#💻┃unity-talk
1 messages · Page 95 of 1
there are dozens of ways..
every project has their own specific needs
thx
thx
Quick question, if i have only 5 guns in my game (for a rougelite), should i do it with scriptable objects or normal mono behavior code ?
for example imagine the weapons in Megabonk, how would you implement them ?
alright thx
IDK HOW CAN I SAY IT BUT I DELETE UNITY AND QUIT GAME DEV BYE EVERY ONE ❤️
Does anyone here wanna try out my in-beta game? It's unfinished but I want some feedback. It's a 2D unity game. If u wanna, add me on here
make and use a #1180170818983051344 for those requests.
listen unity is hard we all admit it if everyone quited first try no one will be a dev atleast try an easier engine like godot
they are gone homie
lol
can any one help me making multiplayer using netcode, am getting this error
there is a dedicated #1390346492019212368 room you can ask in, but it looks like maybe you have a crashed instance of unity/server still running (guess)? they would know better
how do I revert this view?
if you mean you want to go back to the shaded draw mode from the wireframe mode, then click the button your mouse was over at the time this screenshot was taken
bye
ohh yea I didn't realise
thanks
Hi everyone, I'm working on an Android-based Unity game. I'm trying to pick up eggs using Physics.Raycast. It works perfectly in the Unity Editor, but on the Android device the hovering/selection doesn't work correctly — it only works in some areas. I'm using a Sphere Collider on the eggs. Has anyone experienced this or knows what might cause it?
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Read the bot message literally above yours
@golden niche ^^
is there no dedicated shader graph channel or am i blind? i have a questio nabout shader graph, where would i ask it ideally?
I think people use https://discordapp.com/channels/489222168727519232/497873924504420362 for general shader discussion and if it is pipeline related - https://discordapp.com/channels/489222168727519232/1390346776804069396
No post processing is a sub category of rendering
Hey m having a problem with my players hands coz in my game you walk with your hands you don’t have any legs and you’re in a hazmat suit
But the hands keep getting sticky to the floor like you try to run and it pulls you back because it’s sticky pls help if you can just text me the in dms
hi, can I ask a question here? How can I make 2 textures on a model, one as a background and the other with only white spots, like 2 layers? I've tried it, but I get something black
The model appears to have been unwrapped to use a colour pallete texture so this wont work
Its a lazy technique that fucks you later
You probably need to enable alpha on the second texture
You might be able to replace a single color by using that texture in the Mask slot, not the Base Map
this would cause your detail texture to only appear in the white parts of the mask

note that "Alpha is Transparency" doesn't actually "enable" anything
it just dilates colors into areas with an alpha of zero
and changes how unity previews the texture
Thanks, I'll try.
Yep, Alpha Source does though
oh, yes, that would matter
Hey I’m trying to get better at blender what are some tips and tricks I can use
what are you doing dont do that
"hey random person tell me shit"
I've only been using Blender for a couple of days. I'm still learning how to paint models))
Don't ping people with questions. If you want to learn blender use the blender discord
!blender
A supportive community for Blender artists of all levels. Share your work, ask for help, and learn from others! https://discord.com/invite/blender
hello
what should i use for transparent wiondow in URP?
this doesn t work for some reason
you might want to read about blend modes and also check your alpha of your color
I'm looking for a game development studio to work with. I have two years of experience developing games in Unity.
I'm currently working on a horror game project.
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also most "game development studios" are not scrolling through a discord servers channels hoping to find people that way
in fact fact most studios are not hoping to find anyone, you have to go to them
where can find them
well most studios typically have an "apply" page on their website or something to that degree
thank
both blend mode and color alpha checked
but i want small studios
honest advice, if you are looking for work, dont be picky
not in this market, not in this field
thank for you give some of your time
@everyone i’m doing a games course in my college and i’ve been using unity i am currently on my FMP ( final major project), i’m allowed by college to post on tiktok on how well the game is going - it is in very early development still so if you want to have look here is the link for it - https://vm.tiktok.com/ZNRHyqFQg/
someone needs attention there
Did you just try to ping 30,000 people for this
where do people even get the idea to try this shit lol
like what discord server allows you to ping everyone, let alone one this big
One of these days I wish it would actually go through so people could see what 30,000 variants of
feels like
I've been on servers with like, five hundred people that become unusable for hours because someone pinged everyone
metal pipe sound
the unreal server had an incident a while back
someone found out the automatic bot has permissions to ping everyone, so they would send a message that would have the bot repeat it or something
the server was unusable for the entire day

my bad gang 😂
I just want to know what the thought process was...
idk, just tryna reach out ain’t that hard
you can reach out without pinging 30k people.... use #1180170818983051344 to share your games progress
i didn’t know about that cause i’m like new to this server my bad
tip: it's common courtesy not to shout and address everyone when you enter a room. the same applies for online spaces
yeah but all they hear is a little ping doesn’t mean y’all have to go at someone they don’t even know
it’s not like i’m ringing so many thousands of people at once tho
But you pretty much are lol
an everyone ping pings everyone who is in this server
which pushes a notification to their pc, phone or whatever
i am building an android game, and adding menu using canvas and panel for that. it shows up in editor but when i run the game on android i dont see the menu. what could be the reason?
I checked and the input for opening the menu is triggerred
Are you sure it's z-aligned?
you probably positioned your ui elements freely instead of using anchored points
read the #📖┃code-of-conduct . although the mods have that command disabled and the ping did not go out, that is far from the point.
wdym by that?
anchor pointsare set to 0, 0
You need to account for resolution change and use dynamic anchors. https://docs.unity3d.com/2022.3/Documentation/Manual/HOWTO-UIMultiResolution.html
Or it might get shifted and display off screen.
You can set specific resolution in edit mode and open the scene to see how it displays
yeah if it’s not gone through like you said why are people having a go 😂
because you attempted to defend the action, and also because you have not read the rules to being with. your original post should not even have existed, per the rules.
People who do it here, likely do it elsewhere, where the pings are not supressed. It's an arrogance thing, not a "well it didn't work so why is it a problem", thing.
Anyway, fortunately we do lol
I tried to shoot somebody but it missed, so I don't get why the cops are so interested
You've been told before to use Unity Discussions for these posts. Please don't keep asking here.
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Attempted murder. Now honestly what is that? Can you win a Nobel Prize for attempted chemistry?
there's been a lot of nobel prizes for attempted physics though aren't there
There's no command called
vrchat,.
!vrchat, probably
Join the growing VRChat community as you explore, play, and create the future of social VR! https://discord.com/invite/vrchat
So why would you think that the place that has nothing to do with VRChat would be better equipped than the server that is all about VRChat
uhh maybe bc vrchat runs off unity or did you not know that?
