#đ»âunity-talk
1 messages · Page 94 of 1
mac is already particular with how you make the app in macos with gatekeeper and such, let alone from windows..
do people just tell mac users to wine atp or nah, not familiar
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

note that building a program on a mac wouldn't change this
donating 1 mil to macosx,
hope they find a cure soon â€ïž
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
yeah its annoying having to go into the settings to "let it run"
lol
To make the users instantly distrustful of any software not made by apple because if they let the users actually do things with their computers they'll realize that they don't have to have all of their data held hostage by the apple ecosystem
it's a good thing that Windows would never stop you from doing things with your computer
mac is like, mildly gated linux
please use edge PLEASE USE EDGE WE'LL KILL YOUR DOG
you could disable csrp, or whatever it's called. i forget
i have procrastinated updating my macos version for several months at this point lmao
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
would a hackintosh not work for this 
get yourself a used thinkpad or something and get it to work
yeah thats what OpenCore is.
it can, you just need the correct hardware for it to run on
I used to do this before i had a mac
tho frankly (used) mac minins are so cheap these days, its good to have one if you plan on doing multiplatform dev
Yeah, but, like, you can just not. They'll pester you but you could just get another browser. It doesn't force you to go into the settings and mess with bit flags to install the program it just pops up a message that says "pleae
"
yeah i guess you still have to actually develop on it in some capacity
so my friend should have unity installed I can just send him the project and he can build it for me and all?
but now everything comes with Copilot âą đ„
set up version control, then have you friend clone the project
if you aren't using version control, figure that out đ
shoved adware directly in start menu.. tf was that about
i wonder what made microsoft drop the cortana branding for copilot
i guess appealing to gamersâą wasnt working out as much
I have github already with it so ye version control did not want to boot up for some reason
that one thing that was cool was the name (thanks halo)
it was very funny to name the voice assistant Cortana immediately before the Halo games made the character go insane and try to kill the galaxy
if bungie was still under microsoft and not sony we could have had durandal
you just have to go into settings to press a button
Yes, but a layperson isn't gonna know what a quarantine bit is and how to do it. Windows you just... keep doing what you're doing
yeah its basically, We prevented this app from running
then you click "Open Anyway"
but installing and uninstalling stuff is really nice imo
download a file, delete a file
sometimes there's an installer/uninstaller but usually not
You don't need to know anything
you don't have to manage the quarantine bit. it really is just a single button
i love how that's done
i've noticed that it chmod -x's the executable in untrusted .app files; that's the annoying part
i don't think ive ever encountered that
i wonder if i've done something weird
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
but yeah, i develop mostly on my Macbook; I deploy to a Steam Deck to test linux and my PC to test Windows
ello i need help renewing my unity license and ive been struggling for over 45 minutes..
i only had to chmod on linux to run my own .net server apps
what are you stuck on exactly?
in what way ? there isn't enough info here
i cannot find my serial number in any of my emails from when i downloaded unity (what i got told off of google) and when i press "Get a Free Personal License" it does nothing
in the website, right? are there any errors in the browser console?
so you already have a license
yes and i need to renew it because it wont let me upload avatars
avatars?
vrchat
!vrchat
Join the growing VRChat community as you explore, play, and create the future of social VR! https://discord.com/invite/vrchat
I don't think Unity's license has anything to do with VRChat's upload
might be related to the version of unity being used
i have the most recent one, i had to redownload because the 2022.3.22f1 had issues
it's letting me upload now? weird.. ill come back if my issue persists.
what do you mean by the most recent one
the eye icon
version of unity
the eyeball
thanks
is vrchat even compatible with that
If you didn't have a valid license, you would not be able to open Unity
you have some other issue
shi ok..
You cannot upload a VRChat avatar with anything other than 2022.3.22f1
ye
I mean, I guess you can try, but it won't work right
i dont think so homie
i found that out the hard way
vrchat is compatible with unity, all avatars are processed through unity to be uploaded.
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
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?
depends on many factors...
you'd start by showing your setup- & code preferably in #đ»âcode-beginner
alright, I'll do it right away
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?
No material? That just means it wonât be rendered, right?
Ah, this is for Images in the UI system
I set a source image but no material for the vast majority of the UI elements
Oh. No, those donât need a material. They just default to the standard UI material.
