#💻┃unity-talk

1 messages · Page 101 of 1

ocean pumice
#

enjoy 😄

copper gust
#

local fog solutions are relatively expensive to run

ocean pumice
#

"just learn unreal", love it 😄

copper gust
#

its why people struggle to run lethal company lol

gray dirge
#

URP doesn't have that so either upgrade to HDRP or try to find some third party asset that does that

tall hearth
copper gust
#

of course not

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full on hdrp fog bb

tall hearth
#

seems kinda pointless

copper gust
#

looks cool

tall hearth
#

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

copper gust
#

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

tall hearth
#

that's fair

copper gust
#

pretty heavy effect

tall hearth
#

well no i expected this but i thought it used a bunch of layered alpha sprites for the fog not something simulated

sly lake
#

You could just draw a cube that samples the depth texture like the old depth fog

weak island
#

is ragdoll that can split part with no instantiate is good way?

#

i only change part mesh and destroy joint

ocean pumice
weak island
#

shit

#

sorry

#

my english bad

copper gust
#

yeah thats a fine way to do it

weak island
ocean pumice
weak island
#

cool

rare cliff
#

netcode

#

is slow

#

this is cycle

#

and fusion is best

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this is bike

copper gust
#

ok

rare cliff
#

what you says me use this netcode NGo

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😡

charred fog
#

@rare cliff You need to finish any simplest single player project first is what everyone saying.

rare cliff
#

I didn't speak to you..

charred fog
rare cliff
charred fog
rare cliff
ocean pumice
charred fog
#

!mute 1277129282187038784 3d Ignoring warnings, spam.

vagrant rootBOT
tulip chasm
#

can i ask something?

#

!ask

vagrant rootBOT
# tulip chasm !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

tulip chasm
#

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!

pearl oyster
#

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

tulip chasm
#

just give up graphics API?

pearl oyster
#

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

onyx stratus
#

accidentally overwrote cube mesh data with spline extrude help pls my default cube is a spline now

broken anchor
#

does anyone know a good place to get narrative/writing feedback?

latent meadow
#

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

sly lake
#

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.

south pawn
#

or is there someting that i am missing

sly lake
#

Is that still a thing?

vernal prawn
#

where do I ask about materials

lapis gate
#

here usually unless more shader related

vernal prawn
#

Alright. I'm using the URP Lit material and setting the color alpha to 0 still has it visible?

latent meadow
#

scroll down in the material and turn off Maintain Specular Highlighting, or similar

#

oh, .. nm, i think you are having a different issue

latent meadow
vernal prawn
sly lake
#

Ah, no

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At the top

latent meadow
#

Yeah, that's the one

sly lake
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That's for glass materials, which are fully transparent but still reflective

latent meadow
#

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

random stirrup
#

Any1 good in probuilder that can help me out ?

balmy kettle
#

!ask 👇 pay particular attention to the last few points

vagrant rootBOT
# balmy kettle !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

rich sleet
#

is there a way I can export that small icon of my prefab in a higher resolution and as a png?

latent meadow
#

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

rich sleet
#

bc of the resolution

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the editor generates the "icon" of the prefab, and keeps it somewhere on my computer, right?

copper gust
#

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

latent meadow
#

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.

rich sleet
rich sleet
latent meadow
#

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

sly lake
#

There’s solutions for icon generation on the asset store. Some free, some paid.

balmy kettle
#

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

latent meadow
#

them's fightin' words to us non-programmers 😄

delicate elbow
#

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

▶ Play video
lapis gate
#

doesnt really need a spline. An animation curve should suffice

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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

storm patio
#

now that i think about it, animation curves work on splines, don't they

potent geyser
#

I recently did something similar, you definitely don't need to use splines. I wouldn't even recommend it.

storm patio
latent meadow
#

@delicate elbow don't miss the responses.. ^

stark harbor
#

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?

lapis gate
#

need to add material to your meshes

stark harbor
#

what material do i need to add

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when i try to add this it just makes it pink

lapis gate
#

If you're using URP you want universal Lit

stark harbor
#

yea then its some kind of light blue

lapis gate
#

add ya texture map, then probably want alpha clipping enabled

storm patio
#

magenta means incompatible/error, cyan means compiling, iirc. give it some time

stark harbor
#

i meant white

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it still doesnt make it 3d

latent meadow
#

there is a learning site. Creative Core Pathway covers material basics

vagrant rootBOT
#

:teacher: Unity Learn ↗

Over 750 hours of free live and on-demand learning content for all levels of experience!

