#💻┃unity-talk
1 messages · Page 98 of 1
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
like some kind of.... unreal tournament
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.
Unreal still carries the albatross of its original purpose as an UT Map Maker. Unity still bears its about originally being MonoGame
yes plenty of unity games look good
also i dont think you know what "hdrp" actually means here
because of the way you use it in your sentences
there are a fair few yeah but if you mean like realistic type games most devs go to unreal because that is what unreal is built for
its not that you can't do it in unity
erm good graphics means ultra realistic skin pores and subsurface scattering smh
Meanwhile Letal Company was made in HDRP
Their assumption that HDRP = AAA is obvious here
only for the volumetric fog 😛
unless you use my mod that removes the pipeline entirely btw
no pipeline unlit lethal my beloved
https://store.steampowered.com/app/1705180/Gunner_HEAT_PC/
https://store.steampowered.com/app/3932890/Escape_from_Tarkov/
two realistic styled unity games
i dont think they understand what hdrp is whatsover, because what is "There's HDRP, right? But there aren't many games that are similar to HDRP" supposed to actually mean lmao
GTFO is another great example
oh and scp 5k
Doesn't HDRP improve lighting and quality? Would someone making a regular game still use HDRP? Is that what you mean?
what do you think hdrp actually is
What do you think HDRP is
Steam games that use Unity HDRP:
https://steamdb.info/tech/SDK/UnityHDRP/
just wait till they find out HDRP is dead 😛
It is an advanced graphics system. In short, it is used to produce high-level, realistic, and cinematic visuals.
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.
Holy shit Pathologic 3 was made in Unity, wow
High Definition Render Pipeline, what do you understand by HDRP?
incredible use of hdrp
Like this?
Yeah, a render pipeline. I don't know if you know what that means because your questions don't make sense
You can just... use HDRP
You don't need to be handed a template from God to make a game in it
https://store.steampowered.com/app/3766190/100_Cats_Lost_In_England_Find__Color/
why does this use hdrp 😭
🐾 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…
It's literally a dropdown you choose when making a project
how are you supposed to create a game if no one made a tutorial for it yet 
Dark (2019)
love this reddit take, bro was litterally days away
Because it honestly really doesn't make much of a difference. As long as it's scriptable you can do whatever you want in it, which is why it's being unified with URP anyway
did they announce volumetric lighting in the pipeline merge?
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
splitting into two pipelines in the first place was a huge mistake. SRP was a good idea.
@potent geyser Hi. I have a question about Unity, where can I ask it?
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
Don't ping people you're not already in a conversation with. You can ask the question in whatever channel makes the most sense
!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.
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Do you have any completed projects in Unity ?
Hey why my unity broke. I cant move in editor mode and its not about that Iso mode cuz im on Persp mode.
Like fully complete games ?
no
thats not a thing typically, not any large projects
you might find open source pong or something lol
are you in scene view or game view?
scene view
Hello
kinda new to unity why is my ai monster not moving?
Screenshot
could be a myriad of reasons tbh
is there any reason we should expect it to move?
Script
Like what?
Could be your animator
share the script in #💻┃code-beginner
try disabling the animator
if that doesn't work
then obviously it's your script at issue
Send me your script for movement
omgoodness i cant nover make game again cuz of that stupid bug
Hey why my unity broke. I cant move in editor mode and its not about that Iso mode cuz im on Persp mode.
Nobody can answer that, show a video or something.
maybe you set your movement speed too low
Colliders cand make it stuck too
i already asked you to send a screenshot
!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.
you are supposed to use a paste site regardless
@nocturne bolt do you have gifthub?
No
why
It's too long
just use a paste site
Why did i get thumbs down for lol gifthub you can post your scripts there doesn't matter how long it is
Because its not an effective way to share scripts
not here
because you can just use the sites we linked
The fact you typed it as gift both times
you just open them
how do i send you screenshot about a editor mode view
because we don't want to dig through an entire project just to find 1 script with issues.
the asker is supposed to narrow down to a few scripts at most, a single method ideally, and using a paste site is more effective for that
no errors
you press print screen
then you do ctrl v here
and thats about as complex as it gets
we're just asking about the set-up you currently have
Ewww
Which paste site?
