#💻┃unity-talk

1 messages · Page 95 of 1

ebon rivet
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does someone know a valid way to make dialogues in unity

near wigeon
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every project has their own specific needs

ebon rivet
warm bramble
#

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 ?

latent meadow
warm bramble
#

for example imagine the weapons in Megabonk, how would you implement them ?

warm bramble
serene furnace
#

IDK HOW CAN I SAY IT BUT I DELETE UNITY AND QUIT GAME DEV BYE EVERY ONE ❤️

river crown
#

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

ebon rivet
ebon rivet
onyx goblet
#

can any one help me making multiplayer using netcode, am getting this error

latent meadow
#

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

hidden panther
#

how do I revert this view?

balmy kettle
#

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

hidden panther
#

thanks

uncut imp
#

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?

charred fog
#

!collab

vagrant rootBOT
# charred fog !collab

:loudspeaker: Collaborating and Job Posting

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

pearl oyster
#

Read the bot message literally above yours

charred fog
#

@golden niche ^^

woeful pivot
#

is there no dedicated shader graph channel or am i blind? i have a questio nabout shader graph, where would i ask it ideally?

plain dagger
#

No post processing is a sub category of rendering

onyx yacht
#

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

mighty flume
#

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

plain dagger
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Its a lazy technique that fucks you later

violet thunder
gray frigate
#

You might be able to replace a single color by using that texture in the Mask slot, not the Base Map

sly lake
#

Just do it properly

#

Redo the UV map, then re-texture it

gray frigate
plain dagger
gray frigate
#

it just dilates colors into areas with an alpha of zero

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and changes how unity previews the texture

mighty flume
#

Thanks, I'll try.

violet thunder
gray frigate
#

oh, yes, that would matter

onyx yacht
plain dagger
#

"hey random person tell me shit"

mighty flume
stuck flower
#

!blender

vagrant rootBOT
lavish lion
#

hello

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what should i use for transparent wiondow in URP?

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this doesn t work for some reason

ocean pumice
hushed wigeon
#

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.

vagrant rootBOT
# vivid cedar !collab

:loudspeaker: Collaborating and Job Posting

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

worldly cave
#

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

hushed wigeon
#

where can find them

worldly cave
#

well most studios typically have an "apply" page on their website or something to that degree

hushed wigeon
#

thank

lavish lion
hushed wigeon
#

but i want small studios

worldly cave
#

honest advice, if you are looking for work, dont be picky

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not in this market, not in this field

hushed wigeon
blazing pawn
#

@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/

TikTok

Watch, follow, and discover more trending content.

▶ Play video
craggy pollen
#

someone needs attention there

dusky forum
stuck flower
worldly cave
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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

stuck flower
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One of these days I wish it would actually go through so people could see what 30,000 variants of apoi_ping feels like

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I've been on servers with like, five hundred people that become unusable for hours because someone pinged everyone

worldly cave
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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

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the server was unusable for the entire day

gray frigate
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wow, that's quite an incident

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it's hard to believe...almost...unreal...

#

worldly cave
blazing pawn
#

my bad gang 😂

worldly cave
#

I just want to know what the thought process was...

blazing pawn
#

idk, just tryna reach out ain’t that hard

worldly cave
#

you can reach out without pinging 30k people.... use #1180170818983051344 to share your games progress

blazing pawn
storm patio
blazing pawn
#

it’s not like i’m ringing so many thousands of people at once tho

worldly cave
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an everyone ping pings everyone who is in this server

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which pushes a notification to their pc, phone or whatever

crimson vigil
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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?

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I checked and the input for opening the menu is triggerred

subtle owl
#

Are you sure it's z-aligned?

craggy pollen
latent meadow
crimson vigil
#

anchor pointsare set to 0, 0

charred fog
#

You can set specific resolution in edit mode and open the scene to see how it displays

blazing pawn
latent meadow
potent geyser
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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.

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Anyway, fortunately we do lol

pearl oyster
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I tried to shoot somebody but it missed, so I don't get why the cops are so interested

potent geyser
#

You've been told before to use Unity Discussions for these posts. Please don't keep asking here.

