#💻┃unity-talk

1 messages · Page 96 of 1

signal crow
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yes

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es

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yes

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dude

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the plane

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has

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its

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own

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camera

storm patio
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please use full sentences

worldly cave
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Okay, please dont type like this

storm patio
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stop spamming

signal crow
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sorry

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so sorry. but thanks so much

knotty estuary
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hello Guys

storm patio
odd nacelle
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Hello. Im new to unity. What do you say where i start? 2d or 3d?

worldly cave
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whatever you want

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!learn

vagrant rootBOT
odd nacelle
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im now doing that unity course thats on the site.

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That offical one.

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If i complete that, then i can really make my own game?

craggy pollen
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you can make your own games when you are experienced enough

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the tutorials are only for learning purpouses

odd nacelle
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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

craggy pollen
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you can watch yt tutorials too yes

worldly cave
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There is honestly no specific cut off point

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where you can suddenly make a game on your own

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you just get there by actually making a game

frozen notch
odd nacelle
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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.

craggy pollen
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i wish you success

odd nacelle
craggy pollen
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sounds like a great plan

grave siren
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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

near wigeon
grave siren
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yeah, but git can't store large model files

near wigeon
# grave siren 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

sly lake
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Things git users do to cope with git 😂

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That’s not even how Unity works. It’s one project, assets, data and code. Version everything. It’s all connected.

sly lake
near wigeon
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wasting version control space for models is just silly

sly lake
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So what, you check out and then you drag the models in by hand or what?

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I like to have my project complete, thanks.

near wigeon
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You do you, we can agree to disagree.
plenty of people track the models separately if needed.

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maybe you haven't worked with models that exceed 2GB each ?

azure grove
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we version source art seperatly from exported art, but do version all the exported stuff just like other assets and use lfs for it

sly lake
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Yeah, I don't see any other way working

dire timber
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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.

sly lake
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Version control doesn't require a subscription

dire timber
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It said it did

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On package manager

near wigeon
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Unity devops does

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but its a free tier

azure grove
dire timber
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The version control package

near wigeon
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Unity Version Control *

azure grove
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are many thigns to do version control with, unity has its own, but many people will use Git or Perforce instead

sly lake
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I still call it PlasticSCM

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That's what the app is called

near wigeon
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its always busted through many different unity versions and packages 😂

azure grove
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yeah i tested it like ages ago before untiy bought it as plastic scm, but still prefer Git and Perforce so never adopted it

sly lake
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Git kept breaking for me. Tried self hosting, that kept breaking too

near wigeon
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not sure how. . Git is bulletproof

sly lake
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In game dev projects it's never been kind to me

azure grove
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i have always been on Git for the project and Perforce for the source art for most of my career

sly lake
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I've used it extensively for code-only but in game dev it's absolutely not bullet proof 😅

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I definitely prefer Plastic over Perforce

near wigeon
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man I miss Perforce, that was fun and SVN (forgot which)

dire timber
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I may just have to make a new project and put the assets folder from this project into that new project

azure grove
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before lfs git did suck pretty bad, unless you host was cool with huge files. Now its very stable with lfs for gamedev

near wigeon
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yeah big reason I track those seperate tbh so mayb why I never had issues.
Git was def meant to be Code first

near wigeon
dire timber
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Yeah

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I’ll have to reinstall probuilder and stuff

near wigeon
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oldschool way, zip the project folder besides the Library Folder

sly lake
near wigeon
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does .unitypackage does transfer layers? last time I did it didn't

sly lake
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Not by default but you can select it

worldly cave
flat breach
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hello, how to change a material's emission color in runtime using scripts?

flat breach
near wigeon
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wats wrong with a serialized field?

worldly cave
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you can also use a custom shadergraph shader for your material and make this even easier with a lot more control

flat breach
flat breach
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it's for decals

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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

worldly cave
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also when you said its an editor only material, is it located inside an "Editor" folder?

flat breach
worldly cave
near wigeon
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You can still use a field if you did a custom editor window

flat breach
worldly cave
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I mean your games build, if you use an editor only material in your game, you build the game, that material wont appear

flat breach
worldly cave
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no its just a regular material that happens to be in the editor only folder

worldly cave
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I asked if the material was in an "Editor" folder and you said yes

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and Editor folder is a folder named "Editor"

flat breach
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but my material is in the Assets folder

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no /Editor or anything

worldly cave
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Any folder doesnt matter where

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could be under assets

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if its named "Editor" will be editor only

