadow
brisk trail
#

also, why are these being issues now? they weren't showing up before

storm patio
brisk trail
storm patio
storm patio
brisk trail
#

ill double check

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where can i check?

storm patio
#

in the output tab set to .net install tool, iirc? haven't done this in a while

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output tab should be beside terminal/problems/debug console/ports

stuck flower
storm patio
#

weird

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what about after a restart of vscode?

brisk trail
storm patio
#

have you run the "install .net" command?

brisk trail
storm patio
#

command palette

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ctrl+shift+p

brisk trail
#

also unrelated but after restarting VSC i got this error. dunno what nuget is

plain dagger
#

as long as unity is set to vs code for the external editor ignore it

brisk trail
#

aight

#

well it installed , and i noticed some things already have auto complete again

storm patio
#

well that does say you already have it

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you do have vscode open to the project, right?

brisk trail
#

i think so

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the auto complete's kinda inconsistent

storm patio
#

might take a bit to load

brisk trail
#

dunno why it insists on autocompleting vector3 to the systems.numeric one

storm patio
#

does the UnityEngine one show up?

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maybe try regenerate project files in unity

brisk trail
brisk trail
#

also i am so confused is that jump command not the new system? It's what the tutorial said to use

storm patio
brisk trail
#

Jump is cofigured just fine, how would it be written in the new system?

storm patio
#

pretty similarly to how you've written the movement

#

would be using wasPressedThisFrame or something like that as the analogue for GetButtonDown

brisk trail
storm patio
#

and you've gotten proper syntax highlighting now, correct?

brisk trail
brisk trail
#

i think ill just switch my inputs to both

storm patio
#

it's set by the inputsystem

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just like how GetButtonDown returns a value determined by inputmanager

brisk trail
#

Inputsystem.wasPressedThisFrame?

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i dont knwo the syntax

storm patio
#

like how you're detecting movement, but with wasPressedThisFrame instead of isPressed

pulsar tiger
#

I always want to make a telltale-like game with Nintendo 64 graphics.

brisk trail
storm patio
#

there's no jump button on a keyboard, is there

#

you would need to set up actions to have names for these, and then you would access stuff a bit differently. with this api, you're querying the hardware, so you would need to check for the keyboard keys

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so instead of Jump there, put in whatever key you want to represent jump
if it's space, then that would be spaceKey iirc

brisk trail
storm patio
#

these are separate from your current reads

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having them by name makes it easier to configure and manage for separate contexts and devices

subtle owl
#

Or was it already fixed?

brisk trail
brisk jewel
#

So for some reason my camera won't display any game objects in scene, i tried fixing the clipping planes and disabled culling but nothing worked this is 3D not 2D

near wigeon
brisk jewel
near wigeon
# brisk jewel

have you tried

  • new camera
  • disabling PostProcessing maybe its something there
  • Occlusion Culling tab do you have it baked by any chance?
neon bobcat
#

Just a quick question

#

while rendering in blender

brisk jewel
neon bobcat
#

What happens if theres an elec cut off, and I have to turn off the pc

#

Like the UPS stays 10-15 mins

latent meadow
#

not a blender discord, and do finish a thought before pressing enter

brisk jewel
#

This is a unity discord server

neon bobcat
#

Not help

near wigeon
#

you should have the basic understanding on how a computer works and the software you try to use

neon bobcat
#

I guess I just came here when the Reddit users r online

plain dagger
#

power go bye bye? render go bye bye

neon bobcat
#

Have fun anyways

near wigeon
neon bobcat
#

@near wigeon grow tf up pal u aint tuff

near wigeon
#

blocked 👋

neon bobcat
brisk jewel
near wigeon
#

but the fact that preview also isn't working is odd

brisk jewel
#

Nothing happened

near wigeon
brisk jewel
near wigeon
brisk jewel
near wigeon
digital sparrow
#

yo does anyone know their way around version control

digital sparrow
#

i have smb whos connected to unity ver control but when they load the project all the objects are empty

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does anyone have an idea why

worldly cave
#

Or do you mean the scene itself is empty?

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Because that almost always means they didnt actually open a scene up and are looking at an unsaved default scene

digital sparrow
#

yes

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everythin gis a empty shell

worldly cave
#

Can they share a screenshot?

oak shell
#

Wassup guys. Bye

plain dagger
#

reminds me of git lfs when thats not working properly

oak shell
#

Ima disappear now for a few days and pop in for no good reason

digital sparrow
worldly cave
#

So the scene is empty?

digital sparrow
#

yep

worldly cave
#

Then they didnt load the correct scene.