First of all what is "gifthub" is it some sort of scammy offshoot of github meant to trick people into downloading malware?
Second if you do mean github, you expect someone to create a whole-ass repository for one question instead of just using one of the linked bin sites from the bot command?
the 3rd and 4th one are the working links, iirc.
(unless they mean gist's)
I never downloaded anything on gifthub I just have my scripts there so I dont have to go in files
thats fine
pastes are still better than gists imo, gists are more permanent
(why you keep saying "gifthub")?
Cause I can
you can also say "git"
moving on
which would also not be correct
yea but i mean is only a screen shot gonna say you something about it?

it's going to give us a baseline of info, at least
Take the screenshot, or don't post.
Ther is still useful information in a screenshot.
Chris i meant git instead of gift
i hold left mouse and w nothing
not git instead of github
in edit mode? you would also need to hold right click to use flythrough mode
So then show a video or something
have you ever used the unity editor before?
yes i made allready one game
well more but one was good
with movement monster ai and collect items
why would you assume "wasd" movement would work in your scene view then
needs to be right click.
in editor mode i cant move
what window are you looking at
what is editor mode
scene view or game view?
they said scene already
edit mode, presumably
flythrough mode is a thing
it does..
i know but its not default is it?
yeah, have to trigger it there
i know of i dont hold right click it wount work but im not that stupid im holding and does not work
Scroll your mouse wheel, increase the speed.
no one is implying you are stupid, they are responding to the information you've provided
since nothing makes sense, perhaps delete the libraryh and let it rebuild. may just be waste of time, but that is the general solution for illogical issues in Unity
Perfect thanks that worked
i was just moving 0 speed lol
ok man
i told you this ages ago, buddy 😡
thats what i get for 2k hours in blender before learning unity 
yeah
people who ask questions typically want to hear answers from those who "know it all"
People here seem to not have really good communication skills with ithers
its you dawg
your years of experience here lead you to this conclussion i suppose
and i am almost convinced you are just trolling, birdman
This is unecessary noise. Please keep your rants off here. If you're offended that people here didn't think using "gifthub" was a legite way to get quick help (it's not), then that's on you.
Not trolling the way yal react to others questions on certain things is ver demeaning
like this?
yea there are too many peaple talking so i didnt pay attention
Yea eww for the way yal are talking to me by saying github and I just joined didn't know yal had another source
even if we didnt have another source
github is still the less efficient way of doing it
you gave a suggestion where there were better answers, we said so and explained why. do you expect us to just.. not verify/challenge answers at all
Ty kuzmo
so was there first one
it's hard to communicate with someone who struggles to read and write
Yea well the chat got spammed by several people at once
The hardest thing isnt make a game. Instead its make game popular
so take the time and read
we don't expect you to answer immediately
Sometimes people are busy
ok, so don't answer without reading then
I cant stay looking at chat
why by going into my project i get message this safe mode?
no prob. don't interact as if no-one told you anything then
alright i think this convo has run its course a bit
you have compile errors
Jesus christ this is what im talking about im out of this discord yal are abunch of pasty internet rats
youre free to leave at any point
he's gone
doesn't read
complains that no-one told him
which means i can make fun of him calling us pasty internet rats when he's a tcg reseller
what are we doing here 😭
Assets\Scripts\RealisticPlayerController.cs(116,1): error CS1022: Type or namespace definition, or end-of-file expected
wWHYY??
i mean i know error
probably because you wrote something incorrectly
yes } about one to much
while we are glad to help, you dont have to approach us with litterally every issue you have
!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
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
then it could be the animation overriding the rotation
Ye
Chat Gpt said the script is 100% not the problem but Chat GPT can be very stupid sometimes 😭
well we answered what the issue could be, now it is on you to fix it
this is useless information
How do I fix the animation overriding it? I'm pretty new to unity
you need to make the animation how you want it to be, without the weird rotation
@fast obsidian
I know but like how do I change it? I'm literally just starting to learn animations and stuff
"We have investigated ourselves and found ourselves innocent of all wrongdoing"
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
Not made by chat gpt
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
If you disable the animator, does it still rotate the wrong way?
Let me check rq
When I turn animator off it also Automatically rotates, but this time instead of automatically rotating to the side, it automatically rotates backwards
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.
