#💻┃unity-talk
1 messages · Page 96 of 1
please use full sentences
Okay, please dont type like this
stop spamming
hello Guys
hi, this is not a social space https://nohello.net
if you have a question feel free to ask
Hello. Im new to unity. What do you say where i start? 2d or 3d?
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im now doing that unity course thats on the site.
That offical one.
If i complete that, then i can really make my own game?
you can make your own games when you are experienced enough
the tutorials are only for learning purpouses
But with that course i could make simple games by myself, and if I want something + then i check after it. Or i could watch courses on yt too
you can watch yt tutorials too yes
There is honestly no specific cut off point
where you can suddenly make a game on your own
you just get there by actually making a game
you'll start by following tutorials, then you will try to make your own script by taking inspiration from the tutorial's scripts and finally make your own game from scratch
Okay guys, thanks. I try my best studying and mastering this while going to school. My dream is to make a good 3d game by end of the summer.
i wish you success
Thanks. If I will start that game project then I will put it in #1180170818983051344.
sounds like a great plan
Can someone help me with a silly thing, I'm trying to add a friend to my unity cloud project/repo, when I add him he is a "Project Guest", it says here to add him to the "Seats", but I can't see the seats button on my DevOps and my org doesn't have any subscriptions I am using unity free/personal
do yourself a favor and just use GIT its simpler and bulletproof
many hosts like githuub exists and works across other projects besides unity
yeah, but git can't store large model files
You could with LFS anyway, but generally you don't want to store that model files on version control anyways nd eat up unnecessary space.. They don't change as often as the rest of the project files, and you can keep them in a separate storage place like GooleDrive and alike
Things git users do to cope with git 😂
That’s not even how Unity works. It’s one project, assets, data and code. Version everything. It’s all connected.
Need to add him to an organization I think
wa? the models don't need to be in version control .. In most cases they are already done or change very few times, they can done so separately.
We use own git server so storage isn't an issue but works fine with any host that give plenty of space for it
wasting version control space for models is just silly
So what, you check out and then you drag the models in by hand or what?
I like to have my project complete, thanks.
You do you, we can agree to disagree.
plenty of people track the models separately if needed.
maybe you haven't worked with models that exceed 2GB each ?
we version source art seperatly from exported art, but do version all the exported stuff just like other assets and use lfs for it
Yeah, I don't see any other way working
Ohh version control apparently requires a subscription I don’t think I have, that’s prob why it won’t let me into my project.
Version control doesn't require a subscription
when people say version control they are talking a concept not just 1 solution
The version control package
Unity Version Control *
are many thigns to do version control with, unity has its own, but many people will use Git or Perforce instead
its always busted through many different unity versions and packages 😂
yeah i tested it like ages ago before untiy bought it as plastic scm, but still prefer Git and Perforce so never adopted it
Git kept breaking for me. Tried self hosting, that kept breaking too
not sure how. . Git is bulletproof
In game dev projects it's never been kind to me
i have always been on Git for the project and Perforce for the source art for most of my career
I've used it extensively for code-only but in game dev it's absolutely not bullet proof 😅
I definitely prefer Plastic over Perforce
man I miss Perforce, that was fun and SVN (forgot which)
I may just have to make a new project and put the assets folder from this project into that new project
before lfs git did suck pretty bad, unless you host was cool with huge files. Now its very stable with lfs for gamedev
yeah big reason I track those seperate tbh so mayb why I never had issues.
Git was def meant to be Code first
doing that works but it will not transfer anything else that may important like Layers, Tags, Packages etc.
oldschool way, zip the project folder besides the Library Folder
You can transfer most stuff with assets > create package
does .unitypackage does transfer layers? last time I did it didn't
Not by default but you can select it
I personally do this with audio libraries
hello, how to change a material's emission color in runtime using scripts?
should I use AssetDatabase.LoadAssetAtPath<>(); or is there another way?
this is for editor only..
wats wrong with a serialized field?
i dont see why you would ever use that... you can just do something like
Renderer rend;
Material mat;
void Start()
{
rend = GetComponent<Renderer>();
mat = rend.material;
mat.EnableKeyword("_EMISSION");
mat.SetColor("_EmissionColor", color);
}
you can also use a custom shadergraph shader for your material and make this even easier with a lot more control
yea exactly, the material I'm trying to modify is a editor only material because it's a material I use on decals
I wanted to do this but there is no Renderer
it's for decals
I don't know if you get me but there is no Renderer, it's just a HDRP Decal Projector with a editor material, and I'd like to change this material's emission
i think this is almost certainly an #🔀┃art-asset-workflow conversation or even #1390346776804069396, but it sounds to me like you just need to use material property blocks for this
also when you said its an editor only material, is it located inside an "Editor" folder?
yea ofcourse, otherwise I wouldn't be able to slide it into the material's field
Anything inside an Editor folder wont actually appear in your build
You can still use a field if you did a custom editor window
we mean project files right?
I mean your games build, if you use an editor only material in your game, you build the game, that material wont appear
but what is an editor only material? it's a material which is in the project files but not into the scene right?
no its just a regular material that happens to be in the editor only folder
so /Library?
I asked if the material was in an "Editor" folder and you said yes
and Editor folder is a folder named "Editor"
I didn't know what this meant, nav used it and told me that the AssetDatabase was for editor only, that's why I continued using this word
but my material is in the Assets folder
no /Editor or anything
Any folder doesnt matter where
could be under assets
if its named "Editor" will be editor only
and thats what i asked
it's under Assets
is it named "Editor"
no under another folder or anything
no
then why would you say it was 
it starts getting late😐
idk
anyway, do you know what I should use ?
yes, like i said you can use material property blocks
so wait, what the hell did you mean by the material is "editor only" ?
okay, I'll look into that, thank you
IDK
@worldly cave there is no meshrenderer
how to assign the material block?
Yo guys I’m making a animal company fan game horror game sadly I don’t have a pc and I’m looking for people to help me develop dm me if. You would like
The game will include varieties of monsters and summoning
I have the models already I just need someone to do everything else because again I don’t have a pc. I’m willing to pay for this to be done but don’t expect a lot of money prob like 20 tbh. This is a vr game btw
I think a material block wouldn't help me there tbh
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Wait you want to collab?
read the bot message
let me see
I've read the documentation and I think it only works with MeshRenderers
yeah i dont think you need a mesh renderer
how to do it then? ``` private MaterialPropertyBlock materialBlock;
materialBlock = new MaterialPropertyBlock();
materialBlock.SetColor("_EmissionColor", color);
I need a way to SetPropertyBlock();
italiani?
this is a primarily english server, sorry
Though these are incompatible with sro batching so not a super amazing solution if this is touching something at scale
i'll keep that in mind in case i see it again, thanks
Yw
there is a dedicated #🏃┃animation room you can ask in. make sure not to double post.