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and thats what i asked

flat breach
worldly cave
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is it named "Editor"

flat breach
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no under another folder or anything

flat breach
worldly cave
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then why would you say it was atwhatcost

flat breach
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idk

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anyway, do you know what I should use ?

worldly cave
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yes, like i said you can use material property blocks

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so wait, what the hell did you mean by the material is "editor only" ?

flat breach
flat breach
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@worldly cave there is no meshrenderer

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how to assign the material block?

warm leaf
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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

flat breach
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I think a material block wouldn't help me there tbh

vagrant rootBOT
# worldly cave !collab

:loudspeaker: Collaborating and Job Posting

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

warm leaf
worldly cave
worldly cave
flat breach
worldly cave
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yeah i dont think you need a mesh renderer

flat breach
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I need a way to SetPropertyBlock();

peak pebble
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italiani?

storm patio
copper gust
dire timber
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Y’all I fixed my unity issueee

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I disabled ipv6

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And it started working again

latent meadow
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i'll keep that in mind in case i see it again, thanks

dire timber
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Yw

latent meadow
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there is a dedicated #🏃┃animation room you can ask in. make sure not to double post.

neon bobcat
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I need some help

lusty turret
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Dumb question, how do I make a window or door frame on probuilder ?

neon bobcat
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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

prime bane
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I have a question and I don’t know where to put it

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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

slow dirge
chrome thicket
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Update the stockhom syndrome has kicked in, i love unity

past gate
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i should download those right

copper gust
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are you building for android and ios?

past gate
copper gust
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then yes maybe

knotty vale
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Heya ppl , if I had a query related to level design in unity which channel do I ask it on?

latent meadow
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depends, but probably start here

dusk trellis
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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

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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

latent meadow
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your best bet is to simply start on the learning site

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!learn

vagrant rootBOT
past gate
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so whats worng here?

latent meadow
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you'd need to check the hub logs to be sure

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!logs

vagrant rootBOT
# latent meadow !logs
📝 Logs

Documentation

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

latent meadow
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if that is the hub log in the location listed in the bot message, yes.

latent meadow
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search for error

past gate
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you can see it 🙂

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i dont find something

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or i find

latent meadow
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i am honestly not here to read through your 15kb log..

perhaps try restarting the computer , just to eliminate the usual issues

past gate
# past gate or i find

{"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

latent meadow
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that does not appear to be the issue.. I could be wrong

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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

balmy kettle
# past gate or i find

this is irrelevant. you need to look through the actual logs to find error logs, not errors with the json schema

knotty vale
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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?

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Or are 2D isometric assets entirely different?

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This is from a GBA game.

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So pretty sure it's 2D

balmy kettle
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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

past gate
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didnt import something so ?

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i think its should download whole files with itself

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whatever

past gate
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and i cant find errors in vs :/

knotty vale
latent meadow
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i honestly thought the Microgames were all legacy/out of date

past gate
latent meadow
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can you screenshot where you found the microgame to install?

past gate
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there s no bugs in it

copper gust
latent meadow
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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.

past gate
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here

past gate
copper gust
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ah, 6.0 is generally kinda recomended but yeah that tutorial is not supported for it

copper gust
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actually stupid

latent meadow
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can you show the whole screen.. something seems off here

past gate
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in code or engine or on me

copper gust
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you can't do that tutorial on that version of unity

past gate
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:/

latent meadow
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Oh, son of a gun! i see it listed. i will download it and try here.

steep dagger
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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

past gate
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:/x2

steep dagger
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awesome, thanks.

copper gust
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or more specifically

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you can just swap out the mesh referenced in the meshfilter

steep dagger
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working on a manual object pool and want to make sure im being efficient where i can

copper gust
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oh ok thats sick

steep dagger
copper gust
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did they just fire the people doing the microgame package or something

latent meadow
# past gate :/x2

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..

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i Am getting a couple minor errors, but not the mess you are seeing

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@past gate make sure yourproject is not in a folder controlled by OneDrive or similar. just a guess.

past gate
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also how can i change vs to vs code to open auto?

steep viper
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Alright how do you design or architect a game management system?

past gate
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its do its self i think

steep viper
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WHa

past gate
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i think

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🙂

past gate
latent meadow
past gate
latent meadow
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Same Place

past gate
latent meadow
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!ide

vagrant rootBOT
past gate
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Just find vs code

brisk trail
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what's this meant to say?

sly lake
# brisk trail what's this meant to say?