@idle ravine 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
Any idea what might cause these random spikes? They happen intermittently every ~1-3 seconds
looks like it
is it affecting editor workflow or are you just profiling in editor for convienence
Profiling in the editor atm, just annoying to playtest with random stutters
yeah performance is never gonna be perfect in editor
just the nature of running the game and editor
Yeah, I don't expect that, I just wish it didn't spike randomly to 100-200ms
Thanks for the headsup
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.
Unity remembers the last scene you had open and this is not normally stored in a repo.
You can however easily automate loading a scene in editor once the editor opens:
https://docs.unity3d.com/6000.3/Documentation/ScriptReference/SceneManagement.EditorSceneManager.html
https://docs.unity3d.com/6000.3/Documentation/ScriptReference/InitializeOnLoadAttribute.html
Hmm... I wonder why my editor has amnesia: I was working on the same prototype scene on both of my PCs and on both PCs it has forgotten the last scene I was working on... Thanks for the info!
Yea it would suck if someone else working in a project would change the scene you last had open
so is expected behaviour
Sure I 100% get why this is a thing. I'll observe and see if this continues, could have been a fluke. Thanks
if using the recommended gitignore for unity (if using git) then you aren't tracking the last opened scene.
Remember its easy to make your own editor window with buttons to do tasks like loading certain scenes quickly!
You can make a #1180170818983051344 to promote.
Anyone pls help, why are materials not converting over with the mesh from unity to blender?
generally with unity you'd make the materials in unity
is unity cloud still a thing
having trouble finding it
actually im not even sure i know how to use it...
If unity is your power, what would you be without it?
Its already made materials but non of that mat data transfers to blender
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
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
Well that sucks
Basically same as any other version control system. What's the actual issue?
ive never used any version control system but i think i got it
i click the check in button, and it updats
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.
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
Can someone help me figure out why some of my important assests are now missing
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
ambient occlusion? self shadowing? probably talk to #1390346776804069396
make sure the project folder is not controlled by OneDrive. make sure you didn't jsut make a human error and delete the wrong things.
probably the smoothness
unless you've manually changed the ambient light in the rendering tab
Hi
It is not in a onedive. I don't use it. It was there last time I opened my project which it has been a few days now
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
since it is missing, there is probably no way to re-import trick it. you Might try deleting the Library and letting it rebuild, but i have my doubts it is that. Sometimes this is a sign of hardware failure (harddrive), but i'd imagine there are several causes that are just not thought of
Perhaps, i'll have to look into it
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.
probably ask #✨┃vfx-and-particles
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...
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.
yo guy's im having a hard time finding the gizmos boutton where can i find it pls ?
try pressing ~
ok
looks like you are also Focused on that window. maybe ctrl-space
Hey is this a Unity Editor issue?
It's trying to reference something that doesn't exist
Since the game itself is working perfectly fine
may be.. have you tried just closing and re-opening?
Yeah I was abt to ask that, should i reopen
I'll try that rn
Ahh yep, reopening the project got rid of them
But that was weird
hey same issue i tried ~ didn't work and so did ctrl+space
it happens sometimes
one second, firing up Unity
aight
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
so you are looking for this stuff, right?
yeah
unity asset store is a website. after you get things, you use Package Manager. a good place to start is. ensure you use the same account for everything
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
pressing the ~ key should bring up this menu. from there, you enable and disable things you want on the bar
one more question is it possible to import this model into unity with full model pbr support it provies all assets texturs fbx i tried before but i cant seem to make it look as good as the sketchfab preview
generally, yes. sounds like you already remade the materials?
was this an fbx you imported?
yes it was
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
it looks like this in the scene but when i launch the game it looks pretty disgusting
that seems mostly the lighting (but don't forget the other mentioned influences)
thnx a lot
ill keep trying until i get it right
in the start, that is a good idea. if you are more of a technical learner, there are books on the subject too. (free e-books by Unity/partners)
ill look up the unity docs to see if i can get it to look as good as possible in the actual game and not just scene
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
just one more question for a 3d development does universal just mean for mobile pc etc and is less demanding on older hardware?
basically, yes. HDRP would be more PC/high end specific. URP can be PC/high end too, but HDRP is Much heavier, OOTB/Overhead
HDRP
i wasnt able to find any info on this but how o i sharpen the model I am using TAA
: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
Dont use scene view to start with
ok, anything else useful, im new to unity so I thought a simple game of checkers would be good
I mean, do not use scene view to check on visuals, because scene view does not apply visual effects like antialiasing and so on.
ok thank you
so I should always play the game and edit it while playing correct?