Not the 55 SetPass calls either?
Sounds about right for a render graph 
I see
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
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?
No batching between canvases if thatâs relevant to you
Ah, I just have the one canvas
iirc I heard you were supposed to try and keep those low?
Depends on situation
anything that changes in a canvas will âdirtyâ the canvas causing the whole thing to be reprocessed
But as mentioned multiple canvases break batching so
Oh I see, that's a point then. Idk how many times the canvas is being redrawn every frame then
Alright so this is what I'm looking at in the middle of a dense attack
Probably easier to just focus on the bullets
Whatâs your target hardware? I have a few ideas
My laptop has 8GB RAM and no GPU
PC then?
So long as it has DirectX11 support, the GPU resident drawer should work
In addition, you can render the bullets with instancing
The easiest way to do that is abusing a particle system
Iâd do both
As in having a particle system render the bullets?
Just a single one? Because bullet behaviours can change during their lifespan on some occasions
I donât 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
Instancing beats batching though
I'll have a look at that soon, thank you
True but knowing how the frame debugger works is nice info regardless
So is Instancing with a particle system a known thing that has a tutorial or some documentation?
Also if itâs instancing canât you just gpu instance tick thingo rather than use a particle system? Im probably missing something
Yes
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?
Helps in any situation
optimisation is just doing things less. This indeed potentially does things less
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
Once your more informed on the analysis tools unity offers youâll get comfortable understanding what things in your game are doing the most and which shouldnât 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
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
Yeah I always knew I'd have to learn this eventually and always dreaded it so this is me taking that big step into the world of optimisation and analysis
So there are a lot of concepts I have to come to terms with
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
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
I feel so bad cus i cant code becas of school :<
Do you have a particular question?
this isnt a social space
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
guys i imported something and my scene is gone and it says i last changed it in 2020
are you looking at the right scene
also what do you mean imported in your scene?
if you imported a package thats scene agnostic
It said something like changes had been made to scene want to reload?
unless overwriting file names đ°
did the asset have a scene file that overwrote yours or something
...hope you have version control
i do
then there's not really an issue then?
but how do i get it back
revert the changes to your scene via version control
iirc if you deny this you can just save over the new scene
but its to late
version control is time travel
i just said how
But idk where its located
where what's located?
What do you think version control is @dusk gorge
Version controll to revert it
it's the same menu you would use to add/commit
Controll the version?
control versions
This isnât a good sign
right now you have a broken version
you had working versions previously
version control lets you change version to the working version
oooooh
well, hopefully you've actually been using the version control and you have a recent commit...
Have you been using version control?
nvm i just have to rebuild my entire game
Yeahhh
Yeah
that would not solve the issue you're describing
oh boy.
if you have not entered play mode since doing this, there is probably a copy of your last-played scene stored by unity
really?
what do you think building would do to the scene files
I would hesitate to assume terms are being used as literally and accurately as your assuming
good point actually...
before you do anything else, open your project folder in Explorer and look in Temp/__Backupscenes
i believe that's still where the scene copy lives
That sentence is fucked im tired lol
if there are files in there, make a copy of them
you can move them to Assets and change the extension to .unity
you must do this before entering play mode or quitting unity
theres nothing in temp...
Thatâs rough
note that this is in project root, not in assets
so it would be the same folder as Assets, Packages, etc.
Did you find out why? genuinely considering changing to Godot because of this
if memory usage is constantly growing, then something is leaking memory
yeah
This is a somewhat common problem with assets that include scenes from the same template that you used
they'll have the same name (and probably even the same GUID)
so unity will happily overwrite your scene file
(assets should never do this, but...)
morbidly funny tbh
the VRChat SDK has a similar problem
it helpfully copies a template scene into your project if there are no scenes yet
it does this BEFORE asset import can complete
so it can decide that there are no scenes in your project and overwrite an existing scene file
(this happens if you reimport all assets)
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?
can you show your tile palette?
if your tiles don't fit the grid properly, you may not be selecting the tile you think you are
yeah one second
yeah it is off a bit
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
can this happen even if they are in different directories?
