#💻┃unity-talk

1 messages · Page 98 of 1

stuck flower
#

Unreal is also built specifically for Arena FPS games. It has concepts like "Game Modes" (Capture the Flag, King of the Hill, etc.) built directly into the engine and half the trouble is knowing how to work with those imposed restrictions to make anything else

copper gust
#

you could go on the unreal server and make a similar statement about how unity has stuff for easily putting games on mobile but unreal doesn't

worldly cave
hidden grove
#

Are games with good graphics being made with Unity? There's HDRP, right? But there aren't many games that are similar to HDRP, that's what I mean 😄 Game development isn't the problem.

stuck flower
worldly cave
#

also i dont think you know what "hdrp" actually means here

#

because of the way you use it in your sentences

copper gust
copper gust
#

its not that you can't do it in unity

worldly cave
# stuck flower

erm good graphics means ultra realistic skin pores and subsurface scattering smh

potent geyser
#

Meanwhile Letal Company was made in HDRP

#

Their assumption that HDRP = AAA is obvious here

copper gust
#

only for the volumetric fog 😛

worldly cave
#

inside used a custom pipeline

#

looked awesome

copper gust
#

unless you use my mod that removes the pipeline entirely btw

worldly cave
worldly cave
#

oh and scp 5k

hidden grove
worldly cave
#

what do you think hdrp actually is

stuck flower
copper gust
#

just wait till they find out HDRP is dead 😛

hidden grove
#

It is an advanced graphics system. In short, it is used to produce high-level, realistic, and cinematic visuals.

potent geyser
#

The fact that Unity is going to stop working on HDRP and move to a single URP pipeline already tells you that most people don't need/want to use HDRP specific features and that URP is good enough and is improving constantly.

stuck flower
#

Holy shit Pathologic 3 was made in Unity, wow

hidden grove
copper gust
#

incredible use of hdrp

stuck flower
#

You can just... use HDRP

#

You don't need to be handed a template from God to make a game in it

copper gust
#

🐾 In this relaxing cat-filled game, are you ready to discover 100 hidden cats across the unique landscapes of the country? Hand-drawn scenes with colorful streets, historic landmarks, and cultural icons await you.

🔎 After finding the cats, 🎨 a relaxing coloring experience awaits. The game offers only color-by-numbers mode, letting…

stuck flower
#

It's literally a dropdown you choose when making a project

worldly cave
copper gust
#

Dark (2019)

worldly cave
#

love this reddit take, bro was litterally days away

stuck flower
worldly cave
#

did they announce volumetric lighting in the pipeline merge?

stuck flower
#

So for the most part you'd just pick one and go with it. All it really does is change whether you tack "URP" or "HDRP" to the end of your Stack Overflow searches

vivid cedar
umbral ravine
#

@potent geyser Hi. I have a question about Unity, where can I ask it?

latent meadow
#

idk, Unreal had a major pipeline mess. so many switches and suchs in materials.. part of why i left. IDK what the current state is. i left shortly after 5

stuck flower
#

!ask

vagrant rootBOT
# stuck flower !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

hidden grove
#

Do you have any completed projects in Unity ?

weak mantle
#

Hey why my unity broke. I cant move in editor mode and its not about that Iso mode cuz im on Persp mode.

worldly cave
#

no

#

thats not a thing typically, not any large projects

#

you might find open source pong or something lol

worldly cave
weak mantle
#

scene view

waxen venture
#

Hello

nocturne bolt
worldly cave
worldly cave
vivid cedar
nocturne bolt
nocturne bolt
vivid cedar
worldly cave
vivid cedar
#

try disabling the animator

#

if that doesn't work

#

then obviously it's your script at issue

waxen venture
#

Send me your script for movement

copper gust
#

send your script for movement*

weak mantle
#

omgoodness i cant nover make game again cuz of that stupid bug

waxen venture
#

Also your character cause be stuck above the ground

#

Could

weak mantle
#

Hey why my unity broke. I cant move in editor mode and its not about that Iso mode cuz im on Persp mode.

potent geyser
#

Nobody can answer that, show a video or something.

modest meteor
waxen venture
#

Colliders cand make it stuck too

worldly cave
nocturne bolt
#

It's too long

storm patio
#

!code

vagrant rootBOT
storm patio
#

don't post a wall of code

#

use the "large code blocks" section

worldly cave
waxen venture
#

@nocturne bolt do you have gifthub?

nocturne bolt
copper gust
#

why

nocturne bolt
#

It's too long

worldly cave
worldly cave
#

use a paste site

waxen venture
#

Why did i get thumbs down for lol gifthub you can post your scripts there doesn't matter how long it is

worldly cave
#

not here

copper gust
#

because you can just use the sites we linked

potent geyser
#

The fact you typed it as gift both times

copper gust
#

you just open them

weak mantle
storm patio
weak mantle
#

no errors

worldly cave
#

you press print screen

#

then you do ctrl v here

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and thats about as complex as it gets

storm patio
waxen venture
#

Ewww

nocturne bolt
#

Which paste site?

stuck flower
storm patio
waxen venture
#

I never downloaded anything on gifthub I just have my scripts there so I dont have to go in files

copper gust
#

thats fine

storm patio
vivid cedar
#

(why you keep saying "gifthub")?

waxen venture
#

Cause I can

worldly cave
#

you can also say "git"

copper gust
#

moving on

storm patio
weak mantle
worldly cave
weak mantle
#

i press wasd

#

nothing

storm patio
potent geyser
#

Ther is still useful information in a screenshot.

worldly cave
#

Chris i meant git instead of gift

weak mantle
#

i hold left mouse and w nothing

worldly cave
#

not git instead of github

storm patio
stuck flower
worldly cave
weak mantle
#

yes i made allready one game

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well more but one was good

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with movement monster ai and collect items

worldly cave
#

why would you assume "wasd" movement would work in your scene view then

storm patio
weak mantle
#

in editor mode i cant move

storm patio
#

what window are you looking at

worldly cave
#

what is editor mode

storm patio
#

scene view or game view?

worldly cave
#

they said scene already

storm patio
storm patio
worldly cave
#

i know but its not default is it?

storm patio
#

you just hold right click

worldly cave
#

wait what the fuck am i thinking off

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oh nvm brain fart, im thinking blender

storm patio
#

blender stuff?

