#💻┃unity-talk

1 messages · Page 97 of 1

gray frigate
#

a 4K lightmap could neatly contain a 68-by-68 meter square at that density

south burrow
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Does anyone know why this isnt working

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In the particle system

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I changed from billboard to mesh, and my mesh isnt showing up in the Meshes

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Its a prefab

gray frigate
#

prefabs are not meshes!

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a prefab can contain components that use meshes

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the mesh is the actual blob of triangles

south burrow
#

ooh

gray frigate
#

if you look at an imported model, you'll see sub-asset meshes

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anything with the grid

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those are the things you can actually give to the particle system

south burrow
#

Further question is it possible to change the mesh rotation angle when using the view render alignment. I set it wrong in blender, but is it possible to change it here in the particle system

fallen jay
#

I don’t want to make games

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But sometimes i do

south burrow
#

Screw it I fixed it in blender

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I always want to make games

polar basalt
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The map is around 500m x 500m and has like 200m of depth

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Sooo what could I do?

gray frigate
#

If it's a large outdoor space, you should be using a much lower resolution

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You don't need 60 light samples per meter

polar basalt
gray frigate
#

show an example of your problem

polar basalt
copper gust
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Do you need to bake

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If you have 60 big levels at some point baking is just gonna have to take up some amount of space

gray frigate
#

you can mix baked lighting and realtime lighting, of course

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if you use Mixed lights, you can bake just the indirect lighting

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and you can get away with a very low resolution for that

polar basalt
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gime me 5 min and i will show u the set up

polar basalt
#

i accidentally removed the baked data.. give me 5 minutes..

sly lake
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Use real-time shadows with baked indirect

polar basalt
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its just that

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i have these lights, and i think its better to have one area light than 200 realtime lights

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light is baking right now, its all black because i removed light data by accident

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example of issue of shadows
and an example of where i use area light so i dont have 200 lights on the ceiling

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any ideas?

polar basalt
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@gray frigate ?

copper gust
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What was the point of bringing up that you have 60 levels in regards to file size concerns if your only baking on 1 of them

polar basalt
#

thats why im asking, what do people normally do in these situations

polar basalt
plain dagger
polar basalt
#

so do area light?

plain dagger
sly lake
plain dagger
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It would be best baked but HDRP would do it a tad better than urp

sly lake
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HDRP still uses FPTLL for it. So it'd see a ton of overlap here

#

I think I could get this running in a custom render pipeline but probably best to just not use that many lights 😏

sly lake
# polar basalt so do area light?

URP doesn't have real-time area lights. Just use fewer point lights. It's okay if the light sources don't match all the spots you have on the ceiling, nobody will notice. This is a normal thing for games to do.

south burrow
#

Particle system has a 1 second delay and I have no idea where that is coming from T_T

shut sun
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Hello

wraith pasture
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How would you go about having prefabs like some collectible item and every time you add one to your scene it adds a unique id to it.

Need to make it so when you revisit levels the already collected items do not appear anymore.

vale harness
#

Is anyone good at making gorilla tag horror fangames? pls if u wanna help me dev feel free to dm me!

wraith pasture
sly lake
wraith pasture
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Ah right thanks I didn't remember you could do that

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The Sleep is important?

sly lake
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It ensures that the same ID will never be used twice, in this case

wraith pasture
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Oh right you used the ticks nvm 😂

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What happens to this MonoBehaviour when you build it?

sly lake
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Just becomes an empty Start() block

wraith pasture
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Do you autoremove it somehow?

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ah I see

sly lake
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Maybe you could have it auto-remove itself after generation

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Add Destroy(this) after it

wraith pasture
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I'll try that thank you again

polar basalt
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i was able to decrease the lightmap from 500mb to 30mb

sly lake
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Area lights are only baked though

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At which point you might as well just count on the emissive material, which will also bake as a light source

polar basalt
# sly lake Area lights are only baked though

yeah but having 200 point lights = bad performance, but not having them match is even worse, but no shadows is fine because the whole place is iluminated strongly so there shouldnt even be any shadows, only faint if towards wall, because light comes from all places in middle

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idk if there is any other way then that would be cool

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i tried emissive material xd its all yellow

wraith pasture
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A bit different of a question. I want to paint like in unity terrain with the textures (just makes sense to me). afaik thats not a thing in Substance Painter, right? What other tool can I use which allows me to paint like that?

I basically just want to make a smallish terrain as a mesh (don't need all the terrain extras) and paint on it like unity terrain texture painter.

Hmm maybe I can just export the unity terrain as a mesh + texture after I am done?

wide merlin
#

does anyone know how to fix this emission lighting bug

wraith pasture
jagged yarrow
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hello everyone, im looking for some advice. i want to build a reasonably small realistic horror PCVR game but im not sure wether to use HDRP or URP shaders, i was wondering if anyone had any advice as this is my first time developing in VR?

wraith pasture
austere dawn
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vertex painting is such an essential tool imo :/

sly lake
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It's doable but kinda hard to maintain such high framerates in HDRP

lapis gate
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polybrush always seemed interesting but didn't really have shader graph support

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basically terrain-lite

mint gate
lapis gate
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alternatively you can use vertex colors too

wraith pasture
wraith pasture
dapper steppe
twin blade
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does anyone know how to make a gtag copy

lapis gate
dapper steppe
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Procedural generation with tile maps are dope been slowly working on a good system to get all my tiles and things to match up correctly

twin blade
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im new to unity

storm patio
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0 days since gtag copy lamy_pain

wraith pasture
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we made it like an hour tho

storm patio
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jeez

lapis gate
wraith pasture
lapis gate
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For the terrain, yes. Usually it's a 1024x1024 by default texture

wraith pasture
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1024x1024 seems kinda tiny with how huge the default terrain is thonk

lapis gate
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Well, compared to say a character, you don't care about the exact precision of all the textures.

twin blade
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🐢

wraith pasture
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Hmm I guess so

lapis gate
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Like you're not going to notice a difference if a single red pixel represents 1 meter or 2 meters of grass most of the time

violet thunder
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Well that'd depend on the game

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2 meters would be very noticeable for an FPS game

lapis gate
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It depends on the textures you're using, but if say you're using dirt, grass, grass_2, dirt_2, it's not likely going to be a problem in blending

wraith pasture
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Maybe I should just use meshes instead of trying to make terrains

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I'm trying to go for levels like in spyro (ps1)

lapis gate
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spyro probably does more by vertex color masking

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which is very limited precision depending on the amount of verts of the geometry, but those older ps1 games never had very distinct blending per geometry

wraith pasture
lapis gate
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grass can be masking, but the edges look just to be uv mapping with tiling

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really more likely for it all to be unwrapped

wraith pasture
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I guess terrain would be overkill

lapis gate
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I'd stick to vertex data and uv mapping yeah

wraith pasture
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and make the meshes in blender?

lapis gate
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sounds like the plan

wraith pasture
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Hmm would you start with a plane and subdivide it?

