#💻┃unity-talk
1 messages · Page 97 of 1
Does anyone know why this isnt working
In the particle system
I changed from billboard to mesh, and my mesh isnt showing up in the Meshes
Its a prefab
prefabs are not meshes!
a prefab can contain components that use meshes
the mesh is the actual blob of triangles
ooh
if you look at an imported model, you'll see sub-asset meshes
anything with the grid
those are the things you can actually give to the particle system
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
If it's a large outdoor space, you should be using a much lower resolution
You don't need 60 light samples per meter
Yeah but even at this radius it looks very bad, the shadows look very pixelated and artefacted
show an example of your problem
Give me 10 minutes im not on pc right now
Do you need to bake
If you have 60 big levels at some point baking is just gonna have to take up some amount of space
you can mix baked lighting and realtime lighting, of course
if you use Mixed lights, you can bake just the indirect lighting
and you can get away with a very low resolution for that
only for this level, since there is a area light i need baked and a lot of lights in "lamp posts"
gime me 5 min and i will show u the set up
yeah but i have an area light, and the lamp posts are mixed
i accidentally removed the baked data.. give me 5 minutes..
Don’t bake shadows then
Use real-time shadows with baked indirect
what do you mean by baked indirect? i understand u mean mixed but how do i do baked indirect?
its just that
i have these lights, and i think its better to have one area light than 200 realtime lights
light is baking right now, its all black because i removed light data by accident
example of issue of shadows
and an example of where i use area light so i dont have 200 lights on the ceiling
any ideas?
@gray frigate ?
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
because the size is just insane, and i know games that have the same amount of levels with baked lighting, and they arent that big (500mb per level), so what do other people do?
thats why im asking, what do people normally do in these situations
200 realtime lights on ceiling is like, way too much, so area light is the right solution then?
Because u can see all the lights at same time as you can see in the 2nd image
You can use light probes or probe volumes only with low density to save on space. You need to bake if this corridor is one mesh due to forward rendering light limits.
Deferred can overcome it.
i use deferred rendering
so do area light?
Probably best for a ceiling light like that.
Deferred isn't necessarily fine with 200 lights in such a small area
It would be best baked but HDRP would do it a tad better than urp
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 😏
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.
Particle system has a 1 second delay and I have no idea where that is coming from T_T
Hello
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.
Is anyone good at making gorilla tag horror fangames? pls if u wanna help me dev feel free to dm me!
I could go to each script and set the id manually I guess for each of them but is there an automatic way when you drag the prefab into the scene to have it be unique?
Yeah, I do that exact thing.
[ExecuteInEditor]
public class IdAssigner: MonoBehaviour
{
public void Start()
{
#if UNITY_EDITOR
var other = GetComponent<Other>();
if(other.id == 0)
{
other.id = DateTime.Now.Ticks;
Thread.Sleep(1);
}
#endif
}
}
It ensures that the same ID will never be used twice, in this case
Oh right you used the ticks nvm 😂
What happens to this MonoBehaviour when you build it?
Just becomes an empty Start() block
I'll try that thank you again
i think ill just do one area light, and for the outside lights make an LOD system
i was able to decrease the lightmap from 500mb to 30mb
Area lights are only baked though
At which point you might as well just count on the emissive material, which will also bake as a light source
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
idk if there is any other way then that would be cool
i tried emissive material xd its all yellow
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?
does anyone know how to fix this emission lighting bug
Wait, is this what Polybrush is? 
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?
Ah great 😄 btw still advertised as a "feature" https://unity.com/features/polybrush
vertex painting is such an essential tool imo :/
Probably go with URP for VR
It's doable but kinda hard to maintain such high framerates in HDRP
polybrush always seemed interesting but didn't really have shader graph support
basically terrain-lite
I've done terrains in Painter many times, but I don't paint the textures directly. Instead I paint masks for the R/G/B channels, and then in Unity you set up a shader with tiling textures and blend then on top of each other using this mask
can do it in blender. Ideally what you do is use splatmapping and not the textures themselves for larger and reusable geometry where you map color values to textures
alternatively you can use vertex colors too
Yea i tried the mask thing but it doesn't work exactly like unity where you can draw over already painted parts freely and don't have to erase from the top layer's mask (basically doesn't matter which order the layers are).