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yeah

latent meadow
weak mantle
#

i know of i dont hold right click it wount work but im not that stupid im holding and does not work

potent geyser
#

Scroll your mouse wheel, increase the speed.

copper gust
#

no one is implying you are stupid, they are responding to the information you've provided

latent meadow
weak mantle
#

i was just moving 0 speed lol

waxen venture
#

I see this as a toxic know it chat

#

Know it all

copper gust
#

ok man

modest meteor
worldly cave
worldly cave
#

people who ask questions typically want to hear answers from those who "know it all"

waxen venture
#

People here seem to not have really good communication skills with ithers

copper gust
#

its you dawg

worldly cave
latent meadow
#

and i am almost convinced you are just trolling, birdman

potent geyser
waxen venture
#

Not trolling the way yal react to others questions on certain things is ver demeaning

copper gust
#

like this?

weak mantle
waxen venture
#

Yea eww for the way yal are talking to me by saying github and I just joined didn't know yal had another source

copper gust
#

thats because you didn't read

worldly cave
#

github is still the less efficient way of doing it

waxen venture
#

Now I know

#

Thats a correct response

storm patio
waxen venture
#

Ty kuzmo

copper gust
#

it's hard to communicate with someone who struggles to read and write

waxen venture
#

Yea well the chat got spammed by several people at once

weak mantle
#

The hardest thing isnt make a game. Instead its make game popular

storm patio
#

we don't expect you to answer immediately

waxen venture
#

Sometimes people are busy

storm patio
#

ok, so don't answer without reading then

waxen venture
#

I cant stay looking at chat

weak mantle
#

why by going into my project i get message this safe mode?

copper gust
#

but you were looking at the chat

#

you just weren't reading it

storm patio
worldly cave
#

alright i think this convo has run its course a bit

storm patio
waxen venture
#

Jesus christ this is what im talking about im out of this discord yal are abunch of pasty internet rats

worldly cave
#

youre free to leave at any point

copper gust
#

he's gone

storm patio
#

doesn't read
complains that no-one told him

copper gust
#

which means i can make fun of him calling us pasty internet rats when he's a tcg reseller

#

what are we doing here 😭

weak mantle
#

Assets\Scripts\RealisticPlayerController.cs(116,1): error CS1022: Type or namespace definition, or end-of-file expected

wWHYY??

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i mean i know error

storm patio
#

probably because you wrote something incorrectly

weak mantle
#

yes } about one to much

worldly cave
#

while we are glad to help, you dont have to approach us with litterally every issue you have

#

!ask

vagrant rootBOT
# worldly cave !ask

:thinking: Asking Questions

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

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

nocturne bolt
#

Okay I fixed the problem with it being stuck in the ground but now when I press play The monster automatically turn sideways while running. I rotated the armature And it's 100% not the script

worldly cave
#

Assumptions like that are not useful

#

it could still be the script to some degree

craggy pollen
#

then it could be the animation overriding the rotation

worldly cave
#

or that

#

you do have an animator right?

nocturne bolt
#

Chat Gpt said the script is 100% not the problem but Chat GPT can be very stupid sometimes 😭

craggy pollen
#

well we answered what the issue could be, now it is on you to fix it

nocturne bolt
craggy pollen
#

you need to make the animation how you want it to be, without the weird rotation

viscid tree
#

@fast obsidian

nocturne bolt
stuck flower
#

I am now absolutely convinced the script is the problem

#

I don't even know what the problem is but if it was made in ChatGPT it's probably the problem

nocturne bolt
#

The problem is that when I press play the monster runs sideways. I've rotated the armature. But when I press play it forces the rotation. I've got an animator on the monster

stuck flower
#

If you disable the animator, does it still rotate the wrong way?

nocturne bolt
#

Let me check rq

nocturne bolt
stuck flower
#

So, it seems like it's a combination of your animation affecting the object's transform, and your code probably having a negative somewhere you don't want it to be causing it to be backwards

#

Maybe show a screenshot of the way the object is set up, which objects have what scripts, parent objects, etc.

crude gust
#

@idle ravine yo

stuck flower
# crude gust <@954169923553353760> yo

Don't ping people randomly. If you're continuing a previous conversation reply to it so there's context, otherwise maybe just don't ping people out of the blue for no reason

young rapids
#

Any idea what might cause these random spikes? They happen intermittently every ~1-3 seconds

copper gust
#

unity editor

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it just be like that

young rapids
#

Its just random editor UGUI noise?

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🤦‍♂️

copper gust
#

looks like it

#

is it affecting editor workflow or are you just profiling in editor for convienence

young rapids
#

Profiling in the editor atm, just annoying to playtest with random stutters

copper gust
#

yeah performance is never gonna be perfect in editor

#

just the nature of running the game and editor

young rapids
#

Yeah, I don't expect that, I just wish it didn't spike randomly to 100-200ms

#

Thanks for the headsup

green valve
#

Is there a way to set a scene to open when the editor opens? Like a "default" scene.

#

Same idea as Unreal: You can set a map that opens when you open the editor up and that can be different than the default map.

plain dagger
green valve
plain dagger
#

Yea it would suck if someone else working in a project would change the scene you last had open

#

so is expected behaviour

green valve
plain dagger
potent geyser
frosty path
#

Anyone pls help, why are materials not converting over with the mesh from unity to blender?

copper gust
#

generally with unity you'd make the materials in unity

heady gorge
#

is unity cloud still a thing

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having trouble finding it

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actually im not even sure i know how to use it...

glacial girder
#

If unity is your power, what would you be without it?

frosty path
copper gust
#

yes

#

materials for the most part aren't very transferable

heady gorge
#

does anyone know what this stuff is

#

i recognize them as a bunch of prototype assets i imported in but i dont get why they're here

#

they seem to be the only thing on this specific tab

#

nvm everything is in here

#

can someone link me or explain to me how unity cloud works this just seems like a lot

hazy acorn
#

Is there a way to **apply transforms for an object? ** Baking the current transforms into the default 0,0,0 values. I already tried using a parent empty object but that method doesnt work with my needs

#

Unity terrain tool tree & grass mesh doesnt allow empty parents

copper gust
#

no

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that is not a concept in unity

hazy acorn
#

Well that sucks

slow dirge
heady gorge
#

i click the check in button, and it updats

untold hemlock
#

why its not working

#

nvm you have to add Post-process Layer to your camera

torpid cave
#

can someone help me make a character controller? i dont know why its so hard for me and no AI is able to help me out well. here is what i currently have i know its probably not clean but this is my first time making a character controller.

balmy kettle
#

there are dozens of tutorials that cover this topic, pick one and follow it. if you run into issues with doing so then ask for help with that specific issue

short escarp
#

Can someone help me figure out why some of my important assests are now missing

rich talon
#

shot in the dark but does anyone know why my tree on the right is like that

#

while the one on the left is fine

latent meadow
latent meadow
stoic lake
#

unless you've manually changed the ambient light in the rendering tab

prime tide
#

Hi

short escarp
balmy kettle
#

you've got some sort of version control like any sane person working on a game, right? so just look through the recent commits and changes to see what may have caused it

latent meadow
stuck mica
#

Hi guys

#

Bye guys

short escarp
hard mantle
#

how do I switch to the beta version of the unity hub? I submitted a bug report explaining that I cannot switch to the beta version of unity hub, and it was marked "by design". I just open settings, go to advanced, switch the channel from production to beta, restart unity hub (yes, completely), and nothing happens. This was confirmed, yet marked by design. So what am I doing wrong? Absolutely nothing happens when i switch to the beta box.

latent meadow
frail sky
#

Hi guys, just wondering what's the best way to put a melee weapon onto a bone without it getting affected by the rotation of the bone during the animation?