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or is there a smarter way

lapis gate
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I'm more of a cube person myself

wraith pasture
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not single vert fan smh

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anyway thanks. I got my plan now

lapis gate
wraith pasture
#

sounds good

sly lake
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If you could stream those damned textures I’d be making them much higher res

brittle hound
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guys theres something wrong with my game

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im a really new beginner to unity hub

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and like look what happens when i start the game

storm patio
brittle hound
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it will be a sound if i send it as mp3

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wouldnt it

storm patio
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mp4

brittle hound
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here u go

stuck flower
brittle hound
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i thougt he said mp3

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but whats wrong

stuck flower
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Looks like either your ground has no collision or your object starts inside of its collider

brittle hound
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how do i even add collision

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i watch youtube tuts

stuck flower
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By adding a collider

brittle hound
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can i look at youtube tut

stuck flower
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!learn

vagrant rootBOT
craggy pollen
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select it, then AddComponent > Collider

untold hemlock
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punch animation not running

#
using System.Collections;
using UnityEngine;

public class Punch : MonoBehaviour
{
    public Animator PunchAnimation;

    public bool canPunch = true;

    private void Update()
    {
        if (canPunch == true && Input.GetKeyDown(KeyCode.Mouse0))
        {
            StartCoroutine(Punching());
        }
    }



    IEnumerator Punching()
    {
        PunchAnimation.SetTrigger("Punch");
        canPunch = false;
        yield return new WaitForSeconds(0.30f);
        canPunch = true;
    }
}```
storm patio
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!code

vagrant rootBOT
storm patio
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gonna need some more info than "not working"

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what's not working? a specific transition? the animation clip itself?

worldly cave
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Also you dont have an idle to punch transition of any kind set up

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That entire state set up seems odd and unorthodox

untold hemlock
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if I click LMB it should play the punch animation from Any State but it's not

craggy pollen
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coudl it be that your bool is false because you changed it form the inspector
public bool canPunch = true; // change this to private instead public

worldly cave
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That makes a lot more sense

untold hemlock
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Thanks, now its working
@craggy pollen@worldly cave

fair terrace
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I really like Unity, it's helping me make my game available quickly particulaily with the help of AI

fair terrace
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maybe for the question reaction I am using GitHub copilot

worldly cave
fair terrace
#

is this Unity official Discord ?

worldly cave
#

This is a help channel

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Not a gen chat

fair terrace
#

I thought unity talk is the general channel

worldly cave
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Its not

copper gust
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we should start a counter everytime someone believes the channel name and category mean what they say

latent meadow
#

#💻┃unity-talk :Non-programming Unity development topics & questions not covered by specific channels. Prolonged discussions and game design questions should be threaded.

worldly cave
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This channel is a help channel

copper gust
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dont really care

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you cant say its not the general channel when it literally is 😛

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like thats just reality

worldly cave
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Thats a category

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Not a channel name

fair terrace
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I am a little bit frustrated by what have been said to me as I just have said something very positive to the communty as I am new here

copper gust
#

this channel is poorly named

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its fair to be confused

worldly cave
#

Make a third thread

latent meadow
#

This is the closest channel to Unity General Chat. Nothing so far has been off topic. probably best to just let it go

fair terrace
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Thank you

#

it's my first message, i've joined yesterday

latent meadow
#

also, you can

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!ask

vagrant rootBOT
# latent meadow !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

fair terrace
#

okey I'll do

latent meadow
#

general bot message with useful info

rich sleet
#

does anyone know how to fix my button's pressed and selected color not matching what I picked at all?

rich sleet
latent meadow
rich sleet
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do you have any idea on what it could be or no clue at all?

balmy kettle
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reminder that it is a tint that is applied over the existing color of the texture

digital sparrow
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Whenever i share a project thru github it loads a samplescene and not the actual scene, can someone help me out?

copper gust
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have you opened the actual scene

digital sparrow
copper gust
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what does that mean

balmy kettle
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that is expected behavior

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unity saves the last loaded scene per device and is stored in a location you wouldn't be committing. so when the project is cloned from github no scene will be open by default

digital sparrow
digital sparrow
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is there a solution?

balmy kettle
#

yes, open the scene

digital sparrow
#

and?

balmy kettle
#

wdym "and?" that will mean the scene is open so it can be worked on just like any other file

copper gust
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you might need to describe your problem more specifically

balmy kettle
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there is no way to sync which scene was last opened. so again, when the project is cloned no scene will be open in the clone and the scene literally just needs to be opened

digital sparrow
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what do you mean by literally open it

balmy kettle
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do you not know how to open a scene in the project?

digital sparrow
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nope

balmy kettle
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so when you were asked if you opened the scene, what do you think was meant by that?

digital sparrow
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if i opened the project

balmy kettle
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yeah no, it was specifically about the scene. you open it just like any other file by double clicking it

digital sparrow
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im a lil slow didnt know you needed to do that when someone shares a file

balmy kettle
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were you also unaware that you could have more than one scene exist in a project?

copper gust
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your not sharing a file

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your sharing many many files

worldly cave
worldly cave
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A lot of people surprisingly dont know this

digital sparrow
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literally been doing ts for years and i never knew that

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im not rlly a pro though

copper gust
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ok no thats your fault

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respectfully

balmy kettle
# digital sparrow bruh no

then i'm genuinely curious how you thought that worked if you didn't even know how to open a scene . . .

digital sparrow
worldly cave
#

What did you think a scene was

digital sparrow
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a scene u open lol

worldly cave
#

How would you implement multiple levels or a main menu in your game

worldly cave
digital sparrow
#

yea lol

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and force del

copper gust
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scenes are just big prefabs tbh

worldly cave
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They are useful for exactly that reason lol

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And templates are a big win

copper gust
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biggest benefit is memory management

worldly cave
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Yeah and management in general too, easier to organize everything

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Its just a staple and you cannot go "years" without knowing what they are....

digital sparrow
#

like i said im not a pro

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i dont make a living off the shit its more of a hobby

worldly cave
#

You described 99% of the unity users here UnityChanwow

balmy kettle
worldly cave
#

But you dont have to be a pro to know what scenes are

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Respectfully this is a massive gap in essential knowledge

digital sparrow
#

yall be so passive aggresive

latent meadow
#

it is expected that you at least complete the basics and research before asking here. here is a link