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How is this even an issue and especially one this common atwhatcost

digital sparrow
#

idk

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bruh im jus tryna figure ts out

worldly cave
#

People collaborating on a project yet they dont know what scenes are

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Tell him to open the scene you want him to see

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Located wherever you saved it

digital sparrow
#

its in the unity dashboard

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idk how to use ts niether does he

worldly cave
#

Your scene is almost certainly saved somewhere in your project folders.

digital sparrow
#

yep

worldly cave
#

So have him open it.

digital sparrow
#

in in the dashboard under projects correct

worldly cave
#

If its a project you made its almost certainly a scene you saved

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If he wants to open the scene, he finds it where you saved it in the project folders inside of the unity editor...

digital sparrow
#

this is what he seeing

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idk if you have the right idea of whats wrong

#

he used devops bruh we lost asf rn ngl

worldly cave
#

This is almost completely unrelated to what you mentioned...

#

This has nothing to do with scenes

#

!vc

vagrant rootBOT
# worldly cave !vc
Using version control in Unity

Unity Version Control

git Git

Get the latest .gitignore file from here. It should be placed at the root of your Unity project directory.

near wigeon
#

did you not add Assets folder?

digital sparrow
#

omgggg

near wigeon
#

also dont dox your friends email

worldly cave
#

Did you not commit the entire project?

digital sparrow
#

my mistake

digital sparrow
near wigeon
#

should still work the same afaik

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or just like switch to the superior Git, and use something like github

digital sparrow
#

which one is easier

near wigeon
#

they're both easy but git has more learning resources and hasnt changed in forever
plus Unity version control / package tends to always break at some point it seems

#

not saying its the case now..could be you not properly commiting or knowing how to pull changes, but just saying..

digital sparrow
#

Lol I think i did it right these steps are a repeat of what i did

near wigeon
#

so you have the assets folder or not ?

digital sparrow
#

Yea

hushed wigeon
hushed hamlet
hushed wigeon
#

thank

thin sequoia
#

Hey hows it going?

#

I have a quick question

storm patio
#

this is a unity server

thin sequoia
storm patio
#

this is a unity server though.

thin sequoia
storm patio
#

there's no off-topic here

#

tutorials are highly specific to the game/context

restive pollen
#

I'm using Unity 6000.3.6f1. I want to build targetting minimum API level 22-23...
Is there any way?

austere mason
night leaf
#

Hi

#

Who has working mixamo

restive pollen
night leaf
#

How to load model 17K triaugles + to mixamo

latent jay
#

I'm still a beginner at Unity and Blender (used for a month in 2022, quit to learn software development, and started relearning Unity these past couple days).

Question:
If I wanted to make customizable mecha characters that have their head/body/arms/legs swapped out with new parts (mix and match parts to make unique builds ingame, like armored core)... How would one go about that design wise?

Is it something done entirely in blender within single a 3d model file having multiple swappable pieces and you just have Unity tell it to show a certain piece in Unity based on what parts the character decided to equip... Or is it something where you attach completely separate models (multiple 3d files) and fuse the skeleton together or something along that line?

vivid cedar
vivid cedar
prisma pond
#

hello, having some issue with my editor is this right place to ask for help

#

just installed unity on my newly built PC, and i dont know why scene view is so jittery when i move around in the scene. it wasnt like this before

prisma pond
#

nvm, solved on its own after restarting pc

boreal river
#

Hey, guys! I cant remember what this does in the hierarchy?

boreal river
#

only this object or its child objects and yes

#

what exactly?

copper gust
#

Click it and find out

storm patio
#

read docs

cold folio
#

How can I make the cars fall into a straight line

#

rather than having multiple objects spawning and move

#

just one object moving

#

and then keep spawning infinitely within a straight line

ocean pumice
# cold folio

Is this using the shuriken particle system? If so, look into the emission shape and also max count and lifetime

cold folio
#

How can I check so

violet thunder
#

Shuriken particle system = particle system component

#

(I wouldn't use shuriken to describe it - it's not a name that is really visible anywhere to users)

cold folio
#

How can I acess the setting to turn it off

boreal river
#

Hey, guys! I was wondering, is there a way to somehow sync my animation clip with my sound? I have an unlock door animation with a key and I want at the time it turns to unlock the door to hear the unlock sound. I have heard about events in the animation window, what do you think?

austere mason
austere mason
potent geyser
#

If you need to sync things over time. If it's just to trigger a sound at a specific frame, then an animation event is fine .

boreal river
#

Yes I can just modify the animation clip to sync my sound or just add an animation event. I have seen a tutorial on animation events right now they are cool

potent geyser
#

Timeline is neither of those, and is meant for syncing multiple things.

boreal river
#

I dont know about timeline

#

what is this?