But not everyone who uses Unity knows VRChat
You should ask in the server specifically designed for this use case
if it runs off of it, it already kinda is
No, it isn't. It's the same reason this isn't a support server for other people's games.
@silent obsidian Not a place for collab posts or modding questions. Read #📖┃code-of-conduct
VRChat is an adjacent community to this one, and the appropriate place for asking for VRChat help.
Hey guys any tips for Silksong Steel Soul? I keep eventually dying around Act 2, maybe it's because I'm going the Phantom route?
I know this is a Unity game development server but Silksong is made in Unity so it counts, right?
its funny because this happens
Is there a way to report to Unity that a paid asset might be abandoned? Like, the developer hasn't responded to their Discord in over a year, and their "support" website is gone.
so why is this here if not part of it
for people like you
Specifically to redirect VRChat questions there
is that even a reportable thing?
I don't actually know if maintaining and supporting an asset is required
I'm pretty sure you can just fire an asset out the window of a moving car and people buying it have no recourse
yeah there's probably thousands of assets that haven't been updated in years
You can leave a review indicating that.
pretty sure you can see if an asset is abandoned though
if it hadnt had an update in years
plus the discord servers are typically publicly available even to those who dont own it
to know which ones to avoid
ive heard plenty of people warn about not using rigidbody for your character but i didnt think why now i see its dropping my fps by a huge amount 😅, what other ways is it recomended other than the character controller to make character movement?
some said i could still use rigidbody but not change rigidbody.velocity component
character controller, rigidbody, kinematic rigidbody
changing a rigidbody's velocity is fine, it's something else dropping your fps
ive litterally never heard anyone say that ever
doesnt the docs itself say its unrecomended to change the velocity per frame
ill see but its the code im using to keep the player on ground i think
no, it just recommends against assigning velocity directly unless you don't care that doing so leads to unrealistic physics
how can i know which folder i have my script it, i wanna see the path
as for performance issues, keep in mind that simply having the rigidbody inspector visible will likely impact performance more than a single ground check
oh really hows that?
the editor has a lot of overhead
the build version of youre game is typically something 30% faster than the editor one
oh
well that and also the editor drawing the rigidbody inspector has been notoriously slow (not slow enough for anything super noticable but still can impact performance by simply having that visible)
basically, if testing for performance, use the maximized game view
i am running on a pretty low end device though so this helps
ill try that thankyou
also use the profiler for actual performance data rather than just going off of vibes
and that stats thing, altough ive heard varied things on how accurate it is
assets are relative to your project folder
Also right click to open in file explorer
i have a question, how many raycasts per frame are possible before it starts to affect performance? it doesnt say much in the doc
how long is a piece of string
wdym
raycasts are cheap though, you could go up to a 1000 per frame without it affecting anything
on pc at least
but it still depends
im implementing a for loop of raycasts that are going to constantly scan for height, distance and basically gain alot of knowledge of an osbtacle surface
ohm ill see
off topic but unity should add Debug.DrawSphere/DrawCapsule etc
working in gizmos is annoying
omg thank you sm
Thank vertx
praise be to great lord vertx 🙏
Hey I have a problem with adding clothes to my character so that they would follow animations. I exported a shirt from blender with the armature of the player and attached it to player prefab. Inside skin mesh renderer component i changed root bone to be the root bone of the player armature but it just doesn't follow the animations. Am I missing something?
Are you able to share this script or is there like a tutorial for it?
btw for physics casts unity has now built in Physics Debugger that shows casts
wow something logical needed code who knew
im using 2022 lol
why so?
I think 2022 is when they introduced it
because um i never updated from the lts tehe
and im on a low end device
so like i didnt really need to upgrade
You can always try out 6
its probably gonna be more bloated than what i have i think im fine
i was thinking of downgrading lol
I think not and when the .net clr replaces mono in editor it will be better for sure
Thank you
i dont think the newer versions of the editor are friendly to an 8gb ram laptop
Wheres this from
Godot is probably way better but you can remove packages and disable internal modules for things you dont need to free up some resources
Godot somehow didnt work on my lapotop
i needed a gpu for vulkan for some reason
i only have an igpu
that should only be for the forward+ pipeline. The compatibility pipeline in Godot uses legacy OpenGL which is supported on igpu
*old gpu
Many engines support a variety of graphic apis so makes sense godot is the same
inconsistent pixel size?
is pixel perfect on?
yeah
Do the sprites have the same pixels per unit setting?
wait ill make sure
Then it will not be perfect basically ever
nothing I can do about it?
doesnt canvas have a "pixel perfect" tickmark ?
not on the world space canvas
(should this be in world space anyway?)
other options?
It's a world space health bar above each player
They can be in a screen space overlay canvas and made to follow players/whatever with code
my game doing it the way you are doing it vs. my game doing it in screen space
you just do some conversion from world to screen
interesting
Slapping a canvas over each object is an "easy" but flawed way
You just have to convert a position from world to screen space and use that to move some UI
even then if you wanna still be lazy you can do canvas on each object 😛
why flawed?
optimisation type shit
it scales with how many unique ui things your doing
at 8 your chilling
but its worth having in the back of your mind incase it comes up later
like if you we're doing some horde type thing where enemies have ui stuff each then it's a concern
it's a health bar so just a slider which I can replicate with sprite render and masks
wont fix your "pixel perfect" desires still
why not, isn't that what the pixel perfect camera fixes?
Yes but will you really try to do this with sprites?
if your using a pixel perfect canvas then that solves your stuff, it doesnt matter what you put in it at thatp oint
sprites, text, assets etc.
I would go with the canvas first since it's more suitable for a task like this, but if I didn't get what I wanted I think I will try sprites
Use this to convert from world to screen space:
https://docs.unity3d.com/6000.3/Documentation/ScriptReference/Camera.WorldToScreenPoint.html
You can then assign the position to .position on a RectTransform and bam it follows a world position
Great, thanks for the help. @copper gust you as well ❤️
I recall something in GDCor Unite I think? where if something changes often it should be in their own canvas so it doesn't have to redraw unrelated items in same canvas. Is this no longer the case?
that is correct but stuff can't batch between canvases
so afaik its a super case by case basis situation where you need to weigh up canvas rebuilds vs. batching
That is true, sub canvases should be used to prevent dirtying all graphics too much
yea thats what I remember too
they were set as inherited canvases , like there is still a Main canvas and these canvases were child of this main canvas
e.g. a UI window within a main canvas
does anyone know what the best AI coder for c# is?
supposedly Claude
but you better be an already decent C# coder and have already existing projects for it to learn from you and acquire your "pattern"
Claude is praised as the best vibe coder out there
yeah I have experience, I just need a little help sometimes and chatgpt is just not it
Don’t use ai tools that helped bomb schools 👍
Use google and critical thinking
why make it hard if AI exist?