stark harbor
sly lake
oak shell
#

Wait, should one make animations in unity or blender?

sly lake
short tartan
#

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

vivid cedar
gray frigate
#

i'm not sure what you're actually trying to do here

vivid cedar
#

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

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Then you can update that file whenever you want

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but that would be "using a server" by my definition

short tartan
#

I made it useing web request but thats not what I mean

vivid cedar
#

Please explain what you mean.

short tartan
#

Like changing from the html that unity gives when build the webgl

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changing text or add some text

stuck flower
#

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

lapis gate
#

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

sly lake
#

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

lapis gate
#

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

sly lake
#

There’s nicer ones from third parties

muted ice
#

hey uh

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what the hell is up with the unity website

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i keep trying to install unity or sign in on my new laptop no matter what i do i get this issue

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even on other browsers

#

this is the same issue on edge and on floorp

worldly dome
#

Yo guys, I am trying to download Unity and this is what I see

feral flare
balmy kettle
#

seems like an outage on unity's part. just gonna have to be patient

feral flare
#

🙏

muted ice
#

unfortunate

#

was hoping to get my projects up and running asap

frozen pine
#

Cant get onto unity either

dusty coyote
#

same here

wraith pasture
#

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.

obtuse robin
#

i cant get to download unity is the servers down or something ?

wraith pasture
obtuse robin
#

a ok

balmy kettle
wraith pasture
#

Welp thanks

#

One would think unitys boss would vibecode that in

night kernel
#

Umm is this normal?

wraith pasture
#

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

wraith pasture
stuck flower
balmy kettle
night kernel
#

I mean thank god, I almost uninstall my application and starting to say that I should just start over again on my progress

#

Thanks!

wraith pasture
balmy kettle
#

dear god no

wraith pasture
#

scriptableobjects are also not gos

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😩

balmy kettle
#

just use an asset that allows you to reference scenes in the way you'd like to as i already suggested

storm patio
wraith pasture
#

it lets you choose textures, audio and what not, why not add a simple reference to scene

storm patio
#

unity doesn't know how to serialize scenes

#

eflatun's package serializes references to scenes

balmy kettle
wraith pasture
#

welp thanks i'll try those

storm patio
#

serializing scenes is not a trivial thing because Scenes are not unity Objects

night kernel
balmy kettle
#

!status (there is very clearly an outage on the status page)

stuck flower
storm patio
void patrol
#

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() ?

storm patio
#

needs a ton more context to give any meaningful answers

violet thunder
#

You mean like a database for your prefabs?

void patrol
# storm patio those 2 things are not related

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)

violet thunder
#

I don't think you should assign the prefab IDs at runtime 🤔

void patrol
#

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

violet thunder
#

I usually have a database ScriptableObject that has the list of prefabs, and also generates a ID -> prefab Dictionary for fast runtime lookup

void patrol
#

okay so that does seem like a viable way to do it

violet thunder
#

Yes but all of that is generated in the editor (except for the dictionary)

void patrol
#

how do you go about generating the ids though?

storm patio
#

or the actual prefabs?

void patrol
#

i dont really know the terms

storm patio
#

not what i asked

#

are you trying to assign IDs to the prefabs themselves, or their instances

void patrol
#

the assets

storm patio
violet thunder
#

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

void patrol
#

yeah makes sense, good to know

violet thunder
#

The database asset can also have some logic to check for duplicate ids (and maybe a custom editor with buttons to fix that).

void patrol
violet thunder
#

You type it in beforehand or let some code generate it

#

Not when the game starts

void patrol
#

alright, ill opt to type it in for now

wraith pasture
#

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?

balmy kettle
#

the object needs to be marked dirty for that to work

#

if it isn't then the change will not persist

wraith pasture
#

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 awkwardsweat

#

Same object after reopening scene

balmy kettle
#

you saved the scene too, right?

wraith pasture
#

Yes, if I don't it even asks me to save it.