I need some help
Dumb question, how do I make a window or door frame on probuilder ?
like lets say u wanna have an animation to when the player throws smtn, how would I do that? do I do it in blender then use it in unity or what I suck at this part
I have a question and I don’t know where to put it
I’m also trying to do doors I have the doors but the hinges aren’t moving correctly like a real door on the hinge
Yes. Blender or any other software for authoring animations. Or import existing animations from asset store, mixamo, etc... And apply them to your character.
Probably #⚛️┃physics
Thank you so much
Update the stockhom syndrome has kicked in, i love unity
i should download those right
are you building for android and ios?
yes maybe
then yes maybe
Heya ppl , if I had a query related to level design in unity which channel do I ask it on?

depends, but probably start here
Hey so I'm going to make my first unity game I was thinking 3rd person zombie shooter, with heals, ammo, and 1 boss zombie maybe 2 and difficulty increases with more zombies doing more damage with a little health increase, I don't think I want to change heath too much with only 1 gun maybe 2
What do you guys think the difficulty will be for a newbie like me, I already found a player model that comes with 2 guns, she has some animations already
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
so whats worng here?
Editor logs
Windows: %LOCALAPPDATA%\Unity\Editor\Editor.log
MacOS: ~/Library/Logs/Unity/Editor.log
Linux: ~/.config/unity3d/Editor.log
Unity Hub
Windows: %UserProfile%\AppData\Roaming\UnityHub\logs
Mac: ~/Library/Application support/UnityHub/logs
Linux: ~/.config/UnityHub/logs
u mean that ?
if that is the hub log in the location listed in the bot message, yes.
yes its so?
search for error
i am honestly not here to read through your 15kb log..
perhaps try restarting the computer , just to eliminate the usual issues
{"timestamp":"2026-03-16T05:03:28.691Z","level":"debug","moduleName":"UnityIPCClient","pid":37112,"message":"connecting to IPC Server Unity-hubInstallServer-fad5ff82-b6c3-4267-88ef-b970f0302af7"}
i dont thing there is any curl bracket issues in it
that does not appear to be the issue.. I could be wrong
you were able to install the hub and an editor, so it is probably not a firewall issue., unless a very specific entry
again, back to the usual first step which is restarting the computer, just to make sure nothing is hung in the background
this is irrelevant. you need to look through the actual logs to find error logs, not errors with the json schema
Anyone here know how they did this on a 2D map? I am trying to do the same with isometric tilemap but the asset for palette I have is 2D so is there a way to convert an 2D palette into a isometric tilemap?
Or are 2D isometric assets entirely different?
This is from a GBA game.
So pretty sure it's 2D
yeah i think its project issue
might want to talk to #🖼️┃2d-tools
issues in a unity project would not cause issues with downloading a learning template in the unity hub.
but presumably you are missing files or package dependencies for whatever you've just imported into the project
im just click download
didnt import something so ?
i think its should download whole files with itself
whatever
its worked after restart device but got those now
and i cant find errors in vs :/
what version of the engine?
i honestly thought the Microgames were all legacy/out of date
6.0 as they told me
can you screenshot where you found the microgame to install?
there s no bugs in it
who told you
i am pretty sure the microgames are 2022 Editor only.. IIRC they require some packages that are not included in the newer Unity versions. your best bet is probably to click the Learn tab in the Hub, and go from there. those are up to date.
here
⬆️
you mean?
ah, 6.0 is generally kinda recomended but yeah that tutorial is not supported for it
can you show the whole screen.. something seems off here
so where is the issue now?
in code or engine or on me
:/
Oh, son of a gun! i see it listed. i will download it and try here.
hi just quick question regarding meshes from a total noob. The mesh filter component is what actually determines what shape the object has right? and the mesh renderer is what interprets that? I.e. I can have multiple mesh filters that i swap between and they're all used by the mesh renderer to actually create hte appearance of that object
:/x2
yup
awesome, thanks.
working on a manual object pool and want to make sure im being efficient where i can
oh ok thats sick
oh that might be better
did they just fire the people doing the microgame package or something
Ok, i was able to download it (through hub) and run it. seems they updated it. I am not gettng the same errors as you are..
i Am getting a couple minor errors, but not the mess you are seeing
@past gate make sure yourproject is not in a folder controlled by OneDrive or similar. just a guess.
so what now?
also how can i change vs to vs code to open auto?
Alright how do you design or architect a game management system?
didnt do it
its do its self i think
WHa
now should i solve them or just close this project?
if the project is jsut the template, delete it and start over with the download. see if it works the second time.
Sorry i mean vs code to community
Same Place
I didn't find it
!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 find vs code
what's this meant to say?
It says B̷͊͛͘͝u̸̽̈́͘͝ȉ̶͗͊͝l̶̃̾͘͝d̷́́̎͝ ̷̿̉̅̕pr̴̊̅͗͐ȏ̷̉͊͘ḟ̶̋͛̚i̸͒͒̏̽l̵̍́̈̕ê̷̚s t already open, re-open it (
But seriously, you probably want to find it on the Unity Learn site 😅
can anyone explain to me why using a while loop in a normal script and not in a coroutine causes the game to freeze?
It'll freeze in both cases. A coroutine can just yield to defer execution until later
If you don't do that then it's also going to freeze the thread
Code runs one line at a time, top to bottom. Until the while loop ends, literally nothing else in the entire program can happen
Putting it in a coroutine means other stuff can happen when the coroutine yields and then it can come back afterwards
It's not the fact that it's in a coroutine, it's the fact that there's a yield instruction which pauses the coroutine and lets the rest of the game execute until it comes back
Hi, I have a question. I'm making a game in Unity 2D with Photon Pun, and when characters collide, different things happen on the two screens and players move then come back to old position. How can I fix this?
Hi!
I haven't really used Unity for few months but after i got backed i updated installed version 6000.3.11f1, but after i opened my project i got an error of Packages\com.unity.render-pipelines.universal\Editor\Tools\Converters\ReadonlyMaterialConverter\ReadonlyMaterialConverter.cs(159,18): error CS0246: The type or namespace name 'MaterialReferenceChanger' could not be found (are you missing a using directive or an assembly reference?)