Don't start off-topic discussions here.
It’s not hard if you learn how to learn, not worth using evil lying machines to avoid doing so
The people in WALL-E be like “why walk to the fridge if it’s hard”
I specifically asked about AI coders, I wouldnt have asked if I had already considered Google and the rest
You use ai since when are you picky about receiving accurate answers 😄
Again. Use google to answer that question and don't spam here.
lmao
Hi everyone
Hi, I'm using the frame debugger but I don't really get what's going on here. This is a bullet hell and each bullet is split into 3 smaller objects. The outlines (the black bullets you see) are batched just fine, but the other two objects alternate on the draw call list like this. The reason is "non-instanced properties set for instanced shader" but I don't really get what it's referring to. Each object of the bullet uses the same material. The outline object has no issues and don't really get what could be different about the other two to cause this to happen. My only idea is that one of them is the parent object of the other two
lets try something and if it works ill explain why
Alright
in the relevent materials set explicit values here
doesn't really matter what as long as they are different from eachother
then see how the frame debugger likes that
Well they're using the same material in this example
Is it because GPU Instancing is on?
can you show a full frame debugger screenshot of that one and the oppisite one
that would be a reason yeah
Ok I'll try it with it off
although a totally different approach, this would probably be a good case for ECS/DOTS, unless they Really updated how the core handles things like this
dots would be preferable yeah but as you alluded to quite a workflow change and potential knowledge cost
Oh it sorta worked but now there's a new issue preventing batching
MaterialPropertyBlock's are another thing incompatible with srp batching
Also thanks a ton for your help the other day but I think this stuff is beyond my level. I just couldn't make sense of it and couldn't figure out a way to apply it to my own bullet script. I'm worried I'm too far along in the game to make such big changes
yeah don't worry about dots for now
Would I be stupid for asking what MPBs are?
I see
Well, the material each part is using is from Sprites/Default
Is it because they aren't on an atlas?
Honestly not too sure
maybe googling materialpropertyblock and sprite stuff will find you a lead
I can't tell if I'm just not using Google well enough when it comes to these issues. I figure it's only worth looking at the first couple results
not trying to dunk on you but 😭
The materialPropertyBlock message is a bit cryptic, but I think i figured it out. I’ve noticed, in my project, that if all my sprites are using the same spriteAtlas, then they get batched correctly, but not otherwise. If you think about it, it makes sense. Sprites use alpha blending and rely on draw order instead of depth test. Since they are using sprites from a different atlas, they cannot use the same material without at least using a different texture, set using a materialPropertyBlock. I’ve noticed that sprites that use the same atlas and stand close to each other get batched properly. Then the texture has to be swapped to new atlas.
You can try and use an opaque shader that is not sorted. I’ve observed that now all sprites are batched per atlas instead of per intended rendering order - which, since the sprites are not actually utilizing the z-test in any way (they all sit in the same 2D plane) leads to incorrect results.So, you could:
Put all your sprites in a single texture of an atlas (test in play mode)
Use opaque shader, but make sure that the sprite’s overlapping depends on depth instead of render order
this seems like what you were looking for
never knew unity implicity did materialpropertyblocks anywhere so this is a learning moment for me too 😄
No it's fine, like I said I feel a bit weirdly out of my depth with this so it's hard to tell if the answer is just right in front of me and I'm not seeing it
But I'm rapidly losing hope in being able to support the laptop with my game. I don't think I can optimise to that level
progress is progress
Thanks for this though, I think I can do this much. Only concern I have rn is that it'll break the shader I have for making the bullets pulse the way they do
Not too sure on that without knowing specifics, I think it does get to a point where particles are preferable though
atlasing is cool tho
some of the atlases in silk song are insanely packed, was cool to see
Yeah what was it that was suggested before, GPU instancing with a particle system?
I guess again I'm out of my depth but I just wanna be sure that'd work for my game
behold the power of silk song's asymmetric item sprite atlas
Holy that is cool
Actually hang on that leads me to another question I had with atlases
i assume some of these must be auto done because it's too unreasonable for humans
Wouldn't that be bad, to have atlases be this big or am I just fundamentally misunderstanding?
not neccasarily no
like that item one looks huge but it's 7mb
7mb is nothing
the value of having it all in one texture at a proper scalable resolution is worth it
I'm struggling to articulate what I mean but like if I put all of my bullets on one big atlas, would that actually be a detriment if only one bullet type was active in that scene?
Like does the spritesheet/atlas (I assume somewhat interchangeable?) get reloaded each time?
Short answer is i'm not sure. I know there's some ways it only accesses like a portion of the texture when needed but im not sure if it does that
but generally in a lot of cases the cost of the unneccasary loading isn't too much of a big deal
Would that be more impact on the memory rather than the CPU/GPU then?
Ah I see, so do you think it'd be worth putting all of my bullet types in an atlas?
as you can see im like 65% informed on this stuff
yeah probably
In a proper ideal optimizing situation you would have access to the laptop your trying to optimize on and profile your game on it to know what running up against
I do have that data on hand if it would help?
Like I have saved some profiling data from when I used the profiler on my laptop
I mean yeah, instead of asking me if it's worth putting bullet types on an atlas, you can just look and see how much memory your game is using / how much memory the laptop has
Is there any way to rotate colliders?
I asked more because I wasn't sure if that was going to improve the GPU/CPU situation
in isolation, no. Why?
Setting up hitboxes
Would be nice
Guess i could add an empty parent
And rotate that
In this case it would help you srp batch them which would help yeah
so benefits: srp batching eligibility, cons: potential redundant memory usage
Alright, that would be good bc yeah it'd sort out that issue I have rn with the debugger
I was thinking of making this a separate mode that's only active if the player turns on performance mode, though. Since when I tried atlasing yesterday it broke that shader I talked about
And I can live with the bullets having no animation for the performance mode
imo half measures like that will just stretch you thin
What do you mean?
at that point your juggling two versions of the game/bullet system right
making sure they both work and all that
but thats just my opinion
I suppose that's true. Then I guess I would need to find a way to make sure my shader works with an atlas
Since my shader is taking the entire texture and slowly changing its scale on a sine wave
But I guess that's an entirely different problem to solve at that point which I can investigate myself
this seems like a good topic to read up on
https://discussions.unity.com/t/sprite-shader-acts-different-when-packed-in-sprite-atlas/857514/5
Oh thank you!
You've been a huge help btw. I know I've sorta been bombarding you with questions so I seriously appreciate your patience 😄
Im not sure why the color im setting it to isnt the color it is displaying as?
yo, im new to unity, is there any good tutorials i should try as a beginner?