For example: I have a spear jab animation. Whenever I trigger it, the spear gets rotated instead of going in a straight line due to the bone being rotated. Can't seem to find any answers for this for quite some time already...

latent meadow
#

best to upload video in a format that embeds. most people will not download things to view them.
There is a dedicated #🏃┃animation room that would be the place to ask.

reef surge
#

yo guy's im having a hard time finding the gizmos boutton where can i find it pls ?

latent meadow
#

try pressing ~

reef surge
#

ok

latent meadow
#

looks like you are also Focused on that window. maybe ctrl-space

undone monolith
#

Hey is this a Unity Editor issue?

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It's trying to reference something that doesn't exist

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Since the game itself is working perfectly fine

latent meadow
#

may be.. have you tried just closing and re-opening?

undone monolith
#

I'll try that rn

#

Ahh yep, reopening the project got rid of them

#

But that was weird

reef surge
latent meadow
latent meadow
reef surge
#

aight

zenith bobcat
#

i was just wondering smth, (im new here so hello) how do i open the unity marketplace this is my first ever time using unity ever

#

im trying to make a basic checkers and chess game

latent meadow
reef surge
#

yeah

latent meadow
#

!learn

vagrant rootBOT
latent meadow
# reef surge yeah

pressing the ~ key should bring up this menu. from there, you enable and disable things you want on the bar

zenith bobcat
latent meadow
#

was this an fbx you imported?

zenith bobcat
latent meadow
#

as far as not looking identical, that is a matter of lighting, materials settings, post processing, etc

#

it is not a simple 'do this' to make it identical, so the Creative Core pathway on the linked learning site is probably the best place to start. there is also a dedicated #1390346776804069396 room, but you'd need to get the basics down first

zenith bobcat
latent meadow
#

that seems mostly the lighting (but don't forget the other mentioned influences)

zenith bobcat
latent meadow
zenith bobcat
latent meadow
#

you'll be able to. it is just a matter of the difference between the views. a bit annoying at first, but you'll get it

zenith bobcat
#

just one more question for a 3d development does universal just mean for mobile pc etc and is less demanding on older hardware?

latent meadow
#

basically, yes. HDRP would be more PC/high end specific. URP can be PC/high end too, but HDRP is Much heavier, OOTB/Overhead

rare cliff
#

HDRP

zenith bobcat
#

i wasnt able to find any info on this but how o i sharpen the model I am using TAA

vagrant rootBOT
ocean pumice
zenith bobcat
#

ok, anything else useful, im new to unity so I thought a simple game of checkers would be good

ocean pumice
zenith bobcat
#

so I should always play the game and edit it while playing correct?

ocean pumice
latent meadow
#

some things do require playmode, but most visuals do not, iirc

zenith bobcat
#

alr, so far ive done pretty well for importing, unity as nice enough to correctly map most textures except the bottom piece which is empty so ill have to fix it

latent meadow
#

unless using specific Unity Assets, expect that to change.

woeful pivot
#

any tips to reduce floating point precision errors? (that arent floating origin) it seems especially bad in VR because at around 1700meters i can already see verticies glitching :(

woeful pivot
#

it is, but i wouldnt mind to have a bit more space by any means possible xd

#

im mostly concerned because most people i see talkin about it mention getting issues at aorund 10k or 5ük yet im seeing them so early

ocean pumice
#

also depends on your setup I guess. Is it happening like in a shader or what does "glitch"?

latent meadow
#

Origin Rebasing

woeful pivot
#

thats the same as floating origin fix , no?

#

not interested in that (cause i cant get it to feel smoothly xd everything moves 1 frame before the player and its buggy and complicated)

latent meadow
ocean pumice
#

or even #🥽┃virtual-reality if someone else got some solution apart from floating origin, which is most likely what you encounter, I assume.

woeful pivot
#

fair, ill try asking in the vr chat

latent meadow
#

also, the only time i have heard of such large numbers 'working' was in static worlds. no physics, no collison, etc. although, i would have expected you to be basically ok up to around 5k, according to info, not personal experience

zenith bobcat
#

i did it yipee

#

now time for game logic like vs the ai

latent meadow
zenith bobcat
#

cool i just did it, im thinking for the next part to basically find a fbx of a living room or a forest with a table that the board sits on

wise yacht
#

I want to use UI toolkit and UI canvas in the same project - like using UI tk for my menus and then UI canvas for in-game stuff. However I'm having a couple issues - can I set UItk variables from in code? Ideally I want a central place for stuff like colour variables so that they can be easily changed for UI canvas and UI toolkit. Also, is it easy to combine styles between UI toolkit and UI canvas? Like if I played an animation for a button is it easy to transition that into UI toolkit? thank you

latent meadow
brisk trail
#

is there a way to make the texture not blurry?

violet thunder
#

Yes, set Filter mode to Point in the texture's import settings

latent meadow
#

also, make sure it is not stretched/UVs are correct

violet thunder
#

Also probably want to set Wrap mode to Clamp to avoid the white from bleeding in here for example
(Actually that probably doesn't matter with Point filtering)

brisk trail
violet thunder
#

Select the texture asset and look at the inspector

brisk trail
#

oh the texture itself

violet thunder
#

Or right click the base map icon here and Properties

latent meadow
#

Oh! is that a new shortcut?

violet thunder
#

Nope, every unityengine object has a "Properties..." context menu action

#

It's useful because it opens a new floating inspector window

latent meadow
#

well, shoot. i am sure i have wasted time about that

violet thunder
#

Definitely one of the things that isn't as known as it should be

brisk trail
#

wait

#

i dont have properties

violet thunder
#

Maybe I lied 🤔

#

Could've sworn

#

Every other asset field has it

#

Oof that's annoying. A Texture2D (or any other unity asset type) field on a script gives the Properties option

#

Why wouldn't the material inspector give that too

latent meadow
#

one of those annoying Unityisms

violet thunder
#

(I also just randomly realized that you can ctrl+click the texture to preview it)

latent meadow
#

Nice

brisk trail
#

tho i ended up realizing the texture from the tutorial is itself kinda blurred

#

so changing the filter doesnt really help

violet thunder
#

What does it look like with point filter?

strange lintel
#

does anyone know how i can change the povit point of my imported models

#

i am importing a tree mesh but the piviot point is coming in the middle of the trunk

latent meadow
#

that is based on the origin point of the model itself. there is a Pivot section at the top of the scene view which can temporarily adjust it to center, i believe

#

oh.. So, move the origin in the DCC, probably Blender?

vivid cedar
violet thunder
#

Yeah make sure you aren't in Center mode first. Press Z to toggle in editor

strange lintel
#

its working in one project but not the other

vivid cedar
#

make sure your tool handle position is set to Pivot not Center

strange lintel
vivid cedar
strange lintel
#

okay

#

the pivot point changes to the center

violet thunder
strange lintel
#

oh thanks

#

didn't knew about that setting

#

it worked

potent geyser
#

Please don't shitpost, thanks.

lone folio
potent geyser
#

So am I

lone folio
#

Why you deleted it, I have a brainfk binding with unity.