I tried remove "package" and "library" as well as the cache folder in AppData, i also tried reinstall Universal RP package but none of them worked
How can i fix it?
you should not have removed Packages
Yah that's a bad idea i have to reinstall them
you could probably just get the manifest files from your trash, assuming you didn't permanently delete them
Will it break the project if it's deleted?
probably
Assuming these players have a rigidbody, then Unity would be applying physics locally, and PUN is sending position update at a different rate than physics are updated locally, so the server says the player is in one location and Unity says their physics are in another location, on the next PUN 2 the server repositions where it thinks the player should be, leading to a "jitter"
The common fix for this, is to disable physics locally on other players and have PUN strictly decide where other players should be, though maybe you can ask in #1390346492019212368 for other possible fixes - Photon also has their own discord for questions as well
any idea if this will take much longer? i have a class in like 20 minutes
Was that your first build?
Yeah, usually the first build will always take longer than subsequent builds, as Unity is also making a cache to "skip" some steps for future builds
so, question cause the tutorial is a bit unclear. the folder to zip ot then upload on the web is the folder i selected when going for build
it has this stuff in it
or is it just the "Build" one inside
Heya guys
hi, I have around 10 decal projectors in my scene, they all use the same material asset, I'd like to change their material's emission at runtime in code, how to do this? I've tried several ways and none of them worked.
How are you trying to do it
at first, I wanted to do it with Renderers but there are no Renderer, so of course it wouldn't work, then I got advised a material block but it didn't help at all, now I just tried to acceed the DecalProjector's material field, enable emission and then change its color but it just doesn't do anything
Show code
This is probably you using .material instead of .sharedMaterial but we’ll see
yea I'm using .material lol
what's the difference with sharedMaterial?
I want to change their seperate materials btw if sharedMaterial just do it to the source material
Ah ok
is that what it does?
.material creates a new instance of the material the first time you access it
this is appropriate if you do not want to affect anything else
In that case my advice would be to make the material emissive with the values you want, set the inspector to debug mode (can google this) and carefully look at all the enabled Keywords and properties being set
anything apart from the instance itself?
There might be some stuff your missing
Right. You get a new Material object that only that Renderer uses
So modifying it won't affect the original Material
alright, I'll look into setting the inspector to debug mode
oh okay, do you know a way to achieve what I want?
Might not work depending on what you want but it this is just like a bool type thing i’d just have two materials and you swap between them
maybe I could duplicate the material for each different Decals and use .sharedMaterial?
That would not help you
sharedMaterial doesn't make a new instance right?
why?
Because your describing what your currently doing, which is 1 material per projector
OH yea that could be an easy way to do it
I'm currently having one material only for all the decals
Not true
so .sharedMode would modify all their emissions/materials right?
because your touching .material at runtime your making 1 copy for each projector
yes, but that's why I'm saying I could switch to .sharedMaterial and have different materials for each decals, now, I have a material for 5 decals, I could just duplicate this material 5 times and use .sharedMaterial
Are these materials different
no
wait, what do you mean by "these materials"? there is only one for now lol
As in your proposed 5 duplicates
oh yea they would be the same material
When you have touch .material, it makes a copy of the original material and assigns it to the projector, so when you modify it the only thing using that copy is that 1 projector.
When you touch .sharedMaterial, it directly touches the material assigned so when you modify it, anything else using that material would have the same changes
Im having issues loading a unity scene, I last opened it hours ago & then when I saved it & tried reopening it hours later, my whole scene is empty & I get this error: Unknown error occurred while loading 'Assets/Psycho.unity'.
it’s potentially corrupted, are you using version control
I thought the new instance wasn't used for anything... so this is the right way to do it, why doesn't it work in my example? and also I've understood what .sharedMaterial does and that's why I've suggested duplicating the original material multiple times, so I can change their emissions one by one
Yeah I am.
The whole duplicating materials and using .sharedMaterial would be the same as just using .material
yea
so I'm probably just doing it the wrong way ig
Your problem is probably some missing keyword or property as mentioned earlier, you can either figure that out and keep modifying via .material or if you just have 2 states just use 2 materials (one normal and one emmisive) and set the .sharedMaterial when you change it
why should I use .sharedMaterial if I use 2 different materials for each states? I don't want to modify all the decal's material assigned, you said " anything else using that material would have the same changes"
right we have found the misunderstanding
changing what material is assigned to the projector is not the same as changing stuff on the material that is assigned to the projector
Like changing what shoes you’re wearing vs. changing the laces on the pair of shoes you’re wearing
yes
I understand that
but, sharedMaterial touches the material assigned, you said, so the source itself
Changing your shoes:
myRenderer.sharedMaterial = someDifferentMaterial;
Changing the laces on your shoes (which affects everyone else wearing the same shoes):
myRenderer.sharedMaterial.SetColor("SomeProperty", someColor);```
He's saying do the first one, not the second
which doesn't affect anyone else wearing the original shoes
If you only have two states you don’t need to use .material as you don’t need a copy because you wouldn’t need to modify the material/“laces” anymore
😭
You just change what pair of shoes your wearing
ah, reassignment vs mutation, classic
I think I understood.... but that's too complex for nothing fr
it isn't complex, but it may just be unfamiliar
here's some terms for it if you want to google further
bro advised me to use something which doesn't exist... .there is no sharedMaterial in Decal Projectors
I understood in the case of .sharedMaterial but what's the difference with .material then? you can also change by reassigning another material
what??
The idea being there would be no reason to make a new pair of shoes if you don’t need to
Anyway just .material is fine then
public Material material
{
set
{
SetMaterial(value);
}
}
public Material sharedMaterial
{
set
{
SetMaterial(value);
}
}
```nothing, apparently
which i guess does make sense
it's just the getters that are different
how do you get access to that by the way?
cmd+click some definitions
okay, thank you so much for helping me
some stuff is also available here https://github.com/Unity-Technologies/UnityCsReference/blob/59b03b8a0f179c0b7e038178c90b6c80b340aa9f/Runtime/Export/Graphics/GraphicsRenderers.bindings.cs#L164-L179
Thank youuuu so much, that's so great to know, I didn't know this
hey so like is it normal for an editor install to just be stuck like this for 15 min+?
not super out of the ordinary
just gotta let it do its thing for a bit
okie 
Heya guys
@cyan copper this isn't a social server https://nohello.net
if you have a question, go ahead and ask. otherwise please stop spamming
hello, I'd like my player to be able to capture an enemy(navmesh ai), the player basically instantiates a mini prison(4 side grate) with a mesh collider, unfortunaly the enemy just goes through it, I tried adding a Navmesh Obstacle to the prison but he just dodges it, so the player cannot capture him, I thought about disabling the Navmesh Ai component but it'd be hard to handle, what could I do?
cant you just set the agent speed to 0?
whatsupp
stop them from moving at all inside of the prison?
stop making the agent go somewhere
making a game where you play as robot animals
if you'd like to show off your model, please use #🏆┃daily-win or #1180170818983051344 for that
shi mbb
all good
but how to detect it when he's into the prison?