!learn
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I want only the head, how can I remove the background?
the image needs to have transparent background
then you have to change the material type (only for standard) in urp you can use the Alpha Clipping option
Thank you boss she looks beautiful
How to set this rifle animation to the aim crosshair?🤔
Everyone im looking for some help making my game this is my first time making a game and it takes forever dm me pleaseeerr
👇
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unity asset store keeps redirecting me to homepage when i click on assets
Line renderer uses vertex colors so it needs more geometry to show the colors between. Add more points to it
Also the Fixed gradient mode ptobably wont work here, it will look smoothed
What are you asking exactly?
Hey guys, I'm using unity 6.3.6 and even the version before I had a weird and annoying bug where the editor will spawn multiple windows whenever it started some process and they will get stuck in the middle of the editor, impossible to close or move them
have you had this issue?
first update to the latest version, then see if it persists
the problem is that these windows will get in the way of the cursor, basically making a dead spot in the editor
oh I thought that was the lastest version
i think 6.3.11 is
yeah,
also, what windows? i think there are some that are Meant to block anything else from happening while they run
your screenshot is microscopic.
that's the taskbar, just wanted to show the other two windows besides the editor, this time they cant be seen through the editor at all but they are there, when you hover it with the mouse, the cursor is blocked
what OS?
ok, i can't say i have seen it before, and i am not on windows to try any experiments. perhaps someone else has seen it. it is a long shot, but you could try deleting the Library and letting it rebuild, but i have my doubts that will be anything but time spent.
could be, I was using version 2022 I think before and this didn't happen, but I guess is to late to switch back now
if you have not deleted the library since switching, i then suggest it Is worth it. make sure you understand what it means first though
Hi, if I want to ask about animations and making them work, where should I go? I'm pretty lost in the sea of channels and is making me more unable of finding the right one
id:browse
but to answer directly, #🏃┃animation
I want to id:browse and I got lost there, so thanks for the direct way to go
we also have #📑┃channel-directory, that may be easier to navigate (for future reference)
^ night shifts here, my queue to finally get some sleep 😄
Yo what is the best place to hire someone to code something for me
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Literally the post above this. Read it.
Thanks for the guidance.
i testedd with resolution and it shows in editor but in android build it does. i even created a big image that covers the entire screen and is active since start and it doesnt show in android either
also btw i am using google cardboard for the android build to build it as a vr game
Hey, guys! Why this happens?
try changing the alignment
Why you delete it XD
i wanna reply .D
hello, I'm not sure if it's light reflecting but how to remove the white weird effect which is onto the water?
Its a reflection of a light. Having a normal map or rougher surface will change it but may not be as realistic.
yea, should I keep it or would be there a way to improve lighting so it wouldn't reflect anything?
Dont put a point light right above the water surface
Baked only light will not produce a reflection like this btw
ohh okay, I'll bake it then thank youu
It may make more sense to have lights inside the pool like real life
there's no smoothness fields there, and yea... turning off affect specular just doesn't emit any lighting anymore lol
PBR rendering tries to emulate real life so if you also do that then it may make more sense
fr, I'll do this, how didn't this come into my mind lol, thank you so much
you think it'll fix the reflection issue?
Logically id presume light that emits downwards under the "water surface" wont reflect on top

Yall I have this problem:
In my project are two cameras - MainCamera and MainUICamera. MainCamera renders all layers except the UI, and the MainUICamera renders only the UI. Both have post processing. MainCamera needs to have pixel perfect but the MainUICamera cannot. MainCamera is paired with a CinemachineCamera via Cinemachine Brain.
The issue is that I cannot find a way to display both the pixelated gameplay and the ui on a screen space - camera canvas at the same time.
Any idea how to do this? I can't proceed with my project since the UI either does not render or the gameplay doesn't.
-# Any AI so far was as much help as can be expected.
-# Using an Overlay camera breaks pixel perfect.
Change the ui camera priority or add it into the main cameras camera stack instead
Though screen space overlay should not break pixel perfect if I remember correctly 🤔
Changing priorities (image #1) to 0 and 1 for main and mainUI respectively stops rendering anything by the mainCamera (uninitialized background type makes everything solid yellow. This is a 0 alpha background solid color)
Setting UI to overlay (image #2) and adding it to main's stack makes things work as desired, but Pixel Perfect no longer works, which I need it to.
-# (that cross is on the canvas but I forgot to make it an Image, that's why it is black)
I refuse to believe this is impossible to do
Screen Space - Overlay indeed does not. Problem is, it ignores post processing
which I need on both the UI and the Gameplay
Are you sure you tried with a camera stack properly then as uninitialised should keep the current frame buffer state and therefore work.
Use the frame debugger to debug this more
The most ideal UI mode is after post processing as that is usually desired
My last resort if your previous message doesn't work, sounds good
I can't set uninitialized
if it's an overlay
I think overlay UI might be the way to go
Sorry I was talking about the ugui canvas mode
Camera stacking should still work as a solution though unless pixel perfect is messing this up
Still I do not understand why this would be impossible
or at least not straightforward to do
pixelated gameplay + unpixelated UI, both affected by post processing
I forget if we can change the pass when post processing happens but that would be an alternative solution
Like I said it's uncommon to want post processing to affect UI
So there's a way to achieve this effect that's not hyper complex?
Would you guys say to shoot for perfection on everything or just get it to a point where it works? like i feel like i get demotivated on every game i ever challenge myself to make and i have a feeling its because im trying to make it look perfect and/or feel perfect. Any tips?
im not sure. I get a game idea and then im working on it for maybe a week or two and it just gets like hard to want to work on it.
Maybe its the way i plan the game
im not sure
okay thank you sir i shall give that a shot
hey there (delete if inappropriate)
any recommendations of platforms/websites/communities where I can buy already existing unity games and provide an exit to some game devs ? got a cool project in mind
thanks 🙏
is there a way to see the world position of your mouse? not during run time, just when in the scene, sometimes its nice to know what position a certain point is at
make a gizmo that runs in edit mode, i guess?
i meant like seeing the vector position like you would from a transform component
you can grab the scene camera and raycast from it
to actually run the code, you could create an EditorWindow or Overlay and then subscribe to EditorApplication.update to shoot the raycast
i see
anone got any ideas?
👋
Is 6000.3.11f1 lagging on your PC (Editor & production)?
