#💻┃unity-talk
1 messages · Page 102 of 1
How many?
not gonna make up for anything considerable, but was a lot
-# take it out to dinner first, geez
lol, few hundred, but to handle one application..
yeah i don't think the scale is balanced there 😛
Why do you think the tool they are showing is ai generated..? They never said that from what I can see
In the end, i don't care about the ai implementation, i'm happy i can spawn a process unity owns, hook to it, and spit out the stdout to a console... the ai wtuff is just fun for me
OpenCode -> The open source AI coding agent
Ah I thought thats their own tool
right, but because im hooking to it, doesnt mean i used it to implement to unity
it is my tool.. not ai generated.. just used for ai to generate stuff
yeah thats a lot of stuff to be offloading to a non human...
but if it makes you happy
the fun part is normally it makes me mad.. so i have things to fix..
Don't start odd-topic discussions here.
@charred fog sorry, i didnt mean for this to escalate.. where would this type of discussion go?
And off-topic as well
it is a cool unity project im working on.. all i meant to post
Somewhere not on this server.
kk.. ill not post my unity projects in unity server,,
deleted my screenshots, i appologize
would it not go in dev-logs?
They were here to promote their "AI" tool
when i have a public showcase, ill do that
is dev-logs not for promotion? or does this server not have a place for dev-logging editor tools?
nono.. i was just showing my current project, im not promoting anything
i thought it was fun to hook into opencode.. but others have their opinions
this probably wont go anywhere, its a research project at the moment
This was in respect to guerrilla promotion/poll they were doing. If they want to post something built in Unity, they could use #1180170818983051344
?? im very confused..
Then stop spamming
this feels like another victim of someone assuming #unity-talk in a general category means its for unity talk in general
His tool is goofy as hell and borderline useless in a real professional setting... but its still unity related
sure but initially you said it's offtopic and to post it in another server, both weren't really true
i agree, its a research project.. but i didnt mean to post in the wrong channel.
i understand why they might be confused
but it can go on this server? in #1180170818983051344?
@copper gust Read the entire chat and stop spamming already
Everything was already addressed.
server or channel? im still confused.. ill just not post in this discord at all anymore if thats the choice
I was actively participating in the entire chat, yes I read it
If you want me to stop discussing it that's one thing but calling this spam is a little ridiculous
I'd like to think it's pretty clear I'm not asking these questions in bad faith
it's just the AI discussion that doesn't really fit here, no?
To spell it out again. This was in respect to the off-topic discussion about "AI" tools
Personally the distinction there did not seem clear
im still confused.. sorry for sharing a research project, i am not promoting, or taking sides on ai for.. its just a research project.. if im in the wrong channel ill put this stuff in dev-logs in the future.. if im in the wrong server, i guess unity is not interested in research projects
It wasn't clearly explained tbh and this channel is poorly named. AFAIK You can use #1180170818983051344 for your project but there isn't really a place for the ai discussion that happened in response to your tool post
For the last time. You were not "sharing" a research project, you started a polling discussion if you can monetize the "AI" tool etc, and other things that were touched on. This channel is not for marketing or promotion.
@copper gust @keen crystal Stop with the spam already. Last warning.
And GitHub or another type of hosting platform if you're smart
I’m gonna have to start over again from scratch
One of the first things you learn with programming is to use version control. Not just to make it easier to track changes, you also publish your progress online in case of an SSD failure or a fire or something. Why didn't you do this part?
I’m stupid that’s why
I was lazy
All I can say is let this be a lesson and back up your progress
And see if somebody can recover your data
I did think of backing the project I was working on to a different ssd but I thought it was useless since the project I was working on wasn’t finished yet
Ssd was working fine yesterday night too
but it suddenly died this morning
Well
I mean, literally any progress warrants proper backups. Making a GitHub repository takes only 1 minute
It’ll probably be easier to do the project over again since I’ve done it once hopefully it’ll be easier the second time
Yea, I’m gonna start doing this now
I literally had everything on that ssd backed up to a different drive
Only thing I didn’t have backed up was the project I was working on
!collab
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Thank you bro
hi all, have any of you tried something like this for mesh blending on assets with terrain that kinda thing? or any better suggestions?
did you bother trying the free asset i linked when you asked previously?
Just got about 5 questions
- What's an occluder
- What's an occludee
- How does occlusion culling work exactly? Is it whatevers not in the camera doesn't render?
Realistically could I make a game for an igpu on unity 6 but the games low poly style
- thing that is occluding the view of occludee
- thing the has view of it blocked, occluded
- yes to the first part. part 2: make sure the igpu meets min unity specs. it so, find a game that is like the one you want to make and check the sysreqs. add about 40%. if your computer meets or exceeds it, you should be able to make your game
I got hd 620 Igpu
My main gaming pc has an Rtx but i thought how do u optimise a game if u dont have bad hardware
stick to URP. your issue will be more about poly count than much else. there is not a lot of overhead in URP, BUT, keep things in mind,. Lighting should be baked. do not try realtime lighting on that gpu. also, that means, when you move an object in the scene, that lighting does not automatically update so you may have outlines and shadows there. you might want to consider Unlit.