#

Where I can get help ?

potent geyser
#

!ask

vagrant rootBOT
# potent geyser !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

potent geyser
#

Pick a channel suitable for your topic, and give relevant details. Also, don't ping usergroups for attention.

fossil aurora
#

unity staapp D:

brisk trail
#

hadnt hava this issue before, but now that im doing multiple scenes, returning to my first scene i can see the ui canvas all the time. i dont remember it sticking out here like this before

vivid cedar
#

something weird is happening there

brisk trail
#

no, that's just an option that exists

#

you can add a bg to it

junior folio
#

is there an equivalent of Input.GetAxis in unity's new input system?

vivid cedar
#

the new system works differently

junior folio
#

ok, what do people who previously used Input.GetAxis for their movement usually do to get the same movement working again in the new system

vivid cedar
junior folio
#

I know, I've watched a few to learn the new system but I can't quite figure out how to recreate my old movement code in the new system because Input.GetAxis has smoothing to it and the new input system can only return a true or false if a button is pressed, which makes movement feel very snappy

vivid cedar
#

you can recreate the smothing with a simple Mathf.MoveTowards call

latent meadow
#
private float smoothedInput;
public float smoothingSpeed = 10f;

void Update() {
    float rawInput = moveAction.ReadValue<float>();
    
    smoothedInput = Mathf.MoveTowards(smoothedInput, rawInput, smoothingSpeed * Time.deltaTime);
}

something like that, perhaps

junior folio
#

I'm trying that but there's also things to Input.GetAxis that im not sure how they work, if you A D spam on getaxis, there is no slowing down and acceleration, but there is on MoveTowards, and I'm not sure how input.getaxis works exactly, i dont think that source code is public

latent meadow
junior folio
#

I've read them but they only return ints for keys being pressed, which makes movement snappy, and I'm trying to find is there a way to use input.getaxis in the new system and if it's not possible for some reason, how does input.getaxis work exactly, so I can manually recode it

violet thunder
#

Probably not too differrent from what Hunanbean showed

#

I don't remember exactly if it transitions linearly, or if there's some other type of smoothing, but probably linear (MoveTowards)

latent meadow
#

i just hack through things, so i do not know it well enough to teach it

brisk trail
#

should i use CharacterControl or RigidBody? or a mix of the two?

#

im still not entirely sure how CharacterControl works or what it does

junior folio
#

Character Controller works pretty fine in most cases

#

and is much easier to use

brisk trail
#

i see.

violet thunder
junior folio
#

or if you're making one of those ragdoll games, then that needs Rigidbody

brisk trail
#

also was thinking, for a moving platform, what component is best to control it?

brisk trail
violet thunder
#

A kinematic rigidbody can be used too

#

CC basically mimics a kinematic rigidbody controller

junior folio
violet thunder
#

I currently mix both kinematic and dynamic RB based on the character movement state

junior folio
#

I done moving platforms a year ago for a multiplayer game and I used that kind of logic

violet thunder
#

Jumping/falling/grappling -> dynamic
Grounded, walking, needs to snap to ground properly -> kinematic

brisk trail
brisk trail
junior folio
#

like how long it gets input.getaxis to fully accelerate

junior folio
# brisk trail oh, that makes sense, so the player's motion becomes a mix of the platform's tra...

that's how I did it, basically if the player stands on the platform, they become a child object of it and if they jump off, they stop being a child, this basically means the player carries the same momentum of the platform and if they stand still, they wont slide off and i moved the platform with like this

 LerpValue = Mathf.PingPong(Speed * Time.time, 1);


        ////--Decide which way to move depending on the platform type
        if (dir == Direction.Horizontal)
        {
            currentPosition.x = Mathf.Lerp(MinX, MaxX, LerpValue);
        }
        if (dir == Direction.Vertical)
        {
            currentPosition.y = Mathf.Lerp(MinY, MaxY, LerpValue);
        }

        transform.position = currentPosition;
        

        // Calculate movement delta
         deltaPosition = transform.position - lastPosition;
         lastPosition = transform.position;

this could probably be written to be better, I wrote this in a rush

#

I had it so I could just drag in a platform object, choose if it moves vertically or horizontally and choose the cordinates it moves between (minX and maxX)

#

but I wouldn't use a rigidbody to move its position, you can change it's transform.position

cinder laurel
#

Hey all, I have a general question about collaboration using Unity.
We've been keeping track of the project via a Git repo and that works great.
However we've finally hit the point where we need some custom tools off the Unity store to get some tasks done.
How does tool sharing work? Do I need to buy the tool package, integrate it into the project, and push the repo?
Like if my level designer bought it to start working right now, he should be able to push the tool via a commit too, right?

potent geyser
#

99% of the time, yes. There are some assets which are license based and require a login (such as Hot Reload).

cinder laurel
#

Thank you. Let me triple check first and I'll follow up with him.

karmic moss
#

Can anyone Help with Unity USS Glassmorphism, Custom Shader I've trying to achive eit from 6+ Hrs Till now made 0 Progress Made 😭😭😭

wispy pollen
#

working on a horror game!

reef perch
#

do yall think its easier to make a player controller in visual scripting

gray frigate
#

not really: the actual logic is going to be the same

#

visual scripting doesn't simplify anything there

#

if you're already familiar with it, and haven't ever written C# before, then it'll be easier

#

but that's a given

reef perch
#

yeah i guess

#

someone should make a visual studio thing that lets you just put at the top "using WASD" and then it gives you wasd movement

worldly cave
#

so an ai agent?

#

that already exists

#

and its dumb

gray frigate
#

the sloptimizer!

untold breach
#

yall what's the scroll movements called in the input actions?

#

like scroll forward and backward on a regular mouse

steady pulsar
#

Is there still a reason to learn how to code? I feel like in 10 years there will almost be no need for programmers anymore because AI will be so good that it'll write near perfect code... I really love coding and wanna work in a gaming company, but i dont feel like its a good choice with everything thats happening right now, what are your thoughts on this guys?

worldly cave
#

Is this a serious question

#

or are you adding onto the previous joke here

steady pulsar
#

serious question, why?

storm patio
steady pulsar
#

I really hope so

#

Like im not trolling this here, i dont even know what you ment with the previous joke lol

gray frigate
#

the economy is going to collapse if the AI bubble bursts, so you are currently being inundated with spam trying to convince you that AI is going to do XYZ

#

it sucks lol

storm patio
#

"AI will be so good" implies that it's good now

steady pulsar
#

Well, if you look on how fast ai is improving, its going at a very fast rate right now, so i wouldnt be shocked if ai will be able to make fully fleshed out games

storm patio
#

marketing is improving a lot more than AI ngl

worldly cave
#

its biggest issue is something it cant easily just "solve"

#

which is memory

#

even the most advanced public models right now, like opus can only "remember" so much at once

storm patio
steady pulsar
#

So i shouldnt be scared of ai?