It says B̷͊͛͘͝u̸̽̈́͘͝ȉ̶͗͊͝l̶̃̾͘͝d̷́́̎͝ ̷̿̉̅̕pr̴̊̅͗͐ȏ̷̉͊͘ḟ̶̋͛̚i̸͒͒̏̽l̵̍́̈̕ê̷̚s t already open, re-open it (

sly lake
brisk trail
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yeah, i remembered that was an option and went to look there

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kinda funny tho

granite sorrel
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can anyone explain to me why using a while loop in a normal script and not in a coroutine causes the game to freeze?

sly lake
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It'll freeze in both cases. A coroutine can just yield to defer execution until later

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If you don't do that then it's also going to freeze the thread

stuck flower
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Putting it in a coroutine means other stuff can happen when the coroutine yields and then it can come back afterwards

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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

ionic night
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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?

primal flume
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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?

storm patio
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you should not have removed Packages

primal flume
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Yah that's a bad idea i have to reinstall them

storm patio
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you could probably just get the manifest files from your trash, assuming you didn't permanently delete them

primal flume
storm patio
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probably

fair cove
# ionic night Hi, I have a question. I'm making a game in Unity 2D with Photon Pun, and when c...

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

brisk trail
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any idea if this will take much longer? i have a class in like 20 minutes

copper gust
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it could take that

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it could be done soon

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web builds are a kinda wild west

brisk trail
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oop it finished

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bruh -w-

fair cove
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Was that your first build?

brisk trail
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yes

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it does say subsequent ones are faster

fair cove
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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

brisk trail
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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

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it has this stuff in it

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or is it just the "Build" one inside

copper gust
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you want all of it

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the .html file is your equivilent to a .exe

cyan copper
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Heya guys

flat breach
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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.

copper gust
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How are you trying to do it

flat breach
# copper gust 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

copper gust
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Show code

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This is probably you using .material instead of .sharedMaterial but we’ll see

flat breach
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what's the difference with sharedMaterial?

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I want to change their seperate materials btw if sharedMaterial just do it to the source material

copper gust
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Ah ok

flat breach
gray frigate
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.material creates a new instance of the material the first time you access it

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this is appropriate if you do not want to affect anything else

copper gust
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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

flat breach
copper gust
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There might be some stuff your missing

gray frigate
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So modifying it won't affect the original Material

flat breach
flat breach
copper gust
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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

flat breach
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maybe I could duplicate the material for each different Decals and use .sharedMaterial?

copper gust
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That would not help you

flat breach
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sharedMaterial doesn't make a new instance right?

flat breach
copper gust
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Because your describing what your currently doing, which is 1 material per projector

flat breach
flat breach
copper gust
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Not true

flat breach
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so .sharedMode would modify all their emissions/materials right?

copper gust
flat breach
copper gust
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Are these materials different

flat breach
copper gust
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then no you wouldn’t want that

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there is some misunderstanding here

flat breach
copper gust
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As in your proposed 5 duplicates

flat breach
copper gust
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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

spice matrix
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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'.

copper gust
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it’s potentially corrupted, are you using version control

flat breach
copper gust
flat breach
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so I'm probably just doing it the wrong way ig

copper gust
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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

flat breach
copper gust
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right we have found the misunderstanding

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changing what material is assigned to the projector is not the same as changing stuff on the material that is assigned to the projector

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Like changing what shoes you’re wearing vs. changing the laces on the pair of shoes you’re wearing

flat breach
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I understand that

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but, sharedMaterial touches the material assigned, you said, so the source itself

vivid cedar
#

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);```
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He's saying do the first one, not the second

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which doesn't affect anyone else wearing the original shoes

copper gust
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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

flat breach
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😭

copper gust
#

You just change what pair of shoes your wearing

storm patio
#

ah, reassignment vs mutation, classic

flat breach
storm patio
#

it isn't complex, but it may just be unfamiliar

storm patio
flat breach
#

bro advised me to use something which doesn't exist... .there is no sharedMaterial in Decal Projectors

flat breach
copper gust
#

I think i had that written out as a question then forgot to send it

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🫠

copper gust
#

Anyway just .material is fine then

storm patio
#

which i guess does make sense

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it's just the getters that are different

flat breach
storm patio
#

cmd+click some definitions

flat breach
storm patio
flat breach
potent moss
#

hey so like is it normal for an editor install to just be stuck like this for 15 min+?

storm patio
#

not super out of the ordinary

remote needle
#

just gotta let it do its thing for a bit

potent moss
#

okie UnityChanwow

cyan copper
#

Heya guys

storm patio
#

@cyan copper this isn't a social server https://nohello.net
if you have a question, go ahead and ask. otherwise please stop spamming

cyan copper
#

Wth

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Okay

flat breach
#

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?

worldly cave
#

cant you just set the agent speed to 0?