Nope
okay nevermind just had to set the pivot point to center
To unity developers, im a game designer and unity developer. for multiplayer frameworks should i learn photon or netcode & unity gaming services?
you can learn both
but its really just preference, imo i would start with netcode
since its a native solution
i see thanks brother
also if you know about it there is a course of unity: https://learn.unity.com/pathway/creative-core
is this worth investing time to and doing?
Free tutorials, courses, and guided pathways for mastering real-time 3D development skills to make video games, VR, AR, and more.
for netcode specifically?
i forgot to ask how do you make a new repo
still very confused on how unity repos work
@sonic bough Do you have a Unity related question?
Im new in unity i want to create bubble shooter/bubble Ball type game can you help!?
I don't know, I don't use it. I'm sure the documentation will have instructions.
!Learn Yea, go through courses and tutorials then you'll have an idea how to do that.
:teacher: Unity Learn â
Over 750 hours of free live and on-demand learning content for all levels of experience!
Ohh tysm
If you are asking about Unity Version Control, there's a tutorial for that.
!vc
Unity Version Control
Git
Get the latest .gitignore file from here. It should be placed at the root of your Unity project directory.
I need a dev for my GTAG copy
!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:
âą ** Collaboration & Jobs**
This is a Unity server
-# unity's gotta overlap with that somewhere...
is there a way to change the old username under my repo?
@cloud frost If you don't see the bot message, turn on embeds. This information is also in #đâcode-of-conduct
Heyy
Can I get some help plz
!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 #đâfind-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 #đ±âstart-here
I reached out to mod mail and got no answer
mod mail is for moderation issues, do you need help with the server or with something else?
Unity isnât working for me whenever I grab a DDL file to upload to steam vr itâs 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
you shouldntve contacted mod mail for that then, fyi
youre not going to find*** unity employees here
modmail here is for staff of the server, not staff of unity
OMG đ€Šââïž itâs just so stressful me and my team have been working for hours to figure this out and itâs so stressful
We donât know unity keeps feeding us corrupted files
i believe contact would be through https://support.unity.com/hc/en-us
I know i always make my music in powers of 2. but seriously, what Kind of assets?
shouldn't there be a visual studio code editor package?
no, it was deprecated and now vscode uses the vs editor package instead
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
oh ok
complex subject. best to talk to #đâanimation
i still feel like there's a lot of missing auto complete even after configuring VSCode
There's no command called
vsc.
!ide
If your IDE is not autocompleting code or underlining errors, please configure it.
Select one:
âą
Visual Studio (Installed via Unity Hub)
âą
Visual Studio (Installed manually)
âą
VS Code
âą
JetBrains Rider
âą :question: Other/None
Make sure you follow everything, because it Should be 'complete'
Are you by chance on Linux @brisk trail
no, window 10
ok
everythin from the page seems equal to what i have aside from the defined external VSCode option not having a defined version
that is fine
Modular assets in the sense of building levels. Bridges, floors, houses etc.
then i guess there's just things VSCode won't auto complete
vscode should be similarly capable to vs if configured properly. what stuff are you finding missing?
well, if they are full things like a bridge, and not parts to Make a modular bridge, perhaps, yes. if they are smaller chunk modular, generally i would make a 1 and 2 size
autocomplete(examples being CompareTag and AddForce), missing errors(that the console's telling me about)
also, why are these being issues now? they weren't showing up before
ok, so your ide isn't configured.
damn, but i followed the link provided by the bot
an extra import was probably added by mistake
have you installed .net using the .net install tool
i thought i did, heck i've i thought i'd used it before
ill double check
where can i check?
in the output tab set to .net install tool, iirc? haven't done this in a while
output tab should be beside terminal/problems/debug console/ports
You added the System.Numerics namespace and now it doesn't know which library's Vector classes to use
it dont say nothing
still nothing
have you run the "install .net" command?
where do i run it? Debug Console?
also unrelated but after restarting VSC i got this error. dunno what nuget is
as long as unity is set to vs code for the external editor ignore it
aight
well it installed , and i noticed some things already have auto complete again
well that does say you already have it
you do have vscode open to the project, right?
might take a bit to load
dunno why it insists on autocompleting vector3 to the systems.numeric one
not in autocomplete
how to?
also i am so confused is that jump command not the new system? It's what the tutorial said to use
Input is the old system
in the external tools menu, the one where you assigned the editor to vscode
then thay should really update the tutorial
Jump is cofigured just fine, how would it be written in the new system?