#

Like most people tell me they advice me to embrace it, but how can i embrace something that can potentially destroy my future 🙂

gray frigate
#

embrace the indominable human spirit

#

make cool art

potent moss
#

does anyone maybe know why my main camera size just gets completely thrown out here and gets like smaller? I've tried just manually making the camera size bigger but it ofc didn't help

storm patio
steady pulsar
#

Its just that i really love to make art in blender and vfx + programming, i just heckin love making video games from start to finish in a company.

plain dagger
storm patio
#

i'm more scared of agents being told to "maximize profits" and selling every customer's personal info (the parts that weren't sold before) ngl

steady pulsar
#

Also, im studying game dev in school rn, looking for an internship and most teachers tell us that the industry is in a bad state right now, but i think thats also because of corona? Or also other factors?

potent moss
storm patio
#

i've only seen genAI for text/media do more harm than good

plain dagger
#

e.g. set to 1080p or 16:9

steady pulsar
#

but maybe thats bcs im delusional and dumb

storm patio
#

it's not the only reason

#

it's definitely a contributing reason for the economy going to shit though

#

conflicts being opened up and such the past few years

#

that's quite a ways outside the scope of this server though

steady pulsar
#

Like seedance 2.0 is really hurting the vfx industry rn, so idk how that'll turn out

#

and i hope something like that ai isnt comming out for videogames 🙁

storm patio
#

seen DLSS 5 yet?

steady pulsar
balmy thistle
#

or AMD FSR

storm patio
#

it's not the AI, it's the people that are using the AI to replace actual, quality work

steady pulsar
#

but seedance 2.0 is actually good, idk if you've seen that?

worldly cave
#

remember how every product and appliance had to have an app back in the mid 2010s

storm patio
worldly cave
#

and now people sobered up to the fact that it wasnt nescessary

#

something similliar is happening

steady pulsar
#

So you guys think theres still a bright future for me as a future gameplay/engine programmer

#

preferably gameplay programmer in an indie company, but who knows where i'll land

storm patio
#

imma be real the future is not looking so bright regardless of skillset

potent moss
#

I am literally blind

junior folio
#

getting a job in games rn is all but practically impossible

#

unless you knw someone who works at a company and your portfolio is mindblowingly good, then you have a small chance

steady pulsar
# junior folio as a career, no

And why? because of the economy right now? or the amount of skilled programmers that are out there? So company's wont need u?

steady pulsar
worldly cave
#

too many people looking for a small amount of positions

junior folio
steady pulsar
worldly cave
#

its not very niche, not anymore theres just a lot of people who want to do it

junior folio
#

Company would rather hire seniors only and have them use AI to save money

#

so if you're just enterting, the door is locked shut for you because you have no professional experience

worldly cave
steady pulsar
junior folio
#

I've applied to over 400 jobs atp and got nothing

#

and I've got a really strong grad background

steady pulsar
potent moss
junior folio
#

im not one for ego or nothing but I have tons more experience than other grads

#

and even im fucked

worldly cave
untold breach
potent moss
junior folio
steady pulsar
#

So the gaming industry isnt getting destroyed by ai at all? its just that its oversaturated and most company's want the best of the best and dont care about juniors?

junior folio
#

I have an interview with Rockstar coming soon, about the only good thing, my last interview before that was 5 weeks ago

worldly cave
#

its not that they dont care about "juniors"

#

its that its not their problem lol

#

they are looking for workers

#

not to teach

plain dagger
steady pulsar
junior folio
steady pulsar
#

I agree

junior folio
#

I've always idolised rockstar, so im actually really excited to do it

steady pulsar
#

I just hope that we wont have a company that will have 5 people that can basically make gta 6 because of the help of ai... But who knows, i can't decide or control the future

#

but i'll be pretty sad if that happens

#

even tho its coming

junior folio
#

very unlikely to make gta 6 with 5 people with AI

#

You should embrace AI, don't ignore it because it's causing problems, but its like a double edged sword

worldly cave
junior folio
#

AI just makes it so one person can get more work easier, which lowers employee demand

#

but it also means indie studios and smaller groups can make better and bigger games

steady pulsar
#

but also bad for juniors

#

😝

junior folio
#

it sucks real bad for those 8 people

storm patio
junior folio
#

but it also means that digging holes is now easier and less people can do the same work together

storm patio
junior folio
#

so actually AI can help indie studios make bigger and better games because a new tool is around that helps them work faster

storm patio
#

only if you have the proper experience to utilize it correctly

#

it's a tool after all

junior folio
#

but this also messes up the job market, its a double edged sword and the best thing you can do is keep in the loop with AI

storm patio
#

you can't get some random person to man the excavator and not expect it to go up in flames

#

an issue being that every company seems to expect it to not go up in flames

junior folio
#

indeed, thats why you need to use AI, you'd be missing out without it

#

if I were to start a company tomorrow, small game studio, I would not hire anyone who refuses to use AI because AI is critical for the small studio to suceed, it gives a major leg up

storm patio
junior folio
#

there is using AI properly and taking the piss with it, if you AI generate literally everything then it's just gon be slop and people wont buy it

junior folio
storm patio
#

i still disagree

#

ah hold on

junior folio
#

if you're not already on a path to get a career in games, don't start, keep it as a hobby

storm patio
#

i agree it can be helpful, but i disagree that you'd be majorly "missing out" on anything

steady pulsar
#

But i mean, wont the standard for games become gta6 and then the triple A's will just make bigger and better games? so they still need very large teams that use ai as tool? So it basically stays the same and the industry potentially improves?

junior folio
#

even if the AAA games are much bigger

#

people still play indie games

steady pulsar
#

Ye? so it just improves the industry while making it more competetive? no?

junior folio
#

it's an improvement to consumers, not so much for graduates and juniors, because you're not in demand at all anymore

#

because companies want to save money

steady pulsar
junior folio
#

but in 7 years, senior game devs are going to be making bank because

IF NOBODY hires juniors, then who are your seniors going to be when all the current seniors are retired

steady pulsar
#

exactly!

storm patio
#

lmao, fortran situation

worldly cave
#

people dont typically retire from making millions not soon

junior folio
#

you cant become a senior without experience and if you don't get a job, you won't become a senior and if you stop hiring juniors, then eventually, you wont have any seniors left

storm patio
junior folio
#

companies may realise this and start hiring juniors more, i really hope they do

steady pulsar
#

So maybe its just a short pain? I mean this will reoccur every generation then, no?

junior folio
#

but if they don't, then being a senior or experienced game dev is gon make bank in 10 years or so, whenever seniors start retiring and leaving

steady pulsar
#

Ye so the industry will have its peak again ? and than after some time it will be back in this state now so its basically a loop?

#

lol

junior folio
#

I think the scottish government is trying to fund smaller game studios to help the problem

#

because there's so much talent floating around and not enough places for them, if they get funded to get on their feet, they could make a return

steady pulsar
#

So the industry would kinda boom again? if they invest more in indies?

junior folio
#

ironically, i live in a country known for its video games and theres almost no jobs here

junior folio
#

its like movies, most movies lose money, but those who make money usually make tons of it

#

so its a high risk investment

steady pulsar
#

Yep

#

Its just a very hard industry after all

junior folio
#

all entertaniment industries are like that

steady pulsar
#

But maybe we look at ai the wrong way and maybe ai will help us make this industry more stable and affordable, who knows? maybe its a very positive thing

worldly cave
#

This should be a thread atp

junior folio
#

I do look on the brightside of AI, but it is doing a bunch of harm atm

steady pulsar
junior folio
#

mhm

#

yes! I finally figured out how to make input.getaxis in the new input system, or replicate a movement system that is almost just like it

storm patio
#

the smoothing?