Beyond this, time to start talking to the guys in the #1390346776804069396 room, most likely. if you do unlit, you will save Many headaches, but introduce others. everything is a balance in game dev
the profile/silhouette, will never match the original high poly model since the curves are just not there, but the texturing can be essentially identical. you would Bake the texture to the low poly model. a Normal Map will make it look amazingly like the HP model, with the silhouette caveat
Thanks this helps a lot
Hey, not sure if this is the right place to ask, please redirect me if it's not.
I was wondering if it's ok to make an asset available on github freely under the WTFPL license or similar, and have it on the asset store as a paid asset as a donation system sort of?
I know others can redistribute it etc. since it's under the above mentioned license, I am just concerned whether this is against some rules.
Please @ me and thanks in advance!
there are resources pinned in #💻┃code-beginner
Just like you were told the last time you asked: #💻┃unity-talk message
haha how did you remember that
How did you not?
i forgot
might want to get that checked
bump
i mean, any response you're gonna get is gonna be marked with IANAL
the "right place to ask" would probably be a contract or copyright lawyer
ig what you can do yourself is read through the applicable contracts/terms/agreements/licenses and see if they allow or disallow what you're doing
in general for licenses, you can't do anything other than what's explicitly allowed by said license. (since it's giving you a license to do those things)
not sure about terms or agreements though. again, IANAL
it's kind of a big ask to ask about how 2 agreements (probably more from the asset store/payment provider side) interact, there's an entire career for that 😆
Hi, is there anyone who's worked with Unity ECS and would like to talk for 5-10 minutes? Please message me privately; I'd be happy to hear from you, thanks.
not how community support servers work, please don't delegate to dms
!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**
Don't cross-post, please.
idk how that counts as a job or a collab?
didnt ask anyone to do it for me or litteraly collab just point me on smth but alr
Hey, guys! I can't find the documentation page of the Pixel Perfect Camera.
I want to read about it but I cant find it
oh
I am on a new Unity documentation page
I have searched about it on Google
Why there are 2 Doc pages for Unity?
wdym 2 Doc pages ?
oh wait the other one is packages
I mean they are different
manual, api and packages
packages have the same thing, Manual part and the API part (code)
because packages are maintained separately
So where is the link for packages?
do build profile scripting defines apply on top of, or in place of the base defines?
usually google or the Documentation button in the package manager
Additional
ones such as UNITY_EDITOR and DEBUG are defined by unity where relevent
ever so slightly offtopic but did PraetorBlue leave the server?
I needed to ask him something and i see he is no longer here
his account was compromised so he was kicked as a precaution
he'll probably be back soon
ah unfortunate
he still has access to the account though
is there any way to know when the next round of Unity AI beta testers will be released? or if there will be?
❤️
@flint birch Do you have a question?
Hey, guys! In 2D games with use Pixel Perfect Camera instead of Camera ?
i dont im just sharing my experience with unity
I was just wondering we can't use the regular camera right?
the Pixel Perfect Camera is used to control the Camera
it's an extra component
If you don's have a question don't post off-topic here
you can, if you aren't using pixelart for example
Yes but when I add pixel perfect camera when right click it adds automatically both camera and pixel perfect comp-onent
yes, because pixelperfectcamera requires camera
If you are using pixel art?
It's intended to be attached to the same object as the Camera component.
then you should have a pixelperfectcamera alongside the camera
The point of the pixel-perfect camera is to make sure that pixel art aligns correctly to pixels on your monitor
^ the camera still does the actual rendering
You don't need it if you aren't using pixel art
Wait I got confused
me and fen are saying the same thing
A 2D game can be a game without the use of Pixel Art?
...i hope so
hollow knight
For one reason, I was always thinking that 2D games are somehow connected with pixel art
e.g. Dust: An Elysian Tail has hand-drawn 2D art
yes.
that's just a misconception you have then
all art is pixel art, just depends on the amount of pixels 😛
i would argue a majority of 2d games out now dont use pixel art
rocking up with my game made ENTIRELY out of SDFs
Ok so what I have to keep in mind when working on 2D?
rocking up with my game made ENTIRELY out of pixels (noita)
unanswerable question
that you're in 2d? this is an incredibly vague question
I mean
what do you have to keep in mind when walking?
pixel art games need to think harder about exactly how big their art assets are
I was just confusing the Pixel Art with 2D games in general
2D games in general also need to think about that, i guess
lmao what?
but you can resize non-pixel-art assets more reliably
just wait until you see the 3d pixel art games
images are far smaller than models
I'm not talking about filesize
I'm talking about the actual art
ohhhh, yeah ok that makes sense
If your game is designed so that the main character is 40 pixels tall, you can't suddenly make a small enemy be 100px tall
you'll have to squash them or stretch the player
and now your pixel sizes are inconsistent
3D Pixel art?
minecraft
oh ok
there's also voxels
Voxel = volumetric pixel
you ever think about how the x in voxel stands for picture
You know we have a 2D Arcade game to create I think I have mentioned that here in College on an Arcade Machine and you know we have to create our own 8-bit Audio, as well as our own sprites/pixel art on Aseprite.
