#💻┃unity-talk
1 messages · Page 100 of 1
plenty of graduates who have no work because they basically coded very basic stuff at most for their requirement in school but aren't interesting beyond the basics
if you're getting into this for money, forget it for now
Why?
Is it nearly impossible?
its impossible
oversaturated market, especially for juniors it aint happening rn
oo
if you want to develop games, you should do it as a hobby, making a career out of it is simply improbable
Oh
even as an indie dev
if you want to make money in the industry stick to more traditional coding jobs but even those are scarse
but as they say, its who you know and not what you know so you never know..
.NET finally getting a bit more popular in the industry above JS/TS
it's possible to get rich as a solo indie dev tho 😘
(only if you're super creative and good at it though)
Then wth are these software jobs in india
70% of all games released on steam last year didnt make back their 100$ deposit... its never been more bleak even for indie devs
we don't know if we don't live there lol
you need to be diligent and do your research, most job postings are SCAM be mindful
Oh
Im just 14 yrs k
Old yk
yeah that's why i said you gotta be super creative, those are all uninteresting games
you need to make something truly unique and it has to be good too
good starting early is a good way to get in if you stay persistant
Whats ur age bro? You seem so literate in coding subject
I'm old..haha naw..I have everyday impostor syndrome
don't be discouraged, do what you enjoy eventually you will find your spot
It's possible to get rich by getting hit by a car driven by a billionaire but that doesn't mean you should just lay face-down in the parking lot
i turned that same mentality into "fake it till you make it"
Being successful in game development is a lottery. But you do need to make something worth playing in the first place to even get a ticket
life is too short for stuff like that 😔
you could also just work on hunt down the freeman and get a job at activision
hey man,we will develop a game,we need a programmer group,if this goes viral on steam,we will pay you from the income,if you are interested,dm me
success is not guaranteed even if you make something good. Make things because you want to make them.
!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**
So basically doing smth is better than planning and overthinking about smth
Just like make game. Don't worry about whether it'll be successful or how you're gonna market it or whatever just make the game.
procrastinating, yes
hi,watcha doin?
Yeah
i love the juxtaposition of the conversation about how getting rich or making a popular game is nearly impossible with the random person coming in offering to pay for help with their game but only if it goes viral
And if it does get successful, remember that it doesn't mean you're some hotshot who can do no wrong, luck is a factor and you should always respect that. Otherwise you end up with a situation like the Choo Choo Charles developer whose second game died in less than a week because they thought they had the formula
if you have very good games in your portfolio it can only improve chances to get hired for a small studio or something
so you may not get rich from them but can lead to better opportunities for you
i think i have a game idea,dm me if interested
!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**
Ideas are cheap
please do not ignore the bot message
can you share with me your idea, i want to steal it please
everyone has ideas..
being able to execute an idea succesfully is a whole other ballgame
ok👼
I subbed to ur channel senior
whatever im leavin to find a better place
Oh thanks! reminds me its been years ima start doing some new stuff.. maybe NGO
Bro tbh at age 12-13 i had an idea of creating a gaming channel and earn money asap
I was consistent and all
And I have currently over 2k+ subscribers
Hey?
But asian family problems arrived
They felt I was doing some random things which are useless for my life
And i quitted.
yes family often do especially old-school ones. Just keep it pushing you can do it
my family still thinks I fix routers or someshit like printers xD
hope he finds that place
XD
My willingness of getting money is like a dog chasing bones
Idk if I'm crazy or not
But my instincts say me to get my parents retire before they intend to retire
Ik it's a big difficult for me and u guys can find it cringe a bit
You have been told where to post this
Why ur profile too bright
My eyes popped out
You'll be hard pressed to find people willing to work for free on someone else's project while they do nothing themselves. You should consider actually learning a skill
K seniors bye i gotta sleep
i am alazy potato who just has ideas
Then you won't be making a game until you fix that
what makes you think people wont take your ideas
what makes you think your ideas are special
Ideas are free. Actions are expensive. You want to make a game? Take actions or pay people who can.
Nice fumbling with the rickroll there. The video preview kinda gives it away
Delete the whole message
you should probably stop posting crap before mod will straighten you out
well,im a troll
then leave
Yes, we could tell.
oh oh watch out , you gonna cut someone with all that edge
ooohhh,again?
<@&502884371011731486> unnecessary spam ramping up
shouldn't you be in school right now?
He is gone Fen
Having experience in multiple engines is really helpful. It shows you different ways to think about the same problem.
I'm a Unity developer, but I've also played with Unreal, Godot, gDevelop, ...
note that it gets easier to try out new game engines as you get more experienced
bit of a chicken-and-egg problem at first 😉
I tried Unreal but it seemed too professional for my lack of knowledge when I was doing it so now I'm mainly Unity when I do anything like games or projects.
Yes, I use ~6 engines and many languages every month. It just depends on the project we have. A lot of webgl (A-frame), unreal, Godot and unity. But it can hurt your stability
"too busy"
that works too
the tools are good but they are like all over the place and all the windows get cluttered quick.
Unity has that clean / minimal approachable UI
CPP aside, coding in Unreal is atrocious..
be honest you love unreal engine
glory to tim sweeney
funny. but yea some of the tooling are leaps ahead of unity but ux is just awful
yeah i was going to say
some of the built in stuff is really good
nanite
built in motion matching systems
the visual scripting for example
built In IK that you can actually animate in non-runtime is the biggest win imo
funny enough the unity china version has something like this they built in
yeah they have lumen too
welp I at least got a devlog in. Dunno what I'm gonna do with it yet but I came up with the name on the spot so hope it's not bad.
https://docs.unity.cn/cn/tuanjiemanual/Manual/RigGraph_CustomGraph.html
rig graph. almost like the unreal thing I was mentioning
but no.. ours are too busy putting AI and chaning shit we don't need changed
But we do need AI tho.. Just saying 🤷🏾♂️
Guys I don't know where I should post this, but im looking for feedback on this next topic:
Does the hitbox push fit the speed of the prototype?What I mean by this is that if the final push is strong enough
more of a game design question
Yes kind of like that
Does unity break at high speeds?
Roblox Studio broke at high speeds
the rigidbody could, depends
That's yeah just a decision on your side. I don't know the context. So I can't really advise... But it pushes them, and seems to be by design, so you should be good
Ok thanks guys for the advice
But at high high speeds?Like really high speeds?
The reason I say that, is an explosion is very diff from say just pushing someone
What explosion...?
yes really high speed
depends though, make sure you at very least move a rigidbody with its proper methods and maybe have continuous collision checked off
kinematic character controller still works at near infinite speeds according to its creator so its definitely possible
I know explosions are different
That's what I mean though. I don't know what your intention is.
Then that's good enough to hear
Yeah makes sense
however if you're just using a default non-kinematic rigidbody and sending it flying at a near infinite speed then that will probably go through walls
I mean it won't be infinite so I should be fine
that
is all
thanks
hi guys I've published my game on the play store and I've opened a ticket to verify mi iron source account since the app needs to be online to activate the account, now it's been over a week and i had no response what can i do?
wait longer?
yeah thanks for that 🤣
I don't know what kind of answer you were expecting
to receive play store support in this discord server that has nothing to do with it
duh
just your experiences if it's normal or how long does it take to usually respond
honestly the only 2 options you really have is contacting them
or waiting
thats about it.
and it's no playstore support
hi - im opening up the playtesting for the early beta of streets of miami if any1 is interested in testing n stuff - just dm me 🙂 (meta quest / VR is required)
If you're looking for playtesters make a thread in #1180170818983051344
🤔
Yes google very helpful I'll just go thank you very much
i need to activate ironsource account what does it have to do with play console? just asking
then how can anyone on this server even help with that lol
cause you make the activation request sending a ticket to unity support giving the link of the game
!support
Take a look at #🔎┃find-a-channel
You can also access Discussions for questions!
:warning: This is not a channel for official support.
Please do not ping admins, moderators, or staff with Unity issues.
Access our Help Center for Unity Support.
Yeah but, like, we're all just some guys on a discord.