You can just open the gameview alongside scene view to check most of the visuals there
some things do require playmode, but most visuals do not, iirc
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
unless using specific Unity Assets, expect that to change.
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 :(
1,7km is quite far away tbh
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
also depends on your setup I guess. Is it happening like in a shader or what does "glitch"?
Origin Rebasing
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)
not entirely, but you cannot squeeze blood from a turnip. perhaps talk to #1390346827005431951 or #1390346776804069396
or even #🥽┃virtual-reality if someone else got some solution apart from floating origin, which is most likely what you encounter, I assume.
fair, ill try asking in the vr chat
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
don't forget to make a #1180170818983051344 to post in. there is also #🏆┃daily-win , to a lesser degree
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
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
perhaps best to ask the proper rooms. #🧰┃ui-toolkit #📲┃ui-ux
that looks cool. good job :)
is there a way to make the texture not blurry?
Yes, set Filter mode to Point in the texture's import settings
also, make sure it is not stretched/UVs are correct
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)
where are the import settings?
Select the texture asset and look at the inspector
oh the texture itself
Or right click the base map icon here and Properties
Oh! is that a new shortcut?
Nope, every unityengine object has a "Properties..." context menu action
It's useful because it opens a new floating inspector window
well, shoot. i am sure i have wasted time about that
Definitely one of the things that isn't as known as it should be
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
one of those annoying Unityisms
(I also just randomly realized that you can ctrl+click the texture to preview it)
Nice
dont worry, i did find the point filter
tho i ended up realizing the texture from the tutorial is itself kinda blurred
so changing the filter doesnt really help
What does it look like with point filter?
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
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?
export them with the appropriate pivot
Yeah make sure you aren't in Center mode first. Press Z to toggle in editor
i did its reseting them back yo the center i am sure its something in the project doing it
its working in one project but not the other
Do what Osmal said
make sure your tool handle position is set to Pivot not Center
i did that and its not working
show us screenshots etc
Please don't shitpost, thanks.
I am serious
So am I
!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
Pick a channel suitable for your topic, and give relevant details. Also, don't ping usergroups for attention.
unity staapp D:
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
your rotation gizmo is black too
something weird is happening there
the perspective one?
no, that's just an option that exists
you can add a bg to it
is there an equivalent of Input.GetAxis in unity's new input system?
Not a 1:1 equivalent no
the new system works differently
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
they follow a quick tutorial to understand the basics of the new system and follow its norms
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
the new input system can only return a true or false if a button is pressed
This is 100% false.
As for the smothing it was dead simple
you can recreate the smothing with a simple Mathf.MoveTowards call
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
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
as mentioned, docs and tutorials. check the pinned messages in #🖱️┃input-system
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
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)
i just hack through things, so i do not know it well enough to teach it
should i use CharacterControl or RigidBody? or a mix of the two?
im still not entirely sure how CharacterControl works or what it does
Rigidbody movement is typically only better for games with a lot of physics in them, like if you want to make a fps game where the player swings on things and goes super fast, walls runs etc..
Character Controller works pretty fine in most cases
and is much easier to use
i see.
Mixing them isn't an option, wont work
or if you're making one of those ragdoll games, then that needs Rigidbody
also was thinking, for a moving platform, what component is best to control it?
makes sense
This probably assumed dynamic rigidbody
A kinematic rigidbody can be used too
CC basically mimics a kinematic rigidbody controller
I typically just program them to move and parent the player to the platform when they stand on it, either by just moving their transform.position in code, i wouldnt use a rigidbody for one
I currently mix both kinematic and dynamic RB based on the character movement state
I done moving platforms a year ago for a multiplayer game and I used that kind of logic
Jumping/falling/grappling -> dynamic
Grounded, walking, needs to snap to ground properly -> kinematic
oh, that makes sense, so the player's motion becomes a mix of the platform's transform and the user's input. I still need to learn how to dynamically move around GameObjects on the hierarchy
also need to learn how to make proper state machines
imma do some trail and error, debug.logs to try to figure out the same numbers and math input.getaxis uses and may as well share them here
like how long it gets input.getaxis to fully accelerate
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
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?