I guess this works the same as the painter (let alone I have no clue how that is done)
URP for sure. HDRP can look amazing in vr games but the performance can completely smash the idea of it without some major workings of optimization
does anyone know how to make a gtag copy
Basically a custom shader where you compare color values then use a mix node to blend between the textures you're using
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
im new to unity
0 days since gtag copy 
we made it like an hour tho
jeez
Like the whole idea of the masking is that you don't want to be making huge textures for every single object. Splatmaps can be low resolution/low precision because you don't care too much when we're talking large geometry
I see. Is that how unity does it?
For the terrain, yes. Usually it's a 1024x1024 by default texture
1024x1024 seems kinda tiny with how huge the default terrain is 
Well, compared to say a character, you don't care about the exact precision of all the textures.
🐢
Hmm I guess so
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
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
Maybe I should just use meshes instead of trying to make terrains
I'm trying to go for levels like in spyro (ps1)
spyro probably does more by vertex color masking
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
grass can be masking, but the edges look just to be uv mapping with tiling
really more likely for it all to be unwrapped
I guess terrain would be overkill
I'd stick to vertex data and uv mapping yeah
and make the meshes in blender?
sounds like the plan
I'm more of a cube person myself
I'd suggest just doing a top-down drawing then tracing verts around the edges to give you some foundation
It’s pretty noticeable
sounds good
If you could stream those damned textures I’d be making them much higher res
guys theres something wrong with my game
im a really new beginner to unity hub
and like look what happens when i start the game
use mp4 so it embeds in discord
mp4
It would. That's why they didn't say that
Looks like either your ground has no collision or your object starts inside of its collider
By adding a collider
can i look at youtube tut
!learn
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Over 750 hours of free live and on-demand learning content for all levels of experience!
does the plane have a collider?
select it, then AddComponent > Collider
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;
}
}```
!code
📃 Large Code Blocks
Use links to services like:
https://paste.mod.gg/, https://hastebin.skyra.pw/, https://paste.ofcode.org/, https://paste.myst.rs/
📃 Inline Code
Surround code with three backquotes. Not quotation marks.
To format as C#, add cs to the first line:
```cs
// Your code here
```
Add a comment with a line number if there is an error message.
gonna need some more info than "not working"
what's not working? a specific transition? the animation clip itself?
Also you dont have an idle to punch transition of any kind set up
That entire state set up seems odd and unorthodox
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
What about this?
That makes a lot more sense
Thanks, now its working
@craggy pollen@worldly cave
I really like Unity, it's helping me make my game available quickly particulaily with the help of AI
maybe for the question reaction I am using GitHub copilot
The question is why are you telling us this
is this Unity official Discord ?
I thought unity talk is the general channel
Its not
we should start a counter everytime someone believes the channel name and category mean what they say
#💻┃unity-talk :Non-programming Unity development topics & questions not covered by specific channels. Prolonged discussions and game design questions should be threaded.
2 different #1161868835423526933 threads and the answer was still the same
This channel is a help channel
dont really care
you cant say its not the general channel when it literally is 😛
like thats just reality
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
This is the closest channel to Unity General Chat. Nothing so far has been off topic. probably best to just let it go
good luck with your game. you can ude #1180170818983051344 to track/demonstrate your progress
also, you can
!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
okey I'll do
general bot message with useful info
does anyone know how to fix my button's pressed and selected color not matching what I picked at all?
perhaps talk to #📲┃ui-ux
i went there first but got no replies
see #📖┃code-of-conduct , specifically about cross-posting. things are not instant, and that is the correct room
do you have any idea on what it could be or no clue at all?