#

or what

junior folio
#

that and a few other behaviours

storm patio
#

if you're just referring to it being an axis, that's a built-in thing

junior folio
#

I haven't put commentary in the code or cleaned it yet, want to see it?

storm patio
#

uh. sure i guess, really confused what code there is to be had

#

!code

vagrant rootBOT
junior folio
#

ah its over the character limit

#

I could send images

storm patio
#

please do not

#

i linked that embed for a reason

#

see the "large code blocks" section

junior folio
magic flume
#

im having trouble animating movement for my 2D pixel art rpg game im developing

junior folio
#

it's long because I had to replicate the behaviours of input.getaxis, things like, if you move right and press left, thati nput is ignored, making sure the keyboard has more smoothing than controller

#

stuff like that, to make it feel prettyy much the exact same as input.getaxis

magic flume
#

whats the difference between Input.GetAxisRaw and Input.GetAxis?

storm patio
balmy kettle
magic flume
storm patio
junior folio
storm patio
#

this is applied to input, not output

magic flume
storm patio
#

it doesn't receive the input immediately, it takes a bit to get there

storm patio
junior folio
# magic flume What is smoothing

GetAxisRaw basically means if you press W to move, you instantly start moving at the max speed
GetAxis basically means if you press W to move, you build up a little speed first and take a moment to reach max speed

junior folio
storm patio
#

yes

magic flume
storm patio
#

it is not related to physics at all

junior folio
#

but the result you get is the difference

magic flume
#

i understand.

storm patio
#

GetAxisRaw basically means if you press W to move, you instantly start moving at the max speed
GetAxis basically means if you press W to move, you build up a little speed first and take a moment to reach max speed
this is incorrect

GetAxisRaw means the output is immediately 1
GetAxis means the output takes a bit to go to 1

junior folio
#

GetAxis is usually better for player movement

balmy kettle
storm patio
#

if you want to apply physical acceleration, then use actual physics to smooth the motion instead of smoothing input

junior folio
storm patio
#

that's part of physics, yeah

junior folio
#

I have more control over my movement now that I've coded the smoothing myself over GetAxis

storm patio
magic flume
#

iwhen i use blend tree to animate through idle animation and my movemntX animation, what controls the thread?

storm patio
#

what thread?

#

it's not gonna be a separate thread, afaik, it'll all be on the unity main thread

magic flume
#

in the blendtree it switches between the animation according to the thread value you asign to each animation to start

storm patio
#

are you referring to thresholds

magic flume
#

OH

#

YEAH

#

THATS WHAT THEYRE CALLED

#

my unity isnt open so im improvising based on my highest level of memory

#

yes i did mean thresholds Chris thatnk you for correcting me

storm patio
#

so what was your question?

magic flume
#

in the blend tree you assign animations, and their required threshold for playing, im my Cs code, how can i control the threshold? for example, when im moving - i want the threshold to become 1 so my animation would switch to moving animation, how do i do that?

storm patio
#

the thresholds define, well, the threshold for that value to transition on

magic flume
#

how do i choose what parmater has an affect on the threshold?

storm patio
#

there's a dropdown in the blend tree

#

you should probably just open unity to check here

magic flume
#

im currently opening it

#

it is open

#

where is the dropdown supposed to be located?

storm patio
#

in the blend tree settings

magic flume
#

i assigned everything in the blend tree, but how do i change the paramter in the code?

balmy kettle
#

by "change the parameter" here, are you referring to changing its current value? because if so, then look at the docs for the Animator class

#

if you mean you want to change what parameter the blend tree is currently set to use, that's going to be different

magic flume
#

yes, i wanna assign my blend tree a paramter

balmy kettle
magic flume
# balmy kettle is there a reason you want to do that via code and not simply in the editor?

my mission is to set my player's animation to a moving animation once it moves, so i made a blend tree that has moveX motion field - which is my moving animation, and my idle animation, to my idle thresh i assigned 0 and to my move X i assigned 1 and -1(i have 2 in case he goes left or right), now, how do i make it so everytimes my player is moving the blend moves accrodingly?

gray frigate
#

there is still confusion about whether you're talking about:

  • picking which parameter will be used
  • changing the value of a parameter
#

This sounds like the latter.

balmy kettle
balmy kettle
# magic flume both

no, not both. you just said you've already assigned it "moveX", right? you need to change the value of the parameter, not change the parameter being used

gray frigate
magic flume
balmy kettle
#

at this point you need to show a screenshot of what the fuck you are talking about since you clearly don't understand

magic flume
storm patio
#

i feel like there might also be confusion about separation of concerns

magic flume
storm patio
#

with parameters/transitions/blendtrees, the code only tells the animator what's going on via the params
then the animator handles what animation to show based on the params

#

the code doesn't control animations directly

magic flume
storm patio
#

so you seem to have chosen a non-existant parameter

balmy kettle
#

notice the nice Parameter dropdown?

near wigeon
#

looks like you did not assign a parameter you made to blend tree

magic flume
balmy kettle
#

notice the nice Parameter dropdown?

magic flume
near wigeon
balmy kettle
magic flume
magic flume
near wigeon
#

Remember most of the docs explains everything.
One thing to keep in mind here the example shows old input system but the process is the same if using new input system, instead of GetAxis

magic flume
near wigeon
#

no it gets the job done, the new input is just default now and has extra bells n whistles

magic flume
storm patio
#

the new input system is more flexible and that comes with more complexity
i'd recommend learning it eventually, but the old system isn't "worse"

storm patio
#

if they mind, they'll just leave

#

just ask the room

magic flume
#

i defined a float xInput to Input.GetAxisRaw("Horizontal")

#

and i defined it inside a function

#

and i want to access this variable in a nother function

#

how can i do that?

latent meadow
storm patio
balmy kettle
#

also consider going through some beginner c# courses to learn about things like variable scope and fields (there are several pinned in #💻┃code-beginner )

magic flume
storm patio
#

advance to Cs
programming langauges aren't tiered like that

magic flume
#

yes i know, its not levels - i just figured Cs is the best for game development

storm patio
#

(it is not, there's no "best")

near wigeon
#

easiest, maybe

storm patio
#

eh probably not

near wigeon
#

but thats also relative

#

some people may find pythony-like languages easy . GDScript 🙄
but others may not

magic flume
#

i will correct myself- Cs is most begginer freindley and used in Unity, it is still of my best interest

latent meadow
#

I am no programmer. i simply do not think like that., but i have found Unity c# the 'easiest' of all that i have tried, including python

storm patio
near wigeon
#

Back in the day I started Game Maker and always thought GML was complex and never opted for coding and just used the drag and drop feature to make logic..
Years laters I'm coding in C# and found it the easiest so its subjective

worldly cave
magic flume
#

Well chatgpt reccomanded it for begginer game development

near wigeon
#

take what GPT says with a grain of salt

worldly cave
#

a lump sum of salt

near wigeon
#

unprocessed sea salt

magic flume
worldly cave
#

yes that was in fact what i was refering to

magic flume
#

That came out wrong

worldly cave
#

what are you guys a chuck norris exodia

magic flume
magic flume
near wigeon
#

GPT information should not be taken as gospel though

storm patio
near wigeon
#

you also can't fully judge something until you're invested into it long enough, just getting over the "Hello world" phase isn't enough

magic flume
#

Ok let me ask you this - Generally what game engine + languege would you reccomand a begginer game developer?