#

I have to download a package?

#

to get the tool?

potent geyser
#

Yes

boreal river
#

let me see

cold folio
boreal river
# potent geyser Yes

It says: Use Unity Timeline to create cinematic content, game-play sequences, audio sequences, and complex particle effects.

#

So what it does exactly?

#

Its about creating all these things but how you can sync audio with animation with this?

#

I think I have to see a tutorial on it as well XD

potent geyser
#

You put things on a timeline to sync up when things happen so you can align it.

noble cloud
#

created this post here, feedback welcome 🙏

potent geyser
#

If by sync, you actually mean modify a sound file to align with the animation then no, Unity isn't that tool. You have to do that externally.

boreal river
#

to make it realistic you know

#

I wont do it externally probably, but I am going to somehow use the animation event and call the unlock logic at the point where my animation is actually playing the unlock animation.

#

or maybe just modify the animation itself to sync with the sound

#

So, from what I understand timeline is a more advanced tool compare to animator right?

#

its like animator but it has more features right?

storm patio
potent geyser
sacred panther
potent geyser
#

One of the two has to change to work with the other.

noble cloud
storm patio
boreal river
#

Now, I have some errors because I add an animation event I think

#

or maybe not

#

What is this error XD?

storm patio
#

sounds like an internal error

native shard
#

hello 👋 homhomies

storm patio
#

try restarting the editor

native shard
#

Hi guys, I work in 3D modeling for games, VRChat avatars, and animations. Not trying to spam, just putting it out there in case anyone needs a modeler.

vagrant rootBOT
# storm patio !collab

:loudspeaker: Collaborating and Job Posting

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

storm patio
#

that was not an invitation for a friend request. read the bot message.

boreal river
#

I have a question. My unlock door method is on another script and I have made a new event script for the animation event and I am calling this unlock method in the event script that I am using for the animation but for one reason I hear it twice, I think it executes the unlock logic twice

storm patio
boreal river
#

Primarily, my unlock door method which has the sound for the unlock door lives inside the door script, but I have made an event and call this method on this event

cursive ermine
#

hello, im having a funny problem. I made a bullet (star blaster tutorial) and I have 2 bullets (enemy prefab and player prefab) with different layers, one enemy and the other one player.

So when I take the player (spaceship) and collide it with other enemy layer objects, it works, when I take the enemybullet and collide it with the player, it works.

But when I take the bullet player and collide it with the enemySpaceShips it just doesnt.

The playerbullet and the enemybullet, are literally the same, the difference is in the tag

boreal river
limpid hollow
#

i made the icons disappear, how do i make them reappear? like the light icon being under the light

boreal river
#

I thought the event will execute the code only once when the trigger happens

storm patio
cursive ermine
storm patio
limpid hollow
#

what button is that?

storm patio
storm patio
# limpid hollow what button is that?

should be at the top right of the scene view, on the toolbar
if you don't have a toolbar it may be hidden, press grave/tilde (`/~) to bring up the overlay menu selection and enable it

#

im not sure what the menu is called exactly

boreal river
#

I have to remove my animation event maybe?

cursive ermine
limpid hollow
#

so in these menus?

storm patio
storm patio
storm patio
#

do either the player bullet or the enemy ships have a dynamic rigidbody?

#

actually i should just link that

cursive ermine
storm patio
storm patio
#

not saying you're lying, but what you've said so far conflicts with that

#

so either there's been some gap in communication, or some assumption you've made has been wrong

cursive ermine
storm patio
latent jay
#

I'm new to unity/gamedev but I have a list of like 5 games that I want to make in a certain order based on difficulty with my two dream games at the end being saved for when im skilled enough (2030'ish).

Is it pretty common for people to plan so many specific games this far ahead of time based on building up experience towards them. 😛

boreal river
storm patio
#

not sure, i don't think i've heard much of that kind of super long term planning

latent jay
#

the first 2 are small games, 3rd one is a medium game, last two are big games

storm patio
#

you'll learn a lot as you go, so make sure your plans are very flexible lol

boreal river
latent jay
#

certain kind of 2d crafting game -> a type of obstacle course game -> 3d sidescroller -> mobile tcg board-card game ( big project) -> 3d action arena game (the distant dream game) 😄

storm patio
#

oh those are big big games

latent jay
#

yeah big big games i want to start in the 2030's lol

boreal river
# boreal river I have made 3 small 2D games and have made some prototypes by attending courses ...