pretty similarly to how you've written the movement
would be using wasPressedThisFrame or something like that as the analogue for GetButtonDown
alright, this seems to have worked, autocomplete now uses the corrce Vectors :)
and you've gotten proper syntax highlighting now, correct?
yeah, i actually realize now that somethings weren't working now that we're working before when i did a test script on my own, like ForceMode. was not autocompleting the differnet force modes now but it was before. now things have differnet colors
i'm still super lost on the input thing tho i dont quite understand what calls wasPressedThisFrame
i think ill just switch my inputs to both
you access wasPressedThisFrame
it's set by the inputsystem
just like how GetButtonDown returns a value determined by inputmanager
like how you're detecting movement, but with wasPressedThisFrame instead of isPressed
I always want to make a telltale-like game with Nintendo 64 graphics.
so Keyboard.current.Jump.wasPressedThisFrame?
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
so instead of Jump there, put in whatever key you want to represent jump
if it's space, then that would be spaceKey iirc
well it is space, but there's also defined action maps which is what was confusing me
these are separate from your current reads
having them by name makes it easier to configure and manage for separate contexts and devices
Um...
Delete used library Numerics in your script?
Or was it already fixed?
well i've already done that, hadn't notice it before
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
screenshot both scene view and gameview side by side
have you tried
- new camera
- disabling PostProcessing maybe its something there
- Occlusion Culling tab do you have it baked by any chance?
Never added post processing yet, have been re adding a camera, I donât have the occlusion culling tab baked
What happens if theres an elec cut off, and I have to turn off the pc
Like the UPS stays 10-15 mins
not a blender discord, and do finish a thought before pressing enter
corn ball
Heâs right tho, if u want blender help, this ainât the place
This is a unity discord server
Not help
you should have the basic understanding on how a computer works and the software you try to use
I guess I just came here when the Reddit users r online
power go bye bye? render go bye bye
Have fun anyways
is it just this scene or multiple scenes ?
@near wigeon grow tf up pal u aint tuff
is it past your bed time ?
quit spamming offtopic nonsense
blocked đ
Dude really said blocked
Just that scene
try setting Depth to -1
but the fact that preview also isn't working is odd
Nothing happened
did you bake lighting or something ?
Yea?
maybe its just really dark
That doesnât make sense though, since you clearly saw in the scene view that everything was well lit up
true. maybe you added an asset that messes with the renderer or cam somehow ?
yo does anyone know their way around version control
i have smb whos connected to unity ver control but when they load the project all the objects are empty
does anyone have an idea why
What do you mean by the objects are empty? Like they dont have their components?
Or do you mean the scene itself is empty?
Because that almost always means they didnt actually open a scene up and are looking at an unsaved default scene
Can they share a screenshot?
Wassup guys. Bye
reminds me of git lfs when thats not working properly
Ima disappear now for a few days and pop in for no good reason
wait no its empty
So the scene is empty?
yep
Then they didnt load the correct scene.
How is this even an issue and especially one this common 
People collaborating on a project yet they dont know what scenes are
Tell him to open the scene you want him to see
Located wherever you saved it
Your scene is almost certainly saved somewhere in your project folders.
yep
So have him open it.
alr how does he get to it lol
in in the dashboard under projects correct
If its a project you made its almost certainly a scene you saved
If he wants to open the scene, he finds it where you saved it in the project folders inside of the unity editor...
this is what he seeing
idk if you have the right idea of whats wrong
he used devops bruh we lost asf rn ngl
This is almost completely unrelated to what you mentioned...
This has nothing to do with scenes
!vc
Unity Version Control
Git
Get the latest .gitignore file from here. It should be placed at the root of your Unity project directory.
did you not add Assets folder?
omgggg
also dont dox your friends email
Did you not commit the entire project?
my mistake
thats 2022.1
should still work the same afaik
or just like switch to the superior Git, and use something like github
which one is easier
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..
Lol I think i did it right these steps are a repeat of what i did
so you have the assets folder or not ?
Yea
hi i am working on horror game in uinty and i made that's sound
Sounding good my man, keep pushing đ
thank
Hey hows it going?