We can't really do anything about that
ya lemme get your account login , I'll take a look
yeah and i was just asking again i didn't mean to create confusion about it just wanted to know if anyone has had any similar experiences
noice
tyty
sadly I hate vr with a passion since I have a valve index but I also have a laptop and adapters don't work to connect the two.
game looks cool though.
👋
Do anyone else have issues with subscribing to DevOps ? It doesnt accept my debit card, may because of showing $ price and i am from eu/italy ?
doesnt seem relevant to this server but your bank would do currency conversion for you
Hi o/ Question, when would you guys consider starting to get into multiplayer coding? I'm still not too confedent with everything c# related and wondered when you think a good time is. Anything I should look at/understand before diving in?
if I knew anything about realistic character modelling I'd have it made. Both life and the 3d model.
Honestly for most of my programming I use my Visual Studio's copilot. I tweak some of it myself but when I have no idea what I'm doing I give it a specific prompt and let it work.
I just got to the part of the unity pathway that deals with getters and setters. I struggled with these massivley when I was trying to learn JS before
Its better to think of properties as a nicer way of writing a getter and setter function
Popular solutions such as unitys networking for gameobjects or mirror offer similar features, networked behaviours, fields/variables and methods.
Its important to understand how these get used and work to be able to make a multiplayer game properly.
Mind giving an example of something like that? I'm trying to understand that kind of function.
hey all, I just finished an online unity course and figured now would be the best time to get into making my first from-scratch game. I wanted to make a simple chess-based roguelike.
What's the best way to make a grid system? like each chess piece takes up one spot, i can calculate where each piece can move, etc. Should I just make like a 2D array and then create a chess board based on that?
something like this from fire emblem, if you can't picture what I'm saying
unity has it's own Grid component you can use. or a Tilemap (which also uses the Grid component)
Hey guys, I've been trying to make my spaceship move forward... when you press w, but it's not working for me. Instead, the spaceship is moving sideways. I've already checked if the model was in the incorrect orientation, but it is correct.
Here is the code: using UnityEngine;
public class PlayerSpaceship : MonoBehaviour
{
Rigidbody spaceshipRB;
//inputs
float verticalMove;
float horizontalMove;
float mouseInputX;
float mouseInputY;
float rollInput;
//speed multipliers
[SerializeField]
float speedMult = 1;
[SerializeField]
float speedMultAngle = 0.5f;
[SerializeField]
float speedMultRoll = 0.05f;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
Cursor.lockState = CursorLockMode.Locked;
spaceshipRB = GetComponent<Rigidbody>();
}
// Update is called once per frame
void Update()
{
verticalMove = Input.GetAxis("Vertical");
horizontalMove = Input.GetAxis("Horizontal");
rollInput = Input.GetAxis("Roll");
mouseInputX = Input.GetAxis("Mouse X");
mouseInputY = Input.GetAxis("Mouse Y");
}
void FixedUpdate()
{
spaceshipRB.AddForce(spaceshipRB.transform.TransformDirection(Vector3.forward) * verticalMove * speedMult, ForceMode.VelocityChange);
}
}
even if the model is oriented right, a child or parent using the script might be wrong. Double check. If it's not that then I don't know I'm sorry.
a few things to note:
spaceshipRB.transform.TransformDirection(Vector3.forward)is equivalent to justspaceshipRB.transform.forward- make sure your tool handle is set to Local rotation rather than Global rotation so you can be absolutely sure that the object is rotated correctly, and keep in mind that it is using the
spaceshipRBobject's rotation so if that is different than the object this component is on you need to consider that too
!code 👇 and finally, see below for how to correctly share 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.
this is probably a dumb question but im still a beginner so i guess its okay lol
should the units be on the intersection between lines, or in the actual middle of the square? I'll be using a tileset for textures eventually
the left picture is the middle of the square, and the right picture is unity's default, at the intersection
it can probably be either one, im just wondering which is easier
the first image is what it would look like when using a grid or tilemap, this is expected behavior. the second image is where the actual position is located on a unit boundary
i have a parent empty object that the script is in
If I'm right, I've had that problem. If one of them is oriented incorrectly, you might have to ungroup the pieces, orient them all separately, then group them back together. I'd ask someone else to make sure there isn't a better way to do that.
Could I go into blender and fix the orientation there?
i might be the only one here who prolly got 0 knowledge about coding in unity
Maybe, but I'm not the one to ask about that tbh. I really try but I know next to nothing about blender except what I've done in it myself, which isn't much.
I'm getting back into Unity, is there any good tutorials just to make a project?
<@&502884371011731486> if possible can someone please delete my devlog? I want to make a new one cause I messed up and deleted something in my old one and had to get rid of the whole thing.
Thank you.
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
what do you mean " just to make a project? " anyway thats vague as hell
open hub. new project
Aaand I've remade my devlog. Gotta put all the stuff back up but there wasn't a whole lot to begin with so it's fine.
what inventory system should I go for? There's the grid slot inventory (which I could also go the Resident Evil and other games route and make it where you have to find a way to increase your slots), list inventory like in Kingdom Hearts or something, and The Last of Us that doesn't really have an "inventory", but a set limit of crafting components/craftable items.
go for slots, I like them best
a list would probably be good for a Skyrim like fantasy game
!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**
I found a unity package with a animation in it that i like and it works fine in unity with my model but when i use the fbx exporter to try and bring it to blender with my model it just twist and turns in place and i cant figure out how to get it fixed. its the gmod dance animation
what
!collab and this message is an info hazard, removing it...
: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**
Im confused
If you are asking game dev question, use some punctuation and sentenses. If you are looking for collab, see the link
sorry just saw this. Thanks I'll keep it in mind for when I get to it. I'm working on a journal for text/audio logs right now.
I need help for collaborating with someone?
im not sure if im looking for collaboration or something
im just needing help for making a game
but where do i look?
!Learn - all the help you need is here. Start learning.
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
@lethal dirge If you are looking for collab and can't figure out how a forum works, with all the instrustions written in-front of you. I don't think you are ready for collaboration.
Okay ill look at the unity learn thing but im sorry but i dont know where to look its confusing to me i dont know if its because im slow or something but im trying to learn so i apoligize
Unity Learn will teach you how to use the engine, and scripting language (C#) to code logic with Unitys API, you can also look at their documentation and manual about certain engine and API features - if your stuck with trying to do some very specific thing, you can try looking up tutorials or forming a clear question on exactly what your stuck on, what you tried, what happened when you tried and what youd like to have happen instead (along with any relevant code snippts and screenshots/videos, you can use code-paste sites if its more than a few lines), then others could guide you toward resources or provide some details that might help (but no one will write the code for you) - if you ARE looking for someone to write the code for you, then youd be looking to collaborate or hire someone, which is not done on this discord (there is a forum for that instead)
No no i dont want anyone to write the code for me i just wanted to learn more about coding because i did a bunch of cources and turtorials already but im just struggling to do something correctly like i make a code but it always has erorrs so i ask ai and still dont work so i look up turtorilas and it dont work either so thank you guys for giving me this thing to learn from i didnt know it was here i may have been looking at the wrong places i have boon looking on youtube, tiktok, google, ai, and i couldnt figure it out like actually learn from it so thanks i will take advantage of this help and learn and experience it thanks for the help
Im just new and needed help for figuring out how to be better if that makes sense
Oh and a problem i have is after knowing how to do something specific i dont know how to implement it into something else
First identify where your gaps in the knowledge are. The community can help you with that, but you need to provide more details. For example share code that you wrote that produces errors and explain what you do and don't understand about it. Then we might be able to point you towards the right learning resources.
Okay do i do that in this chat or a different one?
If you're gonna share code, then in one of the coding channels. #💻┃code-beginner
Okay thanks for letting me know
Im sorry for asking again but does anyone have a detailed explanation on where to look on therer i look at their cources and ive been on it since you guys showed me and im kinda confused?
i see a lof of 2d cources but i see no 3d ones i am more of a 3d one but does that matter if it doesnt than should i look at the 2d ones for now till i get better?
there definitely are 3d courses, maybe you aren't using the right search terms
excuse me? its just invisible.