And this throughout my experience with Unity like almost 4 years and you know what 3 almost 4 years and I still think I dont know much, I have to get better like never touched multiplayer (networking), neither AI as well a lot you know I have to learn a lot like 3-4 years are nothing, you always have to learn and adapt with new technology & features all the time. Our industry not only Video Games is huge and deep XD.

obsidian bolt
boreal river
#

@latent jay Hey! Also, there is something called project-based learning. You don't have to try and learn everything at the same time, you can leave some Unity Specific features and when the time comes you will learn them because you will have to apply these concepts to your project. Like I said, I don't know networking & AI because I didn't have to make one on my games because I was making single player games that doesn't require.

#

Just keep in mind this 🙂

rigid galleon
#

Hey, I was wondering if there's some info on when stuff like volumetric fog from HDRP will be ported to URP?
I've seen talks about it months ago, yet still nothing.
I am aware there are assets that achieve this, but I can't really use them as my project is foss, and will likely be licensed under MIT.
To be specific, I am referring to a box that has dense fog, not just volumetric lights that make the realistic distance fog.
Please @ me and thanks in advance!

worldly cave
deft rock
#

and youth, I'm willing to bet 99% of the people wanting to make a gtag copy are < 15 y/o

sinful ridge
#

Guys, what do you recommend taking?
More hard drive memory or RAM?
My project weighs approximately 100-120 GB.
There are many objects on the map, approximately 10-20 thousand. Everywhere you need to work with objects, render, change materials, work on code, and so on.
Plus, there’s also the build of the game. So far the build weighs 8 GB.

I have a 512 GB disk, 8 GB of RAM, 1650 and i5-10400f

ivory dock
rigid galleon
#

I'd say probably ram if the project already fits on your disk.
8GB is not a lot, even smaller projects eat it up.

#

But I'd be worried about vram too, I have a project that's a few gb, and even that can eat up vram if not optimized well, are you sure your gpu can handle that?

sinful ridge
deft rock
#

RAM is memory.
Hard drive/ solid state/ etc is storage.

Ideally.. with such a large project, both. More storage so you've more room to play with and not worry about running out of space. More RAM for the running of the project.

Both are horrendously bloated price wise now and will be for probably the year.

rigid galleon
# sinful ridge Oh yes, I forgot to say. Approximately 340 GB is already occupied by other prog...

In that case, I am not sure tbh.
If you can't get it on your disk, you obviously won't be able to work.
Keep in mind that unity also has to generate the library directory, which on it's own can be at least a few gb, and I'd assume way more for larger projects(it usually ends up being bigger than the project itself).
And even if you were to get it on your disk, I highly doubt your current pc would be able to even open the project without crashing, let alone work on it.
But I could be mistaken, I am just speaking from my experience.

sinful ridge
deft rock
#

you should be able to work out for yourself which to get first

rigid galleon
deft rock
#

Does the build struggle to run? -> RAM
Does the build run fine, but struggling to keep enough space? -> storage

sinful ridge
rigid galleon
#

I wish I could provide more help, but I sadly just don't know.
P much all my projects never exceeded 10gb with library, so I unfortunately don't have the needed experience.
I wish you the best of luck tho.

sly lake
raven tiger
#

I m currently going through the Essential Pathway and I m wondering, am I the only one missing the project solution .sln/.slnx and .csproj files?

If I create a new blank project template, not tuto related, my project folder is fine, solution is there and all.

The problem since there's no solution, for the essential pathway, every time I open a script it opens a new VS session and on top of that I don't have access to the Unity explorer window and to all the Unity related intellisense and such.

The screenshot is what my project folder looks like. Normally .slnx and .csproj should be there. What does you folder looks like?

ty

rigid galleon
hearty grove
#

I started getting driver timeouts when running my project in unity, so I can't work on it now

sly lake
rigid galleon
#

I guess I could fake it, it's p much all static lighting.

sly lake
#

If you have a budget I could look into it. But I can't beat the asset store on pricing catshrug

rigid galleon
#

I wish, my net worth is $0 💀

#

But I do appreciate the offer tho.

storm patio
sly lake
#

If someone paid me in computers I'd be quite upset. I have eh...five?

storm patio
#

could take one off your hands free of charge, no need to thank me đŸ™‚â€â†•ïž

sly lake
#

If the next guy doesn't show up I might give one away at this point haha

#

Getting rid of a computer isn't as easy as it used to be

crude pivot
#

Why isn't the entire ground visible in my scene? I have the grid and ground objects set up, but I can't see everything

sly lake
sly lake
#

What if you double click the terrain in the hierarchy?

