#💻┃unity-talk
1 messages · Page 101 of 1
local fog solutions are relatively expensive to run
"just learn unreal", love it 😄
its why people struggle to run lethal company lol
Doesn't seem rocket science to me. If you are using HDRP, this should do https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@14.0/manual/Local-Volumetric-Fog.html
URP doesn't have that so either upgrade to HDRP or try to find some third party asset that does that
the game doesnt just use sprites of fog generated from a particle effect / visual effects graph???
seems kinda pointless
looks cool
maybe i wouldn't know i havent played the game myself
but i meant more so compared to the rest of the graphics in the game it feels silly to go high quality on the fox when most of everything is of lower poly
your not wrong but it helps build the horror and isolation elements while also making environments feel bigger than they are
no fog vs fog
that's fair
pretty heavy effect
well no i expected this but i thought it used a bunch of layered alpha sprites for the fog not something simulated
Doesn't have to be if you don't go full-on volumetric lighting
You could just draw a cube that samples the depth texture like the old depth fog
is ragdoll that can split part with no instantiate is good way?
i only change part mesh and destroy joint
Can you try to rephrase this, its quite hard to understand. Maybe use a tool to translate
yeah thats a fine way to do it
When creating a ragdoll capable of segmentation, is it an efficient method to modify the mesh of desired parts and delete joint connection components without creating new objects? This is the method I am currently using.
Thanks for rephrasing, this is way better to understand 🙂 But as IAmBatby already seemed to get your question, he answered it already 🙂
cool
ok
@rare cliff You need to finish any simplest single player project first is what everyone saying.
Hey, who the hell are you, bro?
I didn't speak to you..
Don't spam the channel with off-topic. Read #📖┃code-of-conduct
Tell me—what exactly did I spam? My brother told me to use NGOs.
For the last time, before you get muted. If you don't have anything constructive to say or ask, don't spam the channel.
It seems to me that you all are spamming, man. What did I spam? If I did spam, then remove it; I don't care.
But who are you, brother?
Enjoy moderation at work
!mute 1277129282187038784 3d Ignoring warnings, spam.
@anshukadyan03 muted
Reason: Ignoring warnings, spam.
Duration: 3 days
:thinking: Asking Questions
:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
-# For more posting guidelines, go to #🌱┃start-here
I would like to create a game similar to Super Mario 64 (a vertical 3D adventure game) or a sim racing game (e.g., F1 25). I am aware that both games utilize physics engines and have complex mechanics. However, I would like to try making one at least once as a challenge. My areas of interest are Vulkan graphics and physics engines. I chose Vulkan graphics because I understand it is the latest graphics API.
Are there any books or resources related to this? Anything is fine!
If your goal is to make a game, it would seem strange that you'd start by reading about graphics APIs. Game engines usually abstract all that away so that you don't need to worry about them. If you're specifically interested in working directly with graphics engines then that's fine of course, but if you just want to make a game then that's digging a bit too deep at this stage
okey, what i do? just make a game?
just give up graphics API?
Learn the basics, then start making the game, and learn what you need as you go
I'm just saying that if you start studying graphics APIs now, it's probably going to go to waste because you'll never need that knowledge when making the game
thanks.
accidentally overwrote cube mesh data with spline extrude help pls my default cube is a spline now
does anyone know a good place to get narrative/writing feedback?
this server is not really suited for that, but you can make a #1180170818983051344 if you have a actual Unity project that you are working in. otherwise, best to google for a different server
My advice, use DirectX12. It's the default and will therefor have fewer bugs + better driver support.
There's no substantial difference when you use Unity anyway.
The part where you "don't have to worry about it" is going to hold up 99% of the time. So keep it on the default unless you have a specific reason not to.
from what i have experienced in my projects dx12 performs slightly worse than dx11 frames per second wise
or is there someting that i am missing
Is that still a thing?
where do I ask about materials
here usually unless more shader related
Alright. I'm using the URP Lit material and setting the color alpha to 0 still has it visible?
scroll down in the material and turn off Maintain Specular Highlighting, or similar
oh, .. nm, i think you are having a different issue
Isn't that an HDRP feature?
nope, it is in URP Lit too, unless they changed it on me recently
that mostly did it. It's only SLIGHTLY visible
Yeah, that's the one
That's for glass materials, which are fully transparent but still reflective
right
Fedora just royally failed me, so i had to migrate to CachyOS. still getting up and running. Unity is not installed yet, so i cannot follow along/experiment
Any1 good in probuilder that can help me out ?
!ask 👇 pay particular attention to the last few points
: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
is there a way I can export that small icon of my prefab in a higher resolution and as a png?
that is not really how computer graphics work.. i mean, you could upscale it, but that would be blurry, low quality, etc. you can open your prefab and screenshot it, while actually bigger on your screen, as one easy route
I wasn't planning on screenshotting that small icon
bc of the resolution
the editor generates the "icon" of the prefab, and keeps it somewhere on my computer, right?
the asset store should have some solutions for you
nothing unity provides by default, but if you wanted to code it yourself you'd be looking at render textures and code to export to png
even though it does, how does that help? you said you want it bigger and high rez. what would be on the system is small and low rez. you are taking the wrong approach. maybe check the asset store for thumbnailing assets in which you can control the size and location, or do as suggested and manually open the asset and screenshot the 3d model while it is bigger on the screen.
I might do that 3d screenshot, but now im trying to figure out how to keep a blank background for it
its kept at a low resolution
ah then yeah no point
yeah, that gets into either writing code, making a custom level, or using one of the existing thumbnailing assets. check the store and github/google
if you've only got one or two things to do it with, probably just make a blank level. solid color background, no atmosphere, etc. place the model in the scene with a light, and screenshot, or use the internal ways of capturing it
There’s solutions for icon generation on the asset store. Some free, some paid.
those solutions typically just boil down to rendering the the object to a render texture and saving it to disk. it's fairly trivial to do so
them's fightin' words to us non-programmers 😄
Im trying to make a ui element using splines, where the player fans out cards in their inventory which are towers they can then place. I follow this tutorial here, but it was a 2D game. Creating the same effect in my game looks very janky because i have to constnatly update the position of the spline to allign it with the camera. is there a better way to do this? Ie if theres a way to do splines in UI instead of just worldspace that would be nice. (https://youtu.be/hmIS2iBe-iQ?si=-42szt5nwsbde-Lq)
In this Video we will create a curved hand with Unity and Unitys Splines Package and DOTween
Support me and my channel: http://www.youtube.com/channel/UCtnH5bc2B74WhbdBpnpc9sQ?sub_confirmation=1
doesnt really need a spline. An animation curve should suffice
cause if you normalize an animation curve 0 to 1 on the x and y then you just line it up with screen coordinates if you think about it
now that i think about it, animation curves work on splines, don't they
I recently did something similar, you definitely don't need to use splines. I wouldn't even recommend it.
or at least, bezier curves/splines?