celest fox
#

whatsupp

worldly cave
#

stop them from moving at all inside of the prison?

copper gust
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stop making the agent go somewhere

celest fox
#

making a game where you play as robot animals

storm patio
storm patio
#

all good

flat breach
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I'm not sure anymore what the ai detects

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would a trigger collider work?

worldly cave
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i mean it would depend on how you handle the prison stuff to begin with

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you havent given us much context

echo drift
#

who is the guy that wanted to text me

flat breach
#

Lol

near wigeon
worldly cave
#

im going to assume it was a collab post

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someone responded with the bot command

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and the post was eventually removed

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thats my theory

copper gust
#

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

worldly cave
#

simple as that

echo drift
# near wigeon what ?

there was a guy that friended me but i declined it by accident so im trying to look for him

flat breach
#

do you know what a navmesh ai detects?

worldly cave
#

huh?

#

in what way

near wigeon
mental harbor
#

In Game Selections of mutiple Rigidbodies

flat breach
near wigeon
#

well yeah navmesh has nothing to do with physics

flat breach
near wigeon
#

exactly..

flat breach
#

so it wouldn't detect it?

near wigeon
#

not by itself no, you need at least 1 rigidbody on either

copper gust
#

Trigger collider to obtain the objects that have the navmeshagents

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How the agents work is irrelevant

near wigeon
#

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

echo drift
#

could somebody help me im looking for somebody he has a obsidian pfp

flat breach
flat breach
near wigeon
worldly cave
echo drift
worldly cave
# echo drift 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.

worldly cave
#

ok

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suit yourself

brisk anvil
#

New UnityHub startup screen Looks so good!

#

Unity cooked! 🔥

fierce shuttle
#

How can I reduce stutters when loading new scenes?

stuck flower
#

Have less stuff in Start in that scene

fierce shuttle
#

im using the async overload

fierce shuttle
stuck flower
#

Probably worth checking the profiler to see what's taking up most of the resources and starting from there

fierce shuttle
flat breach
stuck flower
copper gust
flat breach
flat breach
gray frigate
#

my internet went out as i tried to post

#

ow

gray frigate
#

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

flat breach
#

if I can't use colliders to detect when to make him stop moving, that's hard

gray frigate
copper gust
#

You can

#

Your doing it wrong

near wigeon
#

You can also skip rigidbody all together and do physics queries/casts

gray frigate
#

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)

copper gust
gray frigate
flat breach
gray frigate
#

then you'll need to show us what you actually did

flat breach
# gray frigate 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?

copper gust
#

You need rigidbody for ontrigger to work

#

as triggers are a physics interaction

gray frigate
#

click through the links to find out what you need to do

flat breach
#

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

short night
#

Hi everyone

gray frigate
#

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

sacred sand
gray frigate
#

it feels very slow

wheat monolith
#

Hey guys

gray frigate
#

Is that a parry?

#

If so, consider a bit of hitstop

wheat monolith
#

My name is Yuriy. I'm from Ukraine. I’m a game software engineer with solid commercial experience, and I’d like to help someone learn game development while also practicing my English.

During our sessions we will use Unity, and we’ll actually build a real game together step by step. We’ll start with a simple 2D platformer so you can clearly understand the basics of how games are built, and then turn it into a complete playable game in Unity.

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 😎

gray frigate
#

you briefly pause the game to highlight an impact

gray frigate
#

!collab

vagrant rootBOT
# gray frigate !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**

sacred sand
gray frigate
#

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

sacred sand
#

The sweep is present at all times when swinging, thought it makes the attack pop morr

woeful loom
#

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

gray frigate
#

explain your issue!

gray frigate
#

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!

woeful loom
# gray frigate explain your issue!

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

gray frigate
#

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
woeful loom
#

(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

gray frigate
#

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!)

woeful loom
#

like I said i'd love to get a call as im not too skilled and would probably understand it faster / easier

#

response please ?

storm patio
#

we don't have VCs here, it kinda negates the benefits of having a community server to begin with

worldly cave
#

theres nothing a call would make easier to explain/understand that text wont

tiny silo
#

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

hearty prairie
#

Can someone help me with layers, cause im trying to put my tilemap behind the player but it just doesnt work.

woeful loom
storm patio
#

imma be real, guiding someone via vc/stream is extremely frustrating

storm patio
#

but yeah VCs are just overall not great in comparison to text channels

#

these have permanence and publicity

hearty prairie
# storm patio 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

storm patio
#

those layers aren't relevant, it's just the sorting layers

woeful loom
hearty prairie
#

wait let me send a picture

storm patio
hearty prairie
near wigeon
#

& VC is too much of a commitment, ain't noone tryina do that

storm patio
#

or is rendering layers a urp thing or something?

hearty prairie
#

omg that might be it

near wigeon
#

rendering layers for things like Decals etc.

woeful loom
#

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

hearty prairie
#

so what do i use than?