99% of the time, yes. There are some assets which are license based and require a login (such as Hot Reload).
Thank you. Let me triple check first and I'll follow up with him.
Can anyone Help with Unity USS Glassmorphism, Custom Shader I've trying to achive eit from 6+ Hrs Till now made 0 Progress Made 😭😭😭
working on a horror game!
do yall think its easier to make a player controller in visual scripting
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
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
the sloptimizer!
yall what's the scroll movements called in the input actions?
like scroll forward and backward on a regular mouse
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?
serious question, why?
I feel like in 10 years there will almost be no need for programmers anymore because AI will be so good
lmao no
I really hope so
Like im not trolling this here, i dont even know what you ment with the previous joke lol
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
"AI will be so good" implies that it's good now
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
marketing is improving a lot more than AI ngl
ai is extremely far from making "fully fleshed out games"
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
they're probably axis type actions, rather than button actions
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 🙂
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
ime there's not much to be scared of
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.
Its based on your Game window
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
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?
oh well is there a way to change its size?
i've only seen genAI for text/media do more harm than good
Yea, go to the game tab and adjust the resolution settings
e.g. set to 1080p or 16:9
the economy
I always thought it was because of ai
but maybe thats bcs im delusional and dumb
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
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 🙁
seen DLSS 5 yet?
ye but thats just straight up bad
or AMD FSR
it's not the AI, it's the people that are using the AI to replace actual, quality work
but seedance 2.0 is actually good, idk if you've seen that?
remember how every product and appliance had to have an app back in the mid 2010s
i honestly do not give a single fuck
and now people sobered up to the fact that it wasnt nescessary
something similliar is happening
yes
with ai you mean?
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
as a career, no
where are the resolution settings 
I am literally blind
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
And why? because of the economy right now? or the amount of skilled programmers that are out there? So company's wont need u?
Ye, i'v heard its pretty hard...
oversaturated market
too many people looking for a small amount of positions
General economic recession means people spend less on entertainment products that don't actually make them survive, gmaes are luxuries and in times of poverty, people eat before they game, so gaming companies make less money and can't afford to hire as many people
AI has made hiring juniors a bad investement, so nobody wants to do it anymore
Because its a very niche industry right?
its not very niche, not anymore theres just a lot of people who want to do it
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
think of it this way, youre looking to hire a singular person, 300 people apply, 5 of them are industry veterans, you might as well just ignore the other 295 applicants
so they have like 1.5 people basically? 0.5 from ai
I've applied to over 400 jobs atp and got nothing
and I've got a really strong grad background
Teachers in my game dev school said we should write 2000 emails 😮

im not one for ego or nothing but I have tons more experience than other grads
and even im fucked
you have a public portfolio?
I can't find it. You got the name of this?
well I mean the camera is still just being ignored no matter the resolution I pick
yeah but i dont wan post it here cus it has my real name and all that on it
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?
I have an interview with Rockstar coming soon, about the only good thing, my last interview before that was 5 weeks ago
its not that they dont care about "juniors"
its that its not their problem lol
they are looking for workers
not to teach
Overlay mode canvases will resize to fit the camera automatically. If this is what you are using them your anchoring is wrong for your UI and this is expected
damn, congratz bro!! i hope you get a job there
AI is making it so much worse, the main factors are oversaturation, AI, economic recession
I agree
I really hope so, this would be Interview number 7, just gimme an offer atp lol
I've always idolised rockstar, so im actually really excited to do it
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
same here
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
if you got any public projects without your real name on it i would like to check it out :) you can dm them* if you want
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
is my current and biggest project
all solo work
so if i understand it correctly, ai is practically good because games can become better and bigger?