I'm not sure anymore what the ai detects
would a trigger collider work?
i mean it would depend on how you handle the prison stuff to begin with
you havent given us much context
who is the guy that wanted to text me
pretty easy, just gets instantiated at a position, it has a mesh collider
Lol
what ?
im going to assume it was a collab post
someone responded with the bot command
and the post was eventually removed
thats my theory
This sounds dumb but generally you should know everything about your game, like what things are in what prison
If your lacking that kinda info then yeah that should be your first step
Trigger collider seems like an alright way to find that info sure
then use a collider to detect when an enemy enters
simple as that
there was a guy that friended me but i declined it by accident so im trying to look for him
I've already added a trigger box collider into the prison, but I thought it wouldn't detect, I'll try and see
do you know what a navmesh ai detects?
ai navmesh just walks on meshes, what it detects is up to you
In Game Selections of mutiple Rigidbodies
I mean, it clearly doesn't collide with colliders that aren't baked into the navmesh bake
well yeah navmesh has nothing to do with physics
trigger colliders is physics....
exactly..
so it wouldn't detect it?
not by itself no, you need at least 1 rigidbody on either
Trigger collider to obtain the objects that have the navmeshagents
How the agents work is irrelevant
depends on situation, sometimes you can just do it on the trigger if that has a script + rb
but I usually put a rigidbody on the navmesh as kinematic or dynamic but with constraints.
Both have pros and cons
could somebody help me im looking for somebody he has a obsidian pfp
huh?
tysm, I'll add a dynamic rb onto the enemy
if you do that
- you need a collider on it as well, this means it will push other rigidbodies around (i suppose it can also be a trigger? lookup the chart for collisions)
- put the constraints on otherwise it will try to fight the navmesh for control
what even is the context
nvm
i mean, if there is something we can help you with, you can just ask here rather than trying to find the one person who responded you at some point.
true but i rather just give up
How can I reduce stutters when loading new scenes?
Have less stuff in Start in that scene
im using the async overload
interesting, is that the only way i can do that?
Probably worth checking the profiler to see what's taking up most of the resources and starting from there
i'll check this out, thanks! is there like a marker for a scene change that I can look at?
it's weird but it doesn't work, I've added a rigidbody and a sphere collider onto the enemy, dynamic continous collision detection, full constraints, the prison has a mesh collider and the enemy still goes through it
You'd be able to start the timeline before the scene load, then load the scene, then pause the capture, and you'll have a breakdown of all the stuff that happened while it was capturing, including the scene load.
https://docs.unity3d.com/6000.3/Documentation/Manual/Profiler.html
They suggested a rigidbody for a trigger collider…
MY BAD, sorry
well, it doesn't workeither
The NavMeshAgent is going to control the position of the object
You cannot stop it from moving by any means whatsoever if you're letting it move the object
You need to tell it to stop moving
that could mean you set its speed to zero, or maybe you could just set the destination to be its current position
yes but how can I know when to do that in my case? There are like 10 Transforms in scene, and there are the possible prison spawn positions, the enemy moves everywhere
if I can't use colliders to detect when to make him stop moving, that's hard
you can still use colliders to make decisions
You can also skip rigidbody all together and do physics queries/casts
for example, you can have the trap look for nearby enemies and tell them to freeze
using a query, indeed
you can also just put a trigger collider on the trap and have the enemy react to overlapping it
you just can't use physics to stop the enemy from moving
(because NavMeshAgent does not care about physics whatsoever)
I think that’s where we are at rn
This is what I thought of first, yeah
that's what I'm already doing, but it doesn't work
then you'll need to show us what you actually did
there's a lot to show, but I basically have an ai which has a sphere collider+ Navmesh Agent, then the player can spawn prisons which have a mesh collider for the grates, in the inside I've a big trigger box collider, in my case, I'm using OnTriggerStay(Collider other) {} because the trigger will spawn onto the enemy and here I'm just disabling its navmesh agent
if the Navmesh Agent is just there to move him onto a baked surface, why would I need all the extra physics stuff such as rigidbodies?
but I thought they were not needed, I need to watch the physics beginners tutorial back ig
aren't colliders alone the other type? there is discrete, dynamic and the other one and why would it even be a problem? I tried with rb and it didn't help
Hi everyone
colliders can't be 'discrete' or 'dynamic'; those terms apply to rigidbodies
the Rigidbody component tells Unity that this object is a physical object that could bump into things in the physics world
it is required if you want to receive trigger messages
U guys got any idea to improve combat feel ?
Feel like something is lacking
it feels very slow
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I have good experience in game development and can work on many different types of games, so during the process I’ll also explain important concepts like gameplay programming, game architecture, mechanics, debugging, and how real development workflows work.
This is completely free. I’m not charging anything because my main goal is simply to practice speaking English while teaching.
My English level is around B1, so I’m looking for someone patient who is comfortable talking during the lessons 😊. We’ll just communicate normally while building the game - discussing ideas, solving problems
Ideally, I’m looking for someone from the USA who is 22+ years old, just so it’s easier to have natural conversations and similar interests.
We could start with 2- 3 sessions per week, but we can discuss the schedule and details together.
If you’re interested in learning how to make games and want to build something real together, feel free to message me on Discord and we can talk 😎
you briefly pause the game to highlight an impact
you'll want to post this on Unity's Discussions site!
!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**
Yes, parry and attack
the sweep effect on the enemy weapon should not appear if you parry them
it looks like they swung through you
the shake on the camera is a good idea, but I think it should be much snappier
so, faster shaking that doesn't last as long
you could also add a slight zoom that gets stronger with each hit
The sweep is present at all times when swinging, thought it makes the attack pop morr
hello,
i would like to ask for someone to come 1 on 1 call with me to help me fix a problem, i've been looking at forums and i can't find the solution, might be something dumb but i can't figure it out so please
explain your issue!
right, but it's causing visual confusion here
if I see a big sweep that goes through my character, I assume I've been hit
kill the sweep and show some sparks or something
actually, you do have some sparks
make them shoot out way faster
basically, make it all faster!
i can't manage to zero the object as needed, trying to get the parts of the wheel to all be at 0,0,0 while being in the correct location, that is the best i can explain it
first, make sure your scene view is set to "Pivot", not "Center"
or else the handles won't actually show you the origin of each object
To adjust the origin of something, you can either:
- edit the model so that its origin is in the right spot
- parent the model to an empty object, then adjust the model so that it aligns with its parent properly
(in prefab) I am currently doing the second option with the "empty object" its a wheel collider but as far as I understand if I move the parts now the same object will later keep the same coordinates in the normal scene mode ?