#

!collab

vagrant rootBOT
# potent geyser !collab

:loudspeaker: Collaborating and Job Posting

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

stuck flower
storm patio
#

there's been a lot of nobel prizes for attempted physics though aren't there

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

There's no command called vrchat,.

stuck flower
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!vrchat, probably

vagrant rootBOT
silent obsidian
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been there

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they dont help you really

stuck flower
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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

silent obsidian
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uhh maybe bc vrchat runs off unity or did you not know that?

stuck flower
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But not everyone who uses Unity knows VRChat

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You should ask in the server specifically designed for this use case

silent obsidian
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if it runs off of it, it already kinda is

potent geyser
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No, it isn't. It's the same reason this isn't a support server for other people's games.

charred fog
potent geyser
#

VRChat is an adjacent community to this one, and the appropriate place for asking for VRChat help.

stuck flower
#

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?

worldly cave
burnt prism
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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.

silent obsidian
worldly cave
stuck flower
worldly cave
stuck flower
#

I'm pretty sure you can just fire an asset out the window of a moving car and people buying it have no recourse

balmy kettle
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yeah there's probably thousands of assets that haven't been updated in years

charred fog
worldly cave
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pretty sure you can see if an asset is abandoned though

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if it hadnt had an update in years

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plus the discord servers are typically publicly available even to those who dont own it

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to know which ones to avoid

main nacelle
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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?

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some said i could still use rigidbody but not change rigidbody.velocity component

modest meteor
worldly cave
main nacelle
main nacelle
balmy kettle
latent lake
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how can i know which folder i have my script it, i wanna see the path

balmy kettle
#

as for performance issues, keep in mind that simply having the rigidbody inspector visible will likely impact performance more than a single ground check

worldly cave
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the editor has a lot of overhead

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the build version of youre game is typically something 30% faster than the editor one

main nacelle
#

oh

balmy kettle
#

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)

worldly cave
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basically, if testing for performance, use the maximized game view

main nacelle
main nacelle
balmy kettle
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also use the profiler for actual performance data rather than just going off of vibes

worldly cave
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and that stats thing, altough ive heard varied things on how accurate it is

craggy pollen
gray dirge
#

Also right click to open in file explorer

main nacelle
#

i have a question, how many raycasts per frame are possible before it starts to affect performance? it doesnt say much in the doc

worldly cave
main nacelle
worldly cave
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the answer is the same to both questions

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"it depends"

main nacelle
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pretty short i guess

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oh

worldly cave
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raycasts are cheap though, you could go up to a 1000 per frame without it affecting anything

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on pc at least

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but it still depends

main nacelle
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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

worldly cave
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well try it

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use the profiler

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see if it affects the performance

main nacelle
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ohm ill see

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off topic but unity should add Debug.DrawSphere/DrawCapsule etc

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working in gizmos is annoying

inland river
main nacelle
inland river
main nacelle
#

praise be to great lord vertx 🙏

gloomy raptor
#

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?

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Are you able to share this script or is there like a tutorial for it?

near wigeon
plain dagger
#

wow something logical needed code who knew

plain dagger
near wigeon
main nacelle
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and im on a low end device

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so like i didnt really need to upgrade

plain dagger
#

You can always try out 6

main nacelle
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its probably gonna be more bloated than what i have i think im fine

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i was thinking of downgrading lol

plain dagger
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I think not and when the .net clr replaces mono in editor it will be better for sure

gloomy raptor
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Thank you

main nacelle
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i dont think the newer versions of the editor are friendly to an 8gb ram laptop

copper gust
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Wheres this from

plain dagger
main nacelle
#

i needed a gpu for vulkan for some reason

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i only have an igpu

balmy thistle
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that should only be for the forward+ pipeline. The compatibility pipeline in Godot uses legacy OpenGL which is supported on igpu

plain dagger
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*old gpu

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Many engines support a variety of graphic apis so makes sense godot is the same

cosmic glade
#

inconsistent pixel size?

plain dagger
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is pixel perfect on?

cosmic glade
#

yeah

plain dagger
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Do the sprites have the same pixels per unit setting?

cosmic glade
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it's on cavnas tho

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world space

cosmic glade
plain dagger
cosmic glade
near wigeon
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doesnt canvas have a "pixel perfect" tickmark ?

cosmic glade
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not on the world space canvas

plain dagger
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Yea because its not possible in this case

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Only screen space overlay

copper gust
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(should this be in world space anyway?)

cosmic glade
copper gust
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you can use world space position, doesnt mean it needs to be in world space

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one sec

plain dagger
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They can be in a screen space overlay canvas and made to follow players/whatever with code

copper gust
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my game doing it the way you are doing it vs. my game doing it in screen space

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you just do some conversion from world to screen

cosmic glade
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interesting

plain dagger
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Slapping a canvas over each object is an "easy" but flawed way

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You just have to convert a position from world to screen space and use that to move some UI

copper gust
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even then if you wanna still be lazy you can do canvas on each object 😛

copper gust
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optimisation type shit

cosmic glade
#

is it that heavy?