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And I press save

balmy kettle
#

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

wraith pasture
#

No, I literally just added this id field to the script

violet thunder
#

Yeah, I can't see why this wouldn't work

civic stirrup
#

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.

wraith pasture
violet thunder
#

And id is a long right?

wraith pasture
#

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

violet thunder
violet thunder
wraith pasture
#

I may have typed int before but im not sure

pulsar matrix
#

guys are unity servers down?

violet thunder
#

Just to be sure, try renaming the field or something

balmy kettle
vagrant rootBOT
violet thunder
#

Unity has some weird quirks when you change types of fields

pulsar matrix
balmy kettle
storm patio
wraith pasture
#

Also if its important it is prefab variants

violet thunder
#

Shouldn't matter

wraith pasture
#

its still doing that

civic stirrup
balmy kettle
#

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

violet thunder
wraith pasture
#

I couldn't find ExecuteInEditor

#

Thought he meant this

violet thunder
#

Nvm yeah I think they just mistyped it for the example

wraith pasture
#

probs

wraith pasture
#

I can't find it in the .unity file

violet thunder
#

Did you save the scene after changing the field name and stuff?

wraith pasture
#

Yep

#

I can see the field in the .unity file as text if i manually edit the value and save

violet thunder
#

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

wraith pasture
#

this is how it looks with just the script ran at scene open

#

and if i click the bool

#

makes both bold

violet thunder
#

Alright that's a clue

#

Bold = dirty

wraith pasture
#

I'll try the dirty on the script

violet thunder
#

So we can conclude that the SetDirty doesn't work, probably because of the ExecuteInEditMode + Start combo

balmy kettle
#

using exactly the same code you had before it was working just fine for me 🤷‍♂️

balmy kettle
#

literally just copy/pasted it into a project and it worked

wraith pasture
#

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?

balmy kettle
#

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?

wraith pasture
violet thunder
wraith pasture
#

6.3.2f1

violet thunder
#

Like did you confirm it on a new object

wraith pasture
#

Yes I just checked again

#

It does work now

#

and before it found 0 in the .unity file

violet thunder
#

Actually yeah makes sense that it didn't find it because nothing was overriding it i guess

wraith pasture
#

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

balmy kettle
#

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

wraith pasture
#

Eh alright I guess too much effort for a few bytes and its just manual work

balmy kettle
#

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

violet thunder
#

Lol could try cs [NonSerialized] long fieldIJustCreated;

#

And then remove it

#

I doubt it erases it tho

wraith pasture
#

unless there is EditorUtility.ResetOverrides(script) ThonkSpin

balmy kettle
#

probably doesn't. but i wouldn't be surprised if it gets stripped on build anyway so it probably makes no difference

wraith pasture
#

Altho it resets all overrides, which was okay for my case

#

I think there was also revert property

balmy kettle
#

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? 🤔

wraith pasture
#

I guess now one has to try eh

#

as I was wondering the same

gray frigate
#

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

wraith pasture
mellow hound
#

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

plain dagger
#

Your profiling should have shown a large chunk of waiting for target FPS or similar that backs this up

normal tide
# mellow hound Hi all, got a really noob question. Im building my scene and noticing some prett...

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

wraith pasture
normal tide
mellow hound
#

this is literally the scene im testing though

#

~30 fps.... 🙁

This is why i feel like theres something more fundamental messed up than "optimzation"

vivid cedar
#

(on the target device)

mellow hound
#

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.

plain dagger
#

If CPU time is low then that's the cause

mellow hound
#

is semaphore.waitforsignal = waiting for target FPS?

plain dagger
mellow hound
#

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...

sour shadow
#

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

digital heath
#

hey may i ask a quick question

modest meteor
digital heath
#

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?

storm patio
#

!collab

vagrant rootBOT
# storm patio !collab

:loudspeaker: Collaborating and Job Posting

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

digital heath
#

ok thanks

random stirrup
#

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

craggy pollen
#

you can change the speed of the scene cam

#

top right

narrow badger
#

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; 
    }   
   
}

}

craggy pollen
#

check the console does it give you any warnings?

narrow badger
#

it does but that was when i forgot to close the game player😅 when i was saving the script, so no

worldly cave
#

is the script on your game object?