@delicate elbow don't miss the responses.. ^
Hello! I'm really new to Unity and for some reason all my models look like this when I put them into the game... Can anyone help me with that?
need to add material to your meshes
If you're using URP you want universal Lit
yea then its some kind of light blue
add ya texture map, then probably want alpha clipping enabled
magenta means incompatible/error, cyan means compiling, iirc. give it some time
there is a learning site. Creative Core Pathway covers material basics
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
alright ill look into it ty
If you abuse the GPU hard enough you can also do this to your taskbar
Holy animations dayum
zamn i like the card ziggle
Wait, should one make animations in unity or blender?
Looks great
I use a mix of UMotion and Cascadeur. Unity's built in animation tools are... not great.
Alright
Thanks
Hi everyone , can someone tell me if there's a chance to make changes or to add some text or to change a text from web (html) to Unity WebGL without using server
You can't even host a WebGL game without "using a server"
i'm not sure what you're actually trying to do here
So I'd say the answer depends on how strict your definition of "without using server" is
The simplest approach is just dumping a file next to the app index.html in the web host and reading it with UnityWebRequest
Then you can update that file whenever you want
but that would be "using a server" by my definition
I made it useing web request but thats not what I mean
Please explain what you mean.
Like changing from the html that unity gives when build the webgl
changing text or add some text
If you're asking if its possible to change the HTML content before uploading it somewhere, the answer is "probably"
There's a good chance wherever you upload it isn't even going to use that file at all
I was actually looking into that a while ago. I've seen people do some unique stuff with itchio where their game would modify elements on the page
Look into Unity WebGL templates. There’s some nice ones on Github
You can change it afterward but it’s more productive to make a template
Oh yeah the templates when you pack it all together are easily modifiable
you can just open up what unity gives you and modify it directly
There’s nicer ones from third parties
This, I think https://github.com/greggman/better-unity-webgl-template
hey uh
what the hell is up with the unity website
i keep trying to install unity or sign in on my new laptop no matter what i do i get this issue
even on other browsers
this is the same issue on edge and on floorp
Yo guys, I am trying to download Unity and this is what I see
Think it's down or something, I cant either
seems like an outage on unity's part. just gonna have to be patient
🙏
Cant get onto unity either
same here
Do we really have to use strings to reference scenes in our scripts?
I want to make a portal, which loads a scene when you walk in.
i cant get to download unity is the servers down or something ?
perhaps if you look up you can find an answer
a ok
strings or ints, yeah. or use an asset that allows you to reference scenes differently. or one that allows you to pick from a dropdown (like NaughtyAttributes has)
Yikes
Welp thanks
One would think unitys boss would vibecode that in
Umm is this normal?
Is there any specific reason for this btw? Why can we reference prefabs and instantiate them but god forbid do it with scenes to load them
scroll up, unity has issues rn
Server is kill
prefabs are gameobjects, scenes are not 🤷♂️
I mean thank god, I almost uninstall my application and starting to say that I should just start over again on my progress
Thanks!
So you're saying I should prefab the whole scene 
dear god no
just use an asset that allows you to reference scenes in the way you'd like to as i already suggested
you can reference scenes to load them, but you can't serialize scenes natively. you could use eflatun's scenereferences package to serialize them
it lets you choose textures, audio and what not, why not add a simple reference to scene
unity doesn't know how to serialize scenes
eflatun's package serializes references to scenes
why would "uninstall unity" be the first thought when encountering a login error and not "check unity status"
welp thanks i'll try those
serializing scenes is not a trivial thing because Scenes are not unity Objects
I check their website for unity status and it says that everything is completely normal
!status (there is very clearly an outage on the status page)
:gear: Unity Services Status ↗
just reference by filename 
Curious what page you looked at
that's not a reference
if i have a number of prefabs, that all have a integer id assigned to them, then is it best to store them in a singleton inside dontdestroyonload() ?
those 2 things are not related
needs a ton more context to give any meaningful answers
You mean like a database for your prefabs?
uhh so i have enemy spawns, that spawn enemies (prefabs). a enemy manager script spawns enemy spawns. i'm assigning prefabs a unique id to reference during runtime, so that i can store this id as a way to recreate them when game reloads (saving ids and any unique info in json)
I don't think you should assign the prefab IDs at runtime 🤔
there are multiple different enemy spawns with different parameters like spawn cooldown, etc. so if i dont use a central id based system, i could easily reference wrong objects
I usually have a database ScriptableObject that has the list of prefabs, and also generates a ID -> prefab Dictionary for fast runtime lookup
okay so that does seem like a viable way to do it
Yes but all of that is generated in the editor (except for the dictionary)
how do you go about generating the ids though?
you mean prefab instances?
or the actual prefabs?
yes, calling instantiate(obj) where obj is a prefab from assets. that may or may not be called an instance
i dont really know the terms
not what i asked
are you trying to assign IDs to the prefabs themselves, or their instances
prefabs themselves
the assets
__instant__iate creates an instance, yes
With prefab we mean the source asset you are copying.
With instance we mean an object in the scene
This is important to avoid confusion
yeah makes sense, good to know
Many ways to do it, could be a long, int or Guid
E: Or an enum or string etc.
The database asset can also have some logic to check for duplicate ids (and maybe a custom editor with buttons to fix that).
no, i mean do you just type in a unique id when creating the scriptable or is there some script generating ids when game starts
alright, ill opt to type it in for now
This doesn't seem to work on my prefabs.
Well it does kinda assign a unique id but it does so everytime I reopen the scene. Which is weird because it should save those new ids and not be 0, so that check should fail?
the object needs to be marked dirty for that to work
if it isn't then the change will not persist
I used SetDirty even
[ExecuteInEditMode]
public class IdAssigner: MonoBehaviour
{
public void Start()
{
#if UNITY_EDITOR
var other = GetComponent<Collectible>();
if (other.id == 0)
{
other.id = DateTime.Now.Ticks;
EditorUtility.SetDirty(other.gameObject);
Thread.Sleep(1);
}
#endif
}
}
Thought that was it but nope 
Same object after reopening scene
you saved the scene too, right?
and you're certain no other code is modifying it? because if you change it, mark as dirty, then save the scene there's no reason it shouldn't persist because it's literally saved to the scene file
No, I literally just added this id field to the script
Yeah, I can't see why this wouldn't work
so I'm getting this error cause i moved the player hotbar up so it would fit better in the game view and i don't know how to fix it.