My production build & Editor is lagging (6000.3.3f1). 6000.3.11f1 looks like less.
it wouldn't let me download 6.3 even I'm already running as admin
is there anyplace that i can download it online so that i can just drag it in the folder
nvm i connected to vpn and tried to download again and it worked
hello i got a visual bug on my unity and i unable to code
reddit wont accept my post with a screenshot
may i post it here the bug in order to fidn a fix
looks like your gpu is dying
👇
:thinking: Asking Questions
:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
-# For more posting guidelines, go to #🌱┃start-here
ty
what
anyways im genuinely confused
it's probably the mouse movement script idk
and the camera
i dunno either
consider using screen recording software rather than filming your screen in a wind tunnel. or just use your words to describe what is happening that you don't expect
okay
so what i expected was that
when i move my mouse around, it will be like your average 3rd person game camera
the character movement works just fine (i think) but idk what's happening with the camera
google drive as a portfolio.. yeah thats reassuring...
this isn't the place anyway @sweet siren
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just use the ones unity already made and switch it out
Wait where's that?
I didn't know that existed 😞
Ok lemme try
Okay
this has both first person and third person, you just swap out
@warm pilot I think you already know where you are supposed to post these
can you... tell me step by step how 🥺
i read the manual?? and it
doesnt really tell me how
or i probably dont understand it lo
it does. You just drag the prefab in the scene
no I made it just now to show how simple it is to use it..
wait that unity purple theme looks so good
how do i do that? 💛
I simply changed the PlayMode tint found under Colors in Preferences
Hey I have a question. When I export meshes from blender to unity using -Z forward and Y up transform settings, the models in unity are facing down. When i drag them to scene, they automatically get upright and have -90 rotation on X axis. Is this something I should be concerned about?
what is this video even trying to express?
everything in Road2 scene is "Hidden" from scene view but the objects are still there.
See the 👁🗨 icon
I see
Z+ is forward and did you enable the bake transform option?
also make sure to apply the changes in blender
Do you mean bake axis convertion in unity? If yes, then I've tried it
No in blender
Okay so apply transform seems to have fixed it actually
if you allign everything correctly in blender there is no need to change any of the values in the fbx import settings. the only thing you have to check is the apply transform box
Okay thanks guys but I already have couple of meshes imported facing down. Do you perhaps know whether I should reimport them or will it be okay if I keep using them like that because so far it doesn't seem to cause trouble
ideally when imported into unity all the transform values should be default
but if you say it is fine for now, go for it
I stopped trying to learn game dev and quit the unity learn course about 6 months ago, now I wanna get back into it but I'm worried I've forgotten everything I learned 😩
then consider going through the earlier lessons as a refresher
are there any shader/script combos fr outlines in UI (2D) that are downloadable anyone uses here?
you can always use the asset store for stuff like this
because 99% of the links you will get from other people are from the asset store
^ there are over 10000 free assets in the store, so you can find just about anything
Yo i got a asset with 2 pngs on it its a loudspeaker, one grill the other is the general texture
How do i put the grill texture right here
Im on my phone
looks like you have a computer right there that you can use to take a screenshot with
discord is also a website you can use
Let me log in just for you sweet cake
but if you don't want to make it easy for people to see what you are trying to demonstrate then don't expect to get easy help 🤷♂️
Hold on
there you go
any help would be appreciated
what its supposed to look like
your uvs are off
or it is two material slots
yea probably wrong material assignment for the 2 slots
Na i already tested it out i jus put it in the same slot so it wouldn’t break
and vice versa
Oh the warning implies this mesh infact only can use 1 material
Did you export it in a format like fbx or glb?
Obj only
ive only seen this happen with .obj
obj requires the .mtl file it also exports to be included for materials to work properly
Add that to the same folder
And then re import the model in unity via the r click menu
obj is a funny format and an outlier with how it does this 🤷♂️
Wym same folder?
Import them both at the same time
copy paste into your project where you imported the obj file
or drag drop if your file management skills are iphone level
Lol i alr tried that my guy
it just needs to be next to the obj (in same folder) in project when the model is imported by unity
cool problem solved. fbx, glb and gltf dont have this issue
I brought Unitys book Guys.
Yea these are old assets from ps2 games
like from an existing game or just psx assets in general?
regardless save yourself the trouble and stick to glb... or fbx
In general
i prefer glb since its not proprietary like fbx is
I mean i can probably convert it
glb is objectively superior
fuck autodesk so yes
converts units, axis, packs textures correctly
But i been using obj since my webjs days its familiar
glad to hear
you can litterally toss it into something like blender
and just export it as fbx or glb
its as simple as that really
If it works now there is no need
yeah for this current situation
unity supports glb and gltf with a package (glfast)
I might do tht w the rest of my assets
stick with obj since you got it working
It is a waste of time unless you need to modify the asset
Yea nvm then i thought it was just a few steps
Import options for GLB/GLTF are worse however so thats a different story but ofc they offer other benefits
theres even an entire blender asset dedicated to improving the fbx exporter
Yall i havent been in blender since 2023
great then dont unless you have to
I always need to enable bake axis for some reason, maybe my forward/up settings are wrong in blender
I think thats correct as that transforms the verts at export for the given settings
In this video I demonstrate the problems related to exporting FBX files from Blender and importing them into Unity. It also demonstrates methods to solve the problem.
Become a Patreon and join the Tutorial Tier to download the .blend files I created for this video: https://www.patreon.com/imphenzia
Download the Blender Batch FBX Export Addon h...
a bit old of a video, but if you do not own the 'better fbx exporter' asset for blender, this is helpful
In unity import settings though, unless that’s what you meant
Blenders "Apply transform" export setting is what I mean
unitys own bake transform option should do something similar
that always makes my models scale incorrectly though, idk why
Okay, where did Unity move the Manage Seats option this time? >_>
Need to add my colleague to a new project.
Does anyone know how to make a character/enemy/map selection menu?
feels like a very specific thing
youre better off searching up tutorials
even if someone here*knew exactly what you need, chances are they wont sit here guiding you through it
you should break down this problem into multiple parts because it's quite a specific thing otherwise
i'd assume your process for making this would go like follows:
- making a menu
- adding buttons to said menu
- scripting said buttons to change the model of something, adding to a vote, etc..
how can i find inspiration for my ideas
Experience the world
what
what does that mean kobe bryant
It means what I said
damn
!ide
If your IDE is not autocompleting code or underlining errors, please configure it.
Select one:
•
Visual Studio (Installed via Unity Hub)
•
Visual Studio (Installed manually)
•
VS Code
•
JetBrains Rider
• :question: Other/None
just needed the link
anyone know why I can't move stuff around in the project tab? I've googled it and tried a few suggestions but none of the worked
I’m unable to download unity 6… I keep getting validation failed right before the install is finished…
!install
- Make sure you have enough space including on
C:drive. - Check that it's not being blocked by antivirus/security programs.
- Look through the logs for a real reason why the setup fails they are pinned [here](#💻┃unity-talk message).
If you still have issues, perform a clean install in another location:
- Install the Hub and Unity in a non-system drive or a clean new folder in the root of
C:drive. - Failing that use the recovery Refresh option or reinstall OS entirely then repeat the previous step.