which would make it not 0,0,0
When you place a prefab in the scene (or in another prefab!), you get a prefab instance. If you make any changes to the instance, you'll get an override – this is shown with a blue bar and bold text in the inspector
So, if you mess with the offset on a specific prefab instance, changes to the original prefab will have no effect
(so, don't do that!)
like I said i'd love to get a call as im not too skilled and would probably understand it faster / easier
response please ?
we don't have VCs here, it kinda negates the benefits of having a community server to begin with
theres nothing a call would make easier to explain/understand that text wont
Hi, sorry my saga with optimising the bullets continues. I'm making a bullet hell game and the bullets use a shader I made in shader graph which makes them slowly shrink and grow on a sine wave to give them a bouncy feel. It worked fine, but after putting my bullets in a sprite atlas, they come out looking like these balls of remnants of the atlas they came from.
What I think is happening is the scale going up and down is based on the centre of the atlas
So I'm wondering if there's a way to adjust the shader graph to focus specifically on the sprite in the atlas rather than the atlas as a whole
Can someone help me with layers, cause im trying to put my tilemap behind the player but it just doesnt work.
as a beginer i beg to differ as sometimes its quite nice to get a direction as in "the green thing"
imma be real, guiding someone via vc/stream is extremely frustrating
that i do know
but yeah VCs are just overall not great in comparison to text channels
these have permanence and publicity
how are they set up?
so i have my layer background on 6 and my player on 5 and i also set up a renderer sorting layer but it just doesnt work my player still goes behind the tilemap
those layers aren't relevant, it's just the sorting layers
yea but the voice chat does allow for faster transfer of information and makes it easier to detect a miss match or realise someone has understood something in a wrong way
wait let me send a picture
in my experience, a lot more is said but less is actually communicated
& VC is too much of a commitment, ain't noone tryina do that
there's a 4th thing now??
or is rendering layers a urp thing or something?
no clue
omg that might be it
rendering layers for things like Decals etc.
fair enough, i gtg but i would still love to help on my problem, also i prefer the voice chat for the privacy reason, you know less of the feeling dumb thing
so do your sprites/tilemap have the proper sorting layer set?
sorting layers is for things like sprites yes
Shouldn't entities be the bottom one?
yes
these are no more private than these channels and you can't go back to regain knowledge
How is vc more "private" than text chat 🧐
player is on entities and tilemap is on background
Yeah shouldn't they be swapped?
also, because of people not wanting to VC, you're more at risk of getting poor support lmao
still goes like this
mostly because its in a dm so you don't have multiple people seeing it
Hmm how about their materials?
oh, yikes. that's even worse
but the whole point is that multiple people can see it...
thats the entire point of this being a server to begin with
i did check them but from what ive seen they are the right materials
ill screen it
its sprite-lit-default
yeah pretty sure unovi's right, it renders top to bottom, so the background layer should be at the top, above default
let me try
Admittedly idk much about tiling but yeah it renders top to bottom, I just checked mine to make sure
THANK UUUUUUUUU
so only 1 person can answer, and if they're wrong you have noone to clarify or correct, and if they can't help you you have to re-explain the entire thing to someone else, and it also requires you both to be free at the same time
its like UI, because bottom = drawn last therefore ontop
love u bro
Lol I've forgotten at times which order is drawn first
sorry where can i get help ?
i mean i just started so im watching turtorials but i guess back than there wasnt aany sorting layers
!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
cause the turtorial is like 6 years ago
sorting layers seem to have been in since forever
the farthest back the docs have is 5.2 and they're there
also just empirically - every one of these support communities i've been in, the people familiar with the topic and with teaching it would not be willing to do stuff like that, so if you get someone helping chances are they're not super familiar
Chris i think you made your point lol
!ask . I wanted to ask how to remove this shadow or what bc it doesn't allow me normally to see things ?
:thinking: Asking Questions
:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
-# For more posting guidelines, go to #🌱┃start-here
why would you post the command
ohh ok
that shadow looks like distance clipping on your camera
i'm just tired of it tbh. seems to have turned into a pet peeve at this point
and what can i do with it
pretty sure you adjust it here
try selecting something and press F, or double click something in the hierarchy, to focus that object and reset zoom/clipping planes
one more question how do u delete tiles when placing down tiles with the tilemap
it doesn't solve the problem
eraser tool from the tile palette
or it isn't possible to remove that fog
also but what to do if i accidently launched a endless while loop and now i can't play scene or do something , what to do
nothing you can do but End Task
dont use while loops
don't make infinite loops
Write code that can actually end
i cant remember i ever used a while loop inside unity
surprisingly recursion can cause a stackoverflow giving you a way out
does anyone know whats causing these lines. I already checked if i cut the tiles out of the png wrong but i didnt but there is still these lines for some reason. When i press play they disappear for a second than come back and when i move they move.
are you using a pixel-perfect camera?
how can i check?
also make sure you aren't zooming the game view in as that causes weird issues like that
check your camera object and see if it has a pixel-perfect camera component
chances are you aren't since you asked lmao
i am indeed not
do these lines only appear when you move?
you can solve that by using a sprite atlas
IEnumerator Boo(float time, Action doIt){
var t = 0f;
while (t < time){
t += Time.deltaTime;
yield return null;
}
doIt?.Invoke();
}```
i added the pixel perfect camera but to be honest idk how to use it
@storm patio how do i set it up if u dont mind explaining
configure it with proper PPU and such
there's only a few boxes to fill
make sure your sprites are set up properly for pixelart as well
filter point, compression none, proper ppu
ok i have some learning to do cause i have no clue what those things are
thank u'
now that you poszed that i actually found a script i used something similar. i was using that in a couroutine for camshaking
yea I use something like this to do different actions using the same timer setup
why not a WaitForSeconds there
and to avoid abusing the update methode with too much spaghetti code
one less object to make each timer no?
this is also very good when in the loop i may have a Random.range or sum for timer
yeah if this is being used frequently with different times then using the while loop reduces allocations
ah, fair enough
yeah i thought that was just omitted from the example but when you mentioned #💻┃unity-talk message i reinterpreted it to mean you were basically using this exact thing
so yea while loops! 🔥
You can cache yield events. Latest vs code unity update now warns you about new allocations too
i have a very specific issue. i am trying to project an object with blendshapes onto a different curved object idk how i would do this. how do i do it?