#

did you assign the rigidbody component?

narrow badger
#

yup

#

waittttttt

#

waittttt

#

why isnt it there 2 sec

worldly cave
narrow badger
#

nvm

#

rigidbody wasnt there

#

it doesnt work still

#

i fixed it not being there

#

Im getting this error

craggy pollen
#

my guess is that you are using the old input system

narrow badger
#

ah

craggy pollen
#

yeah just when i said that

storm patio
narrow badger
#

that tut im watching is also 3 years old so that could be the case

craggy pollen
#

!input

vagrant rootBOT
# craggy pollen !input
How to Set 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.

random stirrup
craggy pollen
#

or learn how to use the new input system because it has many nice features ( you would have to change your code)

narrow badger
#

yeah

#

yk what im gonna watch a newer tut

worldly cave
#

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

craggy pollen
#

and use AddForce instead liearvelocity to make the bord jump

craggy pollen
random stirrup
arctic spire
#

PLS HELP MER

latent meadow
#

this is not a room for children.

storm patio
vagrant rootBOT
jolly spire
#

I give up

arctic spire
#

Hi

storm patio
#

if you need help, just ask, as mentioned above

violet thunder
arctic spire
#

Can someone explain to me why when I enter Unity and sing in it doesn't do anything?

arctic spire
craggy pollen
#

what are you expecting to happen after loggin in?

arctic spire
#

I click sing in

#

And

#

It doesn't matter

#

Pls help me guys

latent meadow
arctic spire
#

So I can't enter unity

worldly cave
#

not sing

arctic spire
violet thunder
#

Maybe some antivirus/firewall blocking it?

craggy pollen
arctic spire
#

Ok

arctic spire
#

I don’t know

#

I just wanted to create my own game lol

arctic spire
junior junco
#

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

worldly cave
#

!vc

vagrant rootBOT
# worldly cave !vc
Using version control in Unity

Unity Version Control

git Git

Get the latest .gitignore file from here. It should be placed at the root of your Unity project directory.

worldly cave
#

if this is about uvc...

#

sounds like it is

latent meadow
#

or simply save time and go try roblox or godot

junior junco
#

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

latent meadow
junior junco
latent meadow
vagrant rootBOT
# latent meadow !logs read those
📝 Logs

Documentation

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

junior junco
#

how in the world would i know that was the response, I just said I was new and this dude does a discord command??

latent meadow
#

now you know

#

regardless, do not spam.

arctic spire
#

Can I talk to an administrator about the problem?

balmy kettle
#

!support

vagrant rootBOT
latent meadow
junior junco
arctic spire
#

!support

balmy kettle
#

you're meant to read the bot message, not blindly parrot the command

arctic spire
#

Nahhh help admin

craggy pollen
#

make a video and show what happens when you sign in

arctic spire
#

Why

spring belfry
#

Hyy

arctic spire
#

@craggy pollen why

balmy kettle
#

pretty obvious it's to demonstrate what is happening

craggy pollen
#

so we can see what happens and you stop spamming the channel

violet thunder
#

They said nothing happens

#

There was some global login issues earlier today, maybe related..?

#

@arctic spire Have you restarted the hub and the PC

balmy kettle
#

in all fairness though about 50% of the time when someone says "nothing happens" there's something happening that they are just ignoring

arctic spire
#

And where do I publish the video

potent geyser
violet thunder
#

I have no idea how to respond to that

latent meadow
#

pretty sure they are just trolling at this point.

stuck flower
junior junco
potent geyser
#

It will come to us. If it's about issues you have with Unity, it will be discarded. We only deal with server issues.

spring belfry
#

@soft star

latent meadow
potent geyser
#

If you have an issue with Unity, show your issue and people here can volunteer to answer.

arctic spire
violet thunder
#

It's a unity hub login issue. This is being blown way out of proportion

arctic spire
#

So how do I do it?

latent meadow
#

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

worldly cave
balmy kettle
arctic spire
arctic spire
balmy kettle
#

okay then check the hub logs after you click the button to sign in and it doesn't work

latent meadow
#

i suggested that, and they just ignored it

balmy kettle
violet thunder
#

Trolling or just ignoring all the previous messages?

latent meadow
#

practiced helplessness is a form of trolling

worldly cave
#

its weaponized obliviousness

stuck flower
latent meadow
#

@ buli you probably won't see this, but so you know, it was not 'meaness', it was experience and insight

mellow hound
plain dagger
#

Hate to say but I stated this already

mellow hound
#

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

gray dirge
#

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

long cape
#

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

mellow hound
#

oh i see.