#

rendering layer or sorting layer?

storm patio
near wigeon
#

sorting layers is for things like sprites yes

tiny silo
hearty prairie
#

yes

storm patio
worldly cave
hearty prairie
#

player is on entities and tilemap is on background

tiny silo
#

Yeah shouldn't they be swapped?

storm patio
#

also, because of people not wanting to VC, you're more at risk of getting poor support lmao

hearty prairie
#

still goes like this

woeful loom
tiny silo
#

Hmm how about their materials?

storm patio
worldly cave
#

thats the entire point of this being a server to begin with

hearty prairie
#

i did check them but from what ive seen they are the right materials

#

ill screen it

#

its sprite-lit-default

storm patio
# hearty prairie

yeah pretty sure unovi's right, it renders top to bottom, so the background layer should be at the top, above default

tiny silo
#

Admittedly idk much about tiling but yeah it renders top to bottom, I just checked mine to make sure

hearty prairie
#

THANK UUUUUUUUU

storm patio
near wigeon
#

its like UI, because bottom = drawn last therefore ontop

tiny silo
#

Lol I've forgotten at times which order is drawn first

gritty dagger
#

sorry where can i get help ?

hearty prairie
#

i mean i just started so im watching turtorials but i guess back than there wasnt aany sorting layers

near wigeon
vagrant rootBOT
# near wigeon !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

hearty prairie
#

cause the turtorial is like 6 years ago

storm patio
#

the farthest back the docs have is 5.2 and they're there

storm patio
worldly cave
#

Chris i think you made your point lol

gritty dagger
vagrant rootBOT
# gritty dagger !ask . I wanted to ask how to remove this shadow or what bc it doesn't allow me ...

: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
#

why would you post the command

hearty prairie
worldly cave
storm patio
gritty dagger
worldly cave
#

pretty sure you adjust it here

storm patio
hearty prairie
#

one more question how do u delete tiles when placing down tiles with the tilemap

gritty dagger
storm patio
gritty dagger
#

or it isn't possible to remove that fog

storm patio
#

probably should be

#

i wouldn't know though

gritty dagger
#

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

near wigeon
gritty dagger
#

🙁

#

how to avoid such situations then

lapis gate
#

dont use while loops

near wigeon
#

don't make infinite loops

stuck flower
craggy pollen
#

i cant remember i ever used a while loop inside unity

lapis gate
#

surprisingly recursion can cause a stackoverflow giving you a way out

hearty prairie
#

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.

storm patio
hearty prairie
balmy kettle
#

also make sure you aren't zooming the game view in as that causes weird issues like that

storm patio
#

check your camera object and see if it has a pixel-perfect camera component

#

chances are you aren't since you asked lmao

hearty prairie
#

i am indeed not

craggy pollen
#

do these lines only appear when you move?

hearty prairie
#

when i stand still they stand still

#

but only in certain spots they appear

craggy pollen
#

you can solve that by using a sprite atlas

near wigeon
hearty prairie
#

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

storm patio
#

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

hearty prairie
#

ok i have some learning to do cause i have no clue what those things are

hearty prairie
#

thank u'

craggy pollen
near wigeon
storm patio
craggy pollen
#

and to avoid abusing the update methode with too much spaghetti code

near wigeon
#

this is also very good when in the loop i may have a Random.range or sum for timer

balmy kettle
#

yeah if this is being used frequently with different times then using the while loop reduces allocations

storm patio
#

ah, fair enough

storm patio
near wigeon
#

so yea while loops! 🔥

lapis gate
#

You can cache yield events. Latest vs code unity update now warns you about new allocations too

graceful wedge
#

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?

hearty prairie
#

@storm patio i have a problem with setting up the snapping thing. Idk where it is. I cant find it

storm patio
#

please do not ping specific people for help

hearty prairie
#

my bad

storm patio
#

there's multiple "snapping things", what are you referring to

hearty prairie
#

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

remote needle
#

does it not guide you in the docs?

hearty prairie
#

it does but i dont see it

remote needle
#

perhaps you missed a step?