near wigeon
#

again subjective, but personally I'd say Unity + C#

#

but I'm biased

magic flume
near wigeon
#

probably not

storm patio
#

if no further info is given, i would only be able to recommend unity, because that's the only one i actually have proper experience with

#

if they said they were really comfortable with <specific language>, maybe i'd point to resources for game engines using that specific language

near wigeon
#

some people have been recomending Godot + GDScript for some so that might click with your more, so it really depends

magic flume
#

i understand your view - but am i supposed to try every game angine and languege before i make my descision? i asked chatgpt an objective reccomandation

potent geyser
#

Seeing that the majority of games on Steam use Unity, that would be a good indication

storm patio
#

you're asking for an objective opinion

storm patio
#

that's contradictory

storm patio
near wigeon
#

another benefit of something like CS over say GDScript(language built for specific engine) is Unity isn't the only place you can use Cs, you can make all sorts of apps and things with it

magic flume
#

code related question- where should i define GetAxisRaw("horizontal")?

near wigeon
#

GetAxisRaw is already "defined" its a method

#

the variable you store that returned value is another story

magic flume
#

yes- where should i put it? because when i use inside a function i cannot access it

near wigeon
#

you use methods in other methods, you're confusing the returned value with the method itself

storm patio
near wigeon
#

methods have return values (except for void, duh). If its a number you can have a variable for it/
if you make it a field then you can use it in any method

latent meadow
#

!collab

vagrant rootBOT
# latent meadow !collab

:loudspeaker: Collaborating and Job Posting

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

storm patio
#

!collab

vagrant rootBOT
# storm patio !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**

latent meadow
#

<@&502884371011731486>

potent geyser
#

Please stop spamming this and read the bot message, thanks.

potent quarry
next pumice
#

For my first game, should I do 2D top down/tilted camera? I feel that would be easier than 3D

#

Ty in advance

worldly cave
#

thats still 3d

near wigeon
#

no matter what you choose Unity is a 3D engine , all that changes is the camera angle / perspective vs ortho mode

next pumice
#

Ahh I see, yes that makes sense I just thought it’d be easier because I started a horror game in 3D URP and my map is almost done but for my first I thought I should take it a little smaller

So that’s why I’m working on another little project isometric very simple system and camera rather than the FPS horror I was doing before

spice locust
junior folio
spice locust
wooden pebble
#

I wanted to ask if this is a bad peice of code to be called everytime an object gets picked up. It can get called by different objects, that why it isn't cached.

this.gameObject.transform.position = callerTransform.Find("CameraHolder").Find("Grabber").position;
this.gameObject.transform.parent = callerTransform.Find("Grabber");
gray frigate
#

From a performance standpoint: No, it's totally irrelevant

#

However, it looks very brittle

#

it depends on exact object names

wooden pebble
gray frigate
#

I'd suggest either:

  • passing the "Grabber" to the object
  • passing the object to a component on the "Grabber"
gray frigate
#

what if you move the grabber somewhere else in the hierarchy?

#

or maybe you want to have two grabbers for your left and right hands

#

btw, this.gameObject.transform.position is very verbose :p

#

you can just write transform.position

#

this is implicitly used if you don't already have a variable named gameObject

#

and you can access both gameObject and transform in a MonoBehaviour

wooden pebble
#

Okay thanks

gray frigate
#

(amusingly, you can do gameObject.gameObject.gameObject...)

gray frigate
#

Is this happening in response to a collision?

wooden pebble
#

one sec let me get the full code

#
using UnityEngine;

using FishNet.Object;
using SoupDev.Systems.Interfaces;
using Mono.Cecil;
public class GrabObject : NetworkBehaviour, IInteraction
{
    private bool grabbed;
    private Transform originTransformParent;
    private Transform CallerTransform;
    private Rigidbody rb;
    private void Start()
    {
        rb = this.gameObject.GetComponent<Rigidbody>();
    }
    public void OnIteract(Transform callerTransform)
    {
        CallerTransform = callerTransform;
        grabbed = !grabbed;
    }
    private void Update()
    {
        if (grabbed)
        {
            if (originTransformParent != this.gameObject.transform.parent) originTransformParent = this.gameObject.transform.parent;
            this.gameObject.transform.position = CallerTransform.Find("CameraHolder").Find("Grabber").position;
            rb.constraints = RigidbodyConstraints.FreezePosition;
            this.gameObject.transform.parent = CallerTransform.Find("Grabber");
        }
        else if (originTransformParent != null && !grabbed)
        {

            this.gameObject.transform.parent = originTransformParent;
            rb.constraints = RigidbodyConstraints.None;
            originTransformParent = null;
        }
    }
}
#
using UnityEngine;

namespace SoupDev.Systems.Interfaces
{
    public interface IInteraction
    {
        void OnIteract(Transform callerTransform);
    }
}
using FishNet.Object;
using SoupDev.Player.Manager.Movement;
using SoupDev.Systems.Interfaces;
using UnityEngine;

namespace SoupDev.Player.Manager.Grab
{

    public class InteractionSystem : NetworkBehaviour
    {
        Camera PlayerCam;
        public float distance = 3f;
        private PlayerManager playerManager;
        private IInteraction current;
        private Transform CameraHolder;

        private void Start()
        {
            // create an event on the object being spawned, invoke that event at the correct timing you'd like. have the other object subscribe to the event before it is invoked

        }

        void Update()
        {



            CameraHolder = this.gameObject.transform.Find("CameraHolder");
            PlayerCam = CameraHolder.Find("Main Camera(Clone)").GetComponent<Camera>();
            playerManager = this.gameObject.GetComponent<PlayerManager>();



            RaycastHit hit;
            if (Physics.Raycast(PlayerCam.transform.position, PlayerCam.transform.forward, out hit, distance)
)
            {
                if (hit.collider.TryGetComponent(out IInteraction i))
                {
                    if (current != i)
                    {

                        current = i;
                        print("Example!");
                    }
                    if (playerManager.GrabIsPressed)
                    {
                        current.OnIteract(this.gameObject.transform);
                    }
                }
            }
            print(playerManager.GrabIsPressed);
            playerManager.GrabIsPressed = false;
        }
    }
}
wooden pebble
#

one sec

#

Fixed

#

And updated the code snippet

gray frigate
#

looooong

gray frigate
gray frigate
#

IInteraction means that you can interact with it, but that could mean a lot of things

#

in this case, the interactable object is doing all of the heavy lifting

#

it's finding the references that would normally be passed to it

#

e.g. with a method like Grab(Grabber grabbedBy)

#

I've run into a similar problem in my own game, actually. I should go look at what I did...