reminder that it is a tint that is applied over the existing color of the texture
Whenever i share a project thru github it loads a samplescene and not the actual scene, can someone help me out?
have you opened the actual scene
yeah im testing it on my laptop and its doing the same thing
what does that mean
that is expected behavior
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
I have 2 different accounts and 2 different computers im testing on because it wouldnt load for my friend
really
is there a solution?
yes, open the scene
and?
wdym "and?" that will mean the scene is open so it can be worked on just like any other file
you might need to describe your problem more specifically
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
what do you mean by literally open it
do you not know how to open a scene in the project?
nope
so when you were asked if you opened the scene, what do you think was meant by that?
if i opened the project
yeah no, it was specifically about the scene. you open it just like any other file by double clicking it
im a lil slow didnt know you needed to do that when someone shares a file
were you also unaware that you could have more than one scene exist in a project?
I talked about this the other day
bruh no
A lot of people surprisingly dont know this
literally been doing ts for years and i never knew that
im not rlly a pro though
then i'm genuinely curious how you thought that worked if you didn't even know how to open a scene . . .
yea i get it
What did you think a scene was
a scene u open lol
How would you implement multiple levels or a main menu in your game
Did that never cross your mind?
prefabs
scenes are just big prefabs tbh
biggest benefit is memory management
Yeah and management in general too, easier to organize everything
Its just a staple and you cannot go "years" without knowing what they are....
You described 99% of the unity users here 
consider going through the unity essentials pathway on the unity learn site to at least reach "beginner" status with the editor
But you dont have to be a pro to know what scenes are
Respectfully this is a massive gap in essential knowledge
yall be so passive aggresive
are we frl
it is expected that you at least complete the basics and research before asking here. here is a link
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
Knowing the basics of the editor is very important yes
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
i know the basics jesus christ
Obviously not
you literally do not
literally one thing
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
how are u gonna tell me wat i know bruh
We can extrapolate
suit yourself. i definitely won't be helping you in the future 🤷♂️
I actually fwu too 🥲
i don't care, i don't help people who refuse to bother learning the fundamentals
Not that i didnt bother but life happens and we forget or overlook things sometimes
you're refusing right now
Nobody faults you for not knowing, but more so your reaction in being told that you should
cool deal, let's move on then
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
you go to windows-> packet manager
everything is in there
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
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
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
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
any ideas?
like, I would expect the bone to move the head and top of torso,but it just doesn't
probably talk to #🏃┃animation or #🖼️┃2d-tools
Does anyone know the name of this model? I need a obj file of it for a project
that looks like the model from UE.. let me see if i can recall the name of the asset
Advanced Locomotion System
That the name?
Freak
clown
I really need a obj file of it
<@&502884371011731486> this person does not need to be here ^
why would someone just randomly know that
This isn't a Unity question, and whatever this is isn't welcome here either.
ima send you a photo of a fork in my kitchen let me know the name of it

Well sry
Ima go try and find the thing now:p
!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
Im trying to fix fire button to canvas but not fixing
read the message. no need to ping me.
can you see this? sometimes these things do not show on phones. those are the instructions to follow
Ok
bonjours je viens de me faire deconecter de unity pour triche alors que je triche pas
English server. please use a translator.
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
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?
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
What does the SpinningObject script exactly do to the position?
Maybe you can just comment that part out in the code so it doesn't modify the position
@violet thunder will try that - ty
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?
I think depends on its settings. Haven't used that component in a very long time.
I can't make a working setup even combining it with a lookat constraint
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
There's a setting that lets you choose which scene is used for prefab previews
Thanks I'll have a bit better of a google haha
Oh also apparently you can change the background color
is that under lighting?
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?
how do i fix these weird textures
@oblique cobalt You can set a custom scene for prefab editing here^
In Project settings > Editor
Did you put a normal map into the color texture slot or something
What is it supposed to look like?
Show the texture's import settings and the material too
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?