violet thunder
#

Looks like your camera is behind the scene too

sly lake
#

Oh, I see

violet thunder
#

But yeah could just be really zoomed out

sly lake
#

It's facing Z-

#

Might simply be looking at the (culled) back of it

crude pivot
#

it takes me thara but not shows up

crude pivot
sly lake
violet thunder
#

Oh it's not lol

storm patio
#

no i think that's Z+

violet thunder
#

My mistake

#

I just assumed the Z handle was behind :p

storm patio
sly lake
#

They already did

storm patio
#

ah i just noticed, was looking for "F" lol

#

in my defense, i suggested that a few minutes ago, they crossposted.

crude pivot
storm patio
#

could you not hide half the inspector

#

there's a lot of info there that you've hidden

violet thunder
#

Could it be hidden via the layers menu

crude pivot
crude pivot
storm patio
crude pivot
#

it was hidden

storm patio
#

ah, aight

violet thunder
#

It's here in newer versions

#

I often use it to hide UI objects

#

Physics layers and rendering layers are shared if you didnt know

storm patio
#

in TagManager.asset, physics layers are defined in layers, sorting layers are defined in m_SortingLayers
there's a fixed 32 layers because it uses a bitfield, but you can create/delete sorting layers, they're used by reference

storm patio
#

wait are "rendering layers" not "sorting layers" thonk

violet thunder
#

I think you're confused

storm patio
#

i assumed they were synonyms but i didn't consider that

#

i may be

storm patio
violet thunder
#

For example, a camera's culling mask in built in RP:

violet thunder
storm patio
#

alright. a lot of stuff is making much more sense with that revelation now lmao

violet thunder
#

(Also the SRPs have a RenderingLayerMask which is used to specify which lights affect which objects etc.)

storm patio
#

i assumed "rendering layer" referred to "sorting layer"

to check my understanding - these are just "layers" in general and are used by both rendering and physics, right?

violet thunder
#

Yep

#

That's why you sometimes need to have the renderer on a different object than the collider/Rigidbody, so they can have different layers

storm patio
#

that makes sense, thanks

queen raven
#

I'm learning C# and can read almost any code and understand what it's doing, and i have about 10 hours of exploring the unity game engine. So far i have imported a character asset from the store and got it walking and attacking. i have also figured out how to pick up items using tags and triggers. I'm also just now trying out github. What else would i need to learn before applying for positions? more importantly, where can I learn it from? I'm broke as all getout, so free suggestions please.

storm patio
queen raven
#

I'm just trying to find the one that fits me and so far unity is jiving better

storm patio
#

if you're looking for unity positions then they'd be looking for a lot of familiarity with unity specifically

queen raven
#

I plan on it. dedicating about 10-15 hours a week this summer to learning. I got the work ethic, desire, and ability to learn. I would just like to know from the more seasoned developers what's the entry level point.

storm patio
#

i don't have industry experience, but probably try making some stuff. there'll be issues and learning opportunities that come up as you go

queen raven
storm patio
#

a lot of stuff is remote-capable, so you aren't just competing with the folks nearby

latent meadow
#

!learn

vagrant rootBOT
violet gazelle
#

Question for anyone familiar; trying to figure out what this specific problem would be referred to as:

storm patio
violet gazelle
#

Where the lighting is causing several "bands" of shading- and what direction I can look towards for fixing it

latent meadow
latent meadow
storm patio
#

that's fair, but the learning site varies quite a bit in quality and content ime

#

some outdated stuff too

violet gazelle
storm patio
#

(just saying the learning site may not be a very good benchmark for overall understanding)

violet gazelle
#

I'll bug the rendering channel then for sure

latent meadow
queen raven
#

lol. I have gotten through a few of the learning projects as well. They're fine, but I feel like it's alot of time to learn only one or two things. right now I'm just making my own little games and setting a single goal each week. Seems like that's the way to go once you get familiar enough.

#

I've made a list of things I want to implement into my game:

  1. player movement (done)
  2. import asset and use as player instead of shape object (done)
  3. Attack animation on mouse click (done)
  4. pick up objects on ground (done)
  5. add object to inventory
  6. make sound when event happens (done)
  7. transition from one level to the next by using portal or doorway (working on it now)
  8. design AI bot to chase player and kill on contact (done)
  9. redesign AI bot to attack player and cause damage instead of insta-kill
  10. create NPC that gives quests and items

so far this is my wish list of things to accomplish within the next few months. not just get them in my game but be able to do it without help the next time. anything else i should add to the list?

slate dew
#

Why does it say RandomRangeInt cnt be used from a monobehavior construction what does that mean

#

also using UnityEngine.Random doesnt exist in vscode for some reason

slate dew
latent meadow
slate dew
#

I asked there too

latent meadow
#

do not crosspost.

slate dew
#

Sorry

inner geyser
#

Anyone got some good tips on optimization for particle system?