If i duplicate this the dupe shows but the original still doesn't
Reopened scene and still not showing
kinda looks like it's behind that wall?
argh just noticed this is different
nono
didn't even know that was a thing lol
must have clicked on accident
Is there something similar to FindObjectByType that works in the project windows instead of heirarchy
why not just use a serialized reference (in both cases tbh)
Do you mean In Editor only? Then
using UnityEditor;
string[] guids = AssetDatabase.FindAssets("t:MyScriptableObject");
foreach (string guid in guids)
{
string path = AssetDatabase.GUIDToAssetPath(guid);
MyScriptableObject asset = AssetDatabase.LoadAssetAtPath<MyScriptableObject>(path);
Debug.Log(asset.name);
}
On runtime, you could use Resources.Load
And yes, depending on the use-case, a Serialized Reference might just be your best solution
Hey, guys! I have a question. In object pooling pattern, why don't we use a struct instead of a class for the items in pool? I was just wondering whats the reason?
I want it in runtime .
shortest answer would probably be that it doesn't matter that much
So, you can use a struct as well?
i mean maybe
I just prefer not to use strings. (paths)
what problem are you trying to solve
that is some solution you have issues with, not the problem
I asked AI the answer was:
structs are copied when used, so object pooling would give you a copy instead of the original object to reuse
that doesn't give you more info
maybe there is something AI didn't provide
is my coding good ? (im new)
I was watching code monkey's video on GameAssets where he also uses Resources.Load.
I was just curious to see if we can do this without strings. since a lot of updates have been done in since then.
this is like, a semi-professional space, yknow
If your IDE is not underlining errors in red or autocompleting code,
please configure it using the link below:
wait what?
So, based on AI it's possible to use both Struct & Class in this case because the class returns the original object and the struct actually just returns the copy so its the same thing at the end of the day
ok there we go, two main options
you can use the generic version of Resources via Resources.LoadAll<>
or you could make a ScriptableObject that holds a list of your prefabs that you manually populate, and you would just reference the collection through that scriptableobject instance/asset
what does it do ?
it makes your ide help you
im trash noob what is an ide ???
Thanks bro.
not in like, an AI writing code for you kind of way
but in a "you did this specific part wrong btw" kind of way
I'm not interested in spending time correcting ai answers for you. I am of the belief AI lied to you and/or answered a different question then what you asked. do what you will with this response
it's the app you write code in
ohhh
So, could you please explain ?
What the difference?
Bro if the answer is different from what AI told me then I have to know.
Also there is this thing. Resources.FindObjectsOfTypeAll<T>()
IDK what is this for?
consider googling "c# value types vs ref types" and read docs
thats basically Object.FindObjectsOfType<> but it covers some secret stuff, you don't need it for what you asked
why i cant add the script ??
it's not a monobehaviour, as the error says
consider using a proper guide/tutorial instead of going about randomly hoping it'll magically work
!leaern
There's no command called
leaern.
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
wonderful.
you can just do Resources.LoadAll<whateverTypeYouHave>(string.Empty) (or a specific path if you have one)
i wanna learn but the i dont understand the website
like theres a lot of thing and idk what to do
start with the Essentials Pathway. if you feel you know that, move to Junior Programmer Pathway
Follow the course https://learn.unity.com/pathway/unity-essentials It explains from the very basics.
oki
The point of object pooling is to reduce the need to allocate objects that are otherwise created very often. A very big strain on performance usually comes from object allocation (and the GC calls that come after), so an object pool solves that for the most part by allowing you to simply reuse pre-allocated objects.
A struct makes no sense here because they don't work by reference and are not allocated on the heap. They cost nothing to make and an object pool serves absolutely no purpose
So basically what you said here, but with the important detail that the whole point is reduction of allocation
Mann :P
Hello guys
I know what Object Pooling is, I understand the idea and logic of Object Pooling, I just didn't know if you can use a struct as well instead of a class.
I have another question.
I have seen many tutorials about object pooling and I was wondering why they are using a class defined inside another class like you see in the example. Basically, my question is what's the benefit of using a nested class and why do we do this?
So, you know that Object Pooling is a way to store a reference to something so you don't need to create it again, right?
convenience + contextual access (you can only access PoolItems from ObjectPooling
Like I said, it makes no sense. The point is reducing allocation, structs don't need allocation
But sure, you could do it. Probably not using anything build into Unity, but you can make your own. It's pretty much just a collection you reuse, but in the case of a struct I would assume you just want to prepare them for use?
i think this is just a lack of understanding struct thing
Probably, because I can't think of a reason other than that some object poolers allow for preparing the context
in this case, the type is nested solely so to reduce clutter
PoolItems isn't really relevant outside of ObjectPooling
so making it nested means you don't have PoolItems polluting your namespace
note that nesting a type has other consequences beyond just changing its name
notably, nested types can access private members of the enclosing type
I have several classes that all send out "requests" for input from subscribers
so I have BlendshapeController.Request and EmotionController.Request
this makes it clear that these types are very tightly related to their enclosing type
Here my question is why do we use a nested class in general doesn't matter if its object pooling or not
sick
the person above your message just answered it in detail
if you can't read it don't ask questions
!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.
convenience + contextual access
## Script Compilation Error for: MovedFromExtractor Library/Bee/artifacts/mvdfrm/UnityEditor.Apple.Extensions.Common.dll_BEF97A9127379F4A.mvfrm
## CmdLine: "C:\Program Files\Unity\Hub\Editor\6000.4.0f1\Editor\Data\netcorerun\netcorerun.exe" "C:/Program Files/Unity/Hub/Editor/6000.4.0f1/Editor/Data/Tools/BuildPipeline/Compilation/ApiUpdater/ApiUpdater.MovedFromExtractor.dll" "Library\Bee\artifacts\mvdfrm\UnityEditor.Apple.Extensions.Common.dll_BEF97A9127379F4A.mvfrm" "C:\Program Files\Unity\Hub\Editor\6000.4.0f1\Editor\Data\PlaybackEngines\iOSSupport\UnityEditor.Apple.Extensions.Common.dll"
## Output:
## Script Compilation Error for: MovedFromExtractor-Combine Library/Bee/artifacts/1900b0aP.dag/Unity.RenderPipelines.Universal.Shaders.dll.mvfrm
## CmdLine: "C:\Program Files\Unity\Hub\Editor\6000.4.0f1\Editor\Data\netcorerun\netcorerun.exe" "C:/Program Files/Unity/Hub/Editor/6000.4.0f1/Editor/Data/Tools/BuildPipeline/Compilation/ApiUpdater/ApiUpdater.MovedFromExtractor.dll" "Library/Bee/artifacts/1900b0aP.dag/Unity.RenderPipelines.Universal.Shaders.dll.mvfrm" "@Library/Bee/artifacts/1900b0aP.dag/Unity.RenderPipelines.Universal.Shaders.dll.mvfrm.rsp"
## Output:
## Script Compilation Error for: MovedFromExtractor Library/Bee/artifacts/mvdfrm/Unity.Burst.ref.dll_14316E70964BB953.mvfrm
## CmdLine: "C:\Program Files\Unity\Hub\Editor\6000.4.0f1\Editor\Data\netcorerun\netcorerun.exe"
I don't understand anything, I have empty errors in unity, and the logs always have different errors, but all of them are related to movedfromEctractor, and I don't know what to do
I don't have anaconda/conda, the paths in the registry are clean, I've tried removing the library, giving permissions to unity, adding it to the exceptions in the antivirus, unchecking the "read only" option, restarting the computer, reinstalling unity, and I don't know what to do about it.
when does this happen?
Hi! Every tree and grass I put on my terrain dissapears whenever I zoom out. It's fine if I do it manually but whenever I use the paint trees and paint grass feature it does this. How do I fix this?
when building the game? when opening the editor?
(this is a reply to Tristeza btw)
this is expected – it's not practical to render every grass/tree object at long ranges.