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they're at most 8 players

copper gust
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it scales with how many unique ui things your doing

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at 8 your chilling

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but its worth having in the back of your mind incase it comes up later

cosmic glade
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got it

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also thinking I could just do it with sprite

copper gust
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like if you we're doing some horde type thing where enemies have ui stuff each then it's a concern

cosmic glade
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it's a health bar so just a slider which I can replicate with sprite render and masks

plain dagger
cosmic glade
plain dagger
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Yes but will you really try to do this with sprites?

copper gust
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if your using a pixel perfect canvas then that solves your stuff, it doesnt matter what you put in it at thatp oint

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sprites, text, assets etc.

cosmic glade
plain dagger
cosmic glade
near wigeon
# copper gust optimisation type shit

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?

copper gust
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that is correct but stuff can't batch between canvases

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so afaik its a super case by case basis situation where you need to weigh up canvas rebuilds vs. batching

plain dagger
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That is true, sub canvases should be used to prevent dirtying all graphics too much

near wigeon
#

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

plain dagger
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e.g. a UI window within a main canvas

left coyote
#

does anyone know what the best AI coder for c# is?

wind perch
#

but you better be an already decent C# coder and have already existing projects for it to learn from you and acquire your "pattern"

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Claude is praised as the best vibe coder out there

left coyote
copper gust
#

Don’t use ai tools that helped bomb schools 👍

copper gust
left coyote
wind perch
#

back in the good old days we'd bully the guy to go to Stackoverflow

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and to git gud

charred fog
copper gust
#

The people in WALL-E be like “why walk to the fridge if it’s hard”

left coyote
copper gust
#

You use ai since when are you picky about receiving accurate answers 😄

charred fog
white stone
#

Hi everyone

tiny silo
#

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

copper gust
tiny silo
#

Alright

copper gust
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in the relevent materials set explicit values here

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doesn't really matter what as long as they are different from eachother

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then see how the frame debugger likes that

tiny silo
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Well they're using the same material in this example

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Is it because GPU Instancing is on?

copper gust
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can you show a full frame debugger screenshot of that one and the oppisite one

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that would be a reason yeah

tiny silo
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Ok I'll try it with it off

latent meadow
#

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

copper gust
#

dots would be preferable yeah but as you alluded to quite a workflow change and potential knowledge cost

tiny silo
#

Oh it sorta worked but now there's a new issue preventing batching

copper gust
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MaterialPropertyBlock's are another thing incompatible with srp batching

tiny silo
copper gust
#

yeah don't worry about dots for now

tiny silo
copper gust
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either your using them or something your using is using them

tiny silo
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I see

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Well, the material each part is using is from Sprites/Default

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Is it because they aren't on an atlas?

copper gust
#

Honestly not too sure

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maybe googling materialpropertyblock and sprite stuff will find you a lead

tiny silo
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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

copper gust
#

not trying to dunk on you but 😭

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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

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never knew unity implicity did materialpropertyblocks anywhere so this is a learning moment for me too 😄

tiny silo
#

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

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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

copper gust
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progress is progress

tiny silo
#

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

copper gust
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Not too sure on that without knowing specifics, I think it does get to a point where particles are preferable though

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atlasing is cool tho

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some of the atlases in silk song are insanely packed, was cool to see

tiny silo
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Yeah what was it that was suggested before, GPU instancing with a particle system?

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I guess again I'm out of my depth but I just wanna be sure that'd work for my game

copper gust
#

behold the power of silk song's asymmetric item sprite atlas

tiny silo
#

Holy that is cool

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Actually hang on that leads me to another question I had with atlases

copper gust
#

i assume some of these must be auto done because it's too unreasonable for humans

tiny silo
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Wouldn't that be bad, to have atlases be this big or am I just fundamentally misunderstanding?

copper gust
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not neccasarily no

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like that item one looks huge but it's 7mb

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7mb is nothing

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the value of having it all in one texture at a proper scalable resolution is worth it

tiny silo
#

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?

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Like does the spritesheet/atlas (I assume somewhat interchangeable?) get reloaded each time?

copper gust
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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

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but generally in a lot of cases the cost of the unneccasary loading isn't too much of a big deal

tiny silo
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Would that be more impact on the memory rather than the CPU/GPU then?

copper gust
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Yes

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in some cases the gpu memory

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maybe all cases actually

tiny silo
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Ah I see, so do you think it'd be worth putting all of my bullet types in an atlas?

copper gust
#

as you can see im like 65% informed on this stuff

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yeah probably

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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

tiny silo
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I do have that data on hand if it would help?