#

oh right!

#

so, the way I handle this was for my "interactable" class to tell you what you can do with the thing

#

my game is centered around "activities", which are like commands in a text adventure game

#

if you look at a lever, it presents you with a "pull lever" activity

#

activities check if the entity that wants to interact has a certain capability

#

e.g. a Grabber capability

#

(this game is abstracted to hell and back)

#

that's probably way too far

wooden pebble
#

In my game wou can do 3 things. Either grab it and hold it(then drop it), put it into your invertory or interact with it(eg. opening a door)

wooden pebble
gray frigate
#

right, but now this interface doesn't really do what its name suggests

#

it's not any interaction; it's a very specific kind of interaction

gray frigate
#

e.g. playerManager.GrabIsPressed

#

So it sounds to me like you want specific interfaces

#

IGrabbable, for example

#

if you're trying to grab something, you check if it has an IGrabInteraction

wooden pebble
gray frigate
#

ah, so that is a generic interaction

#

If you still only have a small set of interactions, I'd consider doing this anyway

#

you'd just go through each possibility

#
if (target.TryGetComponent<IGrabbable>(out var grabbable)) {
  grabbable.Grab(rightHand);
}
else if (target.TryGetComponent<IMovable>(out var movable)) {
  movable.Move();
}
#

etc.

wooden pebble
#

Went from asking if my code is bad performance wise now changing the whole thing lol

gray frigate
#

that's how it goes 😉

#

Honestly, there's nothing wrong with just doing what you're currently doing

#

and, depending on on how complex your game is, it might be the simplest option

#

you won't get arrested for Game Crimes

wooden pebble
gray frigate
gray frigate
#

(the AI can also make sense of activities, since they're annotated with things like 'this will make you win the game')

wooden pebble
#

hmm okay thaNKS

#

sorry turned on caps lock lol

#

ill get back to you once i redo my code lol

#

Or if i run into any bugs

gray frigate
#

which I think makes more sense

#

the grabbable item just knows that it needs to attach itself to something

#

it no longer cares about the exact shape of the thing grabbing it

#

not coincidentally, this kind of change often reduces the amount of Transform.Find and GetComponent calls

woeful violet
#

hi guys 👋🏻

fiery quail
#

so, i saw this video

#

and wanted to make mods too

gray frigate
#

this server does not provide support for game modding

fiery quail
#

ok

sour shadow
#

is the MissingTexture sprite in unity just purple

balmy kettle
#

if you're seeing something that is completely magenta, that typically means an incompatible shader, not a missing texture

sour shadow
#

ok

spice locust
# junior folio that's how I did it, basically if the player stands on the platform, they become...

I figured out a good solution to this problem, if you are using movement delta with moving platform, don't bother with parenting, its not needed, u can just add delta either in OnTriggerStay or use a boolean that gets activated OnTriggerEnter, and then u can add delta, parenting is not necessary, and is recommended to be avoided in multiplayer.

BTW: I had weird bugs with delta calculating motion incorrectly, what solved it for me is changing script execution order, funny how finding this out took me 50+ hours

surreal nexus
#

if I have a quick question about the skyboxes, can ask here or somewhere else?

balmy kettle
surreal nexus
#

nevermind I got it

cedar moss
#

Hello

#

Im still new with unity please dont make fun of me but i have a question
Why cant i see the color of this tile meanwhile in the inspector box it still shows the right color?

balmy kettle
#

the color's alpha is 0 so it is completely transparent

#

the black bar at the bottom of the color represents the alpha

cedar moss
#

AHHHH

#

thank you so much

#

Sorry for these stupid questions sadok

potent geyser
#

The fact Unity still defaults these values with a 0 alpha is the real problem.

fallow anchor
#

I uploaded my gt model but it says this. and deletes 2 faces on the models head please help

viral oasis
#

Hi guys this is one of my monsters for my gorilla tag horror fan game

latent jay
#

I'm used to regular .Net development (blazor/Asp.net/maui/winforms/etc) and I'm trying to figure out how unity project structures work. Anyone know of a good course/tutorial for explaining this stuff?

Such as managing all of the scenes, having some code running in the background outside of the scenes, dependency injection in unity or equivalent, and stuff along those lines.

vagrant rootBOT
near wigeon
#

difficult to find a specific tutorial that will tell you specifically what you want, not saying it doesn't exist but you need to delve into more niche things . DI in unity is possible but its completely different than .NET apps
normally a "boostrap scene" is more common instead

viral oasis
#

!find

vagrant rootBOT
# viral oasis !find
<:error:1413114584763596884> No permissions

You are not allowed to execute this command.

viral oasis
#

!help

vagrant rootBOT
# viral oasis !help
<:emote:1416393040439939103> Available commands

Use !help <command> to get more information

!ask
!input
!publisher
!docs
!status
!test-requests
!platform
!ide

viral oasis
#

!install

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

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

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

Ok

#

Where do I find developers for game? @vagrant root

#

Or hire

balmy kettle
#

!collab
you do it somewhere else

vagrant rootBOT
latent jay
near wigeon
strange finch
#

Hello everybody, Maybe this gets asked here all the time but I don't know where to go. I'm a programmer and I've been using Godot for a couple of years now. In the last months me and the team started feeling a bit "capped" by Godot and wanted to explore other engines, (Unreal is a big no for our scope and performance so we want to go with Unity) except I can't actually find some updated courses or tutorials on basic stuff that is not too old or using old unity versions. Can someone point me in the right direction?

vagrant rootBOT
near wigeon
#

keep in mind even the old unity versions, the concepts and functionalities are still the same besides a few api changes

lucid tinsel
#

Where do unity learning students usually go to ask questions? espeiclally newbie questions? (excluding code-beginner channel in this official Unity channel)

balmy kettle
proper lintel
#

Hey all im new to making games and im getting so annoyed tomake something probably so easy and not a problem probably easy to fix

i zoom into my assets and everything disapears before i even get close for some reason how can i fix that from happening

torpid fern
#

can somone do a playtest for my game

slow dirge
uneven coral
#

in these inputs are they automatically fired or just an example?

torpid fern
#

can anyone test my game bro 💔

worldly cave
proper lintel
#

Im trying to make a UI like a few clickable buttons on the main menu but i have tried getting buttons to put text on infront of the camera whats the easiest way to find or get buttons i can put Text on

i know probably simple but its wrecking my brain and eyes trying

proper lintel
#

ok thanks

storm patio
digital sparrow
#

Is it just me or the hinge joint physics be broken

torpid cave
torpid cave
uneven coral
#

its just events though i believe

torpid cave
proper lintel
#

Hey for people who know Unity and coding and routing in it can you DM me just need some help thanks

#

someone advanced

lapis gate
#

My rates are $80 an hour

potent geyser
#

If you want to pay someone, then you can hire someone on the Discussion site:

#

!collab

vagrant rootBOT
# potent geyser !collab

:loudspeaker: Collaborating and Job Posting

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

proper lintel