You should be able to adjust how aggressive this effect is in the terrain settings, though
thank you so much 😭
an empty error occurs when I start the project, but if I ignore it, there is no error in the game editor itself, and the play mode works. However, when I build the project, it crashes. After 120+ attempts to build, it was only able to build once, and it never built again. Additionally, there is a 50/50 chance of an infinite loop occurring during the compiling scripting: running backend process, regardless of whether I open the project, save the file, or build it.
I haven't observed this before. "MovedFrom" is an attribute that you can use to tell Unity that you changed the name/namespace/assembly of a type.
So I presume the "MovedFromExtractor" is responsible for finding all of those attributes
I don't have any good ideas of where to start
So my default advice would be to make a new project and see if you can build it correctly
look into 'imposters' to allow further distance with less performance hit. 'billboards', there are probably several ways
you are running a very 'beta' version of Unity. these things are not unexpected.
I have created a new project
-1073741819
*** Tundra build failed (26.42 seconds), 507 items updated, 913 evaluated
## Script Compilation Error for: MovedFromExtractor Library/Bee/artifacts/mvdfrm/UnityEngine.GraphicsStateCollectionSerializerModule.dll_6DC4755B6F4B1726.mvfrm
## CmdLine: "C:\Program Files\Unity\Hub\Editor\6000.4.0f1\Editor\Data\netcorerun\netcorerun.exe" "C:/Program Files/Unity/Hub/Editor/6000.4.0f1/Editor/Data/Tools/BuildPipeline/Compilation/ApiUpdater/ApiUpdater.MovedFromExtractor.dll" "Library\Bee\artifacts\mvdfrm\UnityEngine.GraphicsStateCollectionSerializerModule.dll_6DC4755B6F4B1726.mvfrm" "C:\Program Files\Unity\Hub\Editor\6000.4.0f1\Editor\Data\Managed\UnityEngine\UnityEngine.GraphicsStateCollectionSerializerModule.dll"
## Output:
## Script Compilation Error for: MovedFromExtractor Library/Bee/artifacts/mvdfrm/Unity.Collections.LowLevel.ILSupport.dll_480CD76956675265.mvfrm
## CmdLine: "C:\Program Files\Unity\Hub\Editor\6000.4.0f1\Editor\Data\netcorerun\netcorerun.exe" "C:/Program Files/Unity/Hub/Editor/6000.4.0f1/Editor/Data/Tools/BuildPipeline/Compilation/ApiUpdater/ApiUpdater.MovedFromExtractor.dll" "Library\Bee\artifacts\mvdfrm\Unity.Collections.LowLevel.ILSupport.dll_480CD76956675265.mvfrm" "Library\PackageCache\com.unity.collections@538ace9075bc\Unity.Collections.LowLevel.ILSupport\Unity.Collections.LowLevel.ILSupport.dll"
## Output:
## Script Compilation Error for: MovedFromExtractor Library/Bee/artifacts/mvdfrm/Unity.Burst.Cecil.Rocks.dll_4C2808B8211B856F.mvfrm
## CmdLine: "C:\Program Files\Unity\Hub\Editor\6000.4.0f1\Editor\Data\netcorerun\netcorerun.exe"
try it in 6000.0.71, or 6000.3.x. i'd bet they do not exist
Okay, I'll try.
thank you!
Hi,Need help
I'm working in Unity 6000.3.9f1. - 2D project.
I've been tasked with using the sprite library asset - value .
I need to change character customization by overriding the base animation sprites.
The problem is that the game has a lot of animations, and each animation has up to 40 frames.
I have to manually drag each frame into the animation override slot. This is incredibly time-consuming and inconvenient. I tried asking AI if it's possible to write a script for the Editor that would automatically replace sprites.
It gave me several options, but they don't work. I'd like to ask people who work on this - is this even possible?
I want to replace all the sprites at once, I don't want to change them one by one, which requires too many clicks... or is the API closed, and all I can do is manually iterate through the sprites. I can't believe the developers didn't consider this inconvenience...
you may want to talk to #🖼️┃2d-tools or possibly #🏃┃animation
or more likely ask in whatever help channels are available for that asset
oh, i assumed it was native. i do not work with 2d
oop it apparently is part of the 2d animation package, that's my bad
but it looks like it should be fairly straight forward for modifying it
https://docs.unity3d.com/Packages/com.unity.2d.animation@15.0/api/UnityEngine.U2D.Animation.SpriteLibraryAsset.html
just make sure to mark it as dirty after doing so like you would when modifying any other SO/asset at edit time
I need help, Does anyone know why the camera keeps shaking that way and how i can resolve 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.
"C:\Program Files\Unity\Hub\Editor\6000.3.11f1\Editor\Data\netcorerun\netcorerun.exe" "C:/Program Files/Unity/Hub/Editor/6000.3.11f1/Editor/Data/Tools/BuildPipeline/Compilation/ApiUpdater/ApiUpdater.MovedFromExtractor.dll" "Library\Bee\artifacts\mvdfrm\UnityEngine.UmbraModule.dll_CF16396B9654A852.mvfrm" "C:\Program Files\Unity\Hub\Editor\6000.3.11f1\Editor\Data\Managed\UnityEngine\UnityEngine.UmbraModule.dll"
##### ExitCode
-1073741819
*** Tundra build failed (6.10 seconds), 476 items updated, 857 evaluated
## Script Compilation Error for: MovedFromExtractor Library/Bee/artifacts/mvdfrm/UnityEditor.UmbraModule.dll_08E97D0764D777AD.mvfrm
## CmdLine: "C:\Program Files\Unity\Hub\Editor\6000.3.11f1\Editor\Data\netcorerun\netcorerun.exe" "C:/Program Files/Unity/Hub/Editor/6000.3.11f1/Editor/Data/Tools/BuildPipeline/Compilation/ApiUpdater/ApiUpdater.MovedFromExtractor.dll" "Library\Bee\artifacts\mvdfrm\UnityEditor.UmbraModule.dll_08E97D0764D777AD.mvfrm" "C:\Program Files\Unity\Hub\Editor\6000.3.11f1\Editor\Data\Managed\UnityEngine\UnityEditor.UmbraModule.dll"
## Output:
## Script Compilation Error for: MovedFromExtractor Library/Bee/artifacts/mvdfrm/UnityEngine.UmbraModule.dll_CF16396B9654A852.mvfrm
## CmdLine: "C:\Program Files\Unity\Hub\Editor\6000.3.11f1\Editor\Data\netcorerun\netcorerun.exe" "C:/Program Files/Unity/Hub/Editor/6000.3.11f1/Editor/Data/Tools/BuildPipeline/Compilation/ApiUpdater/ApiUpdater.MovedFromExtractor.dll" "Library\Bee\artifacts\mvdfrm\UnityEngine.UmbraModule.dll_CF16396B9654A852.mvfrm" "C:\Program Files\Unity\Hub\Editor\6000.3.11f1\Editor\Data\Managed\UnityEngine\UnityEngine.UmbraModule.dll"
## Output:
6000.3.11f1
that is odd. i'd suggest filing a bug report at this point. has googling revealed anyone else with the issue?
is default project
yes, I've already tried, and I've been surfing the forums, anyway, thanks for the idea of the old version.
are you on windows?
win 10 pro
i saw a suggestion to change the Locale in control panel
another suggestion is deleting %LOCALAPPDATA%\Unity\cache
and also Library/Bee in your project folder, before launcing again
of course, make sure you do not have your project in a OneDrive controlled folder.
are you using a third party antivirus, or just the windows defender?
yes, I tried to do it all, caches are everywhere and everywhere.
right, right. i am just copying over info i am reading
I think it's time to demolish Windows
come join us over on linux 🙂
one other suggestion was ensuring/reinstalling dot net sdk
I've been trying this too, I've been sitting with this for three days now, I've tried quite a lot.
yeah, you've already done more than i could find in my searches. so, just noise from me at this point. good luck to you, and perhaps try the bug report, but IDK how far that is going to get you
thanks
Someone thats good at messing with probuilder i can ask some questions ?
is there a way to copy paste one object from a group into another? right now when I copy an object, select another group, it will paste outside that new group, not in it
go ahead and ask in #🛠️┃probuilder
right click the target object; there's a "Paste as Child" option
ah ty
If I posted my game in my devlog as just a concept with no clear objective yet, would anyone give me feedback on what to change with what's already there?
maybe, might as well try
Try the unity website maybe. Or uninstall and reinstall
but i still need it connected
Hello, anyone have some guides for the text trigger, like documentation or tutorials please?
what do you mean "the text trigger" ?
lol some new bugs or what
Are you signed in? Unity Services is things like cloud save storage, matchmaking, etc., you might not even be using any of them
add a trigger then upon colliding with it then make the text appear
Which part do you not know how to do, detect a trigger collision or make an object appear
there are so many tutorials that show how to make something happen when you enter triggers
all you need is SetActive method
It's basically when you move to a specific area, the text will appear, thats all
I'm quite new to coding in general so yeah
So which part do you not know how to do
the trigger collision or the making an object appear
Nevermind I closed it and reopened. I must have run the editor too long and it timed out or something. I think I forgot to close it after I saved last night.