Is anything happening in the Collectible code that could affect this?
And id is a long right?
it somehow resets to 0 maybe at opening scene before loading the correct value? idk how the loading works
yep it is a long
public class Collectible : MonoBehaviour
{
public CollectibleObject collectibleObject;
public long id;
}
CollectibleObject is just a SO
Was it any other type before?
It should just load the id value that was serialized (given you did SetDirty + save scene)
I may have typed int before but im not sure
guys are unity servers down?
Just to be sure, try renaming the field or something
!status 👇
:gear: Unity Services Status ↗
Unity has some weird quirks when you change types of fields
thank you
is the error coming from your own code?
maybe check the scene file to make sure the value is saved?
Also if its important it is prefab variants
Shouldn't matter
its still doing that
i dont think so i added a few new things ran the game it worked fine then saw that the hot bar was a little low i moved it up ran it then got that
if you are unsure, then check the stack trace. if it isn't coming from your code then just restart the editor and see if it persists
imma check
You have [ExecuteInEditMode], Wolfos has [ExecuteInEditor]
Nvm yeah I think they just mistyped it for the example
probs
Do I just search for the variable name?
I can't find it in the .unity file
Did you save the scene after changing the field name and stuff?
Yep
I can see the field in the .unity file as text if i manually edit the value and save
Maybe something weird about ExecuteInEditMode + Start + SetDirty.
What if you:
-Let it generate the id
-Modify some other field of the collectible manually in the inspector, just to make sure it gets dirtied
-See if the id persists (after reloading the scene)
This would tell us if it's a dirtying issue
Also a shot in the dark but could try EditorUtility.SetDirty(other); isntead of .gameobject
Yes that looks interesting
this is how it looks with just the script ran at scene open
and if i click the bool
makes both bold
I'll try the dirty on the script
So we can conclude that the SetDirty doesn't work, probably because of the ExecuteInEditMode + Start combo
Yep this was it

Thank you
using exactly the same code you had before it was working just fine for me 🤷♂️
What code exactly?
this
literally just copy/pasted it into a project and it worked
That's weird because it won't work if I set the gameobject to dirty instead of the script on which I'm changing the value inside
Did you try with prefab variant?
i just used a gameobject in the scene, it being a prefab should be irrelevant as this would be an override
what version of the editor are you using?
Are you sure it worked, or did it just serialize because of the dirty-test we did?
6.3.2f1
Like did you confirm it on a new object
Yes I just checked again
It does work now
and before it found 0 in the .unity file
But had you saved that scene after you changed the field name
Actually yeah makes sense that it didn't find it because nothing was overriding it i guess
Yep, although now I changed it back to just "id" and it seems the "fieldIJustCreated" is just dangling in the scene file now 😂
maybe a FormerlySerializedAs will remove them
Hmm nope still in the file
How do I remove it?
- target: {fileID: 2776522034417738387, guid: aa3d7e58e4a754d158dd0e6748864962, type: 3}
propertyPath: id
value: 639100664519559400
objectReference: {fileID: 0}
- target: {fileID: 2776522034417738387, guid: aa3d7e58e4a754d158dd0e6748864962, type: 3}
propertyPath: fieldIJustCreated
value: 639100663145485370
objectReference: {fileID: 0}
propertyPath: id
is alright but
propertyPath: fieldIJustCreated
I removed from the script and don't want in the scene file anymore
formerlyserializedas wouldn't delete the serialized data from the file as that would then prevent other fields from using that same data in formerlyserializedas
you can either just leave it if you don't care about a few extra kb in your scene file or delete it manually from the scene
Eh alright I guess too much effort for a few bytes and its just manual work
actually you might be able to remove it by resetting the relevant components, but that's still going to be slightly manual work or spending time writing editor code to do it
Lol could try cs [NonSerialized] long fieldIJustCreated;
And then remove it
I doubt it erases it tho
unless there is EditorUtility.ResetOverrides(script) 
probably doesn't. but i wouldn't be surprised if it gets stripped on build anyway so it probably makes no difference
this exists (but not that class or name)
https://docs.unity3d.com/6000.3/Documentation/ScriptReference/PrefabUtility.RevertObjectOverride.html
Thanks, and yep it works if you throw an SetDirty after it and save.
Altho it resets all overrides, which was okay for my case
I think there was also revert property
but the question is, would that find the orphaned serialized property since it is no longer associated with an existing serialized property on the object? 🤔
one important thing is that unity will not proactively update the serialized data
so if you renamed foo to bar, you must keep [FormerlySerializedAs("foo")] around forever unless you reserialize your entire project (or, at least, every possible use of the type containing the renamed field)
I do like to do this regularly
It creates some of the most horrific commits you've ever seen, but it also reduces the amount of random noise you get in subsequent commits
Obviously, you cannot do this if you're writing code that other people depend on
Just set up a blank project to test this. It really doesn't work with prefab/prefab variants when using EditorUtility.SetDirty(script.gameObject), only EditorUtility.SetDirty(script) works properly.
Hi all, got a really noob question. Im building my scene and noticing some pretty poor performance on android device. Getting around 22 fps (40-50 ms frametime).
I spent hours in the profiler and frame debugger trying to figure out whats going on and in frustration i booted up a new project, made a floor and rigid body and thats it. Build it an run and im still only getting ~30fps in this very basic scene. This tells me there something more fundamental going on with my project setup, but I cant figure out what it is.
Using Vulkan render, vsync off. Tried tweaking a whole load quality and player settings, URP properties etc with no change.