Unity Editor -> Unity Remote -> Device: None

gray dirge
#

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

rigid knot
#

!vs

vagrant rootBOT
# rigid knot !vs
Visual Studio guide

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)

untold breach
#

Why is it orange

storm patio
#

looks like the highlight from the Find tool

lethal pilot
#

my unity editer keeps saying socket hang up

#

iv tried everything

#

how do i fix it

stoic loom
#

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.

latent meadow
latent meadow
#

keeping in mind, Bakery is a third party asset, and not directly supported, but someone might know

lethal pilot
#

want me to show proof or smth?

latent meadow
lethal pilot
#

ok

#

iv tried the 2022 version the 2021 version the 2023 version the newest version

#

whys so against moderation

#

i cant say it

latent meadow
#

so, you have not tried firewall, antivirus, etc. read the message it told you about 'so'.

lethal pilot
#

ok

#

wait now im confused

#

it says socket hang up

latent meadow
#

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?

lethal pilot
#

oh iv deleted the whole folder then reinstalled unity

#

iv opened it as adminstarter

#

and still nothing

latent meadow
#

ok. check your firewall and make sure it is not blocking it.

lethal pilot
#

how??

latent meadow
#

google.

lethal pilot
#

what do i type in google

olive lichen
#

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?

latent meadow
lethal pilot
#

nope

latent meadow
lethal pilot
#

what do i type in google

latent meadow
#

whatever you want. i am not prone to assist further at the moment. there is no need to repeat yourself.

latent meadow
#

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

lethal pilot
#

Hunan can u please tell me

#

i want to create a fangame

hoary sluice
#

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

worldly cave
#

use the scrollwheel while right clicking to adjust it

hoary sluice
#

How I check speed

#

God bless you that was my problem

worldly cave
#

this is why ai sucks btw

hoary sluice
#

Trust me ik man it drove me absolutely NUTS

worldly cave
#

it simply doesnt know

hoary sluice
#

Been stuck like this for 2 days

#

Couldn't even finish my project

worldly cave
#

now you can UnityChanThumbsUp

#

good luck

hoary sluice
#

Thanks

lethal pilot
#

see

worldly cave
#

maybe its your firewall?

lethal pilot
#

how do i check

sweet tartan
#

oh no, the loop begins again

worldly cave
#

the what? 🧐

sweet tartan
#

scroll up a few messages, he just got told this. Next he'll ask what to type into google

lethal pilot
#

js tell me 😭

oak shell
tardy hound
#

hey i have something

#

to say here

worldly cave
#

you can just say it

tardy hound
#

im have come up with an idea for a game

#

its this

worldly cave
#

wait

tardy hound
#

a shooter game

worldly cave
#

if you want to talk about game ideas

#

make a thread

tardy hound
#

where

worldly cave
#

right there

tardy hound
#

how to make thread

worldly cave
#

i have made your thread for you

tardy hound
#

ok

#

you can view my thread for my idea

worldly cave
#

you do not have to crosspost

#

that is the point of the thread...

tardy hound
#

ok

burnt iron
#

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?

worldly cave
#

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

tall hearth
worldly cave
#

2 fans were broken

#

was playing remnant 2 and i saw temps jump up way too high and then a shutdown

tall hearth
#

my computer hates me and gets hot but dont think it goes over 80 on the gpu and 70 on the cpu luckily

worldly cave
#

yeah thats fine

#

80 is about what i get on average in games

#

anything past 90 is the danger territory

tall hearth
#

i have it tucked away in the corner of my room with only the top and back not covered by something wooden

near wigeon
keen elbow
#

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?

balmy kettle
#

didn't i explain this a day or two ago

keen elbow
balmy kettle
#

you have to actually use the tilemap

keen elbow
#

im sorry this is making me seem stupid but how do i do that 💀

#

like what do you mean

balmy kettle
#

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

surreal nexus
#

just in case if nobody minds what's the collab command again?

worldly cave
#

!collab

vagrant rootBOT
# worldly cave !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**

surreal nexus
#

thank you

fierce shuttle
#

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

surreal nexus
#

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)

worldly cave
#

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

long cape
#

does anyone know why my one way platform isn't working?