I have a quick question
can somone tell me if my tutorial system for my game is good or not? https://docs.google.com/document/d/1b9IbBQiKuR6KGXmHAOC_zqEo7m7GAFGl5NTazpCNgcM/edit?usp=sharing
Ranks: Three ranks + kits Sloth Rank: 5 dollars basic perms Panda Rank: 25 dollars medium perms Monkey Rank 50 dollars best perks Tutorial: 1. When they join the game for the first time it instantly spawns them on there oneblock and the powers gui pops up saying select a free power, at this p...
this is a unity server
đ€Š
Im just talking about the over concept though
this is a unity server though.
Do people in here not know how to make a good tutorial
I'm using Unity 6000.3.6f1. I want to build targetting minimum API level 22-23...
Is there any way?
Legacy API
don't support modern
render pipelines
Stick to
2021 LTS or drop the
old hardware
So, there's no way to Build for API 23 without downgrading the Unity?
How to load model 17K triaugles + to mixamo
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?
The simplest approach is multiple models and multiple renderers
in what way?
To be honest I'm not even sure if there are serious alternatives
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
nvm, solved on its own after restarting pc
Hey, guys! I cant remember what this does in the hierarchy?
it prevents selecting it from scene view
isn't this info available if you hover
Click it and find out
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
Is this using the shuriken particle system? If so, look into the emission shape and also max count and lifetime
How can I check so
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)
How can I acess the setting to turn it off
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?
I'm telling you that water gets wet
And you want to try to touch the water without getting wet
Animation Events
are the standard
Use them or waste time
With manual timers
Use Timeline instead
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 .
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
Timeline is neither of those, and is meant for syncing multiple things.
I dont know about timeline
what is this?
I have to download a package?
to get the tool?
Yes
let me see
What settings do I need to go to get there to disable it
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
You put things on a timeline to sync up when things happen so you can align it.
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.
What I want is when the animation is played so the unlock one to sync the sound with the animation
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?
no need to advertise your thread
If you can't change your audio file, then you have sync your animation with the sound file, yes.
Timeline is a dynamic tool to do that, to decouple the multitude of syncing logic from the actual animation clip.
One of the two has to change to work with the other.
I wanted to post here instead of a thread, but I did not want to interrupt any ongoing discussion, however, threads are not so visible, hence the forwarded message... you're welcome
having it in #1202574086115557446 is the proper place. people who are interested would be there already, hence advertising the post being unnecessary
Now, I have some errors because I add an animation event I think
or maybe not
What is this error XD?
sounds like an internal error
hello đ homhomies
try restarting the editor
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.
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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
validate that assumption, put in a debug log or something
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
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
Yes its executed twice
i made the icons disappear, how do i make them reappear? like the light icon being under the light
I thought the event will execute the code only once when the trigger happens
check if gizmos are enabled
so is it tags or layers exactly?
Layers
cool so what's your question exactly?
what button is that?
could you clarify what you mean by "works" and "doesn't work" in your case
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
I think its executed twice and I hear the unlock sound two times instead of one
I have to remove my animation event maybe?
I have 4 objects
playerShip
enemyShip
playerBullet
enemyBullet
all the collisions works except when the playerBullet has the player layer, suddenly doesnt detect collisions with nothing.
so in these menus?
that's not a question...
the right most one, the sphere with dots. that's the gizmo menu
how is your layer collision matrix set up?
do either the player bullet or the enemy ships have a dynamic rigidbody?
actually i should just link that
They all are kinematic, what it surprises me is that is just doesnt work when that specific object that tag
dynamic rigidbodies drive collisions, so it sounds like it's just the player that has the dynamic rigidbody
They all have kinematics
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
i dont think you are calling me a liar or anything, you are just trying to help. I'll do more debugging
tysm!
yeah just saying that preemptively, it always feels like that to me with this stuff lol
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. đ
Instead of making dream game make simple small games my recommendation
not sure, i don't think i've heard much of that kind of super long term planning
the first 2 are small games, 3rd one is a medium game, last two are big games
you'll learn a lot as you go, so make sure your plans are very flexible lol
I have made 3 small 2D games and have made some prototypes by attending courses and currently working on my 2 psychological horror games one already on steam and teh other one is not yet but will be in 1-2 months. I think you have to start small thats the best advice you can start like I started with Unity Learn courses they are cool
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) đ
oh those are big big games
yeah big big games i want to start in the 2030's lol
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.