Hello guys!
Hiya
Sorry, I'm quite new I don't understand at all, all I need is just a tutorial about it haha, sorry.
importantly, "detect when you enter a trigger collider" and "turn on a text object" are two separate problems
if you actually done your research though ? cause its easy to find
so, one of these two things must be the thing you're having toruble with
Yes, but not that much
Any suggestions please?
instead of searching tutorials for specific thing, you break it down into more generalized parts
like the collision/trigger detection first, then "how to activate a gameobject" etc
Thank you so much!
Is there a "help wanted" channel here? If so, could someone show me where it is?
Yes
No, there is not. follow that link ⬇️
: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**
ok
dont crosspost
someone said they wanted to try it but I couldn't find who. Sorry
actually nobody said that, someone just pointed out that if you were to post it that you maybe would get feedback and that you should just try posting it to see (since you specifically asked if anyone would give you feedback if you posted a devlog)
Okay I wasn't trying to be rude or anything, again sorry.
but why would you claim you couldnt find "who" said it when it was very obviously digi a few messages above...
Okay, fine I'll just delete it. I scrolled and didn't see it, okay? I already apologized I literally don't know what else to do. I'm really not trying to be difficult I just didn't see the reply when I scrolled back up. Can we please drop it?
I have a question.
I am making a game with a first person camera. I have a code that locks the curser in the centre of the game, and disables the mouse when I'm tabbed out the game.
In Unity when you aren't on the game window, the camera still moves because I'm still clicking on the editor window. Then when happens is, when I click back on the game my alignment is a bit weird.
My question is. When the game is compiled, this won't be an issue no more will it? This is just something that happens within the editor?
rather than people guessing, it is probably wise to simply spend a few minutes and make a test build
Why this ?
what are we looking at ? what are you trying to do?
OKAY guys, I need a little help here
does anyone here know how to use the https://github.com/mik3y/usb-serial-for-android ?
I want to make an app on my phone that uses an arduino board plugged into it, all I need is the basic "serial.read" function, can anyone here show me how to use it?
how did i remove the layer
Write some java or use unitys JNI API to interact with the library. You need to add it to your gradle manifest manually or use external dep manager to handle it.
I have my area building on my main camera it's alright, but on the second camera its somewhere above the testroom. How do I sync them (cameras) ?
so basically, I download the library, drag and drop it into unity to use it, open my .gradle file and add some lines to it to make it interact with the library and voila?
Mostly. Check the unity docs on JNI
thanks, imma go do it right now
you probably set it to a layer set to an empty name (or removed the name of the layer it was set to)
it was a new object though
its not a problem just a bit confusing
If you created the layer during Play mode then it disappears when you quit playing
oh makes sense
did you import this asset ?
assignment no ?
pretty sure you can still create them just fine during playmode
What ways are common for people to organize scripts under the player?
put it on the player - done
Nope, the layers don't persist
Apart from third party inspector assets or something, there isnt any really
I would kinda expect them to persist, like most other project-wide settings tho 🤔
I recall it does cause its like global.
I just tried it to double check and it does stay
Usually its blank when you import an asset that had a Layer assigned you don't have at that index
or OP deleted / moved the Layer to another index and left that one blank
the problem here is that I wanna syncronize my cameras so that one ( my main camera) is the one im flying with and my test camera is the static one, but my test camera sees plane detections and object on those planes somewhere above the room , what could be the problem ?
I also tested and it does not stay 😅 I'm on 6000.3.3f1
Or maybe something in your project is setting the tags & layers asset dirty or something
Ohhh thats scuffed..I tried it on 6.0 could that be it ? weird
No I mean like do people put scripts under one organized folder as a child of the player, or are the scripts attached to each part; like a collision script on the collider, or just referencing it while the script is separate directly under the player
I also have Domain Reload turned off for playmode maybe that has something to do with it ? @violet thunder
For organization
Ah probably
I don't use that (I mean i have it turned on)
Test with domain reload on?
"one organized folder as a child of the player"

You did not make it clear if you are refering to the inspector or project folders
Ah yes its domain reload
it nukes it
interesting..
As in, an empty object under the player game object that contains the scripts in it
Probably they have some good techical reason of doing it
But it's a bit unintuitive
Since other global stuff usually persists
oh youre asking about the hierarchy organization...
holy shit I forgot how much I dislike Domain Reload.. 1 extra minutes just to enter play mode 😠
typically the basic split is a parent game object with all your logic, then a seperate child for the visuals
at least thats what i do
some scripts make sense to put on child but for the most part you don't want to be scouting in child to find something
Makes sense
I regret doing this 🙁
the problem is you're using a really shit solution for version control and should switch to Git immediately
is git easy to use tho ?
its industry standard for a reason
Aight
UVC always has some problem and relying on unitys infastructure is a crapshoot. The integration in the editor is nice at first until its always some problem each update
Hi
takes like an hour to learn how to use the cli, the gui version even faster
Huh ? an hour to learn how to use github? 😮
Github is not Git, it just hosts Git repos
Git is a tool
download the .gitignore file
Put it in root of your project
create a new repo, upload the root . done
Your hierarchy looks like C++ code :|
just git
Why doesn't Unity let me see all the sprites I have available in the folders? I installed the 2D package, but if I'm working with canvas and want to insert some sprites into an image, it won't let me see them.
even then the very basics takes like 10 minutes
an hour is mostly if you want to be exhaustive
github as a service is whatever tbh, no real "learning curve"
yea old project im trying to revamp, at the time I was working on some embedded hardware stuff (cpp) maybe it rubbed off lol
pretty sure you need to zoom in more
wait
i think im at the wrong thread right?
No one truly understands git
#🖼️┃2d-tools would be better yes
it just works ™
seems like you may need to expand that window. there should be an eye icon that lets you toggle showing assets from packages
those are in the Packages folder hidden by default I think
there should be an eyeball icon to unhide it.. ohh just saw chris point out the same thing
ok let's see
thx
now works
Just like most fundamental parts of modern technology. OpenGL... Java in general...
One is forced to learn git when you have to work with sub modules and detached head
detached head is not that hard to understand once you understand like, the concept of branches pointing to commits and stuff
git reset is pretty peak actually
Why does the TIny5 font not support specifically 8 and 9?
also idk where you got the font from but it does
How are you rendering it?
Tried github
for some reason it didnt remember what was in the scene?
or do i have to load a scene or something?
Yes you have to load a scene
you have not opened a scene
how is this a repeated issue lmao
the info of what scene was opened last is in Library, a cache folder, which you should not commit to vcs (since separate people should be able to reopen their own last scene)
had you saved the scene and commited it to vcs?
and are you sure that's where the scene was
hmm no idea
i just took my files and put into a github folder and reloaded everything new
IIRC Importing some packages may overwrite SampleScene so it's not recommended to use that anyway
Oh the whole scene file is gone?
but all the project things is there just not how it looked when i had things in the scene
well because you dont have your scene loaded
How do i make a main scene then ? then i will just delete the sample one
you can just rename your scene
or duplicate it and rename it
if you dont want to recreate it
Like this ?
oh found the old scene
can i just rename the samplescene or should i duplicate it and rename it ?