I’ve been tryna get my project to work but it’s been giving me this error doubled 8 times, so then I tried to install unity 6 and that didn’t work. I may just use a different game engine ngl..
Unhandled Exception: Grpc.Core.RpcException: Status(StatusCode="Unavailable", Detail="Error starting gRPC call. HttpRequestException: An error occurred while sending the request. IOException: The request was aborted. IOException: Pipe is broken.", DebugException="System.Net.Http.HttpRequestException: An error occurred while sending the request.
Can’t even get into my project without it wanting me to use “safe mode”
Unity and unity hub both haven’t been working right for me since that security vulnerability thing back like a couple months ago
I don’t even know what this error means..
Could always download manually
what's up with these artifacts on the edges of the screen when my game is in windowed mode?
it's like pixels of the ui freeze there
all safe mode means is that there is an error in your code. are you doing networking?
have you tried deleting the library and letting it rebuild?
where is that error showing?
what os
Yes I’ve tried that like 3-4 times
Windows 11
could also be firewall/antivirus blocking the new install
The error shows when I try to open my project
It says compilation errors and I need to use safe mode
yes, so do that, and fix any errors you see, to start with
google points towards firewall/network restriction esque issues but theres not much on it
go into safe mode and look at the errors in the console. can you get into safe mode?
Yes
that is the error ?
It’s just the same error multiple times
make sure your firewall and AV are not blocking things
uh idk how to do that
are you running stock windows, or do you have a third party antivirus/firewall?
ok. basic computer knowledge is a requirement before you even think about trying to make games.
perhaps google.
then it is unlikely that the firewall is blocking it, but not impssible.
I think my isp or smth has like restrictions on my network or smth tho bc ik discord is blocked only on my computer for some reason
then your probably screwed
So unity prob is too
I tried on a different network and still the same thing though so idk
It may be some system thing instead
hi, is there anyone who knows how to do voice recognition on unity?
I remember tryna go on discord one day and it just said its unreachable yet it worked fine on my phone and stuff
and this happens with all projects or only the one?
have you googled it
Idk, I’ve only tried one project bc it was the only one I was working on for today.
I was tryna get it working for like 12 hours
i would
- re-enable microsoft defender.
- download microsoft safety scanner and do a full system scan.
Wait do I have a virus or smth..?
that would be what those check for.
i don’t remember ever downloading anything weird or from somewhere I probably shouldn’t have been.
run malwarebytes
they are just randomly guessing
i did, but still havent figure out properly on how yet. like i have lots of question on how
so ask those questions
if you haven't tried a different / new project do that
I’ll try tmrw I guess…
i did asked some people about it. first is that if the content is mostly not available in english, is it possible to be done? for example i want to make a voice recognition of a tamil letters (which has different name than latin letters like ABC), and they said because it is not an english letters it will be super complex
You'd need the infrastructure for it, which I doubt exists
That's a niche use case
if u have any tutorial i can look into or websites i can read, can u share?
i dont get it. what do you mean infrastructure?
Tools
so i need to create it from scratch?
Idk ask it
the tools, i mean
generally, speech recognition is done by a system level app , then the data is transferred to Unity
There are many existing speech recognition engines that can handle Tamil
Integration might be a nightmare without proper existing packages
absolutely. i would check out the Unity Store first, as there are many free solutions to many problems, but i am not sure if exactly what they need is there
Im doubtful but if it exists that's an instant win
thanks, ill get back to yall later. gemini did say something about whisper.unity . ill go check that out first
ikr
Bruh you can't change your name mid convo
yeah so does google
yes to whisper.unity too, that should be able to handle it
your a fool for suggesting they use ai regardless
ignore batboy. most have him blocked already
You use AI all the time
LMAO
No I don't but thank you
Every algorithm you've used is AI
Your YouTube feed
jesus fucking christ
i don't call you names btw
if you wanna keep minimodding no need to be a cunt
I wonder u can find any for jawi
The 'tamil' was just an example
I did google, don't worry. Only toddlers would ask without googling
Basic info:
Each hexagon is its own "sector" of which will be their own 'worlds' in a sense. However I am looking for a way to generate these sector world visuals based on how it looks visually from space per sector. So if one is all water from space, it would essentially be that on ground in a 1:1 replica. Basically every sector be a 1:1 replica of its space view overlay.
the hexagon sphere is generated separately from the planet sphere gameobject. Being made at runtime, the sphere has its own class explained below that generates its visuals. sectors have no idea currently about how the land under them looks.
Question:
anyone have any suggestions on how to do this? I was thinking by doing a raycast contact down to the sphere gameobject from each hexagon gameobject and essentially copying its visuals to store somehow and use in on ground sector generation. The reason this is needed is because planet looks are procedurally generated via a seed using stacked perlin noise functions. Just curious if there is a better route to this. Base sector data is generated during creation of the isoSphere (hexagon overlay). Each given basic names and values for quick initialization which is where I was also thinking of passing this information for generation in a different class.
I would like to create a roleplay game similar to ONESTATE.
To begin with, I am planning to develop it on a small scale and gradually expand it over time.
Do you think this would be feasible?
There isn't really an answer to that. Yes, it is feasible for one person to develop a game at a scope that's reasonable for one person to do but that should be obvious
I don't know the game but it looks like a big studio project. A game made by one person is inevitably going to be different from a game made by a big team that works on it full time
I made it work anyways
No fakery
Currently using a modified version of prometeo car controller
Because I want to test my car designs
Hey everyone!
Hallo :D
Does anyone have a working flow using AI agents to build/edit unity scenes/scene objects, not just code?
I feel like unity suffers from its workflow being very editor-first, and was wondering if someone figured out a way to effectively prompt agents to generate scene objects, and of course UI.
Yes
It's kinda possible
You can make the open world part, the AI and Weapons and also cars
The multiplayer part is where all of this would go to hell
Systems would fail
A lot of the code won't work
You changed a setting in NPC's animations and congratulations because now one player doesn't see any NPC's one sees them normally and one sees them doing T Pose or some cursed pose
I suggest instead of making a Onestate like big RP game make a single player version
“I understand your suggestion, but I would still like to develop a multiplayer RP game, even if it starts small. My plan is to start with around 20–50 players.
It doesn't matter how many players your game supports
Problems would be same
Do you have any suggestions or solutions for this?
If you wanna go on the path of multiplayer then make sure the game is multiplayer from the prototype stage itself.
And when you say make a small scale version then make sure it is LITERALLY SMALL SCALE.
just make a open world where you can just drive around without NPC's.
Just you and other players in a dead open world city.