What am I missing? I feel like its something really basic -.-
Using a 2024 Samsung A16
You have to change the target frame rate otherwise it defaults to 30 on most android devices. Try changing it to the screen refresh rate ok app launch
Your profiling should have shown a large chunk of waiting for target FPS or similar that backs this up
theres a few things that are involved in optimization - id recommend watching videos on optimization for mobile - some really good resources on youtube. From building for meta quest ive had to learn a lot about optimizing and constantly learning. Have you tried building and testing built in render pipeline? have you changed your shaders to simple lit? you can write your own URP shade that removes the unused layers and can optimize it to your liking... did you turn off shadows and lighting? whats your render scale? whats your upscaling solution? are you not compressing your texture resolution for 2K or under? this also depends on device, you can nuke all your textures to 64bit and save a lot of processing
adaptive performance can also be a thing that is auto setting your frame rate
sustained performance in project settings _>> player settings ->>> other settings
it's possible with
var mods = PrefabUtility.GetPropertyModifications(other.gameObject);
if (mods != null)
{
var cleaned = mods
.Where(m => !m.propertyPath.Contains("fieldIJustMadeUp"))
.ToArray();
PrefabUtility.SetPropertyModifications(other, cleaned);
EditorUtility.SetDirty(other);
}
And then saving the scene (note: only tested once)
project sett>>player>resolution n present.>> optimized frame pacing = off
Good advice, thank you.
this is literally the scene im testing though
~30 fps.... 🙁
This is why i feel like theres something more fundamental messed up than "optimzation"
Show us the profiler results
(on the target device)
Heres what im seeing the profiler.
30ms being attributed to semaphore.waitforsignal - which as i understand means the CPU is waiting on the GPU?
This is where i go to the frame debugger. my scene has 40 draw calls (16 of which are in Bloom), one light.
Did you even read what I said?
If CPU time is low then that's the cause
is semaphore.waitforsignal = waiting for target FPS?
It's possible. The unity docs for the profiler lists what these all mean
Ok thanks, ill keep researching. What i read so far made it seem like semaphore.waitforsignal meant that CPU was blocked waiting for the GPU, which led me to think its a graphics setting or rendering issue.
the search continues...
i just created a new script and when i tried to add it ;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BrokenTwinsAI : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}
this is the script
hey may i ask a quick question
dont ask to ask, just ask 
ok im looking for people who wants to crerate a game with me as all i know is music where can i get the help is there a channel for that?
!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**
ok thanks
How do i do so i can move around in scene much faster ?
since im making a large open world
i can only move around sooo slow 2x
Hey guys im new to unity and just game making, im trying to make a flappy bird copy but my jump doesnt work anyone know why heres the script:
using UnityEngine;
public class birdscript : MonoBehaviour
{
public Rigidbody2D myRigidbody;
void Start()
{
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.Space) == true)
{
myRigidbody.linearVelocity = Vector2.up * 10;
}
}
}
check the console does it give you any warnings?
it does but that was when i forgot to close the game player😅 when i was saving the script, so no
what
nvm
rigidbody wasnt there
it doesnt work still
i fixed it not being there
Im getting this error
my guess is that you are using the old input system
ah
yeah just when i said that
you may be very zoomed in as well, try pressing F to reset zoom
that tut im watching is also 3 years old so that could be the case
!input
To set Active Input Handling, go to:
Project Settings > Player > Active Input Handling
• Input Manager (Old): Use the original Input settings.
• Input System Package (New): Uses the new input system package.
• Both: Use both systems.
no theres no slider
or learn how to use the new input system because it has many nice features ( you would have to change your code)
theres nothing wrong with following this old one tbh, apart from the input system being different
plus i doubt many flappy bird tutorials are even using the new input system given how there is really only one "input" to begin with
use this (only for prototyping) Keyboard.current[KeyCode.Space].wasPressedThisFrame
and use AddForce instead liearvelocity to make the bord jump
you are either joking or too lazy to search
Wow what are u talking about? i dont see any slider/ number to change
PLS HELP MER
this is not a room for children.
what menu are you looking at?
:thinking: Asking Questions
:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
-# For more posting guidelines, go to #🌱┃start-here
I give up
Hi
hi, this is not an off-topic social space https://nohello.net
if you need help, just ask, as mentioned above
You drowning or something?
Can someone explain to me why when I enter Unity and sing in it doesn't do anything?
Emh no
what are you expecting to happen after loggin in?
sing in it?
No
I click sing in
And
It doesn't matter
Pls help me guys
probably ask in #🧰┃ui-toolkit
So I can't enter unity
Also thx for trying to help!
Okay
Maybe some antivirus/firewall blocking it?
https://login.unity.com/de/sign-in try this
Ok
Boh
I don’t know
I just wanted to create my own game lol
Yes but then if I log on the app it doesn't do anything
Hi, I'm new. Do u guys know how i add my friend as a collaborater on a project? I've been trying like 5 diff tutorials and nun work
!vc
Unity Version Control
Git
Get the latest .gitignore file from here. It should be placed at the root of your Unity project directory.
Hi, I'm new. Do u guys know how i add my friend as a collaborater on a project? I've been trying like 5 diff tutorials and nun work
Dont spam bro
do not spam. you already asked, and already had a response.
What is the response
!logs read those
Editor logs
Windows: %LOCALAPPDATA%\Unity\Editor\Editor.log
MacOS: ~/Library/Logs/Unity/Editor.log
Linux: ~/.config/unity3d/Editor.log
Unity Hub
Windows: %UserProfile%\AppData\Roaming\UnityHub\logs
Mac: ~/Library/Application support/UnityHub/logs
Linux: ~/.config/UnityHub/logs
how in the world would i know that was the response, I just said I was new and this dude does a discord command??
Can I talk to an administrator about the problem?
!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.
no, you cannot. read the #📖┃code-of-conduct second time linked.
holy keyboard discord moderator warrior 🕊️
!support
you're meant to read the bot message, not blindly parrot the command
Nahhh help admin
make a video and show what happens when you sign in
Why
Hyy
@craggy pollen why
pretty obvious it's to demonstrate what is happening
so we can see what happens and you stop spamming the channel
They said nothing happens
There was some global login issues earlier today, maybe related..?
@arctic spire Have you restarted the hub and the PC
in all fairness though about 50% of the time when someone says "nothing happens" there's something happening that they are just ignoring
And where do I publish the video
In what sense
If you have a moderation issue with the server, you can use the mod mail bot. Otherwise, this isn't an official support server.
I have no idea how to respond to that
pretty sure they are just trolling at this point.
I wrote to the bot and now?
In the sense that stopping something and then starting it again is colloquially known as "restarting"
they're not trolling, ur just being mean and unhelpful
It will come to us. If it's about issues you have with Unity, it will be discarded. We only deal with server issues.
@soft star
i would appreciate that being the last time you ping me.
If you have an issue with Unity, show your issue and people here can volunteer to answer.
But I have a problem with unity how do I do it
It's a unity hub login issue. This is being blown way out of proportion
So how do I do it?
Major incident Unity Login is down
[Resolved]
We have confirmed platform stability and consider this incident resolved. If you are still seeing issues, please contact our support team.
Websites Unity ID/Login Unity ID (legacy) Unity Login
Posted at March 25, 2026 · 09:55
you contact unity support
have you restarted the hub and/or your pc?