#

!learn

vagrant rootBOT
worldly cave
balmy kettle
# digital sparrow are we frl

yes, because knowing how to open a scene is essential knowledge. it's not some obscure "pro-only knowledge", it is literally essential to working in unity

digital sparrow
#

i know the basics jesus christ

worldly cave
#

Obviously not

balmy kettle
#

you literally do not

digital sparrow
#

literally one thing

worldly cave
#

An important thing

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You cant say you know "basic match" and not know division

balmy kettle
#

i guarantee there's more if you don't even know how to open a scene. seriously, do yourself a favor and learn how to use the editor

digital sparrow
#

how are u gonna tell me wat i know bruh

worldly cave
#

We can extrapolate

digital sparrow
#

not fin argue w disc warriors bro

#

i appreciate the help regardless

balmy kettle
#

suit yourself. i definitely won't be helping you in the future 🤷‍♂️

worldly cave
#

Go learn bruh

digital sparrow
balmy kettle
#

i don't care, i don't help people who refuse to bother learning the fundamentals

digital sparrow
#

Not that i didnt bother but life happens and we forget or overlook things sometimes

balmy kettle
#

you're refusing right now

worldly cave
#

Nobody faults you for not knowing, but more so your reaction in being told that you should

digital sparrow
#

How im literally reading the shit rn 😂

#

As we speak

latent meadow
#

cool deal, let's move on then

plain iron
#

I should have asked this yesterday but can someone tell me how to find unity assets or frankly prebuilt things in general that would properly fit the architecture of a planned game? Like how do unity assets even combine into the same project i imagine it would create various kinds of script incompatibility errors. Well anyways i do not want to reinvent the wheel so it'd be awesome i know where and what to get the things i need

minor tangle
#

everything is in there

latent meadow
#

unlike C++ issues, c# is more forgiving when it comes to multiple scripts. Namespaces can be used (should be) as needed. Most things JustWork™ . for art assets, you can search the Unity Asset Store,. in addition to myriad paid assets, there are over 10000 free ones

minor tangle
#

I have a technical question. my rig is broken... I rig a sprite. i put it in the scene, apply skin ,see the bones but they don't properly stay skinned. any ideas? this is kind of a hardcore questions but i hoe anyone knows

plain iron
#

I dont care about art, i mean like entirely pathfinding, grid systems, maybe some kind of ease of action queing system etc. And the 2nd part of the question is still on finding out what i need since im a beginner

latent meadow
#

Same Place. GitHub too

#

!learn

vagrant rootBOT
minor tangle
#

any ideas?

#

like, I would expect the bone to move the head and top of torso,but it just doesn't

latent meadow
woeful ginkgo
#

Does anyone know the name of this model? I need a obj file of it for a project

latent meadow
#

that looks like the model from UE.. let me see if i can recall the name of the asset

#

Advanced Locomotion System

woeful ginkgo
#

That the name?

latent meadow
#

of the asset, yes, of the model, no.

#

at least very similar.

woeful ginkgo
#

Freak

latent meadow
#

clown

woeful ginkgo
#

I really need a obj file of it

woeful ginkgo
latent meadow
#

<@&502884371011731486> this person does not need to be here ^

woeful ginkgo
#

I needed the name of the model

copper gust
#

why would someone just randomly know that

sage basin
copper gust
#

ima send you a photo of a fork in my kitchen let me know the name of it

woeful ginkgo
#

Well sry

#

Ima go try and find the thing now:p

plain moon
#

Hello

#

I need help in unity

latent meadow
#

!ask

vagrant rootBOT
# latent meadow !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

plain moon
latent meadow
plain moon
#

Ok

#

So can you tell how

latent meadow
#

can you see this? sometimes these things do not show on phones. those are the instructions to follow

plain moon
#

Ok

craggy walrus
#

bonjours je viens de me faire deconecter de unity pour triche alors que je triche pas

latent meadow
#

English server. please use a translator.

safe garden
#

hi all, I don't know if anyone can help with this, never really worked with network objects or scripts and trying to setup something quite simple, just a spinning object. I applied the script like some of the other objects in this scene, but whenever I play the scene the object is moved down underground. It spins fine, but I want the object to stay where it is placed in the scene, right now the scene plays and its lowered about 5 meters down

I thought it might have something to do with initial position settings in 'spinning object' dialog, but when I set those to 0 it still had the same issue

latent meadow
#

i have not played with networking in a while.. is that a custom networking setup/scripts/backend? or is that Unity Netcode and i just do not recognize its new iteration?

safe garden
#

ooo I don't know, would have to ask a team mate regarding that - I'm just chucking assets in engine! I can ask and come back here with that, I just figured it might be a simple fix

#

but will find out

violet thunder
#

Maybe you can just comment that part out in the code so it doesn't modify the position

safe garden
#

@violet thunder will try that - ty

cold sky
#

So, position constraint component, Unity docs setting up an example of using it for a row of ducks, but does it actually work?
How do I set it up for a row of ducks? If you just connect ducks to each other the row would keep stretching

#

...or they just move like one which means no turning

#

I would expect it to have like "follow in radius" mode, it doesn't do that?

slow dirge
#

I think depends on its settings. Haven't used that component in a very long time.

cold sky
#

I can't make a working setup even combining it with a lookat constraint

oblique cobalt
#

Is there any way to ignore certain prefab changes? Specifically for purposes of the visual "changed" indicator

#

eg I want to have a prefab which is able to be instanced, and then have it's transform modified without dirtying the prefab changed thing, I want to save that indicator for actually interesting property changes

#

Also when editing a prefab I have a skybox, how can I adjust that to a 2d solid colour? Is that possible? I know unity is built to be primarily 3d.

For the scene view itself I can change that under cmd+9 (lighting) > env > skybox mat to none

violet thunder
oblique cobalt
violet thunder
#

Oh also apparently you can change the background color

oblique cobalt
#

is that under lighting?

violet thunder
#

Preferences

#

I just searched "prefab"

oblique cobalt
#

I can see background now 👍

#

It seems to still be a skybox though

#

wereas if I switch back out to scene:

#

"fixed" but no link or reference

#

nothing more painful haha

#

Maybe via the scripting API

#

Is it technically called the preview scene?

frozen shore
#

how do i fix these weird textures

violet thunder
#

@oblique cobalt You can set a custom scene for prefab editing here^
In Project settings > Editor

oblique cobalt
#

ahuh called preview scene apparently

#

Got it, thank you @violet thunder ❤️

violet thunder
frozen shore
#

no

#

i did extract textures

violet thunder
#

What is it supposed to look like?

#

Show the texture's import settings and the material too

oblique cobalt
#

Is there any default way to give a game object a in-depth textual explaination or any other way to "document" things within the editor? I'd like to describe why the scene is setup that way if possible, I could use a single empty "README" gameobject with a text comonent I guess?