I rolled back Windows to its factory settings, and everything worked perfectly
One question, since I’m really fast out of touch: where there any new news about Unity and Fortnite together? Or is it already there?
Ok, so no new news
Okay dumb question but how do I make the sun and camera the visible sprites in the editor like this? Cause I just can't remember what the button is or where it is.
those are visible by default, you must have changed it via this https://docs.unity3d.com/6000.3/Documentation/Manual/GizmosMenu.html
Thhey're all enabled, even the ones that the image doesn't show, and the secon image is me highlighting the player camera but it not showing up. I'm just really confused lol
ouch. that is always an annoying thing to have to do. glad you got it worked out
Guys why in my 2d platformsr game, the camera follows the player for just some time and then everything disappear except the player (a cube in this case)?
The cube is commanded by imput
Does unity still not support PriorityQueue from the System.Collections.Generic Namespace?
no because that is a .net 6 feature which unity will not support until it finally finishes the migration to the core clr which is expected later this year with 6.8
make sure that if you're using 3D gizmos, the size isn't set to something really tiny
(see the top of the gizmo menu)
Thank you I'll try it
Why is my asset so much shinnier in areas that are rough when I import it into unity?
guys how can i make objects snap on top of eachother. all the tutorials point to shioft cntrl but that just snaps a point of the object to the place not the bottom of the object
i see 2 possible reasons.
Different lighting setups
Different rendering engines
Is the roughness data in the alpha channel?
How do I do that
ah you need to export it with the unity workflow in mind
substance should have built in options for this
Put it in alpha channel..? Edit the texture in photoshop or gimp.
substance should already be able to do this....
im new to unity srry
in the export settings
Learn how to use output templates in Substance 3D Painter export window to configure texture export formats and naming.
This doesn't really require any unity knowledge. You just need to know about packing data in different channels.
Substance painter has a unity preset...
they are called output templates and they handle channel packing automatically for you
You could hold V to drag and snap by vertices.
I selected unity metallic standard
does that sound right?
but i need to place colliders on all my objects. i have allready set my scene up my hand. do you think i SHOULD do the change or it doesn tm atter if everything looks decent?
Yes as you are using the legacy renderer
URP should be used instead ideally unless this is vr chat shit
I'm not sure what you're asking here or why colliders are a concern in this case?
HA, lol
okay real quick is it bad that I made my fps in URP if I'm going for realistic? Should I do HDRP for something like that?
Not necessarily. Switching to HDRP doesn't make it "realistic" by default.
Not to mention, Unity is not working on HDRP going forward. Everything will become unified in URP.
Okay so if I manage to create HD textures and shaders and etc it should work for what I'm trying.
This is URP
And nobody knows what you're trying, so who's to say. But you can get pretty far, anyway.
Nice. And thanks
realism isnt really the deciding factor, but there are some things hdrp can do that urp cannot natively
not for some time at least
I mean my game will probably be a multi-year project (as many games are, especially indie games with even bigger ambitions than mine has). Can only do my best.
you would be surprised at how simple and easy it is to get something to look realistic
people often assume thats the hard part
True. It's just hard for me to draw realistic textures by hand lol but I'm workin on it bit by bit
nobody would ever expect someone to draw realistic textures by hand though
like if you are aiming for realism forget about drawing any textures
you use what you can find online
anything from scans, to free pbr materials
whatever you can scour
<@&502884371011731486> scam of some kind? i think 🧐
thats definitely not a real link
?softban 1047471072326467594 gambling scam
screamvault was softbanned.
I have a unity rig set up on my player armature (using the unity package) to make the right arm of my player follow a point. That point (child of the rig) doesn't allow me to move it around while the game is running (so as to make the arm follow it). Any idea why?
how to decide on the price of the game? I created minesweeper, but I don't know what price to set
you created minesweeper? a game that already exists?
i imagine $0, unless it does a lot more than the free one windows comes with
unless it has some amazing catch, you should probably make it free
🥺
you also dont have to sell every project you create
free + ads.
or a few dollars and no ads
still, you can play minesweeper for free without ads
unless this is some minesweeper deck builder rougelite 
maybe its for the phone or they have an interesting spin on it
I thought about making the price $7.99, but it's not a bagel, but it does have an editor.
$8 is pretty pricey.. games like these usually go around 1-2$ at most
in all honesty, you would be hard pressed to find anyone willing to spend 8 bucks on a minesweeper with a level editor
i looked up "minesweeper" on my phone, and im seeing about a dozen results for free versions of the game
you have to show the hierarchy and anything else relevant to the setup.
Don't sweat it, you can put a price on it if you want to. You should test out pricing and monetization strategies anyways.
You'll learn pretty quick what is priced where and why.
I think so, it's my first project, and I think it's worth that much. I'm not sure about everything, but I feel like it.
Do you also have an animation playing? How are you doing the pointing?
go for it, no one is stopping you from doing that.
just offering an opinion
its your choice at the end of the day, but if i were you, i would consider that no clone of a free game is worth more than that free game.......
if youre proud of your first project, you should probably try to get people to actually play it, free with ads would work a lot better than 8 bucks for what we are all assuming is a mobile game
maybe if it had like multiplayer VS mode or something I might consider 5$
8 is pretty steep tbh
yes, it will be free on phones + ad-free, but on PCs, I will make a paid version, at least that's the plan
what makes your paid one better than the other ones on steam?
not even on steam lol you can play minesweeper for free online
it even has a vs mode nav mentioned
and quests.... damn this kinda interesting
sure but if we are talking paid on steam
one benefit of steam it can be played on SteamOS & possibly steamdeck if OP does the controls proper
other minesweepers are on steam for money
i honestly did not know there was apparently a huge minesweeper market on steam
yeah there is like a ton
what isn't on steam these days
shit i actually want to play apparently
guess i need to get into this minesweeper market 😔
new indie rougelite with deckbuilding elements
Yes, I'm trying to create multiplayer.
easier said than done xD
You know your pricing better than us. Go for it
gotta compete with this
what I tell ya ? games like these go for a few bucks
study the competition , what features they offer then add a few extra features to increase your chances/ price
i dont think this is productive to the conversation
In any case, I need to think about it a lot more, because I won't be releasing it anytime soon. Thanks for all the advice.
best of luck
He's capable of googling prices. None of this is productive
He's probably just trolling you
I don't think so, I wanted to make a clean idea, and if it works out, I can add some fun stuff, thanks for the idea. Yes, I tried to analyze the market, but as you can see, it's around $0-7
weird assumption based on apparently nothing
he does...
thats why he asked
tf
Are you in a different convo? He ignored everything you said and decided on $8.
(But having read the messages closer I concede, I am wrong sometimes)
rancid convo vibes
I don't think I would write about it just to troll, but I'm happy to hear the opinions of other developers who have gone through this journey.
The first ~20 or so games I did was mostly just price testing at the time, testing out different monetization strategies. I'm supporting you charging more than the competition and assessing if it was worth it.
I think pulling up comparables and looking at freemium models is the wise choice. But going in at a higher value because you want to, I support that.
Thank you all, I will take this conversation into account when pricing this project.
The only small detail is it's pretty common to have a different strat for mobile vs pc
Not sure how you are drawing them, but if substance painter is out of reach, there is InstaMAT (free tier) and other tools to speed up and improve your texturing process
yes, there is an animation playing while the pointing is happening. Essentially, I have a child (ArmRAim) of a Unity Animation Rigging rig (Return Arm Rig) that has a multi-aim constraint that is constraining Arm_R of my player's skeleton ( my player skeleton is essentially the same as a minecraft/early roblox skeleton), with its source object as the ArmTarget game object that is also parented to the Return Arm Rig. i am controlling the animations through an animator on the parent of the skeleton (also the parent of the Return Arm Rig).
currently i just have the arm snap to point at the static target, but eventually i will make it point at the returning sword (see attached)
Assuming the issue is still happening
Without looking closer, the Animator will overide any transform changes you put into an Update. If that's how you are pointing. You'll want to move it to LateUpdate. Or apply an Avatar Mask possibly...