but also bad for juniors
😝
it's like the excavator has been invented, you no longer need 10 people to dig a deep hole, 1-2 people in excavators can do it, but you still need people to operate the excavators, and the best 1-2 diggers are kept in the company and the other 8 aren't needed anymore
it's getting more or the same work done with less people because its an advancement in technology
it sucks real bad for those 8 people
value type actions, then axis is a subtype of that iirc
but it also means that digging holes is now easier and less people can do the same work together
please consider screen recordings
so actually AI can help indie studios make bigger and better games because a new tool is around that helps them work faster
only if you have the proper experience to utilize it correctly
it's a tool after all
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
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
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
i think everything is being affected by AI to some degree
some dude asked chatgpt how to void a contract and fired the head of the studio that was working on subnautica 2, or something like that.
ehhh not really
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
It's helpful for programmers, not so much artists
if you're not already on a path to get a career in games, don't start, keep it as a hobby
i agree it can be helpful, but i disagree that you'd be majorly "missing out" on anything
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?
I'd like to hope so, but even then if indie studios can make wht AAA does now, people will still play those
even if the AAA games are much bigger
people still play indie games
Ye? so it just improves the industry while making it more competetive? no?
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
i mean, seniors have to go at a time aswell?
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
exactly!
lmao, fortran situation
people dont typically retire from making millions not soon
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
no they just turn into hourly workers
companies may realise this and start hiring juniors more, i really hope they do
So maybe its just a short pain? I mean this will reoccur every generation then, no?
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
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
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
So the industry would kinda boom again? if they invest more in indies?
ironically, i live in a country known for its video games and theres almost no jobs here
ideally yeah, making a profit from games is hard
its like movies, most movies lose money, but those who make money usually make tons of it
so its a high risk investment
all entertaniment industries are like that
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
This should be a thread atp
I do look on the brightside of AI, but it is doing a bunch of harm atm
its also very new so thats why
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
that and a few other behaviours
if you're just referring to it being an axis, that's a built-in thing
I haven't put commentary in the code or cleaned it yet, want to see it?
📃 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.
please do not
i linked that embed for a reason
see the "large code blocks" section
im having trouble animating movement for my 2D pixel art rpg game im developing
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
whats the difference between Input.GetAxisRaw and Input.GetAxis?
yeah so like, the entire block from 44 to 82 has built-in support?
GetAxis applies smoothing, GetAxisRaw applies no smoothing
so they are the same but GetAxis is smoother?
does it?
not "smoother", but "smoothing" is applied
Yes
this is applied to input, not output
What is smoothing
it doesn't receive the input immediately, it takes a bit to get there
composite input bindings
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
is that in the new input system
yes
So GetAxis is more physically realistic according to physics eccalaration?
Yeah
no, this is input, not output
it is not related to physics at all
but the result you get is the difference
i understand.
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
GetAxis is usually better for player movement
you can get either result using either depending on how you actually use what is returned by the method call
ty
if you want to apply physical acceleration, then use actual physics to smooth the motion instead of smoothing input
like rigidbody2D?
for prototyping its fine, if you code it yourself, you have more control over it
that's part of physics, yeah
I have more control over my movement now that I've coded the smoothing myself over GetAxis
for prototyping about everything is fine. you generally still don't want to apply incorrect understanding.
iwhen i use blend tree to animate through idle animation and my movemntX animation, what controls the thread?
what thread?
it's not gonna be a separate thread, afaik, it'll all be on the unity main thread
in the blendtree it switches between the animation according to the thread value you asign to each animation to start
are you referring to thresholds
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
so what was your question?
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?
you don't change thresholds, you change the parameter value
the thresholds define, well, the threshold for that value to transition on
how do i choose what parmater has an affect on the threshold?
there's a dropdown in the blend tree
you should probably just open unity to check here
in the blend tree settings
i assigned everything in the blend tree, but how do i change the paramter in the code?
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
yes, i wanna assign my blend tree a paramter
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?