Why does everyone wanna make a gtag copy in here???
@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 đ
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!
Lack of creativity and or avarice
and youth, I'm willing to bet 99% of the people wanting to make a gtag copy are < 15 y/o
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, thereâs 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

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?
Oh yes, I forgot to say.
Approximately 340 GB is already occupied by other programs, including Unity. The project, including the archive, weighs about 150 GB in total, I have about 20 GB left
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.
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.
I donât know, but video cards in my region are very expensive these days. I want to start small: RAM or hard drive. I'm thinking about taking another 8 GB of RAM, but I remember that I don't have enough disk space yet
you should be able to work out for yourself which to get first
Understandable, pretty much all the hardware is extremely overpriced atm.
If you are just starting out with unity, is this really the project you want to take on tho?
I understand the desire to work on your dream project etc., but you gotta keep in mind that large projects require powerful hardware, game dev is an expensive hobby.
I think so too
Does the build struggle to run? -> RAM
Does the build run fine, but struggling to keep enough space? -> storage
No, Iâve been working for a long time and am already thinking about starting to build a computer
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.
What are the requirements for this? Does the fog need to react to lighting or can it just be additive? All light types or is directional-only okay? And does it need to sample shadows?
Thanks
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
It'd certainly be nice if it was to react to light, as that's how the particles I have rn behave.
I tried implementing raymarching, but I am way too incompetent for that sadly, nor do I have enough time to do a deep dive into rendering and shaders.
Here's sort of what it should look like, the fog on the bottom.
I started getting driver timeouts when running my project in unity, so I can't work on it now
Does the lighting in this scene change drastically or could it be artistically tweaked to match?
I guess I could fake it, it's p much all static lighting.
If you have a budget I could look into it. But I can't beat the asset store on pricing 
you could sell the computer you're using right now
oh wait...
If someone paid me in computers I'd be quite upset. I have eh...five?
could take one off your hands free of charge, no need to thank me đââïž
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
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
This usually happens when the scene camera is behind the object. If you click the "2D" button at the top of the viewport it'll show the layers in 3D
no its not showing up
What if you double click the terrain in the hierarchy?
Looks like your camera is behind the scene too
Oh, I see
But yeah could just be really zoomed out
it takes me thara but not shows up
how do i fix it
Wait, is it? 
Oh it's not lol
no i think that's Z+
try selecting the ground and press F
They already did
ah i just noticed, was looking for "F" lol
in my defense, i suggested that a few minutes ago, they crossposted.
could you not hide half the inspector
there's a lot of info there that you've hidden
Could it be hidden via the layers menu
oh thanks
isn't that for physics layers?
though i guess it could still apply
it was hidden
ah, aight
Nah it's for visibility
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
they aren't
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
these are physics layers
wait are "rendering layers" not "sorting layers" 
I think you're confused
could you clarify on this point
For example, a camera's culling mask in built in RP:
Yeah different thing, sorting layers are for sorting sprite depth
alright. a lot of stuff is making much more sense with that revelation now lmao
(Also the SRPs have a RenderingLayerMask which is used to specify which lights affect which objects etc.)
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?
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
that makes sense, thanks
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.
10 hours is.. not a lot of experience to be considering a career
yep, I know. except that when I say 10 hours I mean in unity. between godot, unity, unreal, rpgmaker, and other engines it's more around 100 or so.
I'm just trying to find the one that fits me and so far unity is jiving better
if you're looking for unity positions then they'd be looking for a lot of familiarity with unity specifically
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.
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
Not in my location. I'm in nowhere Arkansas and I'm the only nerd in about 100 miles that I know of. well, at least no other nerds interested in game development.
a lot of stuff is remote-capable, so you aren't just competing with the folks nearby
make sure you are comfortable with most of the subject matter on the learning site, that applies to your interest. but, also, simply look at the job requirements. thatis really the only way to know where to focus your time. there used to be a Unity Certification that you may want to look into, although, it seems, many 'in the know' have said that may not really be required.