Is it ok to use DOTween (free version) for comercail use?
Id probably just apply an additive rotation to the hand in LateUpdate..
var e = transform.localEulerAngles;
e.y += 20f
transform.localEulerAngles = e;
}```
Something akin to that is the quick way. Keeping in mind I typed it on mobile so may not be great code.
I like the top hat
Also what do they mean by this? It's on their download page
Afaik the free version uses the Unity Asset Store license, so good for use with commercial use.
PrimeTween > DOTween
In your player settings you can disable safe mode, it looks like it's only used for universal windows platform in this case, which is very unlikely a platform your using. It's not used very often. It doesn't apply for normal windows games.
the problem stems not in the hand's rotation (that's working great-- thanks unity) but rather in the ArmTarget not being allowed to change it's position while the game is running. i haven't tested updating it via script, but in the inspector the position does not respond to being adjusted
IDK what do they mean by respect the copyright
DOTween is the evolution of HOTween, a Unity Tween Engine
Don't steal it and resell it as your own pretty much
I see now
I am blind
i suppose the animator could be refusing to let it move, but it doesn't seem to be functioning like how i've seen it happen, like in this video: https://youtu.be/Htl7ysv10Qs?t=451
Let's create procedural animations using Animation Rigging!
► This video is sponsored by Unity.
● Learn more about Constraints: https://docs.unity3d.com/Packages/com.unity.animation.rigging@0.3/manual/ConstraintComponents.html
●GDC talk on Animation Rigging: https://youtu.be/XjMKbElVNmg
● Download the Skeleton: https://assetstore.unit...
It's been a long time I messed with the ragdolls and animators but I think you gotta be disabling the animator for it to work.
Im not sure about that. I think the point of it would be to override the animator while the animation still plays. mabye the target simply should be located elsewhere in the hierarchy?
yes the IK does override the Animator and it does need it to function properly
this isn't Ragdolls, its Inverse Kinematic
you cropped out the hierarchy its difficult to deduce what's going on...
told you
here is an earlier message with the hierarchy #💻┃unity-talk message
which component are you using for that TwoBone- IK ?
weirdest editor bug oat
cant drag anything around
not assets, nothing in a scene
reset already twice... even deleted the library folder
anyone experience anything similar?
not sure what you are referring to, but here is a screenshor pointing out the components of the multi-aim constraint
ohh multiaim constraint.. thought you were doing bones
have you tried moving the target out of the skeleton ?
the up and aim axis also look incorrect but don't think that should mess with the target itself
ill do that now. the video i watched that explained unity's rigging constraints had the target parented by the rig. the up and aim axis worked when i changed them so i didn't question it
actually that seems to work. cool
the "Aim" is where you want the forward to point towards too "look at" in most cases thats the blue arrow
that makes sense
thanks
where is the target in the hierarchy of that particular example, out of curiosity
for mine is completely out of the player controller because it follows the mouse
at least is working now lol
ikr
Okay does anybody know a youtube or a guide for actual level building? I just can't figure out modeling a hallway piece or something and then putting a material to it while making it stretch and fit to those pieces.
either a #🛠️┃probuilder thing or a different server thing
haha fair enough
Making something "stretch and fit" is called "UV Unwrapping", or if everything is a flat plane, then you can use UV tiling in Unity (or Blender if you want) to repeat your texture, youll want to work with a "seamless" texture though so its harder to see where your pattern begins and ends on the hallway, that should give you some topics to research - if you just mean level design in general, you may be able to find Blender tutorials or tutorials from level designers and game designers on YouTube, depending on the techniques your wanting to learn
Don't stretch the material
Use modular parts with UVs
The engine must not overwork
It did look like a really cool game though
Okay UV Unwrapping and Tiling. Legit going to make an actual note of those for later cause it's late and I need to get up early in the morning lol
Also the seemless texture thing too
Oh yeah, scanorrl mentions a good point, using multiple modular parts is also a good idea and a common approach to level design (especially when prototyping)
modular parts. I'll make a note of that too, cause I'm not sure if I know the term, I can't remember off hand.
If you worked with store assets or prefabs before, you probably worked with modular assets as well, its basically creating sections of something so you can stack and extend it by repeating it, for example a single step for a staircase, or a window that you can space 10m apart to make a hallway with windows, etc
Tell me if I'm right then cause I just looked it up too. Basically a reusable piece for ease of access without having to make the same thing over and over separately?
Anyone know a good pack or single asset for a Tow Truck that would blend in well with Synty packs?
the Polygon series specifically
highly specific, also not a unity queston
doesnt really seem to be a general channel so this seemed most fitting since i want it for unity
So basically this is a bad thing to do then, I'm fairly certain. Image with red on lower half is correct, the other image's texture is upside down.
@lucid dome there isn't one most of them are for unity help question
you can probably look for any "low-poly" asset and should always be one that fits close enough
looked through dozens and they all stick out immediately which is why i figured its worth asking here
pretty sure they dont have one i own most of the polygon packs and also tried the search tool i figured one of the packs might like city or construction but no luck.
use probuilder https://www.youtube.com/watch?v=VCt3UoGnlLI
its whats made for
UPDATE: I've built a newer version! https://youtu.be/14rB2bAL3Us
stretching cubes aint gonna do it
the new probuilder has improved so much too, and very easy to use
yes, the original author is working on something even better
for the one he sold to Unity? or a new thing on his own?
yes, his own thing
progress in unity seems slow
Thank you I'll watch it either before I conk out or tomorrow
yeah, them getting rid of poly brush was a good move with that stuff so maybe they will focus more on pro builder and some of those tools now
we'll see , unity tends to abandon shit out of nowhere
yup but atleast majority of the stuff they abandon they should have abandoned years before they did
like what were they thinking with their own scripting language thing lol
i almost started learning it when i started lol
so glad i didnt
they should not have abandoned new terrain stuff
they should not have abandoned the behaviour graph stuff
the terrain has always been pretty awful, they should almost completely revamp it at this point
the one thing i hated them getting rid of though was that project Gigaya i think it was called
that was amazing, but that stupid CEO scrapped it entirely
I wouldn't soley put that on the ceo..
they did not want to spend the time and money to build a internal game
not like Fortnite and unreal
rough comparison today :/
which is fine but they should have released what they had instead of scrapping it all, they were pretty far along
not the battle royale crap we have today, I mean the original
the stuff they were showing and releasing was really cool
no i mean
zombie survival
1000 people at epic cut today
my favorite game is pixel gun 3d, and roblox and others games, i Used ChatGPT to convert Ex||tracted|| pg3d 7.1.1 Graphic to roblox lighting looks perfect 90% or 100%, i know pg3d 7.1.1 does using Oldest unity engine
i think i found enough various objects in scattered synty packs to mashup a pretty awesome tow truck actually, will take a lot of finesse and random models though
@copper gust true. but Unity has been axing teams working on good projects for a while
and I haven't even been around long and noticed
you can put your ai rbolox stuff in another server
if this violates unity rules and u moderator, reply this, i delete
yeah even back in like unity 3.x and 4.x days they would do crazy random layoffs or completely pivot
its roblox
this is a unity server
who cares
you dont need a moderator to know its the wrong place
i dont understand
clearly
average roblox player
Anyonek now how to fix this? I apply a texture ot my vrm's body, and the scales face hte wrong way on the hand and fingers, how would i be able to fix that?
is this a vrchat
how to fix object table stable stand
fix what
Brother, this is not a fuel can on the table, it is actually spawning in the center of the table.
so fix your spawning code to account for the offset
not a great sign
did you write this code
do you know what any of this code does?
how tf did you get 🔥 in your commnets ~_~
ask the person who wrote it
means
we won't help you
why
we don't want to fix ai
its like you had a mechanic fix your car for years, then all the sudden you're asking the mechanic to explain to you how change the timing belts on your engine because car isn't working properly anymore
it would be a moot point
you would ask every step " which one? this one. ok now what next?"