#

Probably some editor setup for that specifically just wanted to check there is nothing people can think of builtin?

violet thunder
#

Don't think there's anything built-in for that, no

#

Another thing you can do is something like cs public class ReadmeComponent : MonoBehaviour { [TextArea] public string text; }

#

Do whatever suits you best

oblique cobalt
#

That saves me the customeditor at least

#

I think I've given up on rich text or WYSIWYG for now lol

#

maybe if I use the Readme a lot

violet thunder
#

(That's a lot of materials though)

storm patio
#

-# at least, i think so, based on docs. i don't have experience with this kind of thing myself

plucky aspen
#

quick question about repositories:
i made a file for a college game and then had to duplicate it for an editor version switch.
If I can't find it on the repositories list but its on Unity Cloud, what do I do to make it show on the repo list?

#

i.e. from laptop to pc

#

nvm i found it. i just misnamed it-

violet thunder
copper gust
#

Anchoring

foggy widget
#

whicu channel is good for visual scripting
my uni is making me do visual scripting rather than code and i swear this is harder than advanced physics
actually considering dropping this subject atp 💀

#

nvm theres a visual scripting category didnt see that

sly lake
#

You can test this in the editor by setting the resolution / aspect ratio of the game window.

#

Ultrawide isn't that hard, just move things to the side. It's 16:10 you gotta look out for.

stone sundial
#

guys, is it possible to open a python game using unity?

vivid cedar
#

but that will run it as a completely separate program.

stone sundial
#

code a python game then use unity to open it using scripts

vivid cedar
#

I don't really understand why you want to do this though

storm patio
#

you still didn't really clarify what you mean by "open"

gusty abyss
#

Hello, I want to learn to make 3D games with Unity. Where can I find an up-to-date tutorial / course? I know a bit of C# already.

stone sundial
#

is there a code that opens files using unity? that is my only question

vagrant rootBOT
stone sundial
raw apex
#

when urp shadows suck, time to use decals instead catjam
urp left decal right

gusty abyss
rough field
#

sounds like you just want hard shadows

raw apex
#

I want shadows that capture all details of my vehicle

#

I can tweak the colour etc to be exactly like the urp shadow, I could blur it with distance, I just want a shadow that's not poor quality. my decal works even at 500m distance

hazy furnace
#

Wait is unity hub supposed to be downloaded from unity cloud now?

#

I remember it wasn't this way before

near wigeon
#

things change 🤷‍♂️

south burrow
#

Question, how do I spawn a mesh (regular mesh) cause I want to use it for collision after the execution of a particle system?

stuck flower
#

Make a prefab of it, call Instantiate on that prefab

gray frigate
#

the weird blotchiness makes me think you have other issues

gray frigate
#

if you want to create an object that uses a mesh for collision, slap a MeshCollider onto an empty object and plug the mesh in

#

(and then make a prefab out of it, as digiholic suggested!)

south burrow
#

Got it

viscid monolith
#

Hey, I need help with main camera. I’ve been doing everything I turn on post processing and main camera. It’s sort of volume layer. I put it on everything and URP won’t show on my camera at all. I need help.

near wigeon
vivid cedar
viscid monolith
#

Well, I checked off post processing inside of main camera render and nothing shows that I did with urp

vivid cedar
#

What are you trying to accomplish? Just disabling postprocessing?

viscid monolith
#

This is the area with urP and without urP

#

And I have post processing check on the main camera

vivid cedar
#

What do you mean "with URP and without URP"?

#

URP is a project-wide thing

#

you're either using URP or you're using a different pipeline (BiRP, HDRP)

near wigeon
#

is this like a decompiled project? 🙄

viscid monolith
viscid monolith
#

Guys, I got it working thanks for all your help

vivid cedar
#

My best guess is a confusion between "URP" and "post processing"

craggy pollen
#

he posted about this in the pp channel too

brisk trail
#

was trying to animate a simple box button to learn the animator, but for some reason when i click the button there's a big delay before the animation plays

#

what's the issue here?

craggy pollen
#

uncheck has Exit time

storm patio
#

and/or remove transition duration

brisk trail
craggy pollen
#

that has nothing to do with the issue you mentioned

#

show us the transition that goes back

brisk trail
craggy pollen
#

do you have defined any conditions for the transition? otherwise it goes back automatically

steel thicket
#

hi guys. im trying to make a 2d sprite using the urp in unity 6 blurry but im having some issues, could anybody help me?

#

im quite of a beginner

vivid cedar
vagrant rootBOT
# vivid cedar !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

drowsy hull
#

Eughhh, 6 months away from tutorials, I've forgotten 90% of what I learned and now I can't figure out how to do simple things anymore.

worldly cave
#

!learn

vagrant rootBOT
worldly cave
#

there might be a lot that you do know that you arent aware of

drowsy hull
#

I know, I just don't want to have to start over again

#

I learn best by doing, and I've already done it all, I don't wanna do the same exercises again. If I try and read the tutorials, nothing is gonna stick.

#

I also left off 87% of the way through the pathway course, so I'm like "I am so close to the end, I just wanna finish it"

lapis gate
#

just make some simple game

#

do like snake or galaga

drowsy hull
#

The things I'm capable of making currently wouldn't help me with my current exercise

#

lol, you think I'm way more experienced than I actually am

balmy kettle
#

go through the earlier lessons as a refresher then

lapis gate
#

having some project to focus on gives you more direction on what to research

drowsy hull
#

Well the exercise it's given me is a breakout game, so I do have a game to work with. I'm just struggling with the actual exercise of "Implement data persistence between scenes"

lapis gate
#

that's a little more intermediate honestly

#

I'd just do single scene breakout and say f that

drowsy hull
#

Well the exercise is data persistance, so that's what I gotta do

#

It's just tricky because something I've always struggled with is how to reference data

lapis gate
#

It's helpful in the long run, yeah. But loading everything upfront nowadays isn't that big of a problem, especially for smaller games.

drowsy hull
#

I can try and use the prior tutorials to help me, but they were about colour and a lot of stuff had already been set up in different scripts, the final exercise is all about text and that change in the data type is screwing with my head because now I can't just copy the previous tutorials to make it work

polar basalt
balmy kettle
#

sitting in discord whining about how you can't remember how to do this stuff is going to get you literally nowhere, but if you actually make an effort to go over that content again you'll probably find you are picking it up much easier this go around and you may even gain a better understanding

teal plover
#

Hi, i am new with Unity and i got a task from course i am taking via school. It's to make an 2D game. I am trying to make kinda of horror house puzzle game called House of Echoes. But i am having problems finding the right assets for it. Example is tilemap etc. If someone can help me it would greatly help me in speeding things up.