@storm patio i have a problem with setting up the snapping thing. Idk where it is. I cant find it
please do not ping specific people for help
my bad
there's multiple "snapping things", what are you referring to
i dont even know to be honest its the docs from the pixel perfect thing u sent in the chat
it says its in edit but i dont see it
does it not guide you in the docs?
it does but i dont see it
perhaps you missed a step?
there's multiple "snapping things" in those docs
be more specific please
yes
it's the one that looks like a ruler with a magnet iirc
i don't have unity open right now
yes
ok thanks
if i have classes that inherit for this class, but i only want to find the base, what can i do?
like i only want to find that class, not every one that inherits from it
pop out the other search and it will give you the parent only afaik
should see icon next to searchbar
wait its fine, ill automate the process
<@&502884371011731486> this shit again
?ban 1478247285363179622 bot
voltan.dev was banned.
Hi, just a little question, I am coding a game when I build it for web everything okey with my PC but when I buld it for Windows it seems that it takes a lot of resources
it's open source if you need to take a look at the code
they're different architectures
I find web builds take way longer than windows builds, but is there an actual issue here other than it's intensive?
thank you for the quick answer, effectively the time it takes is a part of the question but it's about the build its self, when I launch the game on Windows it seems not optimized
are your build profiles the same? web builds probably set quality way lower
I haven't dig in this sens
I've leaved everything by default in Windows
Also for the web
you can take a look on Unity Play, it's okey for web but as I said on Windows it's hard
here it is https://play.unity.com/en/games/f5a3f475-169b-4497-ad4f-fe607df8e105/wargame
sorry for the screens
of course you can see that I am new to Unity, btw, I am following the Unity Tanks Tutorial
hello, I just don't understand but why isn't a navmesh agent getting detected by trigger colliders?
I've tried with rigidbodies and it doesn't work, the physics unity doc doesn't explain that neither
You need to actually provide details about what you've tried
I've tried without rigidbodies, so just a collider on the enemy and the trigger zone, with a rigidbody onto the enemy(continous dynamic) and the trigger zone with a trigger box collider
I think it's all I've tried
Show it
And where is the component with the OnTriggerEnter?
onto the trigger box collider, I just removed it because it didn't work, lemme show u as it was before
Someone else can help you then. For future reference, when trying to get help with something don't just completely tear down what isn't working, it's not helpful when someone has to ask for every little detail because you either aren't providing it or you've gone and deleted it
like this
what should I do then?
I don't know how to make it work, what else could I say apart from the things which haven't worked
Provide all of the relevant details so someone who cares can actually attempt to help you rather than making them pull teeth to get any useful information
alright, i got an issue where im using unity navmesh, and it has a capsule collider. now heres the thing, my code is using OnTriggerEnter(). How do i deal with this? convert everything into OnCollisionEnter? or is there a way to using a trigger collider?
Do you mean that you're using AI agents and it uses a navigation collider
If you want to use your own controller you don't use agents and just read the pathing heading and apply that to your direction/velocity
im using navmesh agent, and the enemy has the capsule collider in its child object, using 'is trigger' is causing it to fall through the floor when dashing and then reappearing
Sounds odd, trigger colliders shouldn't affect pathfinding. They usually are glued to the navmesh when using agents
oh hold up, i think i may had found the issue...
say... do navmesh agents need a rigidbody?
no, they dont work well together
Agents you can consider as another character controller
If you want physics with pathfinding then it's something custom you need to do
Usually kinematic rigidbody
i couldnt figure out how to get the navmesh agent to dash, so i would disable navmesh, have it dash using physics rigidbody, update the navemesh position and then enable it. setting the collider to trigger was causing it to fall through the floor because it had a rigidbody on
You can kinda make it work if you do toggle agents and rigidbody on and off, but it's too crusty
Unity's agents are snappy for some reason and if they do linger off the navmesh they snap back onto it.
i see
Yeah, better off just getting the values from the pathfinding and applying the directional values yourself in a custom controller
its weird how invasive nav agents are
in my mind it should just do pathfinding not also movement
Ill have to see if i should figure out dash through navmesh or enable/disable rigidbody method.
I think i remember being able to leave it disabled and still getting it to output a path
the issue with navmesh is that if you are close enough to the enemy, you can walk around them and they wont turn to face you
rly?
A* project by aarongberg has some better controllers for this stuff and an actual API you can dig into. It's pricey but the free version gives you access to most of what you usually want.
yea, i had to use Quaternion.LookRotation to keep facing the player
If you want actual swarm logic though, that's what the price point on and Unity's AI are terrible at it
multiple enemies, different behaviors from melee to ranged and certain movesets, etc...
could a* manage all that?
can someone give feedback on atmosphere on this mini demo
#1180170818983051344 is for feedback
oops
not really tryna make a devlog but shit why not
hello
Is there a channel where people discuss off-topic or things unrelated to Unity in general?
So, this is a project from the unity pathway, and for the life of me, I cannot figure out why this scene has a black background. It's not any of the objects in the scene, as far as I can tell?
camera backgorund color?
I think I gotta ask again since it's kinda bothering me
Is there anyway to put attack vfx (for attack timing), and status effect vfx (buff, debuff thing) when it comes to 2.5D Sprite Entity Stuff Ingame?
so I'm trying to my model character to a game and for some reason its texture now is just this. can someone help me why this is happening
Hey Everyone
What's the best AI model you guys find that works best with Unity
Thanks
Try changing some settings from the top right menu of the scene view
Like changing wireframe etc
If that's happening for all the models
nothing seems to work
Are all models showing like this?
nope, just that
Have you tried reimporting this?
help im using vs and idk what i clicked on but now it shows this selection thingy instead of a line and it behaves weirdly
idk what i changed from blender but it just doesnt work anymore eith the textures
Insert key
i am working on a game that is to be controlled by a bluetooth controller. i want the menu to be navigable using the joystick and its buttons, it works fine with buttons in the menu, but for dropdown when i select them and press the submit button of the eventsystem, the dropdown opens briefly but then immedietly closes. how can i fix this?
thanks
older versions of the same model now just appear like one from the screenshot
heres a full screenshot of the issue if anyone can find it
hello can i send here code for help ? i need help with CoyoteTime
#💻┃code-beginner or create a thread in #1390346827005431951
thank you
can someone please help me. i cant paint trees. also mass place is not working
few minutes ago i was able to paint. but still in that also i cant uncheck random tree rotation
have you tried closing and re-opening?
yep
if it was literally working moments ago, with the same prefab, i'd try deleting the library and letting it rebuild, short of any console messages
i cant uncheck rotation also.
so my trees aren't standing straight. it looks like a fell down trunk
if you do not want to try the suggestion, perhaps just talk to #⛰️┃terrain-3d
is it possible to enable/disable the rigidbody in some way?