#

Thanks, I guess can't squeeze much out of particle system as it's already pretty good.

neon bobcat
#

Whats that thing u use to capture movements ? I cant find the name of it, this equipment used in RE 8 & 9 and GTA 6 where a person wears it on their body and it captures their movements

#

Oh bruh thats what its called

#

Mb

#

Is there a specific software for it or u could just use it with blender

#

Damn its kinda expensive

#

But 500-1000 should be fine maybe

inner geyser
neon bobcat
#

Thanks

inner geyser
#

There can be alternatives for mocap suit, some ai models are good in this

worldly cave
#

the software is typically inclduded

#

theres cheaper alternatives, such as using any of those video to mocap ai tools (requires a lot of clean up to give usable results) or the classic pseye camera set up which holds up surprisingly well

solar flint
#

Hey all, quick question.
Anyone here running many A/B tests in parallel on mobile?
Need to run like 10-20 tests at the same time, by different teams, without tests clashing with each other.
I am considering isolated “builds inside one build,” but it feels messy and has a lot of downsides.
Any better setup that worked for you in real production?

neon bobcat
#

This is really helpful I appreciate it thanks alot mate

worldly cave
#

imo using mocap is not a replacement for animation though

#

because you have to clean up mocap and make it actually work and look good

neon bobcat
glad dagger
#

hey

worn ferry
#

Can anyone be my dev

stuck flower
#

How much are you willing to pay

worn ferry
worldly cave
stuck flower
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
worn ferry
worldly cave
worn ferry
stuck flower
#

Read the bot message, and if you're going to look for someone to make a game for you, you'd best be prepared to pay

worldly cave
#

If you want someone to make the game for you

#

learn to read lmao

#

bro left

stuck flower
#

Makes sense, they weren't here to ask any questions anyway

heady gorge
#

was trying to figure out how to do a save system. i realized i had to actually figure out what i wanted to save

#

i was just wondering, would it make sense to create a game object that holds a script that doesnt get destroyed on load? it just follows the player the entire time.

but the script itself holds the data of the things i want to save. when i want the player death count to be tracked, i was thinking maybe i'd just have it on that script, and every script would just reference that one

#

and then when its time to save, i just have it save the data of that script. just a massive script of booleans and ints, and it sort of holds the information of everything. and then partially rewrite my scripts so that they all start running based on those bools.

topaz vessel
#

Im kinda new to making vr games

#

So uhh

#

So i have a model

#

And i made it into an avatar i think

worldly cave
#

avatar?

topaz vessel
#

Ya

worldly cave
#

like an animation avatar?

topaz vessel
#

No

#

I want it to be the player

#

I got yuji

#

Now how do i make him like yourself

#

The character

worldly cave
#

Is this for vrchat?

topaz vessel
#

No

#

Im making my own game

#

In unity

#

I want it to be a jjk fighting game

worldly cave
topaz vessel
worldly cave
#

we need a lot more context here

topaz vessel
#

Like how in gtag your a monke

#

In my game i want you to be yuji

worldly cave
#

well you would start by adding some kind of player controller script to the model

#

but it sounds to me like you might be very new to unity in general

#

and not just vr games

vagrant rootBOT
#

:teacher: Unity Learn ↗

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

topaz vessel
#

You got a vid

worldly cave
#

a vid? no i got something far more useful

copper gust
#

yeah this would probably not be your first or second or third game ngl

worldly cave
#

check the bot message

heady gorge
#

unity learn is generally pretty great

worldly cave
heady gorge
#

i mean you're probably not going to go through everything, which i didnt but đŸ€·

topaz vessel
#

Thanks

heady gorge
#

basics are great

stuck flower
copper gust
#

which would look amazing ngl

stuck flower
#

That's it that's the whole answer

heady gorge
topaz vessel
worldly cave
#

the terminology you are using

#

is very confusing

topaz vessel
worldly cave
#

yes

topaz vessel
#

Oh

#

The player model

stuck flower
worldly cave
#

and or game development

stuck flower
worldly cave
# topaz vessel Uhh nah

then i say put your "jjk fighting game" on hold for now... and focus on learning the basics, follow those tutorials i linked you

topaz vessel
#

Wait but is unity automaticlly becomes a vr game?