I'd change that wording a bit to be like you had a new mechanic that isnt the most well versed in cars fix your car for years (ignore the fact that he would've learned) then went to another one and asked him to explain how you can now fix this car yourself.
The newbie mechanic almost certainly made changes that would make it harder for this new mechanic to go through let alone while teaching you the process
true the previous mechanic knew just enough to keep you fooled it was fixing it
. Even if we explained to you where to fix what good will that do? because you have no idea which line even does what
using the term mechanic is funny seeing that the mechanic is functioning as programmed 😛
yeah I give gpt some credit for even getting it to spawn, kinda interesting magic numbers were used outta nowhere instead of variables for refinement
So what should I do, reject ChatGpt
i dont tbh, its probably just a whole chunk taken off someones github
use AI as a tool for learning and performing tedious tasks, Don't try to just have it write the whole project for you when you don't understand what it's doing
But I want to learn code for free Unity and C# course
at least learn enough to understand what its telling you
there's plenty of resources, some good ones pinned in #💻┃code-beginner
cross reference and check the sources.
gpt can nudge you in the wrong direction if you let it.. You need a baseline you can fallback on to recognize the wrong
I've noticed that LLMs love magic numbers
thats because people love magic numbers
could be scary indication of the material it learned from has many using magic numbers
magic numbers are just too magical ai wants them too ✨
simply too much magic
I was just making a battle royale game, so I bought Chatagapt Pro and after that, 45% of the game was made.
and now 1 little thing broke and you have no idea what to even look for or modify to fix
pareto principle. You still have 85%+ of the work left.
This from public repos?
and its supposed to be multiplayer... yikes..
idk man you're in pretty bad shape here if you can't even figure offset of an object how will you deal with networking breaking
@rare cliff
loves gobbling up these magics
pretty sure thats ngo and photon in the same project too
wait, where is the ngo part?
I only see the photon component
Ngo one doesn't have cool icons
oh does photon networkobjects look like that? could of sworn newer ngo ones looked similar
might be my b
unless its different in 6.3 unity, I only use 6.0 its a regular boring component
either way project is cooked considering the seemingly stolen pubg assets and potential non commercial assets ripped off sketchfab
ya assets can be placeholders though, least of their problems 😂
It's definitely Photon Fusion
You can tell because of the log at the bottom 😛
and the inspectors
maybe they will win GOTY 😛
ngo one no header 🙁
0.05 when its just the "right" amount of offset lol
even an adjustable number in inspector it still wouldn't fit all objects, it might be a good offset for 1 object but not another.
They really need to do some math and take half the collider or bounds
lethal company has like 3 rot vector3s per object for three different situations 😅
at that point you can't even use the pivot , some object might have it in middle but others on corner
their codes public?
there are thousands of free courses on youtube for that
no im just a big modder who has a parasocial relationship with their codebase
or used DotPeek :X
i've helped fixed some bugs its ok 😛
Hey bro, I was wondering—is the Rigidbody component used in multiplayer setups within the Photon Fusion network?
what is NGO
in ngo server-client setup it turns it into kinematics for client, the server is the one who will simulate it and relay that to the kinematics
means
this across all objects?
per object
that makes more sense
making big multiplayer games are very complicated
brodder you chose too much of a complex project to start with
might take a long time to learn
if you're just a beginner trying to make a networked multiplayer game is much too complicated
this, i've tried twice given up both times never want to again ~_~
its very annoying
yeah it does complicate everything x3
did 4 player blackjack and took me half a year just do get a simple thing like that done
I cant imagine doing something like a RPG or some shit
racing games or player reconciliation heavy 
yeah anything with prediction miss me with that
yeah those really need a good team with years of networking xp
its cool when it works testing locally on your pc with multiple windows..optimal connection
NGO has some tools to test latency / simulate bad connections and my entire approach to how i did certain items in ngo changed
because latency changes everything
i hate NGO it's awesome
i'm still infinitely bothered by ngo networkvariables not invoking their event when initially synced
it's almost a great system but bleh
there are a few weird caveats but its overall pretty much plug n play to get something decent goin
sometimes Its hard to distinguish between the Dunning Kruger effect or disillusionment of gamedev in general
I guess games make things "look easier" to make
i sit in the pit of "i know nothing" until i get something to work than i go oh now i know this up until i need to know it later
For me? No, it's a VRM 3d model for Warudo, nto VRChat
ah, you'll have to hit up that kinda community
vrm stuff is specific to those kinda communities
I figured unity would be alright since it invovles textures on a humanoid model not facing the right way, maybe something to do with uv mapping
common enough someone herem ight know lol
the TYPE ofmodel shouldn't matter, right? unless UV mapped unity models are rare and specific to vrchat and vrms, and i wasn't aware of that
you would need something like blender
just checking cause i've always assumed unity handles this internally but i dont need to GC collect instances of classes without any references right?
it should get collected by gc automatically
but thats assuming nothing else is holding onto it like an event sub or sum
alrighty
only ~~gameobjects ~~Unity.Object require Destroy() to be called n be explicit
Unity.Object's* right?
The new 6.4 lists w/w the scroll bars are a bit... glitchy lol (opened list, scrolled down, scrolled up)
How do you guys make a new forum post/topic? Am I missing a button somewhere?
I am logged in.
where are you trying to post ? are you in the category or just seeing by tag
you should have this
I am also missing the "+ New Topic" Button
maybe they're doing something with the website
For example in Localization. But I cannot see button anywhere
I created one not too long ago, was def where PraetorBlue showed when I did. Missing it now unless I go to the "Getting Started" section and ONLY that section has it.
ooh, same here
but you can only create a "getting started" topic through that so
i'd say they're doing something
try again in an hour or so maybe
you're viewing tags.
You have to go to the category
then you can select "Localization"
Thanks! It is confusing though 🙂
what happened to fog in unity nowadays? didnt it use to be inside post processing and so simple to tweak and setup? how tf do i make a local fog now?
why unity keeps doing this, keeps moving stuff around that shouldnt be moved
fog is not post processing
it keeps being less and less QoF engine
what pipeline are you using
urp
urp doesn't have local fog afaik
not as a default feature
it's one of the bigger appeals of HDRP
i remember making local fog in urp years ago in post processing
Talking about this?
idk exactly whats that
no, thats the bad one, which is currently the only one i can find
it has 0 options
it sounds like you either had a third party asset or you were using hdrp
i didnt, i simply remember using all default unity stuff and easily adding fog and chahing it and whatnot
i literally have a picture in my brain from back in the day
There is no fog for URP as deferred renderer is missing in the pipeline
what i'm personally aware of and what i found online conflicts with your memory
your more than welcome to research it
there was fog years ago, but the default fog env setting now covers all objects, which was not the case years ago
im not much of a programmer, so i defintly wasnt using some complex features, all i can remember is i was able to put local fog and tweak 1000 settings for it in 2 clicks
like these?
you most likely mean this: https://docs.unity3d.com/Packages/com.unity.postprocessing@3.5/manual/Deferred-Fog.html
i mean idk whats the differnce between deffered and normal fog
i just want to be able to make a certain area with fog and change its looks
then you want hdrp
i dont want global fog and with 0 options to play around
are you matching these requirements? then you can use the screenspace fog post processing: https://docs.unity3d.com/Packages/com.unity.postprocessing@3.5/manual/requirements.html
as you can see, its only covering older versions
Did you read the page?
its not nowdays, nothing has changed
it just shows package for post process
you probably want HDRP or a third party asset
if you want it specialised to a location in the scene
Also don't use the PP package. It's meant for the built-in pipeline which you probably don't use
At some point (if I remember correctly) things changed and URP got its own PostProcessing settings instead of using the package. Correct me if I am wrong. So back then, it was possible to use the fog PP effect with URP from the package.
my god i think ill just learn unreal, unity keeps pissing me off every time i come back to it
ima be real homie i think you just remembered wrong
i need to learn 50 guides and use 700 braincells in order to put down fkin local fog
correct but it doesn't have many options and i don't think it is "local" like what is being described