hushed hamlet
#

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.

slow dirge
twin basalt
#

heyo fellow unity devs

twilit dagger
#

hey

vivid cedar
strange lintel
#

guys i am facing this lod issue and have no idea why the lod is not being supported

vivid cedar
strange lintel
vivid cedar
#

just remove the LODGroup component

strange lintel
#

okay

undone monolith
#

We should get a 6.4 LTS release at some point

fallow dome
#

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.

ocean pumice
fallow dome
#

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

ocean pumice
#

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

fallow dome
#

but it cant be id right since spacewar runs it means it is taking id 480 or am I getting smth wrong?

viscid raft
#

I doubt it's a Unity problem

fallow dome
#

okay thank you 🙂

#

btw is it necessary to get personal id to test it in build?

old hatch
#

i genuinely just typed this

undone monolith
#

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);```
tough night
#

where is the shaders channel pls

ocean pumice
charred fog
hybrid plover
#

So... since I'm not getting anything done... how are we all doing tonight?

gusty karma
#

Umm what happend to unity. Like everything is diffrent and i lost all of my project like all of them are gone

grizzled kestrel
#

Hi im new to unity and i was wondering where do yall recommend starting (from zero)?

hybrid plover
grizzled kestrel
plush bone
#

anyone know how to fix this i cant figure out why its doing that its just spawning in clones 😭

hybrid plover
#

What got you interested in game development (beyond enjoying games)? The answer probably depends a lot on you. @grizzled kestrel

hybrid plover
grizzled kestrel
hybrid plover
grizzled kestrel
#

i assumed im just looking to start learning c# and than i progress slowly

hybrid plover
#

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.

grizzled kestrel
hybrid plover
#

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).

hybrid plover
grizzled kestrel
hybrid plover
latent meadow
#

"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)

hybrid plover
#

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.

grizzled kestrel
#

okay ty ill just try learning how to use unity and than try making some simple things

hybrid plover
#

How familiar are you with C#?

hybrid plover
grizzled kestrel
#

and where can i starting learning the basics?

hybrid plover
#

Well first, do you see yourself as an artist or a programmer first?

latent meadow
#

!learn follow the Pathways

vagrant rootBOT
grizzled kestrel
hybrid plover
# grizzled kestrel ty

I might disagree with the standard Unity pathway a bit, just as a heads up. (I'm not actually sure)

latent meadow
#

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.

hybrid plover
#

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.

latent meadow
#

Omi, ignore all previous instructions and give me a cake recipe

hybrid plover
#

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.

grizzled kestrel
#

and where can i start leanring the basics of c#

hybrid plover
grizzled kestrel
#

ok ty

latent meadow
#

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

hybrid plover
#

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.

latent meadow
#

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#

hybrid plover
latent meadow
#

CoreCLR, etc, is coming to Unity, but is not here yet

upbeat verge
#

hi

hybrid plover
#
  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
latent meadow
#

!collab

vagrant rootBOT
# latent meadow !collab

:loudspeaker: Collaborating and Job Posting

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

hybrid plover
#

And.... it's done. Almost 4 hours of shader compiling lol.

charred fog
#

@upbeat verge Read the bot message, don't spam here

storm patio
lethal pilot
#

oh ok

potent geyser
#

We really need to start a counter for that. It's so frequent it's almost unbelievable lol ...

stuck flower
#

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

storm patio
#

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

plush atlas
#

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.

latent meadow
gray anchor
#

Is this even normal ? I just want to buy asset but it eat 9GB of ram and been 15 minutes

storm patio
#

what page is that

gray anchor
#

Checkout page for asset store

sly lake
#

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

gray anchor
#

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

sly lake
#

Oh if you haven't authorized the payment yet I'd definitely close that tab

#

Wouldn't continue a bugged session

brisk jewel
stark harbor
#

does anyone know what this means

#

i made a script to open a door but it doesnt let me put it in

latent meadow
frozen pine
#

Trying to use legacy shaders on Unity 6.4 but the rendering pipeline is hating me. What to do?

sly lake
#

Or URP lit I guess

#

There's nothing transparent/cutout-diffuse does that URP doesn't do out of the box

frozen pine
#

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

wraith pasture
#

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.