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Like I have saved some profiling data from when I used the profiler on my laptop

copper gust
#

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

worldly cave
#

Is there any way to rotate colliders?

tiny silo
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I asked more because I wasn't sure if that was going to improve the GPU/CPU situation

copper gust
#

in isolation, no. Why?

worldly cave
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Setting up hitboxes

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Would be nice

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Guess i could add an empty parent

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And rotate that

copper gust
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so benefits: srp batching eligibility, cons: potential redundant memory usage

tiny silo
#

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

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And I can live with the bullets having no animation for the performance mode

copper gust
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imo half measures like that will just stretch you thin

tiny silo
#

What do you mean?

copper gust
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at that point your juggling two versions of the game/bullet system right

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making sure they both work and all that

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but thats just my opinion

tiny silo
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I suppose that's true. Then I guess I would need to find a way to make sure my shader works with an atlas

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Since my shader is taking the entire texture and slowly changing its scale on a sine wave

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But I guess that's an entirely different problem to solve at that point which I can investigate myself

copper gust
tiny silo
#

Oh thank you!

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You've been a huge help btw. I know I've sorta been bombarding you with questions so I seriously appreciate your patience 😄

jade orbit
#

Im not sure why the color im setting it to isnt the color it is displaying as?

civic light
#

yo, im new to unity, is there any good tutorials i should try as a beginner?

balmy kettle
#

!learn

vagrant rootBOT
untold hemlock
#

I want only the head, how can I remove the background?

near wigeon
untold hemlock
rare cliff
#

How to set this rifle animation to the aim crosshair?🤔

spice marten
#

Everyone im looking for some help making my game this is my first time making a game and it takes forever dm me pleaseeerr

vagrant rootBOT
# near wigeon 👇

:loudspeaker: Collaborating and Job Posting

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

vocal ice
#

unity asset store keeps redirecting me to homepage when i click on assets

violet thunder
#

Also the Fixed gradient mode ptobably wont work here, it will look smoothed

violet thunder
fossil aurora
#

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

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have you had this issue?

latent meadow
#

first update to the latest version, then see if it persists

fossil aurora
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the problem is that these windows will get in the way of the cursor, basically making a dead spot in the editor

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oh I thought that was the lastest version

latent meadow
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i think 6.3.11 is

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also, what windows? i think there are some that are Meant to block anything else from happening while they run

fossil aurora
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Just did the upgrade and they are still there, here look

latent meadow
#

your screenshot is microscopic.

fossil aurora
#

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

latent meadow
#

what OS?

fossil aurora
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oh wait, it is visible, just a tiny bit:

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Windows 10

latent meadow
#

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.

fossil aurora
#

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

latent meadow
#

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

fast hare
#

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

fast hare
storm patio
latent meadow
#

^ night shifts here, my queue to finally get some sleep 😄

spice flame
#

Yo what is the best place to hire someone to code something for me

vagrant rootBOT
# potent geyser !collab

:loudspeaker: Collaborating and Job Posting

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

potent geyser
#

Literally the post above this. Read it.

sly adder
crimson vigil
#

also btw i am using google cardboard for the android build to build it as a vr game

boreal river
pearl solstice
boreal river
#

Why you delete it XD

pearl solstice
#

i wanna reply .D

boreal river
#

XD

#

Yes you are right

flat breach
#

hello, I'm not sure if it's light reflecting but how to remove the white weird effect which is onto the water?

plain dagger
flat breach
plain dagger
#

Dont put a point light right above the water surface

#

Baked only light will not produce a reflection like this btw

flat breach
plain dagger
#

It may make more sense to have lights inside the pool like real life

flat breach
#

there's no smoothness fields there, and yea... turning off affect specular just doesn't emit any lighting anymore lol

plain dagger
#

PBR rendering tries to emulate real life so if you also do that then it may make more sense

flat breach
#

you think it'll fix the reflection issue?

plain dagger
#

Logically id presume light that emits downwards under the "water surface" wont reflect on top

untold breach
#

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.

plain dagger
#

Though screen space overlay should not break pixel perfect if I remember correctly 🤔

untold breach
#

-# (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

untold breach
#

which I need on both the UI and the Gameplay

plain dagger
#

The most ideal UI mode is after post processing as that is usually desired

untold breach
untold breach
#

if it's an overlay

#

I think overlay UI might be the way to go

plain dagger
#

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

untold breach
#

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

plain dagger
#

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

untold breach
fresh jasper
#

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

shrewd epoch
#

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 🙏

latent lake
#

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

storm patio
latent lake
gray frigate
#

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

latent lake
#

i see

turbid vapor
#

👋
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.