craggy pollen
#

itch io is a nice place for 2d art

#

you can find free and paid assets there

teal plover
#

i tried there but i didn't get much results in finding tilemaps for 2D maybe i didn't look good or smth

craggy pollen
#

maybe

worldly cave
#

those are very common

#

you litterally just have to google "itchio tilemaps" and thats it....

teal plover
#

wow

#

sry i was looking like 2D tilemaps horror house etc those kind of things

#

and thats why i got so little results

craggy pollen
#

whats is up with all these horror games every one wants to make horror games suddenly

teal plover
#

nah

#

i just wanted for it to have eerie feeling

#

wanted it to be unique for the task

craggy pollen
#

yeah just joking

worldly cave
#

it gets better over time i suppose

teal plover
#

fair

obtuse ridge
#

Hello, I'm new here I'd like to ask some questions for how do I work with unity as I am working with something at the moment and I am pretty confused over it, at that I had to work all by myself with youtube and yeah I'm pretty lacking over knowledge over this program

craggy pollen
#

and what is your actual question now?

vagrant rootBOT
# worldly cave !ask

:thinking: Asking Questions

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

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

glass ether
#

Im making a vr game and how do i export the file cuz when u build the apk and try and go to where i saved it i CANT FIND IT please help

near wigeon
glass ether
#

lemme see

obtuse ridge
# worldly cave !ask

I tried looking up stuff, the problem is rather just for me so I can't find any solutions, I included the screenshot, as you can see exporting is greyed out, I did try both T pose buttons but they're still grey

worldly cave
#

is this for vrchat?

near wigeon
teal plover
#

i try to use tilemap and nothing shows on the desktop?

worldly cave
#

what are you expecting to show up on your desktop?

glass ether
obtuse ridge
teal plover
worldly cave
#

for third party assets

#

you need to find help with them

#

we can only really help with unity vanilla problems

teal plover
#

doesnt even work with vanila tile pallete

worldly cave
#

i was talking to the other person

obtuse ridge
worldly cave
teal plover
#

meant this mb

near wigeon
glass ether
#

yep just started

teal plover
#

for some reason when i click left click it goes to an eye dropper

#

ima restart app

craggy pollen
near wigeon
# glass ether yep just started

did you make sure you selected the correct options in the project settings or set it to Android ?
Idk much about VR but there should be the same settings

glass ether
#

i might be on the wrong editor version so im switching

near wigeon
#

make sure the android SDK is properly installed for the version of unity you're using or you might get wrong API versions

untold gull
#

Can someone help me to figure why my model is missing faces when I import it from blender to unity, also my textures on the wall don't show up

worldly cave
untold gull
#

I should do shift + n ?

vivid cedar
untold gull
#

how do I turn on face orientation visualization

vivid cedar
untold gull
#

ty

teal plover
#

eh somehow i cant go into draw mode

untold gull
#

is it me or everything seems alright ?

craggy pollen
#

ehm you have not turned the gizmos on

teal plover
#

can draw on right side but not on the Scene

craggy pollen
#

should be some kind of lines facing into the direction

untold gull
#

how do I turn the gizmos on

teal plover
worldly cave
untold gull
#

what other mesh ?

#

the castle collision ?

worldly cave
#

yes

vivid cedar
untold gull
#

it's for the collision but I moved it

untold gull
worldly cave
#

show us your import settings in unity

vivid cedar
#

(also your export settings from blender)

untold gull
worldly cave
#

well theres a lot of things wrong with whats pictured here

#

but i dont think any of it could cause your current issue

#

what happens if you swap the materials on the mesh?

#

add a basic material to everything

#

actually 🧐

#

i cant even remember what this does

gray frigate
#

winding order (the order in which the vertices are connected to form a triangle) is what determines whether or not you have a frontface or a backface

#

You should absolutely be importing or calculating normals

#

i'm not clear on how lighting even works without that

worldly cave
#

also good opportunity to fix those export settings

gray frigate
#

the export settings look fine to me

worldly cave
#

-y forward

gray frigate
#

oh right! I've never actually changed those, so I didn't notice

#

I was looking at the Apply Scalings and apply Transform options

worldly cave
#

aslo exporting all object types

#

if there are other object types in the scene or children of the mesh

#

they will appear as empties in unity

gray frigate
#

you also get the MAXIMUM INTENSITY LIGHT

untold gull
#

do someone have a tutorial for blender to unity cuz I'm a bit los

#

also is unity 2022 version is a good version or is it trash ?

lapis gate
#

Could be considered the standard nowadays

visual python
untold gull
#

I did

visual python
#

makes unity seem like a cakewalk lol

untold gull
#

I'm already a bit experienced

#

I meant a tutorial for importing a model from blender to unity

visual python
#

however im struggling to find out how to connect a cloth bone to a chest...

untold gull
#

oh

visual python
#

but i also assume its differing from what ur trying to do

untold gull
#

btw please tell me that unity support blender rigs and animation ??

untold gull
#

okay thx

visual python
#

i assume it should since itll pick up rigs from blender

untold gull
#

I'm going to search on ytb

visual python
#

cant figure out how to fix that

distant coyote
#

can someone help me out with how to make level design

#

trying to do a map for a fast-phased 3d platformer which has wall run, grappling, etc. but takes place in a office so does anyone have any tips

stark quiver
#

anyone have some c# resources

distant coyote
worthy socket
distant coyote
stuck flower
#

If you don't even know what the conflict is then you appear to not actually have a game idea, you just want to make an office

boreal river
#

Hello, guys! You kno I have a question. I am making a 2D Arcade Game in Unity and it will be played on an Arcade Cabinet / Machine. I was wondering what is the Input System of an Arcade Machine. It will feature both Single-Player & Two-Player modes.

gray frigate
#

that's going to be hardware-dependent

I bet the cabinet is a Windows machine, and the controls are presented to Windows as a generic gamepad

#

but that's just my bet 😉

boreal river
#

By the way, its not my Arcade Machine XD

#

Its for college, our coordinator and one of our teachers they have made their own Arcade Machine its only the monitor and the analogs and all these stuff its not full cabinet yet but it will be soon

#

As an assignment we have to make an Arcade Game to play on the Machine

#

I was just wondering what are the inputs

balmy kettle
#

surely you could ask the instructors who are literally designing it?

boreal river
#

Yes I know but I am not there right now XD

#

I mean its not generic?