storm patio
#

be more specific please

hearty prairie
#

its where u put in the values devided by the ppu

#

move x/y/z

storm patio
#

so the scene snap settings

#

do you have the scene toolbar enabled

hearty prairie
#

yes

storm patio
#

it's the one that looks like a ruler with a magnet iirc

#

i don't have unity open right now

hearty prairie
#

aha i think i found it

#

this right?

storm patio
#

yes

hearty prairie
#

ok thanks

polar basalt
#

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

near wigeon
#

should see icon next to searchbar

polar basalt
stuck flower
#

<@&502884371011731486> this shit again

potent geyser
#

?ban 1478247285363179622 bot

novel scarabBOT
#

dynoSuccess voltan.dev was banned.

fair terrace
#

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

gloomy hare
fair terrace
#

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

gloomy hare
fair terrace
#

I haven't dig in this sens

#

I've leaved everything by default in Windows

#

Also for the web

#

sorry for the screens

#

of course you can see that I am new to Unity, btw, I am following the Unity Tanks Tutorial

flat breach
#

hello, I just don't understand but why isn't a navmesh agent getting detected by trigger colliders?

flat breach
balmy kettle
#

You need to actually provide details about what you've tried

flat breach
#

I think it's all I've tried

balmy kettle
#

Show it

flat breach
balmy kettle
#

And where is the component with the OnTriggerEnter?

flat breach
balmy kettle
#

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

flat breach
#

like this

flat breach
#

I don't know how to make it work, what else could I say apart from the things which haven't worked

balmy kettle
#

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

cursive acorn
#

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?

lapis gate
#

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

cursive acorn
#

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

lapis gate
#

Sounds odd, trigger colliders shouldn't affect pathfinding. They usually are glued to the navmesh when using agents

cursive acorn
#

oh hold up, i think i may had found the issue...

#

say... do navmesh agents need a rigidbody?

lapis gate
#

no, they dont work well together

#

Agents you can consider as another character controller

cursive acorn
#

ah

#

alright so heres what was happening

lapis gate
#

If you want physics with pathfinding then it's something custom you need to do

#

Usually kinematic rigidbody

cursive acorn
#

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

lapis gate
#

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.

lapis gate
#

Yeah, better off just getting the values from the pathfinding and applying the directional values yourself in a custom controller

cosmic igloo
#

its weird how invasive nav agents are

#

in my mind it should just do pathfinding not also movement

cursive acorn
#

Ill have to see if i should figure out dash through navmesh or enable/disable rigidbody method.

cosmic igloo
#

I think i remember being able to leave it disabled and still getting it to output a path

cursive acorn
#

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

cosmic igloo
#

rly?

lapis gate
#

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.

cursive acorn
#

yea, i had to use Quaternion.LookRotation to keep facing the player

lapis gate
cursive acorn
#

multiple enemies, different behaviors from melee to ranged and certain movesets, etc...

#

could a* manage all that?

digital sparrow
#

can someone give feedback on atmosphere on this mini demo

digital sparrow
#

not really tryna make a devlog but shit why not

sonic ferry
#

hello

worldly wind
#

Is there a channel where people discuss off-topic or things unrelated to Unity in general?

drowsy hull
#

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?

drowsy hull
#

Ah, there we go. Hidden away in the collapsed enviroment tab.

#

Thank you

noble saffron
#

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?

bleak mantle
#

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

wild cradle
#

Hey Everyone
What's the best AI model you guys find that works best with Unity
Thanks

wild cradle
bleak mantle
#

nothing seems to work

wild cradle
bleak mantle
#

nope, just that

wild cradle
#

Have you tried reimporting this?

latent lake
#

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

bleak mantle
#

idk what i changed from blender but it just doesnt work anymore eith the textures

crimson vigil
#

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?

copper gust
latent lake
bleak mantle
#

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

timid sparrow
#

hello can i send here code for help ? i need help with CoyoteTime

timid sparrow
#

thank you

bitter tapir
#

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

latent meadow
#

have you tried closing and re-opening?

bitter tapir
#

yep

latent meadow
#

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

bitter tapir
#

i cant uncheck rotation also.

#

so my trees aren't standing straight. it looks like a fell down trunk

latent meadow
cursive acorn
#

is it possible to enable/disable the rigidbody in some way?

primal thunder
#

Can someone help me with this, my animations from blender are not correctly exported.

cursive acorn
#

what are your export settings

primal thunder
cursive acorn
#

and the animations are also linked to fake users?