That is how you start
would you really like to have something like that in unity, where you get everythign done with a single click on a button?
what would be your job as a game dev be if it was so easy to make a game and everything was automated
to answer your question, there isn´t an asset or system i know of, that does that, well at least not for now
I see. Thank you very much for taking the time to explain this to me. Your advice was very helpful. I will try to find a programmer who can help create something like this, because it may be difficult for me to do it alone. I really appreciate your guidance.
I have worked on a few open world games before
Released one
I've learnt enough from my mistakes
Make sure to make the first version of the game literally a dead open world.
No missions, no story, just you with other players with maybe ability to drive cars as well
Yes, that makes sense. It’s probably better to add those features later.
Yeah
No NPCs as well
Literally a lifeless game
I apologize if my English is not perfect.
I’m not very confident in English, so I’m using a translation tool to communicate.
Please forgive any mistakes.
I don't see anything wrong with npcs in multi-player open world games
he said for the beginning no npcs to start with
It’s almost impossible to do alone, isn’t it?
It’s nearly impossible to accomplish by yourself, right?
In a sense to get multi-player working and everything communicating correctly yeah. Adding too much far too early creates unnecessary complexity especially in cases bugs inevitably pop up, I thought he said none at all at first lol
No, you can do anything completely solo eith game dev as long as you put the time into it
Nothing is impossible.
I used to think 3D modelling is hard and I need cool equipment like a expensive graphics tablet and RTX system and Maya software
But I learnt blender and now it takes me 2 hours to make a good enough model
I see, that’s useful.
I spent 3 weeks learning UE4 and I finally left my fear of UE after 2 years
Textures are a different story lol
Yeah I don't use textures rn
My downside is ability for art looks
I make low poly models
I can of course generate what I'd like to have visually in code, not by hand though
there is a limit to what one person can do, simply due to the amount of time things take. you will not be making 1,000,000 game models by hand, as it is simply not feasible. scope down to what one person can accomplish. thinking about making models? go ahead and make 10, see how long it takes. Music? can you compose? sure, you can kitbash/asset flip all day long, But, it still takes an absurd amount of time.
Yes that would be amazing.
What is your point?
My job would be to make games, as it is now.
and what would make your game different from other ai generated games?
with the same techniques
The result depends on the AI pilot, not the fact that AI was used
I can’t keep up with this.
Do ai games actually make profit? I don't think I've even see a public one lol
What even is an AI game?
I use AI with strict rules and it basicly writes the same code that I'd write.
There is a giant difference between a non-coder vibe coding a game, and a developer using AI for isolated tasks
Is making a small multiplayer RP game possible?
Any tips or advice on what I should do would be really helpful.
<@&502884371011731486>
?softban 1479343962711130173 bot spam
heavenly_quokka_34449 was softbanned.
@copper merlin Don't cross-post
@copper merlin If you continue with the spam you'll get a warning too.
Which spam?
Why does both the player and the bullet disappear
When the player isn't supposed to disappear when the bullet hit the enemy
post some code then
It is my friend
Possible
If you have the right mindset
The right idea
And follow the right process
For the future - https://unity.com/releases/editor/archive
https://unity.com/releases/editor/archive Release notes (press "Read" and check known issues)
How do I prevent an object from stretching when using cloth component on something?
Use vulkan and if still lagging use urp
best to talk to the #⚛️┃physics room
!collab
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What?
Read the bot message
oh
Ok so my friend just told me something about this
Apparently this bus is doing something called a Inertia Drift
Something seen in initial D anime
Not sure what I should do but just got a very obvious scam bot in this server message me. Who or where should I send the dude’s info to?
Block and ignore
Theres hundreds of those bots randomly dming or sending friend requests
I see one at least once a day 
hello, if I want to have a water sound when my player is into the water(HDRP built in water system), should I manage this in script with colliders? or is there a builtin way to do it?
I remember there was a 3D sound system
Just use a collider
Easy was i would say
yea same that's why I was wondering lol
k, thanks for helping
Love coming back after 6 months and seeing everything is broken
Not broken exactly you just need to upgrade the Unity version because there was a security vulnerability.
I think those editor versions are related to the security risk they had, a small version bump should fix all of those. Which after 6 months you'd probably want to do anyway.
you could send it to @karmic maple
note that the vuln is for built packages, not in the editor. you're good, but you may need to patch projects you've published
The issue is that I'm doing the Unity Pathway course, and when I download the project, you see the "junior dev starter files", it actually wants an earlier version than my current install (which is also a security risk), so I'm trying to figure out what I wanna do
you can just bump the version. if it's the same minor version you should be fine
You can also just use the tutorial version. The security thing is only a problem if you publish the game
just use whatever version you already have installed, for learning it won't matter that much anyways
One of the reasons I gave up 6 months ago was that the pathway course got really boring. It became very "this is how you work as a group, this is how you use git, this is how you do career research", and less about actually making games. Did anyone else have this kind of problem when trying to learn?
hello; dumb question but how to teleport a GameObject to another position? I'm currently just changing its transform.position to the wanted position but it just doesn't change anything, I remember there was one more thing to do, I've added a debug to make sure the function runs and it indeed runs, but the position doesn't change however.
They're still essential things when it comes to making games, especially for those just starting. If you're already familiar with something, you can just mark as complete and move to the next steps.
Can you share code?
We would need to see your code, if you head to #💻┃code-beginner you can show us. Maybe use something like pastebin.com as copy-pasting here would not be good
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
player.transform.position = playerSpawn.position;
nothing more to it tbh, it' just a function having this and I call the function
sharing the whole script would be useless, it's more than 100 lines but there's just 1 important line
We still need more though, this single line is fine, it must be something else
okay;, lemme remove the unneeded parts
Hmm... It seems fine tho
exactly
Essential, sure, but they feel very thrown in, and they're not exactly fun. I don't really need to know about to work as part of a group or how to explore my career choices before I actually know how to make a game.
I remember someone doing it a while ago and he had the same issue, there was something to do in order to make it work but I forgot what
Make sure the playerSpawn is not the same as playerTransform
it's not, I've checked the positions
What calls - and when is ForAb() called?