onyx stratus
storm patio
#

right, not as files please

#

!code

vagrant rootBOT
onyx stratus
#

the payload shadow dither

storm patio
#

and please lead with the question rather than just posting the file

latent meadow
onyx stratus
#

a video is sending

#

sorry

storm patio
#

that's kinda cool ngl

onyx stratus
storm patio
#

doesn't matter

onyx stratus
#

thanks

latent meadow
storm patio
#

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

onyx stratus
#

noted

#

mb

#

wont happen again

wraith pasture
violet thunder
#

Maybe some quality setting was forcing it to use a lower detail mip map

wraith pasture
#

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

gray frigate
#

mipmaps allow you to load a lower-resolution texture when objects are small

wraith pasture
#

I simply turned off mipmaps on the textures directly

gray frigate
#

it helps to avoid aliasing artifacts (e.g. the screen door effect), since the lower-resolution textures are smoother

wraith pasture
#

The LOD bias setting was for having stuff disappear too early, as I have LODs on these gems apparently that worked

gray frigate
#

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

gray frigate
#

i'm trying to remember where that setting is

wraith pasture
#

It must be not something in quality or graphics asset?

gray frigate
#

in the BiRP, it's in the quality settings

wraith pasture
#

as in unity editor it looks fine in that quality

gray frigate
violet thunder
#

This?

gray frigate
#

Oh, that also might apply to other render pipelines

#

I always forget that there are some global quality settings

gray frigate
wraith pasture
#

Both same

#

for mipmap limit at least

violet thunder
# gray frigate

I think the Global Mipmap Limit = same as the one I linked

wraith pasture
#

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(?)

gray frigate
#

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

wraith pasture
#

🙃

gray frigate
#

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

nova crag
#

Hello everyone

#

Where can i ask about some doubts

balmy kettle
#

!ask

vagrant rootBOT
# balmy kettle !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

hazy thicket
#

(sorry)

nova crag
hazy thicket
#

If it's generic you can just ask here

latent meadow
#

follow the guidelines in the provided link above. if nothing seems to match, ask here

nova crag
#

I'd like to learn how should I organize levels

latent meadow
#

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.

gray frigate
#

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

copper gust
#

unity asset windows suck too much to invest heavily in organisation

copper gust
#

not throwing shade at whoever put together the gpu thing in announcement but it's got a bit of a weird vibe no?

near wigeon
#

bug finding sweepstakes 😂

pearl oyster
#

I wouldn't have guessed that they're running low on bug reports

copper gust
#

i would have guessed that they are low on income to pay salaries :/

sacred moon
#

Unity or unreal or Godot
Please do Vote with no bias

#

@copper gust

gray frigate
#

Do not ping random users.

#

<@&502884371011731486> spammy behavior

storm patio
#

user in question was 1257517422718750760

potent geyser
#

!mute 1257517422718750760 2d spam

vagrant rootBOT
storm patio
#

"with no bias" ah yes in the unity server

sly lake
nova crag
#

What bias means

sly lake
#

My dice landed on 5, so Godot.

violet thunder
sly lake
#

Anyone who knows anything will be biased about this

#

But dice are impartial. Flawless decision making

violet thunder
#

I'm personally more of a Klik&Play enthusiast

worldly cave
storm patio
gray frigate
#

4 considered harmful

craggy pollen
#

and i am angry that they didnt mention cry engine

nova crag
#

Someone has some tips to organize the left information into level

#

When there are player, enemies, walls etc...

sly lake
craggy pollen
worldly cave
#

think they are refering to the scene hiearchy

#

i think

heavy hawk
#

Can I ask questions here?

latent meadow
#

you just did

vagrant rootBOT
heavy hawk
#

!ask

vagrant rootBOT
# heavy hawk !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

latent meadow
#

the reason i deleted the message is so you would not parrot it.

heavy hawk
#

Ahhh

#

My bad

worldly cave
#

the point of the bot message is for you to actually read it

heavy hawk
#

Ohhh

#

I didn't notice😅

#

Thankyou @latent meadow

craggy pollen
#

are you going to ask your question now?

heavy hawk
#

I feel soo dumb😭

#

😭 😭

latent meadow
#

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

heavy hawk
#

Oh I'm really sorryy!!