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.
see this doc page
both
that would be "changing its current value" not assigning a parameter.
read the first response i gave and the link nav sent
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
you select the parameter ahead of time when you create your animator; you set the parameter's value at runtime
the motion field - not the blend
at this point you need to show a screenshot of what the fuck you are talking about since you clearly don't understand
im sorry for upsetting you, i am a new game developer, i can clearly see you are trying to help, ill send you a screen shot right now
i feel like there might also be confusion about separation of concerns
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
so you seem to have chosen a non-existant parameter
notice the nice Parameter dropdown?
looks like you did not assign a parameter you made to blend tree
ill take care of this first- how do i assign my blend tree a paramter?
notice the nice Parameter dropdown?
in what picture?
when in doubt also check the docs that explains everything you're looking at
https://docs.unity3d.com/6000.3/Documentation/Manual/class-BlendTree.html
the most recent one that has a dropdown menu labeled Parameter. you should consider actually looking at the screenshots
Oh i see!
i assigned it to "Moving" , thank you. now my second issue is how do i change the value of the parmater when im moving
i found what i needed there, thank you for all of your guys's help and sorry to be a pain
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
is old input system considered worse?
no it gets the job done, the new input is just default now and has extra bells n whistles
Okay, do you mind if i ask another question about my code?
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"
if they mind, they'll just leave
just ask the room
heh
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?
you should probably head to #💻┃code-beginner
define it outside the function
also consider going through some beginner c# courses to learn about things like variable scope and fields (there are several pinned in #💻┃code-beginner )
i did go through one, also i started with python, and after 3 month i decided i should advance to Cs because iv'e always wanted to make games
advance to Cs
programming langauges aren't tiered like that
yes i know, its not levels - i just figured Cs is the best for game development
(it is not, there's no "best")
easiest, maybe
eh probably not
but thats also relative
some people may find pythony-like languages easy . GDScript 🙄
but others may not
i will correct myself- Cs is most begginer freindley and used in Unity, it is still of my best interest
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
Cs is most begginer freindley
what i'm trying to say is, there's no "best" or "easiest" in these languages. it's all super dependant on the context, environment, and the individual learner
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
Unrelated question but is this your name typically and just a crazy coincidence?
Well chatgpt reccomanded it for begginer game development
take what GPT says with a grain of salt
a lump sum of salt
unprocessed sea salt
I actually changed it with a couple of my friends as a joke due to the current passing of Chuck norris
yes that was in fact what i was refering to
That came out wrong
what are you guys a chuck norris exodia
the closest weve been to that is laughing through chuck norris jokes...
But would you not agree? at the end of the day you are in a Cs Unity discord server... would you not consider Unity as a good Game engine?
yes but again its subjective, if you asking me personally yes I already stated I found it the easiest out of all the languages i messed with. Engines included
GPT information should not be taken as gospel though
it's good. it's not the best. best is subjective
c# is good. it's not the best, it's not the easiest
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
Ok let me ask you this - Generally what game engine + languege would you reccomand a begginer game developer?
would you think the majority of experinced developers would agree with you?
probably not
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
some people have been recomending Godot + GDScript for some so that might click with your more, so it really depends
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
Seeing that the majority of games on Steam use Unity, that would be a good indication
objectives just do not exist here
you're asking for an objective opinion
Thank you.
that's contradictory
most game engines you'll know about will be adequate for gamedev. you'd know about them because they're adequate for gamedev
just try one, see if it sticks for you. if it doesn't, try a different one
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
i find that Unity fits me well, although i havent tried anything else
code related question- where should i define GetAxisRaw("horizontal")?
GetAxisRaw is already "defined" its a method
the variable you store that returned value is another story
yes- where should i put it? because when i use inside a function i cannot access it
you use methods in other methods, you're confusing the returned value with the method itself
gotta access it off of Input, where it is actually defined
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
👍
!collab
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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**
!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**
<@&502884371011731486>
Please stop spamming this and read the bot message, thanks.
okay im sorry
For my first game, should I do 2D top down/tilted camera? I feel that would be easier than 3D
Ty in advance
they're the same thing
if you mean isometric
thats still 3d
no matter what you choose Unity is a 3D engine , all that changes is the camera angle / perspective vs ortho mode
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
Does this mean if I jump on moving platform in place I will land in the same place on the platform I jumped from?
it means as the platform moves, you'll move with it
Yeah yeah, but I'm mostly interested in jumping, for example if you jump on moving ship, you should land in the same place u jumped from
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");
From a performance standpoint: No, it's totally irrelevant
However, it looks very brittle
it depends on exact object names
Is that a bad code practise?
I'd suggest either:
- passing the "Grabber" to the object
- passing the object to a component on the "Grabber"
It creates sneaky dependencies
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
Okay thanks
(amusingly, you can do gameObject.gameObject.gameObject...)