halcyon pike
#

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

floral meteor
#

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

plain dagger
#

looks like your gpu is dying

timber atlas
#

hi

#

ccani uhh

#

ask for help in this channel

near wigeon
vagrant rootBOT
# near wigeon 👇

: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

timber atlas
#

it's kind of a uhh

#

weird problem lo-

timber atlas
floral meteor
#

ty

timber atlas
#

what

#

anyways im genuinely confused

#

it's probably the mouse movement script idk

#

and the camera

near wigeon
#

i dunno either

balmy kettle
# timber atlas

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

timber atlas
#

okay

#

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

near wigeon
#

google drive as a portfolio.. yeah thats reassuring...
this isn't the place anyway @sweet siren

#

👇

vagrant rootBOT
# near wigeon 👇

:loudspeaker: Collaborating and Job Posting

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

near wigeon
timber atlas
#

I didn't know that existed 😞

#

Ok lemme try

timber atlas
#

Okay

near wigeon
#

this has both first person and third person, you just swap out

silent mica
#

@warm pilot I think you already know where you are supposed to post these

timber atlas
#

i read the manual?? and it

#

doesnt really tell me how

#

or i probably dont understand it lo

near wigeon
near wigeon
timber atlas
#

THERE'S

#

A GIF FOR THATR?

near wigeon
#

no I made it just now to show how simple it is to use it..

timber atlas
#

ohh okay

#

thank you

#

it really is simple

timber atlas
#

how do i do that? 💛

near wigeon
#

I simply changed the PlayMode tint found under Colors in Preferences

untold breach
#

yall, how do I select sprites in an animation clip?

#

drag and drop yeah

gloomy raptor
#

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?

craggy pollen
#

what is this video even trying to express?

near wigeon
# cold folio

everything in Road2 scene is "Hidden" from scene view but the objects are still there.
See the 👁‍🗨 icon

cold folio
#

I see

plain dagger
craggy pollen
#

also make sure to apply the changes in blender

gloomy raptor
gloomy raptor
#

Okay so apply transform seems to have fixed it actually

craggy pollen
#

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

gloomy raptor
#

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

craggy pollen
#

ideally when imported into unity all the transform values should be default

#

but if you say it is fine for now, go for it

drowsy hull
#

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 😩

balmy kettle
#

then consider going through the earlier lessons as a refresher

chrome scaffold
#

are there any shader/script combos fr outlines in UI (2D) that are downloadable anyone uses here?

worldly cave
#

because 99% of the links you will get from other people are from the asset store

latent meadow
#

^ there are over 10000 free assets in the store, so you can find just about anything

digital sparrow
#

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

balmy kettle
digital sparrow
#

Im on my phone

balmy kettle
#

looks like you have a computer right there that you can use to take a screenshot with

digital sparrow
#

So passive aggressive

#

Obviously i dont have it on my laptop i barely use ds

balmy kettle
#

discord is also a website you can use

digital sparrow
#

Let me log in just for you sweet cake

balmy kettle
#

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 🤷‍♂️

digital sparrow
#

Hold on

#

there you go

#

any help would be appreciated

#

what its supposed to look like

worldly cave
#

your uvs are off

latent meadow
#

or it is two material slots

worldly cave
#

or a material is assigned to the wrong slot

#

yeah

plain dagger
#

yea probably wrong material assignment for the 2 slots

digital sparrow
#

Na i already tested it out i jus put it in the same slot so it wouldn’t break

#

and vice versa

plain dagger
#

Oh the warning implies this mesh infact only can use 1 material

#

Did you export it in a format like fbx or glb?

digital sparrow
#

Obj only

worldly cave
#

ive only seen this happen with .obj

plain dagger
#

obj requires the .mtl file it also exports to be included for materials to work properly

worldly cave
#

dont do that

#

use fbx or glb

#

never obj

digital sparrow
#

I would use it if the asset came with it

#

I have the mtl file tho

plain dagger
#

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 🤷‍♂️

digital sparrow
#

Import them both at the same time

plain dagger
#

or drag drop if your file management skills are iphone level

digital sparrow
#

Lol i alr tried that my guy

plain dagger
#

it just needs to be next to the obj (in same folder) in project when the model is imported by unity

digital sparrow
#

It is in the same folder

#

Waittt

#

Guess what

#

U the goat

plain dagger
#

cool problem solved. fbx, glb and gltf dont have this issue

knotty estuary
#

I brought Unitys book Guys.