!learn
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Question for anyone familiar; trying to figure out what this specific problem would be referred to as:
everything on the learning site is a bit much 
what's the problem in question
Where the lighting is causing several "bands" of shading- and what direction I can look towards for fixing it
based on "100 hours, now i want a job" i figured it matched, but that is honestly why i added 'look at the job requirements'
there will always be banding on 8 bit screens. that goes away when you get into 10bit HDR, although your example is quite 'loud'.. perhaps talk to #1390346776804069396 if no one comes through here pretty quickly
that's fair, but the learning site varies quite a bit in quality and content ime
some outdated stuff too
Okay so its just generally referred to as "banding"- that might help a little help
(just saying the learning site may not be a very good benchmark for overall understanding)
I'll bug the rendering channel then for sure
ok, it was more of a generalization than an absolute directive, but since it is bothering you, and you are not incorrect, i will try to re-word it
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:
- player movement (done)
- import asset and use as player instead of shape object (done)
- Attack animation on mouse click (done)
- pick up objects on ground (done)
- add object to inventory
- make sound when event happens (done)
- transition from one level to the next by using portal or doorway (working on it now)
- design AI bot to chase player and kill on contact (done)
- redesign AI bot to attack player and cause damage instead of insta-kill
- 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?
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
Someone help with this please
asking in the correct room is step 1. try #đ»âcode-beginner
I asked there too
do not crosspost.
Sorry
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.
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
I saw once that auto desk has that software
There can be alternatives for mocap suit, some ai models are good in this
the suit and the equipment is what costs money
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
Oh
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 âbuilds inside one build,â but it feels messy and has a lot of downsides.
Any better setup that worked for you in real production?
This is really helpful I appreciate it thanks alot mate
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
Yeah, I have seen lots of variations in the price, probably the quality and accuracy differ, I would try the AI ones at least for now, until I get the suit
hey
Can anyone be my dev
How much are you willing to pay
Vr?
!collab
That's not an answer
: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:
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your payment is a vr headset duh
No I mean can do vr
check out the bot message
Dms
No
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
Makes sense, they weren't here to ask any questions anyway
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.
Im kinda new to making vr games
So uhh
So i have a model
And i made it into an avatar i think
avatar?
Ya
like an animation avatar?
No
I want it to be the player
I got yuji
Now how do i make him like yourself
The character
Is this for vrchat?
this really depends on what "yourself" means in your own game
Like the character
we need a lot more context here
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
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You got a vid
a vid? no i got something far more useful
yeah this would probably not be your first or second or third game ngl
check the bot message
unity learn is generally pretty great
this wouldnt be your 5th game to be honest lol
i mean you're probably not going to go through everything, which i didnt but đ€·
basics are great
So, instead of using a gorilla model, you would use a yuji model
which would look amazing ngl
That's it that's the whole answer
does anyone have any experience with save systems though
does this make sense or is there an easier method
Idk how to make an avatar and all that stuff
Me?
yes
A DDOL "tracker" object is a fairly normal design pattern. If you make sure to load the old data on start and save it on quit you can just have that one persistent thing holding all the data you need
be honest do you have any experience in unity in general?
and or game development
Then go through the unity courses you've been linked to
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
K thanks
K thanks
Wait but is unity automaticlly becomes a vr game?
Cuz im pretty sure i gotta add smth
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
Ya ik
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
But does it work the same if i wanna make it into vr game
it does not work the same
Like are the courses are like for vr games or non vr games
you would do the non vr stuff first then the vr stuff
So where can i find tutorials for the vr thinf after i do the non vr thing
i'd worry about that after you do the non vr stuff
Umm ok
what you want is not easy to make
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
Free tutorials, courses, and guided pathways for mastering real-time 3D development skills to make video games, VR, AR, and more.
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)
oh nice iirc this used to require an asset..weird for me doesnt always pop up on the first click
Just cmd
Or was it just shift?
Either way, itâs only one key
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?
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 đ
its both
you should've transferred it without the Library folder included
would've saved a lot of GBs
I just tested, it's just CMD
how do i do it im new to unity and all of this is confusing me
actually yea you right
this has nothing to do with unity , its computer usage thing
you know how to delete a folder yes?
yea
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
Ah, shift was enabling multi-selection; it is indeed just cmd
It also doesn't work in 2022.3, sad
don't worry; it's not obvious
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
yeah before we had to use something like this
https://github.com/vertxxyz/NSelection
i created a component that lets me quickly set the "no select" toggle on objects
mostly for stuff like post-processing renderers that fill the entire screen
wait isn't there a shortcut for that?