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
You legend, I literally had that minus the attribute and was googling around for if there was any rich text support and had settled on doing a customeditor just to expand the text area 😆
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
Sorry I don't know much about embedded materials - you might want to ask #🔀┃art-asset-workflow anyway
(That's a lot of materials though)
you could use this to like, have 2 modes
edit the text with rich text tags, then display the formatted text
https://docs.unity3d.com/Packages/com.unity.ugui@1.0/manual/StyledText.html#editor-gui
-# at least, i think so, based on docs. i don't have experience with this kind of thing myself
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-
Yes you can just GUILayout.Label the text with a GUIStyle that has richText enabled - needs a custom editor but nothing too complex
Or without a custom editor you can just use OnValidate and update a Text component I guess @oblique cobalt
Anchoring
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
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.
guys, is it possible to open a python game using unity?
wdym by "open" it?
You can run any program you want on a windows or linux PC with https://learn.microsoft.com/en-us/dotnet/api/system.diagnostics.process.start?view=net-10.0
but that will run it as a completely separate program.
code a python game then use unity to open it using scripts
Like this yes
I don't really understand why you want to do this though
you still didn't really clarify what you mean by "open"
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.
is there a code that opens files using unity? that is my only question
!learn
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Over 750 hours of free live and on-demand learning content for all levels of experience!
I already showed you
thx
when urp shadows suck, time to use decals instead 
urp left decal right
Thank you! I take a look in here.
The URP shadow looks more like a shadow then the decal
sounds like you just want hard shadows
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
Wait is unity hub supposed to be downloaded from unity cloud now?
I remember it wasn't this way before
things change 🤷♂️
Question, how do I spawn a mesh (regular mesh) cause I want to use it for collision after the execution of a particle system?
Make a prefab of it, call Instantiate on that prefab
this kind of lighting should be fine with a pretty low lightmap resolution
the weird blotchiness makes me think you have other issues
a mesh is just a blob of triangles
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!)
Got it
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.
show relevant info, with screenshots
- What are you trying to do?
- How did you try to do it?
- What's happening that you don't expect?
Well, I checked off post processing inside of main camera render and nothing shows that I did with urp
What are you trying to accomplish? Just disabling postprocessing?
This is the area with urP and without urP
And I have post processing check on the main camera
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)
where is the Volume in screenshots
is this like a decompiled project? 🙄
What I mean was the game that I’m looking at has urp in the game that was inside of the camera doesn’t have it even though I checked off post process
No
Guys, I got it working thanks for all your help
I'll be honest I have no idea what you are saying.
My best guess is a confusion between "URP" and "post processing"
he posted about this in the pp channel too
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?
uncheck has Exit time
and/or remove transition duration
yeah, but now it isnt automatically toggling back to the unclicked state
that has nothing to do with the issue you mentioned
show us the transition that goes back
it's the one in the image
do you have defined any conditions for the transition? otherwise it goes back automatically
otherwise #🏃┃animation for further animation related questions
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
!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
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.
honestly no shame in starting over
!learn
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Over 750 hours of free live and on-demand learning content for all levels of experience!
there might be a lot that you do know that you arent aware of
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"
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
go through the earlier lessons as a refresher then
having some project to focus on gives you more direction on what to research
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"
that's a little more intermediate honestly
I'd just do single scene breakout and say f that
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
It's helpful in the long run, yeah. But loading everything upfront nowadays isn't that big of a problem, especially for smaller games.
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
what other issues could it be? i switched to smth else for the moment but just for a future reference
so go through the beginning lessons in the pathway to refresh your memory on how to do things
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
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.
i tried there but i didn't get much results in finding tilemaps for 2D maybe i didn't look good or smth
maybe
what?
those are very common
Explore game assets tagged Tilemap on itch.io. Related to the process of arranging game maps using a set of tile graphics (often call tilesets )
you litterally just have to google "itchio tilemaps" and thats it....
wow
sry i was looking like 2D tilemaps horror house etc those kind of things
and thats why i got so little results
whats is up with all these horror games every one wants to make horror games suddenly
nah
i just wanted for it to have eerie feeling
wanted it to be unique for the task
yeah just joking
optimizing searching stuff is a life skill
it gets better over time i suppose
fair
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
and what is your actual question now?