#

I dont think it has a difference

balmy kettle
stuck flower
storm patio
boreal river
#

They said it will be developed in Unity

stuck flower
#

I've seen custom arcade cabinets that are basically just xbox controllers and I've seen some that literally feed into wires soldered into a PCB

boreal river
#

does it matter?#

storm patio
#

yes

stuck flower
#

So, there's not really anything any of us can say

storm patio
#

if it didn't, you wouldn't be asking

stuck flower
#

You could just make a generic one and change the mappings if it doesn't work. That's what the Input System is for

boreal river
#

So, I can't make a 2D Arcade game on Arcade Machine you mean?

gray frigate
#

we have no idea what this machine is

storm patio
#

nobody said that

boreal river
#

With Unity I mean?

gray frigate
#

how long is a piece of string?

storm patio
#

where did you get that from

stuck flower
#

Is this a PC with an Xbox-branded Fightpad or is this like an original Pac-Man machine you're sideloading a ROM onto

storm patio
boreal river
#

What else bro

gray frigate
#

"arcade machine" is a category of things

#

what color is a cat?

boreal river
#

like this

gray frigate
#

this question has no meaningful answer

storm patio
# boreal river

actually that machine, or did you just pull that from google

#

it's the insides that matter

boreal river
#

But its not the whole cabinet

#

its only the monitor and the analogs for now

stuck flower
#

That's not the question

storm patio
# boreal river

you could make this cabinet with a windows pc.
you could make this cabinet with a raspberry pi.
you could make this cabinet with a pcb.

stuck flower
#

Is this actually running on a Rampage Machine because if so then that's answerable

#

An "arcade input" can be literally any input device. It can be an Xbox controller. It could be a keyboard. It could be a fuckin mouse. The actual buttons and stick do not determine how the device is actually read from

boreal river
#

I think its windows pc

storm patio
#

cool, what input devices can interface onto a windows pc

#

those are your "arcade machine inputs"

stuck flower
#

None of this matters anyway because the entire point of the Input System is to create actions and assign functions to those instead of tying it directly to hardware input anyway

polar basalt
#

ive asked this some long time ago, but seriously, whenver i make a new project, it takes like 5 seconds to load into playmode, and i have tested it into my own game, where i have very complex scripts, geometry and so on, and it is instant whenever i want to playtest

#

is there some setting or something?

balmy kettle
worthy socket
polar basalt
#

is that bad?

balmy kettle
#

i mean, that means there's extra work you gotta do, per the documentation i linked, but it's not bad

stuck flower
#

It means that if you make changes in code then go straight into play mode, those changes might not be in there

balmy kettle
#

nah, domain still reloads after a recompile. it means that statics aren't reset

polar basalt
balmy kettle
#

auto asset refresh disabled means code may not immediately recompile on change

stuck flower
polar basalt
balmy kettle
polar basalt
#

wow i thought thats normal.. eh its alright anyway

#

you get used to it

#

as long as it doesnt mess up anything

balmy kettle
#

yeah, if you're writing your code in a way that compensates for it, then having domain reload disabled is great. just read through that page i linked to see what all it affects so you fully understand everything you need to do
also i saw that either 6.4 or 6.5 has a new attribute that will generate code to reset statics for you so it's even easier to manage (though i already wrote my own source generator to do it)

polar basalt
outer path
#

Hello

untold gull
#

does anyone knows how I can add a zone where when I enter inside it play a background music ?

balmy kettle
#

look up trigger colliders

untold gull
#

ok thx

gray frigate
#

designing for Domain Reload being disabled has helped me to avoid leaving "garbage" behind

#

e.g. having a player object subscribe to input action events, but never unsubscribing

#

which would also cause problems if I started destroying and re-creating the player!

untold gull
balmy kettle
#

do you mean for the audio?

gray frigate
#

instead of just playing/stopping the audio, consider slowly changing its volume

#

(and playing/stopping it if necessary)

#

Mathf.MoveTowards is handy for this

#
float target = inZone ? 1 : 0;

source.volume = Mathf.MoveTowards(source.volume, target, Time.deltaTime / 3); // this will be a 3 second fade
#

to decide if you should play or stop it, you'd do something like...

#
float oldVolume = source.volume;
// mess with the volume

if (oldVolume == 0 && source.volume > 0)
  source.Play();
else if (oldVolume != 0 && source.volume == 0)
  source.Stop();
untold gull
#

in which script do I implement this

#

oh I get it wait

gray frigate
#

importantly, you need to remember whether the player is in or out of the zone, so you'd add a field to the script (inZone, in my example) to store that

#

this is pretty much exactly what I've done for area-based audio in my VRChat worlds

untold gull
#

hey I have another question

#

I don't have the bar at the top where I can activate gizmos or diable shaders

#

how do I activate it

untold gull
#

ty

#

I have a character controller asset but not from the unity store and when I import it on unity 2022 version everything is fine but when I import it in the newest version there a script errors and textures are missing

#

could someone tell me how to fix that

balmy kettle
#

the errors would point to what is wrong and you just need to fix them. as for missing textures, do you mean they appear to be magenta? because that means that the render pipeline their shaders are for is not compatible with the pipeline you use in your project so they need to be converted (presumably to URP which has a material converter that works for non-custom shaders)

languid sonnet
#

You guys know some good places to learn C# other than the Unity documents?

balmy kettle
untold gull
#

anyone knows how I can update the input system ?

balmy kettle
#

!input

vagrant rootBOT
# balmy kettle !input
How to Set Input

To set Active Input Handling, go to:
Project Settings > Player > Active Input Handling

• Input Manager (Old): Use the original Input settings.
• Input System Package (New): Uses the new input system package.
• Both: Use both systems.

vestal seal
#

Does anyone know what this means? I’m new to this and I’m trying to make a vr chat avatar so everything’s from scratch

copper gust
#

!vrchat

vagrant rootBOT
vestal seal
balmy kettle
#

the message is also pretty self-explanatory unless this is literally your first few minutes on unity. "waist" is not a child of "hip"

frosty path
#

hey i was wondering if anyone could help me with an issue of exporting a model from unity to blender

digital sparrow
#

yeo

#

does anyone know a tool for resizing abnormally large obj models

#

without blender

copper gust
#

blender

digital sparrow
slow dirge
digital sparrow
#

problem is its a door, i literally have to scale it down to .02 and that messes with the hindge joint and boxz collider

#

and its not just me working on it so i dont want people to get confused

#

ill just resize in blender bro

slow dirge
#

Import settings scale should have the same effect as rescaling in blender.

#

Not sure why you think it's related to physics and collider.

untold gull
digital sparrow
#

ok bro

#

just realized your talking about import settings mb

charred fog
lapis gate
#

jokes on you, I prefer c++

slow dirge
#

Probably not. I've never seen a case of someone wanting to move to a different engine in the middle of the project. And code is probably the least of your issues in that regard. I'd worry more about asset workflow differences.