Like, I'm being asked to create a career research document before I've even learnt about scene flow. That's so backwards to me.
another script is calling it when the player interacts with a GameObject
@flat breach does the object have anything else controlling the transform? eg a rigidbody, a charactercontroller, an animation/animator
OHH yea I REMEMBER NOW
the issue was the charactercontroller for the other person
That's quite fair, makes more sense for teams/industry. I'd just skip them if yo ureally don't need to go through them right now 🤞
i mean, they aren't strictly linearly required. you can always just skip stuff and come back later
Hah yeah I've seen that many times, doesn't the CharacterController component have a .Move() function to use instead of .transform.position?
that would not be a teleport
Fair, haven't used a CC for ages. Disable, set pos then enable again I guess?
isn't there a Teleport function somewhere? i've already seen it somewhere
ye
I'm trying it now
My question was more like... did anyone else have trouble finding the fun when learning game dev? When you hear other people stories about learning, they always seem to be having a good time, voraciously consuming content to learn, and I'm just like "why is this so boring? Am I learning wrong? Are there more interesting learning resources that I'm just not aware of?"
just checked docs and didn't find one, though i totally couldve just missed it
you might be thinking of Rigidbody.position, perhaps
yea maybe
it can definitely happen especially if you don't have tangible/visible results or progress, it's easy to get burnt out like that
applying the stuff you've learned so far, even making smaller stuff that's a visible marker of your learning can often help with motivation
-# personally just consuming knowledge is fun to me, but of course that's not everybody
but yeah everyone does learn differently. might take a bit to find a workflow that suits you
Various aspects of game dev can be "boring" unfortunately. It's not all laser beams and JJ Abrams lens flares 😂 But I agree with Chris above, don't get too stuck in tutorials, go take what you know and mess around a bit, you'll learn a lot by doing/being forced to learn something, than just step by step guides
(also just to temper the expectations, there might also be a survivorship bias kind of thing - people who didn't enjoy it might just drop it and never voice their discontent)
some things just might not work for some people - not that they're unable, but just that they wouldn't enjoy it
I wish I had that kind of mineset. I'm very fixated on structured learning, but I'm also a "learn by doing" person, which are very not synergistic learning styles typically.
It can be a vicious cycle for some with learning by doing, because you get into "I don't know what I don't know, and I don't know what I need to know until I learn what I need to know by learning what I need to know"
Eventually you learn how to learn in that sense
I can only hope so. But I guess before that you can't get in any kind of flow state because every 3 seconds you're realising you don't know how to do the next thing.
Honestly even to this very day, i still learn something new every day i work on any project... the learning never really stops, youre always looking for ways to improve what you do
the secret is structure learning is a lie and sticking to your scripting roots will produce a game quicker than refactorning every two seconds
how do i get help with my game i have a problem with a prefab
!ask
:thinking: Asking Questions
:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
-# For more posting guidelines, go to #🌱┃start-here
you can make some really fun and pretty games if you just stick to the basics. Unity's shaders and modules can go pretty far without the need for any customization
I know, but you still need to have a certain threshold of knowledge to feel like you're actually making a game rather than just making an exercise tutorial, you know? If all you can do is change transform.position, you're gonna be pretty limited in what you can accomplish. The simplest game in the world is pong, and even that requires the lines to interact with the ball.
True, but it's given that you do have some of this entry knowledge such as colliders and raycasting. But once you know how to develop pong that knowledge is easily transferable to any other of these arcade games that's for sure.
Well that's the issue I guess. As many tutorials as I've done on the pathways course, I still don't know about raycasting, and Im only just getting to the point of learning how to change scenes
Like, I wouldn't say this is an insubstantial amount of tutorials to have gone through
Game dev is really hard. It would be weird if you weren’t struggling. It’s very normal
Most concepts I think people struggle on is not even game engine or game related. State for instance can be easily create a bunch of problems unless you properly figure out how to sequence everything correctly.
That comment feels oddly aggressive
i think it feels pointless more than anything, and i think this entire conversation should have been a thread some 20 messages ago
"learn how computer games work" is not terribly useful
game dev is a daunting thing to break into, and there's a huge amount of "unknown unknowns"
You don't know what you don't know 😉
hi guys
hey can i get some help with my main camera
!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.
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:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
-# For more posting guidelines, go to #🌱┃start-here
what?
why should they use #💻┃code-beginner for a camera question?
they should use the channel best fitting of their quesiton
your making an assumption
based on nothing in particular
if their question is related to coding they will ask in #💻┃code-beginner or #1390346827005431951, but theres no reason to assume it is
if you werent looking for a discussion you are free to stop replying then, i was just clarifying things for them and for you
what question have i asked you?
apart from me initially correcting you?
Guys stop arguing
you seem to be replying awfully lot for someone who does not want to have a conversation
does having the last word matter so much?
Algum brasileiro?
English only server sorry
@worldly cave Hey bro, I wanted to know if anyone on PS5 is having trouble playing with friends. Mine gives a connection error, but my internet is fine.
this is a unity server
I know, and the problem is related to the game itself.
Are you sure youre in the correct server?
a game you are working on ?
or what
Yes
Youre going to need to give us a lot more details then please
Are there any known issues with rendergraph? when i build the project the result is incorrect.
I am on Unity 6.3.10
can you show your exact issue?
I feel like passes are being culled maybe?
I have one custom effect here which is SSR i am trying to create but other than that it's the default URP deferred+
so the image with the yellowish color is what i get in my build, maybe i have turned something off but it looks like everything is ok
but it looks fine when you run in the editor?
yeah, i do have the skybox turned off but it does not look yellow in the game window like how it does in the build
my ssr also just fully doesn't show in the build
my guess is it's something something compatibility causes it to turn off things
I'm not particularly experienced in the render graph though
i think it is actually doing something else, it's inverting my colors.
Maybe it compiled my shaders and hasn't updated them
I need to check what's flipping my colors
Oh i am stupid
PS5 has a pretty strict NDA and its own developer forums as well, might need to ask there too.
It's my keywords that are not working
float4 Frag(Varyings input) : SV_Target
{
#if defined(SSR_TS_March_HiZ)
return FragSSRRayMarchTSHiZ(input);
#elif defined(SSR_TS_March_Linear)
return FragSSRRayMarchTSLinear(input);
#elif defined(SSR_VS_March)
return FragSSRRayMarchVS(input);
#else
return _BlitTexture.Sample(sampler_PointClamp, input.texcoord).bgra;
#endif
}
i had this code, and did the bgra to check if any of the 3 keywords was on so i knew for sure my algorithm was working
so it's just my keywords not being set correctly
pfft
Now i just need to figure out what is happening, i think they are being stripped when building the game or something
I am going to just use different Passes for each version, i am mostly going to use 1 of them only anyway but the other's are good references
when i press game camera opens from here. i tried to fix it with ctrl shift f but its not working. any ideas?
if you want to align the cam with the scene view you have to select the camera from the hierarchy first then use the shortcut you mentioned
you can also manually position the camera or rotate it
yes im doing it like that but still not working
strange
i can show properly on voice chat if u want
there are no vc channels here
you can record a short video to demonstrate better
if you want of course
i mean the dms but sure i record a short video
Any tilemap experts? If so please check out #1482802604143677502 message
dont crosspost
so wait whats the issue?
how is your main camera positioned?
enable this when selecting your main camera
and then move it around
Does the plane game object perhaps have a camera of its own?
do you have any script anywhere that would affect the camera position?
because i dont think thats your same camera, notice the cameras transform does not change at all when starting game view
omg