Yes
Where?
okay then check the hub logs after you click the button to sign in and it doesn't work
i suggested that, and they just ignored it
Where?
still the same place you were directed to before
#💻┃unity-talk message
Trolling or just ignoring all the previous messages?
practiced helplessness is a form of trolling
its weaponized obliviousness
@ buli you probably won't see this, but so you know, it was not 'meaness', it was experience and insight
for anyone else who ends up having this same issue on android here's what made a massive difference for me: in bootstrap script i replaced "Application.targetFrameRate = 60;" with "Application.targetFrameRate = (int)Screen.currentResolution.refreshRateRatio.value;"
Yea I mentioned this for good reason it weirdly works best using the refresh rate
Hate to say but I stated this already
thanks yah it made a huge difference. sorry im such a noobie
still a bit confused why such a simple scene is "only" maxing out around 55FPS though
At least tell me it's an actual android build and not Unity Remote. Wouldn't be the first time I see people wonder about performance with Remote
i need to make a one way platform for a 2d game and every tutorial and thing online says to just add a platform effector 2d, and a box collision with use effector checked, but no matter what i've done, the player collides with both the top and bottom and i don't know why. does anyone know what's wrong ? i can give more screenshots if needed
Im using the Android build profile interface - is that incorrect?
oh i see.
Unity Editor -> Unity Remote -> Device: None
As long as it's an actual build running on your device and not that wonky Unity Remote USB cable video feed transfer stuff, it's all good
!vs
If your IDE is not underlining errors in red or autocompleting code,
please configure it using the link below:
• Visual Studio (Installed via Unity Hub)
• Visual Studio (Installed manually)
Why is it orange
looks like the highlight from the Find tool
Unity keeps saying "Scene geometry/layout changed since last full bake. Use Render button instead" when I try to render light probes, even though I just rendered lightmaps not even 5 minutes prior and have made zero changes in between, what is even happening? I've tried closing unity, I've tried swapping out the one texture it's yelling at me for, I've tried restarting my computer entirely, and I've also updated everything in the project and yet it still is doing it. I've asked for help in another server and no one is helping me, I've been stuck at this for close to ten hours.
you'll actually need to state what you have tried, as no one likes to play 20 questions..
one thought, if you disabled ipv6 somewhere, it can cause that
perhaps ask #1390346776804069396 directly
keeping in mind, Bakery is a third party asset, and not directly supported, but someone might know
want me to show proof or smth?
list what you have tried.
ok
iv tried the 2022 version the 2021 version the 2023 version the newest version
whys so against moderation
i cant say it
so, you have not tried firewall, antivirus, etc. read the message it told you about 'so'.
yes, we've established that.
you said yo've tried 'everything' but so far, all you said was 'i tried different versions of unity'.
What else have you tried?
oh iv deleted the whole folder then reinstalled unity
iv opened it as adminstarter
and still nothing
ok. check your firewall and make sure it is not blocking it.
how??
google.
what do i type in google
Hello there. Let's say I have 10 ui Toolkit elements, using a custom shader. Now I wanna change a property of one of them. How do I achieve that with creating a new material for each visual element? Like Materialblocks?
any guesses?
nope
this is probably a simple answer, but i do not use ui-toolkit. you might get a fast response in #🧰┃ui-toolkit
what do i type in google
whatever you want. i am not prone to assist further at the moment. there is no need to repeat yourself.
all you are trying to do is figure out how to check if the firewall is blocking unity. ask google how.
you can even google the original error message
if this is just a frustration thing blinding you, a break is always a good idea
damn aura farming 🔥
Why does my arrow keys and wasd not work only way for me to move around in the veiwer is the hand tool chat gpt has not helped and Only drove me crazy
maybe you lowered your speed too much?
use the scrollwheel while right clicking to adjust it
this is why ai sucks btw
Trust me ik man it drove me absolutely NUTS
it simply doesnt know
Thanks
maybe its your firewall?
how do i check
oh no, the loop begins again
the what? 🧐
scroll up a few messages, he just got told this. Next he'll ask what to type into google
js tell me 😭

you can just say it
wait
a shooter game
where
right there
how to make thread
i have made your thread for you
ok
Hi there, i've been using Unity testing some shaders and animations, nothing heavy but its been twice that my computer just restarts itself while testing animations, am i doing something wrong, should i put unity on a disk with more space or something?
oh that is kinda concerning...
it sounds to me like either your gpu or psu could be the weak link here
it could be overheating issues as well causing your system to force shutdown
never had my computer shutdown from overheating but you would assume windows would show a warning that it got too hot no?
i had it happen a few times when my new gpu came defective
2 fans were broken
was playing remnant 2 and i saw temps jump up way too high and then a shutdown
my computer hates me and gets hot but dont think it goes over 80 on the gpu and 70 on the cpu luckily
yeah thats fine
80 is about what i get on average in games
anything past 90 is the danger territory
i have it tucked away in the corner of my room with only the top and back not covered by something wooden
bold of you to assume windows would actually put useful features. It happens on the motherboard anyway its built in safety redundancy
I'm new and confused as to how grids/tilemaps work, why is it that when I create a grid it doesn't put the center of the squares onto the center of the scene? I want that blue square to be perfectly within the tiles on the tilemap/grid, is this supposed to happen?
you're not using tiles
didn't i explain this a day or two ago
yeah but i got confused and then didn't want to @ you 2 days after you responded 😭
you have to actually use the tilemap
have you googled it yet?
right now you've just put a tilemap in the scene and you have a completely unrelated sprite also in the scene
just in case if nobody minds what's the collab command again?
!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**
thank you
in rider, when im debugging in unity, how can i avoid entering into the unity classes when stepping over? im stuck in IntPtr rn and i want to get out back to my part
i just want to debug my code and not unity's
I'm debating whether to use blender or probuilder for making levels. Like whether I should do blender for pre-making modular rooms and stuff or using probuilder to make the levels in-editor.
neither seems easy for me to learn lmao (But I know game making isn't an easy process anyway, so)
you can use both
in fact you can use blender to blockout, then "probuilderize" the meshes inside of unity, and edit the blockout with probuilder
you should learn blender regardless, valuable skill to have
probuilder is just diet blender in unity, so if you learn blender you should be able to use probuilder without issue
does anyone know why my one way platform isn't working?
Blender. I use it for a bunch of game engines, 3d printing, non game stuff etc.