!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
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
so did it say it completed the build succesfully in the console?
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
is this for vrchat?
that outta do it "failed"
i try to use tilemap and nothing shows on the desktop?
what are you expecting to show up on your desktop?
olk so what should i do
Yes, but I did ask in their server but they didn't properly respond to me/help me
we cant really help you here
tile pallete that i am drawing ;-;
for third party assets
you need to find help with them
we can only really help with unity vanilla problems
doesnt even work with vanila tile pallete
i was talking to the other person
Ah I see, thank you for your time
anyways im confused as to what you meant by desktop
meant this mb
so is this a new project or what ?
yep just started
making a vr game as a beginner can be a little bit overwhelming, i would recommend you start with some basic stuff first
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
i might be on the wrong editor version so im switching
make sure the android SDK is properly installed for the version of unity you're using or you might get wrong API versions
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
almost certainly flipped normals
I should do shift + n ?
you should turn on the face orientation visualization in blender and flip the normals that are incorrect.
how do I turn on face orientation visualization
https://docs.blender.org/manual/en/2.91/editors/3dview/display/overlays.html
Find "face orientation"
ty
eh somehow i cant go into draw mode
ehm you have not turned the gizmos on
can draw on right side but not on the Scene
should be some kind of lines facing into the direction
how do I turn the gizmos on
anyone knows fix plz
what is that other mesh?
yes
yes this looks ok to me
it's for the collision but I moved it
but it still have the problem
show us your import settings in unity
(also your export settings from blender)
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
this just means you won't have any normal vectors
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
also good opportunity to fix those export settings
the export settings look fine to me
oh right! I've never actually changed those, so I didn't notice
I was looking at the Apply Scalings and apply Transform options
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
you also get the MAXIMUM INTENSITY LIGHT
oh that's why I found the light was a bit too intense
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 ?
Could be considered the standard nowadays
learn blender before unity
I did
makes unity seem like a cakewalk lol
I'm already a bit experienced
I meant a tutorial for importing a model from blender to unity
however im struggling to find out how to connect a cloth bone to a chest...
oh
typically export using fbx and then import by dragging the folder in by your downloads
but i also assume its differing from what ur trying to do
btw please tell me that unity support blender rigs and animation ??
iffy
but yeah
okay thx
i assume it should since itll pick up rigs from blender
that's what I did but I think what I did wrong is in the export and import settings
I'm going to search on ytb
leaf bones?
this makes her chest clip through a damn solid chest plate
cant figure out how to fix that
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
what do you need help with?
anyone have some c# resources
so i want to make a still going office not like ruined kind of. So no random gaps but this makes the player say "Just walk" and i want to prevent this
i'm not sure i understand everything but i would say that you would need to have some monsters or challenge, or something breaking to make the player jump over stuff maybe?
in the story we are the ceo and the objective is to fire employees with low efficiency (and also the mc is robot) so, it would be weird to be a monster or some kind of threat in a working office and i couldn't think of a challenge do you have any ideas?
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
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.
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 😉
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
surely you could ask the instructors who are literally designing it?
Yes I know but I am not there right now XD
I mean its not generic?
I dont think it has a difference
well nobody here is either, and only the people putting it together would know for sure
It could be. It could also not be
one of the input systems for an arcade machine are fed through pokey chips which are copyrighted and thus illegal for you to use, not sure unity has a driver for pokey chips
They said it will be developed in Unity
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
does it matter?#
yes
So, there's not really anything any of us can say
if it didn't, you wouldn't be asking
You could just make a generic one and change the mappings if it doesn't work. That's what the Input System is for
So, I can't make a 2D Arcade game on Arcade Machine you mean?
we have no idea what this machine is
nobody said that
With Unity I mean?
how long is a piece of string?
where did you get that from
What machine
Is this a PC with an Xbox-branded Fightpad or is this like an original Pac-Man machine you're sideloading a ROM onto
you're basically asking us, "i have this black box that i don't know anything about. tell me about this box"
this question has no meaningful answer
actually that machine, or did you just pull that from google
it's the insides that matter
Yes, we all know what an Arcade Cabinet looks like
That's not the question
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.