digital sparrow
#

Yea these are old assets from ps2 games

knotty estuary
#

Well A Book On unity

#

319 pages

worldly cave
#

regardless save yourself the trouble and stick to glb... or fbx

digital sparrow
#

In general

worldly cave
#

i prefer glb since its not proprietary like fbx is

digital sparrow
#

I mean i can probably convert it

lapis gate
#

glb is objectively superior

worldly cave
#

fuck autodesk so yes

lapis gate
#

converts units, axis, packs textures correctly

digital sparrow
#

But i been using obj since my webjs days its familiar

worldly cave
#

its archaic

#

and outdated

digital sparrow
#

Duh i usually use glb

#

Wait

worldly cave
#

glad to hear

digital sparrow
#

Can you convert a obj file

#

Am i slow

worldly cave
#

you can litterally toss it into something like blender

#

and just export it as fbx or glb

#

its as simple as that really

plain dagger
#

If it works now there is no need

worldly cave
#

yeah for this current situation

plain dagger
#

unity supports glb and gltf with a package (glfast)

digital sparrow
#

I might do tht w the rest of my assets

worldly cave
#

stick with obj since you got it working

plain dagger
#

It is a waste of time unless you need to modify the asset

digital sparrow
#

Yea nvm then i thought it was just a few steps

plain dagger
#

Import options for GLB/GLTF are worse however so thats a different story but ofc they offer other benefits

lapis gate
#

dont need import options if it exported correctly

#

fbx always an export problem

worldly cave
#

theres even an entire blender asset dedicated to improving the fbx exporter

digital sparrow
#

Yall i havent been in blender since 2023

plain dagger
#

great then dont unless you have to

solid yew
plain dagger
latent meadow
#

a bit old of a video, but if you do not own the 'better fbx exporter' asset for blender, this is helpful

solid yew
plain dagger
solid yew
arctic axle
#

Okay, where did Unity move the Manage Seats option this time? >_>
Need to add my colleague to a new project.

drifting beacon
#

Does anyone know how to make a character/enemy/map selection menu?

worldly cave
#

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

fleet canopy
lethal mason
#

how can i find inspiration for my ideas

stuck flower
#

Experience the world

lethal mason
#

what

lethal mason
stuck flower
#

It means what I said

lethal mason
#

damn

stable perch
#

!ide

vagrant rootBOT
stable perch
#

just needed the link

opaque briar
#

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

dire timber
#

I’m unable to download unity 6… I keep getting validation failed right before the install is finished…

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

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

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

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..

viscid egret
untold breach
#

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

latent meadow
dire timber
#

No?

#

I’m too stupid to know how to do that.

latent meadow
#

have you tried deleting the library and letting it rebuild?
where is that error showing?

copper gust
#

what os

dire timber
dire timber
latent meadow
#

could also be firewall/antivirus blocking the new install

dire timber
#

It says compilation errors and I need to use safe mode

latent meadow
#

yes, so do that, and fix any errors you see, to start with

dire timber
#

Idk how to fix that error lmao

#

I ain’t smart enough for ts

copper gust
#

google points towards firewall/network restriction esque issues but theres not much on it

latent meadow
#

go into safe mode and look at the errors in the console. can you get into safe mode?

dire timber
#

Yes

dire timber
#

It’s just the same error multiple times

latent meadow
#

make sure your firewall and AV are not blocking things

dire timber
#

uh idk how to do that

latent meadow
#

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.

dire timber
#

Stock windows

#

But im pretty sure my windows defender isnt even enabled

latent meadow
#

then it is unlikely that the firewall is blocking it, but not impssible.

dire timber
#

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

copper gust
#

then your probably screwed

dire timber
#

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

boreal marlin
#

hi, is there anyone who knows how to do voice recognition on unity?

dire timber
#

I remember tryna go on discord one day and it just said its unreachable yet it worked fine on my phone and stuff

latent meadow
#

and this happens with all projects or only the one?

dire timber
#

I was tryna get it working for like 12 hours

latent meadow
#

i would

  1. re-enable microsoft defender.
  2. download microsoft safety scanner and do a full system scan.
dire timber
#

Wait do I have a virus or smth..?

latent meadow
#

that would be what those check for.

dire timber
#

i don’t remember ever downloading anything weird or from somewhere I probably shouldn’t have been.