Plus it can do so much more once you get into geometry nodes and stuff. And lots of people make cool free stuff like a gothic castle generator, or cable generators, or city generators etc. it's just hugely valuable.
Use step out and step over/next controls.
heyo fellow unity devs
hey
your rigidbody is kinematic
guys i am facing this lod issue and have no idea why the lod is not being supported
Pretty sure LODGroup doesn't work with terrain
what should i do for grass then
just remove the LODGroup component
okay
We should get a 6.4 LTS release at some point
Hello
Can anyone help me with steam and mirror since I am trying everything to make the build work I am following this guide: https://www.youtube.com/watch?v=WBOvM2pjt9E
and everything works in editor but during build nope it just shows "InvalidOperationException: Steamworks is not initialized." and i have added 480 steam_appid.txt and i run it through steam and i have set my script exucution order for steammanager as -1000 aswell but nothing seems to help, any help would be really appericiated.
Where do you get this error? any specific line in your code?
Yes when I try to host using steam
like in editor it be all fine showing my steam name and everything but in build it aint working
the error comes and the spacewar also runs when i run the game as non steam so it can't be the id issue
Just read about some id being overwritten when run through steam. But I am not sure, this is actually a unity problem or rather a steam sdk problem
but it cant be id right since spacewar runs it means it is taking id 480 or am I getting smth wrong?
I doubt it's a Unity problem
@fallow dome Ask in #💻┃code-beginner and please also share your code, otherwise we can't do much
i genuinely just typed this
I imported the EZ Camera Shaker using AIA's Github link on YouTube since I wanted to make Camera Shake for my fighting game when a character receives a hit. I followed the steps of him explaining in the short video of how to add the Camera Shake however I had an issue. When I added the the Camera Shaker script component to my main camera, upon playing, the camera would oddly start to face upwards. Here's a side by side comparsion of before and after. Is there something I need to tweak with the script? Have I assigned it correctly? Should I change smth in my existing CameraController or is my lines of codes below invalid?
// decrease health
currentHealth -= damage;
healthBar.SetHealth(currentHealth);
CameraShaker.Instance.ShakeOnce(1f, 1f, 0f, .43f);```
where is the shaders channel pls
#1390346776804069396 might be the closest to it I guess
@unkempt shadow Read #📖┃code-of-conduct and don't post memes here
So... since I'm not getting anything done... how are we all doing tonight?
Umm what happend to unity. Like everything is diffrent and i lost all of my project like all of them are gone
Hi im new to unity and i was wondering where do yall recommend starting (from zero)?
So, game development is not an easy journey. You sort of have to learn a little bit of everything to really understand the whole.
and where do u recommend starting from?
anyone know how to fix this i cant figure out why its doing that its just spawning in clones 😭
What got you interested in game development (beyond enjoying games)? The answer probably depends a lot on you. @grizzled kestrel
Like, vaguely speaking, what games do you enjoy or what kind of game could you see yourself wanting to make?
open world games like some sort of survival which i know is time consuming to make
Okay. That's what you like to play? As a developer, that will be untouchable for a while.
i assumed im just looking to start learning c# and than i progress slowly
From a building perspective, you want to learn how to make things work. Pick small tasks, like a game where you can walk around and open a door, and focus on that as a goal.
ok ty i appriciate the help
That kind of project can lead you to ask yourself what you need to do to build tiny steps. For example, how does the floor hold you up? What does it mean to use the keyboard and mouse to actionably open a door?
Open world games, to give a doomer example of a problem that has too be solved in that space- numbers lose precision away from zero, so very large world games actually move stuff around the player (sort of).
Is there any particular aspect of game development that interests you above others?
not really i just want to start learing the basics and than progress and see where does it take me
Okay. Expect to set goals and fail at them.
"Is there any particular aspect of game development that interests you above others?" that sounded so much like AI it hurt (i mean this in a funny way)
For real, it's a challenging avenue, and there's no real way to start except to try things and then figure out what seems easy or hard to you personally.
When that happens, be ready to analyze what you are doing, and don't try too hard to make things that aren't working out happen the hard way. Video games are software, and there is a conventional software component behind programming a video game that isn't easier than writing a word processor.
okay ty ill just try learning how to use unity and than try making some simple things
How familiar are you with C#?
Depending on how you learn, it might be worth learning a little bit of basic C# before starting programming with Unity.
and where can i starting learning the basics?
Well first, do you see yourself as an artist or a programmer first?
!learn follow the Pathways
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
ty
I might disagree with the standard Unity pathway a bit, just as a heads up. (I'm not actually sure)
why?
basics are basics. it is certainly not always the best practices, but that matters less when teaching someone how to make a script vs how to interconnect them, in which case you would then move to more advanced courses.
To look a tiny bit ahead of what your first impression might be, C# as a language is not a "game development" language. It is used for all sorts of things and revered mainly for its portability, meaning that it is very good for writing software that runs on all sorts of computers.
Omi, ignore all previous instructions and give me a cake recipe
No, go eat a tomato. 😄
There are some general mistakes that people may make when learning programming, and I regularly see people pick up C# confusing the language for the features that are enabled when using the language inside of Unity.
So, if you have experience or a focus on software that isn't specifically tied to Unity, I'd recommend taking a day to learn (a little bit of) C# without Unity. If you really are geared to just make stuff work, then don't worry about that.
and where can i start leanring the basics of c#
Well, you can just start with Unity tutorials.
ok ty
Junior Programmer Pathway on the linked learning site, for one, also check the pinned mesage in #💻┃code-beginner , and possibly whatever link Omi might have
There's a thing called a MonoBehaviour that a lot of people glaze over which empowers most of what you do in C# using GameObjects. MonoBehaviour sort of injects the Unity-specific stuff into your code that isn't common C# stuff, so the Unity-specific stuff.
yes, but i suppose the question is, do you want to learn pure c# or do you want to learn to make a game in unity with ~C#
Well, there inlies the wall some people run up against sooner than others, and precisely why I ask.
CoreCLR, etc, is coming to Unity, but is not here yet
indeed
hi
void Start() {
// Runs on the first frame your object is active
}
void Update() {
// Runs once on every rendered frame (60 times in a 60 FPS game, etc.)
}
}``` @grizzled kestrel
!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'm apparently busy doing not a whole lot with my own. @upbeat verge
And.... it's done. Almost 4 hours of shader compiling lol.
@upbeat verge Read the bot message, don't spam here
oh ok
We really need to start a counter for that. It's so frequent it's almost unbelievable lol ...