Can someone help me with this, my animations from blender are not correctly exported.
what are your export settings
Here
and the animations are also linked to fake users?
as in, all the animations have the shield icon active?
Yeah
Yes
what about the animations in the animation tab in unity?
after you export the model
are they playing just fine or is there an issue there too?
note, you do not need leaf bones for export to Unity.
There is are #🔀┃art-asset-workflow and #🏃┃animation rooms which will be helpful. also, Blender to Unity is sometimes a bit of an art form. perhaps find some good tutorial videos on the subject
you'll probably want to talk directly to #⚛️┃physics about that one
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
is the official
The animations work in the preview - the main issue seems to be that the animations work only in the instance of the model they were imported with i.e they dont work with the older version of the model, even though the rig is identical
best to talk to the mentioned room #🏃┃animation
Hey guys quick question, anyone have any idea why I get this error everytime I try to enable Unity Version Control? 😭
are you in a country that allows it?
Maybe see if the logs say anything,, not sure Which log that would be though..
!logs
Editor logs
Windows: %LOCALAPPDATA%\Unity\Editor\Editor.log
MacOS: ~/Library/Logs/Unity/Editor.log
Linux: ~/.config/unity3d/Editor.log
Unity Hub
Windows: %UserProfile%\AppData\Roaming\UnityHub\logs
Mac: ~/Library/Application support/UnityHub/logs
Linux: ~/.config/UnityHub/logs
is that in the Hub?
Im in the United States, so It should...
indeed
Im confused what you mean by this
the unity hub
Where are you clicking that? Where is that dialogue box?
Right before I create the project
then, that would be in the Hub., so check the hub logs
so this is your first project?
The one in Macintosh HD, I dont know how to navigate to a specific file path on Mac yet
Ah I found it thank you
there's a root Library and there's a separate user library
~ is UNIX shorthand for "user home folder"
~ means the home directory, so from root (macintosh hd), you'd go to Users then your user folder
if you have a direct path you could also open a terminal and do open "~/Library/Application Support/UnityHub/logs" (to open the folder in Finder, for example)
Ooh I didnt know that, thats cool
Hey! I found my logs file, what am I supposed to be looking for?
newer logs are at the bottom, so look for errors near the bottom
These are the four lines that popped up after I unchecked and checked the box again:
{"timestamp":"2026-03-17T08:52:56.318Z","level":"info","moduleName":"sanityCMS:fetchBanners","pid":2907,"message":"Fetching banners from hub-globalBanners document for language: en"}
{"timestamp":"2026-03-17T08:52:56.395Z","level":"info","moduleName":"sanityCMS:fetchBanners","pid":2907,"message":"Successfully fetched banners from hub-globalBanners document"}
{"timestamp":"2026-03-17T08:53:05.314Z","level":"info","moduleName":"sanityCMS:fetchBanners","pid":2907,"message":"Fetching banners from hub-globalBanners document for language: en"}
{"timestamp":"2026-03-17T08:53:05.356Z","level":"info","moduleName":"sanityCMS:fetchBanners","pid":2907,"message":"Successfully fetched banners from hub-globalBanners document"}```
can someone explain to me whi the pivot is nowhere near my selected object and how can i fix it ?
these are all level: info logs, so these aren't anything out of the ordinary
Oh, every single line is of that type
The .json file somehow has an error 💀
oh yeah that's because it's not json
it's jsonl
so something trying to read it as json would report errors
Pivot is initially defined by the original models placement of it (Origin). is this an asset, or a model you made? also, perhaps clicking on Pivot, visible in your screenshot, will allow you to select Center, which may be enough for your purposes
oh, should I change the file type?
nah it's fine
okay
you can just ignore the syntax errors
alright
(json is 1 object per file, jsonl is 1 object per line, hence the l - it's json lines)
try searching through the file for warn or error i guess?
Okay!
Holy
I really dont think you will wanna read through this 😭, I think I found something though
mmm, that has a token
the problem i have is that the pivot is where the object should be but the object itself doesn't "center" with the pivot
delete this message, you've leaked a token
Oops 😭 Didnt even know
i mean that does say it's just a warning...
i also noticed similar logs in my own log file and i haven't had any issues (though, i don't use unity cloud)
that does not make much sense without futher details.
I dont even know where to go from here
I was just kinda wanting to collab with a friend
hello everyone
might i recommend git
Sorry to interrupt is there anywhere here i can post a question?
well the principles of version control don't really change between them.. though i haven't used uvc so i can't say how similar or different they are to use
: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
and don't ask to ask 😉
I feel like git would just make everything 3x harder in a way
I am trying to add a tail onto my avatar for streaming and ive gotten as far as importing everything and attaching the tail to the model but when i open the file in VseeFace its static and not attached properly
I have tried blender and also making sure my unity version and UniVRM versions are compatible
Join the growing VRChat community as you explore, play, and create the future of social VR! https://discord.com/invite/vrchat
try asking over there, they would be able to help better than us
Ok its not for vr chat but i can see why they could help
hm, vrm is like, "for" vrchat but not necessarily only used for vrchat, then? i'm not familiar with the ecosystem there
I got this vrm from vroid studio
new to most of it myself so i cant give u a accurate answer
.vrm is an open source 3d file format, i'd say Mostly used with vrchat and vroid
ah, my mistake then
would it be appropriate to redirect vrm stuff to the vrchat server?
yeah, i think you did the right thing. we certainly do not support anything like that here, and those guys use it all day long. they might even end up on a Blender server. i was just pointing out what vrm was, since you mentioned you were not familiar with it (autopilot)
It's an anime character maker. There's a dedicated Unity importer for it
Having to manually put in the textures for the assets I get on the unity asset store is such a pain T_T
There should be a easier way to do it smh
Not a huge asset store user but why? Aren't the textures assigned in the materials already?
yeah, sounds like an outlier asset, or user error
Well most of the assets made in unity store are for hdrp apparently
I’m on urp and everytime I get a asset from the store it’s usually displays in pink so I have to manually switch the shaders and put in the textures for each object
I can’t be the only one who has experienced this when getting stuff from unity asset store right?
i've never tried, but the URP converter does not go from hdrp to urp?
render pipeline converter
most people on urp simply don't use hdrp assets
Well not really, sometimes it does convert it to urp but that’s all it does it doesn’t transfer over the original textures from the objects so you’re left with a whiteish color from your object
Also i highly doubt "most" assets are hdrp assets
If anything i only ever see urp assets on the asset store
unfortunate
Yeah the converter only really does birp to urp and hdrp
Not hdrp to urp and vice versa
Most of the assets I need are usually made using hdrp so
What shaders are you converting between? HDRP Lit -> URP Lit?