#

Cuz im pretty sure i gotta add smth

worldly cave
#

not really how that works

#

but you could use vr templates

#

i would still recommend you just pause that idea

#

because its far beyond your current capabilities

topaz vessel
#

Ya ik

worldly cave
#

youre missing some fundamental understanding of how unity works

#

you need that before anything

#

its also quite an ambitious idea to begin with, especially for a beginner

topaz vessel
#

But does it work the same if i wanna make it into vr game

copper gust
#

it does not work the same

topaz vessel
#

Like are the courses are like for vr games or non vr games

copper gust
#

you would do the non vr stuff first then the vr stuff

topaz vessel
#

Oh ok

#

But are the things diff

copper gust
#

yes

#

very

topaz vessel
#

So where can i find tutorials for the vr thinf after i do the non vr thing

copper gust
#

i'd worry about that after you do the non vr stuff

topaz vessel
#

Umm ok

copper gust
#

what you want is not easy to make

topaz vessel
#

Yaaa

#

Sad

#

Thanks for the help

near wigeon
#

what makes VR different is Locomotion
and interaction with other objects (pretty sure unity created components for this)
the rest is pretty much anything else you'd do normally in unity

#

@topaz vessel one of the pathways you've been linked to in Learn. Its not difficult you just need to know the basic unity concepts first so you know what a gameobject even is etc..
https://learn.unity.com/pathway/vr-development?version=6.2

Unity Learn

Free tutorials, courses, and guided pathways for mastering real-time 3D development skills to make video games, VR, AR, and more.

gray frigate
#

i just found that you can hold cmd+shift and right click to get a dropdown of all overlapping objects under the cursor

#

very neat!

#

(i presume it'd be ctrl+shift on windows)

near wigeon
#

oh nice iirc this used to require an asset..weird for me doesnt always pop up on the first click

sly lake
#

Or was it just shift?

Either way, it’s only one key

limpid hollow
#

i tried to bring my unity project from my laptop to pc but the unzip process is taking forever is it intentional for 5 gbs to take 10 hours?

true cypress
#

Do you HAVE to learn how to make textures if you want to get into VFX? Or is there some kind of library plugin for textures that anyone knows? If there is one pls tell me anyone 🙏

near wigeon
#

would've saved a lot of GBs

sly lake
limpid hollow
near wigeon
near wigeon
#

you know how to delete a folder yes?

limpid hollow
#

yea

near wigeon
#

then delete library folder, zip it and transfer it over then unzip

#

faster unzipping, but it will take a bit to load the project on first launch cause it has to rebuild it

gray frigate
#

It also doesn't work in 2022.3, sad

gray frigate
#

the Library is made up of stuff that unity has generated from your assets

#

(as well as stuff like 'which scene was last open?')

#

You can safely exclude the Library when making backups or sharing a project

near wigeon
gray frigate
#

mostly for stuff like post-processing renderers that fill the entire screen

near wigeon
#

wait isn't there a shortcut for that?

gray frigate
#

on a variety of objects across the entire scene

#

notably, the visibility/interaction flags don't get kept when you add a prefab to the scene

#

this is a VRC club world and I have a lot of light prefabs

#

which have big volumetric fog cones on 'em

#

they were extremely annoying to click on

near wigeon
#

ohhh neat.
I've only done it for UI cause canvas gets in the way of selection lol

gray frigate
#

oh yeah

#

i often just have the entire "UI" object hidden

trail mountain
#

what's this green thing mean? I duplicated my inventory ui to make the store ui

worldly cave
trail mountain
#

ah thanks

stoic cypress
#

this error says the mario game object has no animator but you can see it does, please help

stuck flower
stoic cypress
stuck flower
#

No idea how visual scripting works. Normally I'd say debug the object you got and make sure that it's the one you expect but you're on your own for finding out how

worldly cave
stoic cypress
worldly cave
rocky mirage
#

helloo, im new to using unity and i want to ask why there is some sort of greyish layer on my ui, when the text is super big it doesnt show the grey layer, but when it is small it appears

storm patio
topaz vessel
#

Yo any help someone

final rapids
#

any of y’all ever played gorilla tag games ? or anything like it? i’m a kinda young coder and i need help with my gane

#

i made the trailer for it and everything

topaz vessel
#

I downloaded smth from the project settings but it dosent show me the androidsettings

topaz vessel
#

If your making a gtag fan game

final rapids
#

yeah it’s a fangame

#

this is a peice of my trailer

topaz vessel
#

Look up "b.awesome tut"

final rapids
#

on what

topaz vessel
#

Yt

latent meadow
topaz vessel
#

Youtube

latent meadow
topaz vessel
#

But ya a lil biy

topaz vessel
final rapids
#

oh

stuck flower
topaz vessel
storm patio
#

@final rapids you said you needed help but you still have not asked a question

storm patio
#

you don't download stuff from project settings

final rapids
#

well isn’t this where i ask for help

stuck flower
storm patio
topaz vessel
#

Basiclly cloudy go to youtube and type b.awesome tut

#

Uhh i alr told him

storm patio
topaz vessel
#

What he wants to make

storm patio
#

yikes

#

that's also not what i asked there

copper gust
topaz vessel
#

Huh

storm patio
#

i'm asking about the question you asked

topaz vessel
#

Wdym

#

Oh

final rapids
#

nevermind i can’t build the fangame

storm patio
#

lmao

final rapids
#

on my. chromebook

#

i mean i can install unity on my linux terminal

#

like some sudo apt install “the unity name”