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
I think its windows pc
cool, what input devices can interface onto a windows pc
those are your "arcade machine inputs"
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
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?
your project that loads into it quickly likely has domain reloading disabled.
https://docs.unity3d.com/6000.3/Documentation/Manual/domain-reloading.html
maybe some stuff falls on the side like a bunch of box with stuff in it?
oh wow you are right
is that bad?
i mean, that means there's extra work you gotta do, per the documentation i linked, but it's not bad
It means that if you make changes in code then go straight into play mode, those changes might not be in there
nah, domain still reloads after a recompile. it means that statics aren't reset
oh yeah i have to wait some time otherwise everything breaks
auto asset refresh disabled means code may not immediately recompile on change
Oh, I thought it was the other way around. I thought a reload triggered the recompile
oh i thought statics not reseting was something normal
nope, that's caused by the domain not being reloaded
yeah i noticed that because if domain refreshes when i make changes to code the statics get reset too
wow i thought thats normal.. eh its alright anyway
you get used to it
as long as it doesnt mess up anything
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)
i mean, all of the code that i have compensates for it and has no issue as i thought its normal, also thats really nice and yes imma check it out right now
Hello
does anyone knows how I can add a zone where when I enter inside it play a background music ?
look up trigger colliders
ok thx
entering play mode in under a second is Very Cool
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!
hey I managed to do it but how can I add some sort of fade in and fade out ?
do you mean for the audio?
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();
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
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
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
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)
oh I see now thx
You guys know some good places to learn C# other than the Unity documents?
there are beginner c# courses pinned in #💻┃code-beginner
!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.
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
!vrchat
Join the growing VRChat community as you explore, play, and create the future of social VR! https://discord.com/invite/vrchat
Thank you I just thought maybe since I’m doing this in unity to ask here
the message is also pretty self-explanatory unless this is literally your first few minutes on unity. "waist" is not a child of "hip"
hey i was wondering if anyone could help me with an issue of exporting a model from unity to blender
yeo
does anyone know a tool for resizing abnormally large obj models
without blender
blender
fuck blender
Change the scale in the import settings in unity.
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
Import settings scale should have the same effect as rescaling in blender.
Not sure why you think it's related to physics and collider.
OOOO TYSM
@stark quiver Don't post off-topic images. See #📖┃code-of-conduct
jokes on you, I prefer c++
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
: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**
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"?
I think code is quite a grey area. Technically it applies, but there's no real way to enforce it.
Is that a declaration for steam publishing?
Am I going crazy or do materials in URP just look blurry at a distance?
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...
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?
<@&502884371011731486> ^
read the #📖┃code-of-conduct . there is no place for this here. stick to Unity subject only.
@drifting zodiac There's no off-topic here.
I'm talking about the tool in Unity.
@drifting zodiac You want to do marketing, do that somewhere else
I'm not trying to market anything; I'm gathering ideas from people to develop a project.
If you don't have a Unity engine related question, don't spam the channel.
My friend, that's exactly my problem! I'm collecting data in Unity by finding things that are difficult for humans to do, for artificial intelligence purposes.
!mute 291341238274097153 3d Ignoring warnings, off-topic spam
@kuta.y muted
Reason: Ignoring warnings, off-topic spam
Duration: 3 days
Literally called Market Research.
no something i saw on a unity article showcasing a game saying it wasnt using generative ai tools
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?🤔 🤔 🤔
Are the doors and windows separate, or is it one big block model?
For Windows and for remote use, I deleted the face using Blender software.
so, you intend for the door and windows to be walk-through portals?
Yes
Which collider should I use for a multiplayer game?