How does this code get run?
Is this happening in response to a collision?
It gets called via an interface
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;
}
}
}
Found a bug here
one sec
Fixed
And updated the code snippet
hehe
looooong
ah, so this is a classic case of "really vague interface"
uh oh
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
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)
So something ore like this?
using UnityEngine;
namespace SoupDev.Systems.Interfaces
{
public interface IInteraction
{
void OnIteract(Transform PlayerTransform, Transform grabber, Transform cameraHolder);
}
}
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
I see that you have a "Grab" command, not an "Interact" command
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
That just the grab/interact keybind being pressed. Need to change the name tbf
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.
Went from asking if my code is bad performance wise now changing the whole thing lol
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
Okay so i should order these by what is most used?
it'd be more of a game design question -- what if something is both grabbable and movable?
that's why I went with this approach: the player is presented with a list of activities, and they select the activity they want to perform
(the AI can also make sense of activities, since they're annotated with things like 'this will make you win the game')
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
This moves the responsibility for finding things like the grabber from the thing being interacted with to the thing doing the interaction
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
hi guys 👋🏻
Hello there! Welcome to the tutorial, I want to explain modding as easy as possible so here you'll see how to change textures, sounds and even make characters who can be animated. I know modding can be challenging, but that's why I'm here to help you to understand the basics!
Unity 2019.2.8f1 - https://unity.com/releases/editor/archive
Baldi's ...
so, i saw this video
and wanted to make mods too
this server does not provide support for game modding
ok
is the MissingTexture sprite in unity just purple
if you're seeing something that is completely magenta, that typically means an incompatible shader, not a missing texture
ok
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
if I have a quick question about the skyboxes, can ask here or somewhere else?
nevermind I got it
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?
the color's alpha is 0 so it is completely transparent
the black bar at the bottom of the color represents the alpha
The fact Unity still defaults these values with a 0 alpha is the real problem.
I uploaded my gt model but it says this. and deletes 2 faces on the models head please help
Hi guys this is one of my monsters for my gorilla tag horror fan game
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.
!docs
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
!find
You are not allowed to execute this command.
!help
Use
!help <command>to get more information
!ask
!input
!publisher
!docs
!status
!test-requests
!platform
!ide
!install
- 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.
!collab
you do it somewhere else
:loudspeaker: Collaborating and Job Posting
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Seems like it's gonna take awhile to get used to how unity does things
yea just like any framework but if you already used those .net ones you're going to be fine tbh
important concepts including Monobehaviours and their events, gameobjects etc.
UnityEngine.Object vs System.Object
Components, basically any script you add to a gameobject
Scenes are just containers of gameobjects
found this lol shouldve linked it instead but yea here
https://docs.unity3d.com/6000.3/Documentation/Manual/fundamental-unity-types.html
there is Manual which is more concepts n such but also scripting API (what I sent above)
the documentation/manual here is pretty decent compared to other engines
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?
!learn 👇
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
keep in mind even the old unity versions, the concepts and functionalities are still the same besides a few api changes
Where do unity learning students usually go to ask questions? espeiclally newbie questions? (excluding code-beginner channel in this official Unity channel)
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
can somone do a playtest for my game
Try, selecting an object and pressing F to focus on it.
And avoid crossposting(in code beginner) in the future.
oh it fixed thanks alot
in these inputs are they automatically fired or just an example?
can anyone test my game bro 💔
#1180170818983051344 for feedback
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
ok thanks
not sure what you're asking nor what that's a screenshot from
Is it just me or the hinge joint physics be broken
im a noob but i think you gotta code with them
do you got experience with inputs? im tryna make a character controller and its really confusing 😂
no
its just events though i believe
for character controllers or your question?
Hey for people who know Unity and coding and routing in it can you DM me just need some help thanks
someone advanced
My rates are $80 an hour
That's not how this server works, you need to ask a question and people can jump in to answer.
If you want to pay someone, then you can hire someone on the Discussion site:
!collab
:loudspeaker: Collaborating and Job Posting
We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
• ** Collaboration & Jobs**
defintely not paying money for something thats probably so easy for someone to just say for 5 minutes if i new everything ill help people no dramas