gloomy hare
#

run malwarebytes

copper gust
#

they are just randomly guessing

boreal marlin
copper gust
#

if you haven't tried a different / new project do that

dire timber
#

I’ll try tmrw I guess…

boreal marlin
# gloomy hare so ask those questions

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

gloomy hare
#

That's a niche use case

boreal marlin
#

if u have any tutorial i can look into or websites i can read, can u share?

gloomy hare
#

You're not gonna find much

#

Might as well just ask AI

boreal marlin
boreal marlin
gloomy hare
boreal marlin
#

the tools, i mean

latent meadow
#

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

gloomy hare
latent meadow
#

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

gloomy hare
#

Im doubtful but if it exists that's an instant win

boreal marlin
#

thanks, ill get back to yall later. gemini did say something about whisper.unity . ill go check that out first

gloomy hare
gloomy hare
#

Fire

#

Im always a fool for assuming people Google things first

latent meadow
#

yes to whisper.unity too, that should be able to handle it

copper gust
#

your a fool for suggesting they use ai regardless

latent meadow
#

ignore batboy. most have him blocked already

gloomy hare
copper gust
gloomy hare
#

Your YouTube feed

copper gust
#

jesus fucking christ

gloomy hare
#

Insta tiktok

copper gust
#

if you wanna keep minimodding no need to be a cunt

boreal marlin
#

The 'tamil' was just an example

boreal marlin
copper gust
#

we get a lot of people who do not google

#

and plenty who exclusively use ai

dapper steppe
#

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.

hard magnet
#

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?

pearl oyster
#

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

pastel onyx
#

So apparently unity doesn't handle 3 wheel vehicle well

pastel onyx
#

No fakery

#

Currently using a modified version of prometeo car controller

#

Because I want to test my car designs

copper merlin
#

Hey everyone!

pastel onyx
copper merlin
#

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.

pastel onyx
#

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

hard magnet
pastel onyx
#

Problems would be same

hard magnet
#

Do you have any suggestions or solutions for this?

pastel onyx
#

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

craggy pollen
#

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

hard magnet
pastel onyx
#

Released one

#

I've learnt enough from my mistakes

craggy pollen
#

Raziel did you read what Nitku posted, it could be helpful

pastel onyx
#

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

hard magnet
pastel onyx
#

No NPCs as well

#

Literally a lifeless game

hard magnet
#

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.

dapper steppe
#

I don't see anything wrong with npcs in multi-player open world games

craggy pollen
#

he said for the beginning no npcs to start with

hard magnet
# pastel onyx Yeah

It’s almost impossible to do alone, isn’t it?
It’s nearly impossible to accomplish by yourself, right?

dapper steppe
#

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

dapper steppe
pastel onyx
#

But I learnt blender and now it takes me 2 hours to make a good enough model

pastel onyx
#

I spent 3 weeks learning UE4 and I finally left my fear of UE after 2 years

dapper steppe
pastel onyx
dapper steppe
#

My downside is ability for art looks

pastel onyx
#

I make low poly models

dapper steppe
#

I can of course generate what I'd like to have visually in code, not by hand though

pastel onyx
#

This is a BUS.
a stupid crazy bus that doesn't fall and also drifts!!

latent meadow
#

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.

copper merlin
craggy pollen
#

and what would make your game different from other ai generated games?

#

with the same techniques

copper merlin
#

The result depends on the AI pilot, not the fact that AI was used

hard magnet
#

I can’t keep up with this.

dapper steppe
#

Do ai games actually make profit? I don't think I've even see a public one lol

copper merlin
#

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

hard magnet
#

Is making a small multiplayer RP game possible?
Any tips or advice on what I should do would be really helpful.

craggy pollen
#

<@&502884371011731486>

dapper steppe
#

Oo free nitro again?

#

Lol

sage basin
#

?softban 1479343962711130173 bot spam

novel scarabBOT
#

dynoSuccess heavenly_quokka_34449 was softbanned.

charred fog
#

@copper merlin Don't cross-post

#

@copper merlin If you continue with the spam you'll get a warning too.

cold folio
#

Why does both the player and the bullet disappear

#

When the player isn't supposed to disappear when the bullet hit the enemy

craggy pollen
#

post some code then

charred fog
#

@cold folio And show how you attempted to debug this as well

pastel onyx
#

Possible

#

If you have the right mindset

#

The right idea

#

And follow the right process

pale coyote
#

How do I prevent an object from stretching when using cloth component on something?