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
ok i try using Mesh Colliders
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
how do i get the resident role
also, multiple box colliders for the house Might be cheaper than a mesh collider. all psrt of tests you will need to do.
it is selectively given based on time here, and useful participation. maybe ask again in a year
a year?? damn
And Tress, vehicles, Rocks Which collider use Mesh or Box
it literally depends on the accuracy you require. the more accurate, the more expensive.
start with box, until you have a reason not to.
I am creating a Battle Royale mobile game with multiple maps.
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?
what pipeline?
URP
are you using batching?
dalright im getting ignored
means
im sorry for interrupting your very important conversation
that was directed at the other guy
i shall now excuse myself
how many draw calls do you have? are you using GPU instancing?
ok, sorry
i lwk dont know what this is 💀
i only started using unity in january and took a 1 month break\
i still have a lot of stuff to learn
i cant enable gpu instancing because i made the models in blender so the materials are read only
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
yes you can, you need to make new materials in unity
make the materials in unity
...
there are like what hundreds of materials
well i mean most of them are duplicates so ig i can discard them
is there a way to just edit them anyways?
tools
whta tools
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
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
that other person is being weird idk
@pliant sable just a suggestion from a stranger
dont download scripts from strangers who refuse to post them publicly
<@&502884371011731486> weird vibe
obviously
thats screaming malware
hey i was just kidding
this guy be giving off indian vibes for some reason
I want to talk to this brother just like that
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
best to ask #✨┃vfx-and-particles
use threads if you have anything legitimate to contribute. also, see #📖┃code-of-conduct
The reason is racism, fuck off with that kinda energy
okay mb
make sure to read the #📖┃code-of-conduct
Alright done
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
!warn 1369226694480756736 Don't spam off-topic on the server. And don't need racist comments here.
@zyqwyx warned
Reason: Don't spam off-topic on the server. And don't need racist comments here.
Duration: Permanent
Or anywhere really.
theres the other weird dm person too
@rare cliff Don't spam off-topic here as well. Keep to the constructive activities.
No, I am not doing any spam, I don't even know how to spam, I am an individual game developer like you all.
Don't solicit DMs on the server or post off-topic.
If I have made a mistake, I apologize for it.
"Spam" refers to unsolicited, unhelpful, repetitive, and/or annoying messages/posts, off-topic, solicitation, etc
Ok
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?
permanant?
Forever warned
it is explained in the #📖┃code-of-conduct you were directed to
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?
not that i think there would really be a cmd for disabling pbr
or maybe add a config file in the app folder
This sounds like some kind of modding, which is not supported/allowed on this server. But apart from that, how do you think, "disabling" pbr should work? its not just a toggle on a material to turn off or on
no, the developer did not add an option for it.
as mentioned, this is not something that is covered here. #📖┃code-of-conduct
hate to burst anyones bubble but putting stuff on the internet strips all private aspects 😂
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?
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.
It’s not banned to prevent nefarious reasons it’s just unity tos type shit
Most people here are pro modding but it’s an official unity server
The idea that there should be an option to disable PBR is kinda funny ngl
DM @Unity ModMail for rule violations, moderation questions, role access, or other server concerns.
shortcut
Hi
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.
you could also make a #1180170818983051344 and put a request there
Hello i was wondering if theres a waz to put rigidbodys have physics on waters or oceans (HDRP 6.3LTS)
I don't think there's anything built in for this, but you can sample the water height and base it off that.
ok thank you
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
is there any good documentation for the EventSystem and InputSystemUIInputModule components at all? (also whoever named that one should be shamed 🤪)
hello I'm new to unity can someone help me pls ??
: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
I can't rename anything. I couldn't find an appropriate channel so I'm just posting here. Does anyone have any ideas?
have you tried restarting UNity yet?
are you guys integrating llm code gen into your projects?
restart unity, this happens sometimes
some are, some aren't. there is a #1202574086115557446 room for specific questions
Restarting doesn't help
set layout to default from top right
perhaps try deleting the Library and letting it rebuild. one thing.. assuming you are on Windows, are you sure your project folder is not controlled by OneDrive?