What kind of assets are those?
Yes
Basic assets, like maps characters etc
Does URP Lit even use a maskmap? 🤔
Honestly for like 99% of those i see on the asset store, they typically offer both hdrp and urp versions
It would be odd for an asset to release today and not do that
yeah,. a lot of times, they include a converter/replacer within them
Most assets that are locked to a single pipeline are typically more technical stuff
Like backporting hdrp stuff into urp
This alone makes it kinda complex, HDRP combines 3-4 textures into a mask map and URP uses separate textures
nah this is just unity being lazy
urp prop names
hdrp prop names
converter doesn't handle going from _BaseMap and _BaseColorMap
Thats pretty sad
you can make a custom URP Lit that can do that.. might make the conversion slightly easier
^That's probably the best option. Make a URP shader that mimics HDRP lit
@barren nacelle is it just the main texture your strugglign with?
With the exact same property names
Honestly if 'most' of your assets are hdrp, why not just switch to hdrp 
Kinda yea
gimmie a sec lemme see if i can help
Is there any particular reason youre using urp over hdrp to begin with 🧐
I heard urp was just better and I can use it to make game that can switch between mobile and pc
Its not nescessarily better but yes if youre planning a mobile release its almost certainly the more appropriate option
@barren nacelle no idea if this will work but chuck this script in a folder named "Editor"
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
public static class MatConverter
{
[MenuItem("Tools/Try Convert Materials")]
private static void MatConvert()
{
IEnumerable<Material> allMats = AssetDatabase.FindAssets("t:Material")
.Select(x => AssetDatabase.GUIDToAssetPath(x))
.Select(x => AssetDatabase.LoadAssetAtPath<Material>(x));
foreach (Material mat in allMats)
{
if (!mat.shader.name.Contains("Universal Render Pipeline")) continue;
if (mat.HasProperty("_BaseColorMap"))
mat.SetTexture("_BaseMap", mat.GetTexture("_BaseColorMap"));
}
Debug.Log("Tried Converting: " + allMats.Count() + " Materials.");
}
}
This the exact same code that’s already in the editor folder
what do you mean
Uh like, so this code u want me to paste in the editor folder is already there
With this exact code you gave
this feels like a creepypasta
i wrote that code i sent you
for you
if it is magically somehow already there.. run it?
I already am
Btw is this code supposed to convert all the objects to urp from hdrp?
no
Then what’s it for
its meant to find materials using urp lit, see if they had a hdrp texture and set it to the urp texture slot
Is it gtag fan game
Hmm, well I checked the editor folder you said to paste the code you gave in but it already had the code in it
Maybe it’s cuz I already set most of the shader asset to urp lit
Nien no
Idk tbh I’m kinda confused
i mean im going to be real
you do not already have that code
i wrote it
that does not make sense
!collab
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I feel like this is the highest QOL to effort thing they could've possibly added to the engine lol
legit its so fucking easy
Wait I’ll send you a ss
Ok
if anyone at Unity wants to hire me i can add my little scripty script
Struggled just yesterday to convert materials from Synty's custom shader to URP standard lit
So GLTFast picks it up
it would be really nice if there was like a editor tool where it's paired values that are dropdowns between property names
if that makes sense
Is there actually a tool for this? 
Seems easy enough to select two shaders and map material properties to convert.
probably
Wait nvm I’m just crazy
like something like this would be nice
I feel like if you show this to an AI it'll have it done in a minute
i forgot to rename the other property
probably but i'd rather spend a day making it or walk onto a highway personally 😛
just suprised unity doesn't have it
Found something related
https://github.com/TeckUnity/MaterialConverter
just use sed

sed -i s/_UhOh/_WhyAreYouDoingThis/g *.mat
i mean
I do frequently edit unity assets directly
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Also you were just told this in #⛰️┃terrain-3d 😐
Correct
I wrote a script to get rid of orphaned objects from a gigantic animator controller asset
I could have parsed the YAML and actually walked the references to figure out what wasn't used
instead, i just found each YAML document and then checked if its fileID only appeared once in the file
i deleted those documents, then repeated until the file stopped changing
(this is a very bad idea if it's possible for these sub-assets to be referenced by anything outside of the animator controller)
Is visual scripting better for new coders or regular?
Visual scripting is great for prototyping or simple projects, when you don't need to get into coding for the engine or as a support for artists. But if you are serious about learning programming you'll get much more from learning coding basics and go from there.
There’s also way more resources for C#
And it's a transferrable skill
Visual scripting is honestly a trap. It seems easier at first but there's literal decades of published works about how text based programming works, and most of that is going to be interchangeable between languages. The knowledge base of people who know one specific visual coding language is much smaller. If you get stuck on code, you've got a lot of help. If you get stuck on visual scripting, you're on your own.
Add on the fact that writing the code isn'r the hard part. Beginners get caught up on the syntax assuming it's complicated but it's really not, the hard part is understanding the logic and knowing what you actually want to happen, and you still have to do that in visual scripting.
So, it simplifies the easiest and most generalizable part, leaving you with only the most difficult tasks in an environment so specific no one will be able to help you.
i feel like visual scripting make the most sense when you have skilled developers that can create complex nodes
and when you have non-programmers who can string those together in very basic graphs
visual scripting makes no sense for directly recreating what you'd do in a C# script
you want to use it to configure things that would be awkward to make a custom editor for, but that you also don't want to write custom scripts for every time
it's a good idea for anything that isn't general-purpose programming, IMO
It makes more sense in Unreal because their C++ "scripting" is horrible to use
just read the source code 😉
Why the new 6.3 doesnt appear to choose.
Have you installed it?
yes
Do you have it installed
Show your installation tab
oh wait this installer only installed the hub
Does anyone have a issue where each level's lightmap is around 500mb to like 1gb when lightmap is 60texels? Is that bad? And what do you do to not make game be an additional GB just for one level?
Because I have 60 levels..
Oh alr thanks
Unlocked new "Mantis Shrimp" color depth.
Thanks
60 texels per unit, i'm guessing
That's a very high density
that means that each square meter needs 3600 pixels
That would make sense for a very small, highly detailed scene
e.g. a single room with lots of high quality models and textures in it
Yeah I guess it's not that bad
it's a lot of pixels lol
Unless the scene is big
consider that a 10 meter square map would need 360,000 pixels just for a flat plane
That's just 600x600 though