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
ohhh neat.
I've only done it for UI cause canvas gets in the way of selection lol
what's this green thing mean? I duplicated my inventory ui to make the store ui
means its an unappended addition to a prefab in your scene
ah thanks
this error says the mario game object has no animator but you can see it does, please help
There's no Mario component on this object. Which object has that script on it?
sorry you're right its in test animation but the visual script searches for object named mario what did i do wrong
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
is Mario active or inactive at any point?
his idle animation works on start but when I click S or A I get an error
maybe ask in #1390346878394040320
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
this is a text-specific thing iirc, try asking in #đČâui-ux
oo okay thank you
Yo any help someone
any of yâall ever played gorilla tag games ? or anything like it? iâm a kinda young coder and i need help with my gane
i made the trailer for it and everything
I downloaded smth from the project settings but it dosent show me the androidsettings
I know someone who can help
If your making a gtag fan game
Look up "b.awesome tut"
on what
Yt
not a place for self-promotion. read the #đâcode-of-conduct and use #1180170818983051344
Youtube
He didnt
He asked for help
a trailer does not belong here.
But ya a lil biy
Oh ya
oh
Then what is the trailer for
Mb my brain aint braining
@final rapids you said you needed help but you still have not asked a question
Any 1 helpm
you don't download stuff from project settings
well isnât this where i ask for help
Cuz i alr helped him
Yes, which you still haven't done yet
yes, and you have not actually asked a question
do you mean you installed an editor module or what exactly? @topaz vessel
No i just know someone which has a step bt step guide to make a gtag fan game
What he wants to make
you know he said he already has a trailer right
Huh
i'm asking about the question you asked
nevermind i canât build the fangame
lmao
on my. chromebook
i mean i can install unity on my linux terminal
like some sudo apt install âthe unity nameâ
or some shit
So any 1 can help with a question
this juxtaposition here is wild
i already asked you for elaboration
and no, we cannot help without a question, so these kinds of messages are unnecessary
K mb. So i downloaded xr for my vr game but i dont see any android options
what options should be there
Wait
Window setting smth else and android settings
In project settings
Yo any 1?
Did you add the Android module to your editor via the Unity hub?
Thanks
what was the fix? I am having the same problem đ
Has anyone else had issues with textmeshpro in unity 6?
The outline/drop shadow materials simply dont work in my project
just a thought, are you using SDF or Bitmap font setting
Sdf
ok. it is not that, then
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
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
There is a dedicated #đŒïžâ2d-tools room, so you know
Ah, I thought it might not be permissible since my issue was more specifically around batching and GPU instancing
it is mostly an 'if you do not get an answer in the next couple hours, maybe try..'
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
oop
yo guys why is my preset manager empty>
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
this is not a unity question
Sorry, I'll go to a different channel
different server sure
I'm sorry, are you basically telling me to go fuck myself?
I'm saying if its not a unityengine question, it doesn't belong on the server
anyone knows whats this about
you tried refreshing cache / deleting library folder ?
the whole ibrary folder?
yea nuke it
it regenerates when u ope nthe project right
indeed. just might take some time
wait you already did it? you closed unity before doing it?
hii, I need help, I can't download Unity. Could someone tell me what might be happening, maybe the site is down or something?
unsure, but i am getting this when trying to log into hub
that's not the site to download unity
What do you mean? Isn't this the one?
yes, the previous one (cloud.unity.com) was not
I'm already logged in, from what I see haha
thats where it redirects you
unchecking Enable Compilation in burst -> jobs then clicking play amde the error go away but i cant uninstall and reinstall the package cuz somethign depends on it
wth, since when?
or has it always been like that and i never noticed
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
So what's the website now?
download is working fine on my end, must be something on whatever server you're getting thrown to
download it from here
https://docs.unity3d.com/hub/manual/InstallLegacyHub.html
update it after
Thanks a lot, man, I was trying to figure out what it was.
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.
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well, the download of an editor started at a comfy 72MiB/s and opted to drop to 8MiB/s :/