That doesn't help either
Project folder is not on one drive, I am on windows, and deleting the Library folder doesn't help
It's on a 16GB RAMDISK
perhaps you have a custom Editor script interfering
im not sure then, when i have this problem a restart fixes it, maybe restart pc too
Try using F2 instead of the context menu
I removed all my editor scripts and that didn't fix it
Already have
I think your mouse is clicking twice
So you edit it then click out of it at the same time
neat insight
It's not
I think this might just be a very specific bug
¯_(ツ)_/¯
It's Gremlins
what's that?
It seems kind of hardware related, I don't know if it's a Unity issue
hardware related??
It looks like it's opening the edit then deselecting it
You can see the selection goes gray
Something else is getting focused
I don't see anything like this on any other application
Gremlins is a joke. originally used around WW2, i think, to describe unexplained aircraft malfunctions
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
i wonder if there's any relation
In Unity, is it possible for the chest duration to continue even if we're not in the game? Is there such a system?
chest duration?
box ? clash royale
save time left when exiting, and real world time. when going back in, compare times, do math
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?
it's not a unity question
it's just your code
And you would just use timestamps
any chance your using probuilder? i dont have facts just a vibe
i.e. save the expiration as a timestamp, not as a number of seconds. e.g. "box expires at 5pm" instead of "box expires in 50 minutes"
then all your code has to do is check the current time
neat
notably, the game client should not be responsible for "counting down"
yep all times should be based on the server
otherwise your players will discover magical time dilation powers
and validated by the server
depends on the game 😛
going into the Hyperbolic Time Chamber and getting 3,000 lootboxes
Anyone do any Animal Crossing time travelling? 😛
when i was like 15 i had a pretty ok time playing farmville 2 with time travel lowkey lol
I do have it installed, but I don't use it
I'll chuck it and see if the problem goes away
nah i doubt it then
i just feel like sometimes probuilder window somehow eats some of my inputs
oh, actually, i also have these issues in my VRC projects
and i don't have it in there for sure
test it out and see
Don't crosspost
or rather, delete the original when you post a second time in the correct channel lol
I just discovered that place, I'm not sharing it elsewhere.
пацы, го материться
English server, please use a translator
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.
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
also, FPS turns into melee rpg pretty easily. that is all part of the learning process.
there quickly comes a point when you have to stop looking for the exact tutorial, and start applying what you've learned
here u go
However, what I mean is a simple HDRP and FPS single-player tutorial set.
youre being a bit too picky at this point
functionally, there is no difference between URP and HDRP as far as a FPS tutorial goes.
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
i think you are placing too much importance on the pipeline here
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'
if you can't put two different sample packs together you cannot make that kind of game
the tutorials should not be for "hdrp fps" because thats two things
teaching hdrp is completely seperate from teaching fps
Unity has approximately four templates that can be considered game genres at all and three of them are FPSes
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"
pen + apple = penapple
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?
Unity also offers many assets for free. Both engines have god-awful asset flips that no one actually wants to play
I know about free assets, but higher quality ones are very expensive.
"Unity games that have come out recently with good graphics?"
yes
perfectly logical
- Good
- Fast
- Cheap
Pick two.
higher quality stuff is more expensive, incredible breakthrough
When I say "lol," I mean that Unreal Engine gives it away for free.
"free"
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
If you want to make something good, I'm afraid you'll need to put in effort.
If this is a deal breaker, maybe game development isn't for you
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.
...by learning
you were shown multiple fps templates
Do you think literally every game that exists was made because someone made a tutorial on how to do that exact game
Is there a "Resident Evil Requiem" tutorial I missed somewhere
were you not at the seminar?
You learn things and then put them together in your specific ways for your specific ideas
There are many FPS templates. There are many HDRP tutorials. Take that peanut butter and dip it in that chocolate