#

as in, all the animations have the shield icon active?

night leaf
#

Hi

#

Who know the good unity coureses

#

cources

primal thunder
#

Yeah

cursive acorn
#

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?

latent meadow
#

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

latent meadow
latent meadow
vagrant rootBOT
latent meadow
#

is the official

primal thunder
latent meadow
worn zephyr
#

Hey guys quick question, anyone have any idea why I get this error everytime I try to enable Unity Version Control? 😭

latent meadow
#

are you in a country that allows it?
Maybe see if the logs say anything,, not sure Which log that would be though..

#

!logs

vagrant rootBOT
# latent meadow !logs
📝 Logs

Documentation

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

latent meadow
#

is that in the Hub?

worn zephyr
latent meadow
#

indeed

worn zephyr
storm patio
#

the unity hub

latent meadow
#

Where are you clicking that? Where is that dialogue box?

worn zephyr
latent meadow
#

then, that would be in the Hub., so check the hub logs

worn zephyr
latent meadow
#

so this is your first project?

worn zephyr
#

Yup!

#

On this Computer yeah

sly lake
#

/Library
or ~/Library?

#

Note the ~ symbol

worn zephyr
sly lake
#

🙂

#

Yeah, that's the issue

worn zephyr
#

Ah I found it thank you

storm patio
#

there's a root Library and there's a separate user library

sly lake
#

~ is UNIX shorthand for "user home folder"

storm patio
#

~ means the home directory, so from root (macintosh hd), you'd go to Users then your user folder

worn zephyr
#

I found my info-log.json file

#

Ohhhh thanks guys

storm patio
#

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)

worn zephyr
#

Ooh I didnt know that, thats cool

worn zephyr
storm patio
#

newer logs are at the bottom, so look for errors near the bottom

worn zephyr
#

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"}```
woeful loom
#

can someone explain to me whi the pivot is nowhere near my selected object and how can i fix it ?

storm patio
worn zephyr
#

The .json file somehow has an error 💀

storm patio
#

oh yeah that's because it's not json

#

it's jsonl

#

so something trying to read it as json would report errors

latent meadow
worn zephyr
storm patio
#

nah it's fine

worn zephyr
#

okay

storm patio
#

you can just ignore the syntax errors

worn zephyr
#

alright

storm patio
#

(json is 1 object per file, jsonl is 1 object per line, hence the l - it's json lines)

worn zephyr
#

ohhhh

#

interesting

#

Already learned like 4 new things today lol

storm patio
#

try searching through the file for warn or error i guess?

worn zephyr
#

Okay!

#

Holy

#

I really dont think you will wanna read through this 😭, I think I found something though

storm patio
#

mmm, that has a token

woeful loom
storm patio
#

delete this message, you've leaked a token

worn zephyr
#

Oops 😭 Didnt even know

storm patio
#

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)

latent meadow
worn zephyr
#

I dont even know where to go from here

#

I was just kinda wanting to collab with a friend

hasty venture
#

hello everyone

storm patio
#

might i recommend git

worn zephyr
#

Yeah buttttttt

#

I thought it would just be easier

#

To do it through Unity you know

hasty venture
#

Sorry to interrupt is there anywhere here i can post a question?

storm patio
#

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

vagrant rootBOT
# storm patio !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

storm patio
worn zephyr
hasty venture
#

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

storm patio
#

this being a vrchat thing?

#

ah yeah

#

!vrchat

vagrant rootBOT
storm patio
#

try asking over there, they would be able to help better than us

hasty venture
storm patio
#

hm, vrm is like, "for" vrchat but not necessarily only used for vrchat, then? i'm not familiar with the ecosystem there

hasty venture
#

new to most of it myself so i cant give u a accurate answer

latent meadow
#

.vrm is an open source 3d file format, i'd say Mostly used with vrchat and vroid

storm patio
#

ah, my mistake then

#

would it be appropriate to redirect vrm stuff to the vrchat server?

latent meadow
#

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)

sly lake
barren nacelle
#

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

violet thunder
#

Not a huge asset store user but why? Aren't the textures assigned in the materials already?

latent meadow
#

yeah, sounds like an outlier asset, or user error

barren nacelle
#

I can’t be the only one who has experienced this when getting stuff from unity asset store right?

latent meadow
#

i've never tried, but the URP converter does not go from hdrp to urp?