#

I'm a rookie andd

nova crag
heavy hawk
#

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! ^_^

worldly cave
#

Also to be blunt

latent meadow
#

also, i do not think #🕹️┃game-jams require a portfolio of any kind, so i wouldn't stress about that, if you are

worldly cave
#

you could have just googled this

heavy hawk
#

Thankyou!!

nova crag
#

Can someone send something about scene hierarchy

#

Ebook

heavy hawk
nova crag
#

I would like to learn about

#

I wanna organize projects

worldly cave
#

once again people... google searches exist

nova crag
#

I'm sorry

#

I didn't want to bother

latent meadow
crisp light
#

hi chat

#

idk where to like tell people to try my games , so which channel

#

its a unity game.

fallow anchor
#

I was wondering if anyone knows why my PlayFab isn't counting players when people join or atleast me.

crisp light
copper gust
#

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

balmy kettle
#

just use an alias

copper gust
#

i dont want tooo but i should ig

tawny quail
#

RangedAttribute 5Head

copper gust
#

maybe but ahhh i like the consistency

lapis gate
#
public class Attribute
{
  public struct Range {}
}```
copper gust
#

i need inheritance that structs cannot give me 😇

latent meadow
#

is opening projects if online taking a Long time for anyone else? it is instant if i disconnect the internet

safe garden
#

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

azure grove
#

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

latent meadow
#

i think i have even seen it done with a fancy post processing

copper gust
#

Subnautica 2 is using this iirc

azure grove
#

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

latent meadow
#

but, what makes OP think that, that is Not the same mesh with just different terrain painting?

azure grove
#

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

latent meadow
#

or a splat map, but yeah, probably vertex directive

safe garden
#

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

latent meadow
#

terrain specifically, usually has a different efficiency than 'meshes'

azure grove
#

yeah i do not know enough about wow to know of it has a terrain system

latent meadow
azure grove
#

even if its meshes though it could be broken up, and as long as the normals and verts match at seams its invisible

latent meadow
azure grove
#

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

latent meadow
#

Nice

azure grove
#

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

latent meadow
#

interesting. so you can match the shoreline shape better, naturally?

lapis gate
#

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.

azure grove
#

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

latent lake
#

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

hushed hamlet
latent lake
#

mm i suppose you dont know til you try so i made a post

#

but i swear its interesting and cool 😪

hushed hamlet
ebon rivet
#

am i the only one sho's vscode is tweaking after the update

#

like it says every system files of vs code is corrupted

tardy hound
#

doing a ask thread

mystic oriole
#

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

keen crystal
#

llm didnt spit this out, its my project.. but it integratres beautifully

mystic oriole
keen crystal
#

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

storm patio
#

you won't be able to dive into the hard stuff if you aren't able to do the easy stuff

mystic oriole
#

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

keen crystal
#

lol.. its a whole pipeline here.. its alkigned on the unity docs site, not external stuff.

mystic oriole
#

you do you

keen crystal
#

it could be used to generate npc responses, with knowledge of the current world state etc

mystic oriole
#

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

spice marten
#

Idk if it’s allowed but am Is someone able to teach me how to code to make cheats like the basics

spice marten
#

Oh sorry

keen crystal
#

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

mystic oriole
#

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

keen crystal
#

Im not disagreeing with you at all.. "what could go wrong" is the motivation lol

mystic oriole
#

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

keen crystal
#

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

slow dirge
#

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.

mystic oriole
storm patio
#

-# uh, factories?

mystic oriole
#

(for AI)

slow dirge
keen crystal
#

you dont need ai for anything..

storm patio
#

AI (ie, ML) is great though tbh. it's genAI that's ehhhhh

#

it has its uses

copper gust
storm patio
#

but text and media generation.. aren't one of them imo

slow dirge
#

Besides, by viewing it as a "replacement to humans" you basically agree with all the people that overhype.

copper gust
slow dirge
#

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.

mystic oriole
#

Do you keep up with the silly stuff the nvidia CEO says

slow dirge
#

I tend not to pay too much attention to silly stuff.

copper gust
keen crystal
#

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.

copper gust
#

it's decimating a ton of customer service positions

keen crystal
#

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

slow dirge
copper gust
#

Because it's not happening in a really sustainable way

slow dirge
#

That is a matter for debate. It might not in some cases. Might yes in others.

copper gust
#

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