#

Wrong server...

#

!collab

vagrant rootBOT
# slow dirge !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**

sharp roost
#

generative ai tools are defined as "software applications that use machine learning models, such as LLMs and GANs, to create new content—text, images, code, audio, or video—based on user prompts" so does that mean if i use chatgpt to help me code a unity game i have to label my game as "used generative ai tools"?

slow dirge
slow dirge
mystic oriole
#

Am I going crazy or do materials in URP just look blurry at a distance?

lapis gate
#

In computer graphics, a mipmap (mip being an acronym of the Latin phrase multum in parvo, meaning "much in little") is a pre-calculated, optimized sequence of images, each of which has an image resolution which is a factor of two smaller than the previous. Their use is known as mipmapping.
They are intended to increase rendering speed and reduce...

sharp slate
#

I am going off to college soon a looking for a laptop, do any of you guys have experience coding on a thinkpad, specifically the X1 Carbon?

latent meadow
#

<@&502884371011731486> ^

charred fog
#

@drifting zodiac There's no off-topic here.

drifting zodiac
charred fog
#

@drifting zodiac You want to do marketing, do that somewhere else

drifting zodiac
charred fog
drifting zodiac
charred fog
#

!mute 291341238274097153 3d Ignoring warnings, off-topic spam

vagrant rootBOT
latent meadow
sharp roost
rare cliff
#

Which collider should I use for the house—a Box Collider or a Mesh Collider—such that the house acts like a solid wall, while the windows and doors remain distinct entities?🤔 🤔 🤔

latent meadow
#

Are the doors and windows separate, or is it one big block model?

rare cliff
latent meadow
#

so, you intend for the door and windows to be walk-through portals?

rare cliff
#

Which collider should I use for a multiplayer game?

latent meadow
#

well.. a single big block collider would not work then. you would either use multiple box colliders and assemble them properly, or use a mesh collider.

#

of course, a mesh collider is dependent on them being actual separate entities

rare cliff
#

ok i try using Mesh Colliders

latent meadow
#

you can use box colliders for the door and windows. the house is not a box, so a box collider would not work, since you want portals. use a mesh collider on the house model, and box colliders on the windows and door. they Must be separate

pliant sable
#

how do i get the resident role

latent meadow
#

also, multiple box colliders for the house Might be cheaper than a mesh collider. all psrt of tests you will need to do.

latent meadow
rare cliff
latent meadow
#

start with box, until you have a reason not to.

rare cliff
pliant sable
#

okay so i need some help here. my game is extremely laggy since there are tens of thousands of assets (trees rocks bushes etc) and even after adding occlusion culling AND LODs, it still never gets above 20 fps. are there any more ways to improve fps?

latent meadow
#

what pipeline?

rare cliff
latent meadow
#

are you using batching?

pliant sable
#

dalright im getting ignored

rare cliff
pliant sable
#

im sorry for interrupting your very important conversation

latent meadow
pliant sable
#

i shall now excuse myself

solid yew
rare cliff
pliant sable
#

i only started using unity in january and took a 1 month break\

#

i still have a lot of stuff to learn

solid yew
#

alright I see, google them

#

and batching

pliant sable
latent meadow
#

!learn

vagrant rootBOT
solid yew
pliant sable
#

...
there are like what hundreds of materials

pliant sable
#

well i mean most of them are duplicates so ig i can discard them

#

is there a way to just edit them anyways?

rare cliff
pliant sable
#

like an addon or smth?\

#

i forgot what unity calls them

#

so the same type of thing as probuilder right? that is in the tools tab

rare cliff
#

DM

copper gust
#

we avoid dm help here

rare cliff
#

this is scret tool

#

i have pro tools using for scripts

copper gust
#

its not a secret

#

it's something you could easily find on google

#

or if you dont wanna import anything you can just ctrl + d to duplicate the material/asset

pliant sable
#

what is it called?

#

pro tools?

copper gust
#

that other person is being weird idk

rare cliff
#

DM

copper gust
#

@pliant sable just a suggestion from a stranger

#

dont download scripts from strangers who refuse to post them publicly

#

<@&502884371011731486> weird vibe

pliant sable
#

thats screaming malware

rare cliff
#

hey i was just kidding

pliant sable
rare cliff
#

I want to talk to this brother just like that

south burrow
#

Hey, I have a question, how do I set my subemitter to be triggered after the death of my particle system instead of death of individual particles

latent meadow
copper gust
latent meadow
south burrow
#

Alright done

pliant sable
south burrow
#

Probably has react turned off

#

Its a setting

latent meadow
# pliant sable why cant i react?

you can. within the bounds of the linked rules. also, keep in mind, this is more of a professional setting (that is the intent) .. oh maybe i misunderstood what you meant by react

pliant sable
#

brb

charred fog
#

!warn 1369226694480756736 Don't spam off-topic on the server. And don't need racist comments here.

vagrant rootBOT
charred fog
#

Or anywhere really.

copper gust
#

theres the other weird dm person too

charred fog
#

@rare cliff Don't spam off-topic here as well. Keep to the constructive activities.

rare cliff
charred fog
rare cliff
latent meadow
ocean pumice
#

Just want to confirm, that the new Unity Studio publish link thinks, its on a desktop browser when opened on iOS. Did anyone try this yet and experienced the same behaviour?

pliant sable
slow dirge
#

Forever warned

latent meadow
odd patio
#

im playing a 2020 unity game and im trying to find out how to disable pbr. i cant find a command line, should i look inside the asset files? i can just erase the pbrs?

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not that i think there would really be a cmd for disabling pbr

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or maybe add a config file in the app folder

ocean pumice
odd patio
#

no, the developer did not add an option for it.

latent meadow
odd patio
#

hate to burst anyones bubble but putting stuff on the internet strips all private aspects 😂

latent meadow
#

did you post that on the wrong server, or do you think you are making some sort of point that would change the rules here?

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Regardless of the status of a particular game, modding and decompiling are not topics that are allowed to be discussed here, as the techniques and information can be used for nefarious purposes, as well as benign.

copper gust
#

It’s not banned to prevent nefarious reasons it’s just unity tos type shit

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Most people here are pro modding but it’s an official unity server

sly lake
#

The idea that there should be an option to disable PBR is kinda funny ngl

latent meadow
#

DM @Unity ModMail for rule violations, moderation questions, role access, or other server concerns.