#

render pipeline converter

copper gust
barren nacelle
worldly cave
#

Also i highly doubt "most" assets are hdrp assets

#

If anything i only ever see urp assets on the asset store

worldly cave
#

Yeah the converter only really does birp to urp and hdrp

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Not hdrp to urp and vice versa

barren nacelle
violet thunder
#

What shaders are you converting between? HDRP Lit -> URP Lit?

worldly cave
barren nacelle
violet thunder
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Does URP Lit even use a maskmap? 🤔

worldly cave
#

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

latent meadow
#

yeah,. a lot of times, they include a converter/replacer within them

worldly cave
#

Most assets that are locked to a single pipeline are typically more technical stuff

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Like backporting hdrp stuff into urp

violet thunder
copper gust
#

nah this is just unity being lazy

#

urp prop names

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hdrp prop names

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converter doesn't handle going from _BaseMap and _BaseColorMap

violet thunder
#

Thats pretty sad

latent meadow
#

you can make a custom URP Lit that can do that.. might make the conversion slightly easier

violet thunder
#

^That's probably the best option. Make a URP shader that mimics HDRP lit

copper gust
#

@barren nacelle is it just the main texture your strugglign with?

violet thunder
#

With the exact same property names

worldly cave
#

Honestly if 'most' of your assets are hdrp, why not just switch to hdrp UnityChanThink

copper gust
#

gimmie a sec lemme see if i can help

worldly cave
#

Is there any particular reason youre using urp over hdrp to begin with 🧐

barren nacelle
worldly cave
#

Its not nescessarily better but yes if youre planning a mobile release its almost certainly the more appropriate option

copper gust
#

@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.");
    }
}
barren nacelle
copper gust
#

what do you mean

barren nacelle
#

With this exact code you gave

copper gust
#

this feels like a creepypasta

#

i wrote that code i sent you

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for you

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if it is magically somehow already there.. run it?

barren nacelle
#

Btw is this code supposed to convert all the objects to urp from hdrp?

copper gust
#

no

barren nacelle
copper gust
#

its meant to find materials using urp lit, see if they had a hdrp texture and set it to the urp texture slot

red zodiac
#

Hi

#

Help me make game

violet thunder
#

Is it gtag fan game

barren nacelle
red zodiac
barren nacelle
#

Idk tbh I’m kinda confused

copper gust
#

i mean im going to be real

#

you do not already have that code

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i wrote it

#

that does not make sense

latent meadow
vagrant rootBOT
# latent meadow !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**

sly lake
barren nacelle
red zodiac
copper gust
#

if anyone at Unity wants to hire me i can add my little scripty script

sly lake
#

Struggled just yesterday to convert materials from Synty's custom shader to URP standard lit

#

So GLTFast picks it up

copper gust
#

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

sly lake
#

Is there actually a tool for this? thinkies
Seems easy enough to select two shaders and map material properties to convert.

copper gust
#

probably

barren nacelle
copper gust
sly lake
#

I feel like if you show this to an AI it'll have it done in a minute

copper gust
#

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

violet thunder
gray frigate
#

just use sed

#

sed -i s/_UhOh/_WhyAreYouDoingThis/g *.mat

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i mean

#

I do frequently edit unity assets directly

sly lake
#

Parsing YAML with regex

#

No collab here, sorry

#

!collab

vagrant rootBOT
# sly lake !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**

sly lake
gray frigate
#

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

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i deleted those documents, then repeated until the file stopped changing

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(this is a very bad idea if it's possible for these sub-assets to be referenced by anything outside of the animator controller)

night vault
#

Is visual scripting better for new coders or regular?

charred fog
#

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.

sly lake
#

There’s also way more resources for C#

charred fog
#

And it's a transferrable skill

stuck flower
# night vault Is visual scripting better for new coders or regular?

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.

gray frigate
#

i feel like visual scripting make the most sense when you have skilled developers that can create complex nodes

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and when you have non-programmers who can string those together in very basic graphs

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visual scripting makes no sense for directly recreating what you'd do in a C# script

gray frigate
#

it's a good idea for anything that isn't general-purpose programming, IMO

sly lake
#

It makes more sense in Unreal because their C++ "scripting" is horrible to use

gray frigate
#

just read the source code 😉

clear reef
#

Why the new 6.3 doesnt appear to choose.

pearl oyster
#

Have you installed it?

clear reef
#

yes

stuck flower
#

Show your installation tab

clear reef
#

oh wait this installer only installed the hub

polar basalt
#

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..

sly lake
#

Sixty texels is 500MB? thinkies

#

That’s 10MB per pixel. That’s definitely not what’s happening.

stuck flower
gray frigate
#

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

sly lake
#

Yeah I guess it's not that bad

gray frigate
#

it's a lot of pixels lol

sly lake
#

Unless the scene is big

gray frigate
#

consider that a 10 meter square map would need 360,000 pixels just for a flat plane

sly lake
#

That's just 600x600 though

gray frigate
#

true, yeah, I just did the math and realized it wasn't so bad

#

xd

#

It will still add up really fast for a bigger scene, of course