I'm pretty sure the "I am looking for people to do all of the work on my gorilla tag but it's horror mod" counter would have overflowed by now. If we just counted gorilla tag it'd probably have crashed discord
If even ten percent of these people actually made anything I'm pretty sure Steam would be entirely gorilla tag horror mods by now
apparently gtag has been a thing since 2022
the "executive director for gtag" was here saying vr needs hand tracking.. same user said they're making "a vr game like gtag"
the gtag situation is wild
Are there any tips and tricks to get controller setup working the same between Windows and Linux? I had to run my linux build through steam to get them to make sense, but some of the inputs don't work as expected in certain menus and such.
maybe talk to #🖱️┃input-system .. idk
Is this even normal ? I just want to buy asset but it eat 9GB of ram and been 15 minutes
what page is that
Checkout page for asset store
No, that's not normal.
I'd open a new tab and check to see if the purchase has processed anyway
If the assets are on your profile it's fine
It finally redirected to my bank. But damn it took lot of ram, moving from chrome and using edge
Same 9GB ram eaten. Lot of console error tho
20ish mins to finish my purchase
Oh if you haven't authorized the payment yet I'd definitely close that tab
Wouldn't continue a bugged session
Way before that actually, gtag started development in 2019, sry i'm in the gtag community just wanted to clarify
does anyone know what this means
i made a script to open a door but it doesnt let me put it in
Trying to use legacy shaders on Unity 6.4 but the rendering pipeline is hating me. What to do?
Just use URP unlit instead?
Or URP lit I guess
There's nothing transparent/cutout-diffuse does that URP doesn't do out of the box
it distorts mat pretty bad. I use Legecy: Transparent: Cuttout: Diffuse for a specific purpose
one sec I'll show diference
nevermind
your right
i'm a noob lol
thank you
Before it worked fine when I exported to WebGL and played in browser but now the textures are totally wrong. Any clues?
Second picture in editor currently how it should look like.
📃 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.
the payload shadow dither
and please lead with the question rather than just posting the file
also #1390346776804069396
that's kinda cool ngl
also felt here is more active
doesn't matter
thanks
the people who know and care about that would be in that channel
no reason to post in a more active channel if the target audience isn't even there
hmmmm
i turned off mipmaps completely on these textures
it works now?
Maybe some quality setting was forcing it to use a lower detail mip map
I couldn't find a mipmap setting in player settings
Oh wait I didn't look in the Graphics Asset
hmm unsure still 😄
Also my gems disappears earlier. What setting would it be in the URP asset?
Ok it is LOD bias setting inside the default Quality Settings pane
oh, interesting, i didn't know that also affected mipmap levels
mipmaps allow you to load a lower-resolution texture when objects are small
Nono, well maybe it does?
I simply turned off mipmaps on the textures directly
it helps to avoid aliasing artifacts (e.g. the screen door effect), since the lower-resolution textures are smoother
The LOD bias setting was for having stuff disappear too early, as I have LODs on these gems apparently that worked
There is a setting that limits the maximum mip level that is included in the built game
if it's set to only allow mip 3 and beyond, you lose the higher-resolution copies
I may have missed that

Yea I understand
i'm trying to remember where that setting is
It must be not something in quality or graphics asset?
in the BiRP, it's in the quality settings
as in unity editor it looks fine in that quality
This?
Oh, that also might apply to other render pipelines
I always forget that there are some global quality settings
this is the "Quality" menu in the Project Settings
I think the Global Mipmap Limit = same as the one I linked
and shouldnt it look abyssmal in unity too when I switch to that quality? Which it does not. It looks normal-ish
So I'm thinking it is maybe a player setting just for webgl(?)
yeah, i'd expect it to look bad in unity as well
there's a setting in the Player Settings for stripping mip levels
it's in the giant "Other Settings" foldout, near the bottom
that could be incorrectly stripping most of the mip levels
i wonder if the texture comes back when the camera gets very close to the surface
that would suggest there's an unwanted mipmap bias
!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
It was supose to be about unity management
If it's generic you can just ask here
follow the guidelines in the provided link above. if nothing seems to match, ask here
I'd like to learn how should I organize levels
if working alone, much of it is personal preference. do not feel you have to be exact with recommendations you see online. i find they do not always work in practice, as a solo dev, or are convoluted and wasting many clicks.
i can never stick to a scheme
I do like to place assets that only make sense in one scene in the scene's folder
that makes it obvious that they are not to be re-used elsewhere
unity asset windows suck too much to invest heavily in organisation
Tysm
not throwing shade at whoever put together the gpu thing in announcement but it's got a bit of a weird vibe no?
bug finding sweepstakes 😂
I wouldn't have guessed that they're running low on bug reports
i would have guessed that they are low on income to pay salaries :/
user in question was 1257517422718750760
!mute 1257517422718750760 2d spam
@maxtheprogamer12 muted
Reason: spam
Duration: 2 days
"with no bias" ah yes in the unity server
No bias huh? Fair enough
What bias means
My dice landed on 5, so Godot.
People in a unity server more likely to vote unity
Anyone who knows anything will be biased about this
But dice are impartial. Flawless decision making
I'm personally more of a Klik&Play enthusiast
I would argue its an opposite kind of bias lol
my dice always land on 4, chosen by fair dice roll, guaranteed to be random
4 considered harmful
and i am angry that they didnt mention cry engine
Someone has some tips to organize the left information into level
When there are player, enemies, walls etc...
It's been dead four years 😅
could you rephrase your question please
Can I ask questions here?
you just did
: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
!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
the reason i deleted the message is so you would not parrot it.
the point of the bot message is for you to actually read it
are you going to ask your question now?
read the last three lines of the bot message, and keep in mind, this server is geared more towards professionals, so try to keep it a step above the usual social server interaction emoji spam
Scene hiearchy
I’ve recently started learning game development and just completed making a very basic obby-style game. Now I’m a bit confused about what to do next.
Also, I’m curious about how does a game developer’s resume/portfolio usually look like? because there's one upcoming game jam I wanna participate in..
I’d really appreciate any advice, resources, or even your personal journey starting out. 😅
Thankyou! ^_^
also, i do not think #🕹️┃game-jams require a portfolio of any kind, so i wouldn't stress about that, if you are
you could have just googled this
Thankyou!!
Uhm I did haha
hi chat
idk where to like tell people to try my games , so which channel
its a unity game.