#

Use vulkan and if still lagging use urp

charred fog
#

!collab

vagrant rootBOT
# charred fog !collab

:loudspeaker: Collaborating and Job Posting

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

radiant relic
charred fog
radiant relic
#

oh

pastel onyx
#

Apparently this bus is doing something called a Inertia Drift

#

Something seen in initial D anime

dusty zenith
#

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?

worldly cave
#

Block and ignore

#

Theres hundreds of those bots randomly dming or sending friend requests

#

I see one at least once a day atwhatcost

flat breach
#

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?

pastel onyx
#

I remember there was a 3D sound system

pastel onyx
#

Easy was i would say

flat breach
flat breach
drowsy hull
#

Love coming back after 6 months and seeing everything is broken

vivid cedar
hazy thicket
storm patio
storm patio
drowsy hull
#

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

storm patio
vivid cedar
storm patio
#

just use whatever version you already have installed, for learning it won't matter that much anyways

drowsy hull
#

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?

flat breach
#

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.

hazy thicket
hazy thicket
flat breach
flat breach
flat breach
hazy thicket
flat breach
lost garnet
flat breach
flat breach
drowsy hull
flat breach
#

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

lost garnet
#

Make sure the playerSpawn is not the same as playerTransform

flat breach
hazy thicket
drowsy hull
#

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.

flat breach
storm patio
#

@flat breach does the object have anything else controlling the transform? eg a rigidbody, a charactercontroller, an animation/animator

flat breach
#

the issue was the charactercontroller for the other person

hazy thicket
flat breach
#

he had to disable it while teleporting

#

and yea I've a character controller

storm patio
hazy thicket
hazy thicket
flat breach
drowsy hull
#

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?"

storm patio
storm patio
#

-# 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

hazy thicket
#

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

storm patio
#

some things just might not work for some people - not that they're unable, but just that they wouldn't enjoy it

drowsy hull
#

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"

copper gust
#

Eventually you learn how to learn in that sense

drowsy hull
#

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.

worldly cave
#

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

lapis gate
#

the secret is structure learning is a lie and sticking to your scripting roots will produce a game quicker than refactorning every two seconds

sullen linden
#

how do i get help with my game i have a problem with a prefab

worldly cave
#

!ask

vagrant rootBOT
# worldly cave !ask

:thinking: Asking Questions

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

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

lapis gate
#

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

drowsy hull
#

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.

lapis gate
#

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.

drowsy hull
#

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

copper gust
#

Game dev is really hard. It would be weird if you weren’t struggling. It’s very normal

lapis gate
#

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.

copper gust
#

That comment feels oddly aggressive

worldly cave
#

i think it feels pointless more than anything, and i think this entire conversation should have been a thread some 20 messages ago

copper gust
#

Facts don’t need to be aggressive

#

Ok have a nice day ben shapiro

gray frigate
#

"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 😉

fossil violet
#

hi guys

spark wedge
#

hey can i get some help with my main camera

worldly cave
#

!ask

vagrant rootBOT
# worldly cave !ask

:thinking: Asking Questions

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

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

worldly cave
#

what?

#

they should use the channel best fitting of their quesiton

#

your making an assumption

#

based on nothing in particular

#

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?

gloomy hare
#

Guys stop arguing

worldly cave
#

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?

gloomy hare
#

You're flooding this channel

#

Take it to dms

stray grove
#

Algum brasileiro?

worldly cave
stray grove
stray grove
worldly cave
worldly cave
#

or what

stray grove
worldly cave
#

Youre going to need to give us a lot more details then please

elder geyser
#

Are there any known issues with rendergraph? when i build the project the result is incorrect.
I am on Unity 6.3.10

gloomy hare
elder geyser
#

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

gloomy hare
elder geyser
#

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

gloomy hare
#

I'm not particularly experienced in the render graph though

elder geyser
#

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

hushed hamlet
elder geyser
#

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

gloomy hare
#

pfft

elder geyser
#

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

signal crow
#

when i press game camera opens from here. i tried to fix it with ctrl shift f but its not working. any ideas?

craggy pollen
#

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

signal crow
craggy pollen
#

strange

signal crow
#

i can show properly on voice chat if u want

worldly cave
#

you can record a short video to demonstrate better

#

if you want of course

signal crow
latent lake
worldly cave
#

how is your main camera positioned?

#

enable this when selecting your main camera

#

and then move it around

signal crow
#

oh

#

wait

#

i think i got it

#

no

#

@worldly cave

worldly cave
# signal crow

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

signal crow
#

omg