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shortcut

gaunt oar
#

Hi

gray flame
#

Not sure if this is the right channel.... Any suggestions on how to go about finding playtesters for a prototype? I want to go beyond my friends but not so far as publishing it somewhere official. I have it hosted on my own website for testing.

latent meadow
bleak sable
#

Hello i was wondering if theres a waz to put rigidbodys have physics on waters or oceans (HDRP 6.3LTS)

sly lake
sly lake
#

Basic concept is just "if point of mass is below water surface, apply force upwards"

Then tune from there as you inevitably launch it into space on the first try

surreal badge
#

is there any good documentation for the EventSystem and InputSystemUIInputModule components at all? (also whoever named that one should be shamed 🤪)

tidal helm
#

hello I'm new to unity can someone help me pls ??

vagrant rootBOT
drifting solstice
#

I can't rename anything. I couldn't find an appropriate channel so I'm just posting here. Does anyone have any ideas?

latent meadow
#

have you tried restarting UNity yet?

limpid arch
#

are you guys integrating llm code gen into your projects?

void patrol
latent meadow
drifting solstice
#

Restarting doesn't help

void patrol
#

set layout to default from top right

latent meadow
drifting solstice
drifting solstice
#

It's on a 16GB RAMDISK

latent meadow
void patrol
stuck flower
drifting solstice
drifting solstice
#

weird

stuck flower
#

I think your mouse is clicking twice

#

So you edit it then click out of it at the same time

latent meadow
#

neat insight

drifting solstice
#

I think this might just be a very specific bug

stuck flower
#

¯_(ツ)_/¯

latent meadow
#

It's Gremlins

drifting solstice
#

what's that?

stuck flower
#

It seems kind of hardware related, I don't know if it's a Unity issue

drifting solstice
#

hardware related??

stuck flower
#

It looks like it's opening the edit then deselecting it

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You can see the selection goes gray

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Something else is getting focused

drifting solstice
#

I don't see anything like this on any other application

latent meadow
#

Gremlins is a joke. originally used around WW2, i think, to describe unexplained aircraft malfunctions

drifting solstice
#

ah

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I don't think unity is being unfocused at all

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Submitted a bug report

gray frigate
#

I have an annoying issue where creating an asset from a context menu fails the first time I try it every once in a while

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i wonder if there's any relation

hidden grove
#

In Unity, is it possible for the chest duration to continue even if we're not in the game? Is there such a system?

copper gust
#

chest duration?

hidden grove
#

box ? clash royale

latent meadow
#

save time left when exiting, and real world time. when going back in, compare times, do math

hidden grove
#

Can Unity do this? Let's say we set a 50-minute timer, but if we log in 10 minutes later, could it change to 40 minutes?

vivid cedar
#

it's just your code

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And you would just use timestamps

copper gust
vivid cedar
#

then all your code has to do is check the current time

latent meadow
#

neat

gray frigate
#

notably, the game client should not be responsible for "counting down"

vivid cedar
#

yep all times should be based on the server

gray frigate
#

otherwise your players will discover magical time dilation powers

vivid cedar
#

and validated by the server

copper gust
#

depends on the game 😛

gray frigate
#

going into the Hyperbolic Time Chamber and getting 3,000 lootboxes

vivid cedar
#

Anyone do any Animal Crossing time travelling? 😛

copper gust
#

when i was like 15 i had a pretty ok time playing farmville 2 with time travel lowkey lol

gray frigate
#

I'll chuck it and see if the problem goes away

copper gust
#

nah i doubt it then

#

i just feel like sometimes probuilder window somehow eats some of my inputs

gray frigate
#

oh, actually, i also have these issues in my VRC projects

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and i don't have it in there for sure

craggy pollen
#

test it out and see

stuck flower
#

Don't crosspost

worldly cave
#

or rather, delete the original when you post a second time in the correct channel lol

hidden grove
short night
#

пацы, го материться

latent meadow
#

English server, please use a translator

hidden grove
#

Why doesn't Unity offer content for FPS games? They should have included a tutorial kit for HDRP and a weapon-based FPS game. Their tutorial kits are always 2D and low-poly style.

latent meadow
#

there is a whole multiplayer RPG game/tutorial/project called Boss Room, and much more. the few listed in hub are only a small sample

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also, FPS turns into melee rpg pretty easily. that is all part of the learning process.

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there quickly comes a point when you have to stop looking for the exact tutorial, and start applying what you've learned

hidden grove
worldly cave
#

youre being a bit too picky at this point

latent meadow
#

functionally, there is no difference between URP and HDRP as far as a FPS tutorial goes.

hidden grove
#

Unity isn't selective; most games are low-poly style, and if Unity offered a simple tutorial for HDRP FPS, such games would become more widespread. I mean high quality fps like unreal engine fps game

worldly cave
latent meadow
#

no, such games would become more asset flips to try to make a penny. no one whould actually know what they are doing. hence the 'stop looking for exact tutorials and start applying what you've learned'

copper gust
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if you can't put two different sample packs together you cannot make that kind of game

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the tutorials should not be for "hdrp fps" because thats two things

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teaching hdrp is completely seperate from teaching fps

stuck flower
#

I don't know what more you want other than "I shouldn't have to make a video game if I want to make a video game"

copper gust
#

pen + apple = penapple

hidden grove
#

Unreal Engine offers many assets for free, and high-quality graphics. What I mean is, we don't see many games like that from Unity; they make both 2D and low-poly games. Are there any Unity games that have come out recently with good graphics?

stuck flower
hidden grove
#

I know about free assets, but higher quality ones are very expensive.

worldly cave
stuck flower
worldly cave
#

higher quality stuff is more expensive, incredible breakthrough

hidden grove
stuck flower
#

So then everyone uses them for cheap slop and now using the Unreal FPS template is a fast track to getting your game utterly ignored

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If you want to make something good, I'm afraid you'll need to put in effort.

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If this is a deal breaker, maybe game development isn't for you

hidden grove
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Just asking for FPS and HDRP tutorial sets doesn't make me a game developer 😄 lol . How are you going to make a game without knowing how to make a tutorial set for that? 😄 You're funny.

worldly cave
stuck flower
#

Do you think literally every game that exists was made because someone made a tutorial on how to do that exact game

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Is there a "Resident Evil Requiem" tutorial I missed somewhere

worldly cave
stuck flower
#

You learn things and then put them together in your specific ways for your specific ideas

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There are many FPS templates. There are many HDRP tutorials. Take that peanut butter and dip it in that chocolate

worldly cave
#

also a lot of the problems you have here stem from the fact that you assume that the render pipeline has any importance to what you want to learn

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because you keep saying "hdrp fps"

copper gust
#

Also just generally the biggest point here is engines have different interests, Unreal is built pretty heavily to do more "realistic" games, Unity is not

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that is not by accident

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Unity dominates multi platform usage with flexible hardware requirements