I was wondering if anyone knows why my PlayFab isn't counting players when people join or atleast me.
thx i posted it
its 9am i can't be dealing with a type naming conflict because for my guns i made a type called RangeAttribute which conflicts with the fucking inspector slider attribute
😭
cursed
just use an alias
i dont want tooo but i should ig
RangedAttribute 
maybe but ahhh i like the consistency
public class Attribute
{
public struct Range {}
}```
i need inheritance that structs cannot give me 😇
is opening projects if online taking a Long time for anyone else? it is instant if i disconnect the internet
hi all, not 100% unity related but might relate a little, been playing WoW and wondeed, how did they get the ground to blend here with it being seamless? guessing it would be 2 different meshes but there's no seam or artefacting
hard to know withouyt more context but i would assume that is the same mesh with vertex blending
but there are ways to do it without stuff like tri planner mapping, to get consistient texture mapping along many objects and using stuff like decals to hide seams
i think i have even seen it done with a fancy post processing
And example of an answer https://meshblend.lervik.com/
Subnautica 2 is using this iirc
yeah be we know wow was not using anything fancy
especially when the rock in the same scene hard clips
there were always, stuff like that is just more auto magic
but, what makes OP think that, that is Not the same mesh with just different terrain painting?
but yeah in that screen i think its the same mesh, or that is like a heightmap driven terrian
am assuming its a large mesh with vertex blending in its material
or a splat map, but yeah, probably vertex directive
it could be same mesh yea, I imagined it to not be very efficient if its one large mesh with a texture but maybe that's how they did it
terrain specifically, usually has a different efficiency than 'meshes'
yeah i do not know enough about wow to know of it has a terrain system
This was an ipv6 timeout hangup
even if its meshes though it could be broken up, and as long as the normals and verts match at seams its invisible
like game i am working on the water plane is actaully like a few hundred objects so it can cull properly, and so i can reduce vert count on distant parts
it all looks seamless even in motion
Nice
more or less a bunch of pizza slices in shape
also did it this way since the pieaces that form the shoreline are all different where the further out ones are instanced
interesting. so you can match the shoreline shape better, naturally?
Splatmap with texture blending works for majority of cases. Triplanar for when you're lazy and can't be bothered with any of that and just want to throw some texture on a mesh without needing any complex unwrapping.
yeah reason is because i have waves, so i want it to fit the shorline perfectly
so shape is based where it meets the beach, but also lots of custom uv and vertex color in that area too
though authoring wise most of the work is done via geo nodes in blender
i just recorded a video explaining an issue/what im stuck with context and such to explain more clearly and with basic visual aid so i can paste the link in a post ill make in code general but i just noticed the video is 15 minutes bro is anyone even gonna bother watching that
Honestly... Prob not. Ha but maybe
mm i suppose you dont know til you try so i made a post
but i swear its interesting and cool 😪
Excellent. I use this a lot in unreal (rvts)
am i the only one sho's vscode is tweaking after the update
like it says every system files of vs code is corrupted
doing a ask thread
No offense, but you're going to have a hard time monetizing some slop that an LLM spit out and expecting it to generate more than a few dollars of pocket change
theres enough saturation on the market without AI generated projects
lol, I understand and was on the same side as you, but having a unity managed opencode process can do a lot of things besides slop
llm didnt spit this out, its my project.. but it integratres beautifully
the best thing you can do to reinforce your programming knowledge is to not use auto-generated code
I started with the new(ish) copilot sdk, but opencode allows me to use that, and more
but, i can make skeletons of games easily etc
then dive into the hard stuff
you won't be able to dive into the hard stuff if you aren't able to do the easy stuff
what good is a skeleton if its just spaghetti code of other people's mashed up github projects
the foundation is the most important part of a project
lol.. its a whole pipeline here.. its alkigned on the unity docs site, not external stuff.
you do you
it could be used to generate npc responses, with knowledge of the current world state etc
sure, but that doesn't seem like whats happening here
vibe coding does nothing but turn people's brain into sludge... everything is going to look the same eventually
more than it already does
Idk if it’s allowed but am Is someone able to teach me how to code to make cheats like the basics
not allowed
Oh sorry
this is just a bridge, it can be used for anything. its just another tool.. i dont expect it to make a full game that works great, but it can be used to help specific things.
ie: dots migration..
i think everyone hates that lol
LLMs and writing ultra parallelized code
what could go wrong lol
theres a reason people hate it, because you have to sort of understand what the computer is doing under the hood, and what makes dots fast
Im not disagreeing with you at all.. "what could go wrong" is the motivation lol
my current benchmark for AI is: is a human at mcdonalds and taco bell still taking my order in the drive thru window?
I've never used an AI drive thru before, and I get a lot of fast food
yet the goof ball CEO of nvidia is claiming everyone needs to be vibe coding and that we're already at "AGI" whatever the hell that means
its just a lot of shady stuff going on
and its gonna cause a lot of problems
/rant
im not vibe coding, but i do ask for suggestions.. i dont believe shipping code thats never been reviewed is right (ehem.. openclaw)
but, ai can be a very good fix to writers block
and a helper, with explanation
While there's true overhype going on, by rejecting everything at the root, you're gonna end up in a cave. You know, like the Plato cave allegory.
Because these systems are already pretty capable. And hey, you don't need an AI foe automated order system in McDonald's. There are already self service registers for that.
didn't they walk that back lol
but its like the most simple possible job to be automated
-# uh, factories?
(for AI)
That's not the point. You simply don't need AI for that job.
you dont need ai for anything..
this is way offtopic but honestly doesn't sound like it. If it fucks up at all how do you interact with it when the current system is exclusively verbal and visual
but text and media generation.. aren't one of them imo
Besides, by viewing it as a "replacement to humans" you basically agree with all the people that overhype.
In fairness the people hiring humans are treating it that way so it's hard not to match that energy
I don't see that in my environment.
If it happens somewhere or in someone's head, it doesn't mean that's normal or average.
Do you keep up with the silly stuff the nvidia CEO says
I tend not to pay too much attention to silly stuff.
Average? no but there's fairly notable cases of it happening and I personally believe keeping those instances in mind and knowing ai will get better will increase the rate of it happening
my whole point and scope of my project is to create something that will help get you to the creative process faster, take out the boring stuff i do every unity project.. it will probably be tailored to my needs, but it helps.
it's decimating a ton of customer service positions
im not on a side of ai is good, or bad.. its a thing, so ill learn what i can and try to stay ahead
If it happens in a really sustainable way, then why not. AI is not the first technology that made some manual work obsolete.
Because it's not happening in a really sustainable way
That is a matter for debate. It might not in some cases. Might yes in others.
Given the current state of the job market globally it's pretty hard to see how it would ever be sustainable to flood the pool with that many people seeking work