#

or some shit

topaz vessel
#

So any 1 can help with a question

storm patio
#

this juxtaposition here is wild

storm patio
#

and no, we cannot help without a question, so these kinds of messages are unnecessary

topaz vessel
copper gust
#

what options should be there

topaz vessel
#

Wait

#

Window setting smth else and android settings

#

In project settings

#

Yo any 1?

sage basin
topaz vessel
#

Wait i needa do that?

#

Thanks

#

Just how do i do that

copper gust
topaz vessel
exotic quartz
#

what was the fix? I am having the same problem 😄

primal moss
#

Has anyone else had issues with textmeshpro in unity 6?

#

The outline/drop shadow materials simply dont work in my project

latent meadow
#

just a thought, are you using SDF or Bitmap font setting

primal moss
#

Sdf

latent meadow
#

ok. it is not that, then

primal moss
#

I imagine being such an old project, the sdf defaults are probably in a broken state after many updates

#

Is there a quick and safe way to reset defaults

#

I swear this isnt normal

#

Whatever ill just modify the default material since it doesnt want to add a variant to the object

tiny silo
# tiny silo I feel like it's the kind of process I have to experience in full once to gain t...

So something that was a bit of a problem following this conversation. It was going fine, following a tutorial where they demonstrate GPU instancing and how to use it, but I realised that it's a 3D thing. I'm currently using SpriteRenderers and 2D components because it's a 2D game, so I haven't worked with meshes at all. I would have guessed the mesh should be a quad but I imagine I'm missing some important info on how to get it to work in 2D

latent meadow
tiny silo
#

Ah, I thought it might not be permissible since my issue was more specifically around batching and GPU instancing

latent meadow
#

it is mostly an 'if you do not get an answer in the next couple hours, maybe try..'

jaunty totem
#

i feel real stupid here but whats going on here? i have a ui element spawned and parented to my canvas but its invisible in game view while being right there in scene view

#

ive moved it back and forth on all axes so i know its not just right outside view or something

#

either way if theres a better way to spawn elements on my canvas that would also be sick

latent meadow
jaunty totem
#

oop

topaz vessel
#

yo guys why is my preset manager empty>

woeful escarp
#

I want to ask you all

#

I'm not a unity dev, but, I might be coming here in a few months with something of a request

near wigeon
#

this is not a unity question

woeful escarp
#

Sorry, I'll go to a different channel

near wigeon
woeful escarp
#

I'm sorry, are you basically telling me to go fuck myself?

near wigeon
#

I'm saying if its not a unityengine question, it doesn't belong on the server

woeful escarp
#

Nice

#

Real nice

latent lake
#

anyone knows whats this about

near wigeon
latent lake
near wigeon
#

yea nuke it

latent lake
#

it regenerates when u ope nthe project right

near wigeon
#

indeed. just might take some time

latent lake
#

okay just wanted to double check

#

i coulda sworn i deleted te folder

near wigeon
sleek obsidian
#

hii, I need help, I can't download Unity. Could someone tell me what might be happening, maybe the site is down or something?

latent meadow
#

unsure, but i am getting this when trying to log into hub

storm patio
near wigeon
#

yea

#

you have to like be logged in into a unity account before downloading .. weird

sleek obsidian
storm patio
sleek obsidian
near wigeon
latent lake
storm patio
#

or has it always been like that and i never noticed

near wigeon
#

Ik recent I guess cause now its behind a login / comes from their own cloud servers ig

#

i think before they just used regular cdn

sleek obsidian
near wigeon
#

download is working fine on my end, must be something on whatever server you're getting thrown to

near wigeon
#

update it after

sleek obsidian
latent meadow
#

interesting. Unity Hub used to open the browser, so you could login (Fedora, KDE). Now, it just errors out, as shown above, if you are not logged in already in the default browser. i use another browser for that, so i temporarily set the browser i Am logged in on as default, then all worked fine.
#đŸ’»â”ƒunity-talk message

latent meadow
#

well, the download of an editor started at a comfy 72MiB/s and opted to drop to 8MiB/s :/