And I am thinking right now bvecause I have no experience
ok, so all those restrictions come from it being an arcade game, not from it being 2d
I have to start learning & understanding theory of Pixel Art
I assume yes
Yes
We have many any restrictions like on size of each sprite, and all the settings we have to use
Hey, guys! Could you please explain to me what all these properties do in Pixel Perfect Camera, I mean I have to remember what each of them does right?
Did you check the Manual explaining them?
Yes I read it
what part do you not understand about it, then?
So ask a specific question what you don't understand
it would be pretty inefficient to just read you the manual
and let's not get started about "texels"
Crop frame and refernce resolution are the most confusing to me and lets say grid snapping
I think I have to try and experiment XD
otherwise
reference resolution is what resolution in visual pixels you intend the viewport to be
crop frame, well, just try that one out
oh its the same thing as it is for canvas
not quite, similar concept
Yes I mean its similar
I am creating a simple shader graph that put a sprite on top of the existing MainTex
the issue is because the original MainTex is from a sprite sheet
and the sprite on top is just a single image so it gets strectched to fill all the sprite sheet space (UV problem I think)
I can fix this by diving the UV until it looks right but I don't know if that's the right solution. I feel like there is a better one
if you screen is 1000x1000, and the reference resolution is 100x100, it'll scale everything so that each pixel in your art assets takes up a 10-pixel square
so, the reference resolution is the size of the screen where each pixel in your art takes up exactly 1 pixel on the screen
Hey guys, just had a question. I want to make a party game (stick fight / rounds style) that you can play online and in person on one screen. What would be the best way of doing this in Unity 6?
Just dont wanna start the project then find out I did it wrong XD
hello, i am using Ellen 2D asset pack from Unity and i want to put my Gun/Staff onto an object so i can pick it up later, does anybody know how to do that?
theres really no 1 right answer for this
what do you mean by "best way of doing this"
because thats a pretty broad question
I generally mean just is there a way that thats done most often / implemented easier
Like would I want 2 different scenes for online and local or is there a way to have them together
how familliar are you with networking to begin with?
This would be my first online style project so not too familliar
may i ask how long you have been working in unity?
Ive worked in Unity for a few years now on and off
Just never got too into the online aspect of it and was curious
!learn
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there should be some pathways for basic networking here
but yeah you need to first learn how it all works youre missing some fundamental "context" i suppose
Thats grand, I kinda know how it works just not how to implement if that makes sense
Ill check this out tho thank you!
Probably in here somewhere but suprisingly not a topic
damn really
maybe this- oh its 25 minutes long
I found this which Ill check outhttps://learn.unity.com/course/unity-6-multiplayer-creation
Unity 6 includes several new multiplayer creation tools that will help you quickly test and build multiplayer-enabled projects. In this course, we will take a look at these new tools and how they can be used to quickly build multiplayer-enabled projects.We’ll start by taking a look at the Multiplayer Center, which guides you through and instal...
Yeah found the same one XD
When looking up multiplaye this one also came up: https://learn.unity.com/project/net-check-converting-a-game-to-multiplayer
Taking the magic from Scope Check: Learn to make a game by making games. The team reassembles to try and convert their unnamed food fight game to an online multiplayer experience. Can they pull it off in 4 weeks using Netcode for GameObjects?
there is also a dedicated #1390346492019212368 room with resources at the top of the first pinned message
can anyone explain how to build assetbundles?
i used this script but it didnt show anything
youll probably have to ask whatever community this is for
unity?
this is the community
you got an error message there
2018 unity building asset bundles
fair
and make sure you put this script into the Editor folder
what's the bundles for
your code won't work if you have compile errors
i only have error with another one
the errors are from meshinfo.cs
ok
you have to
just focus on creataassetbundle.cs
it is only the tires bro the car will still drive
don't worry about that collapsed concrete support over there. i need you to help me figure out why this one is cracked
Hi 👋
Ok
But I don't know how to start conversation with someone because I don't know the th interested topic or hobbies of them
thats fine because this isn't a casual chit chat server anyway.
If you have a Unity question then ask it otherwise it doesn't belong
Ok I got it ☺️
There are a bunch good for that though, just poke around ! It can be nice. Getting feedback on other stuffs and such.
Hey guys I am trying to install the editor but the continue button is greyed out no matter what i click, can anyone help me?
I've tried selecting all of them or just windows, etc.
I've also tried running unity as admin, and also re opening.
mb guys the problem was simple and I just had to try one more thing.
The default installation was a drive that isn't plugged in anymore 😅
Hi there! Am new to unity, and im trying to follow a pretty old tutorial on youtube on how to make an npc talk. The thing is, i want to open the discussion with the npc with "E", and then i want the player to click the button "Continue" on the bottom right of the texte box to go to the next sentence. my program works for "E", but idk why the button doesnt work at all, like nothing happens when i click on it. idk if the problem is my code or the button itself, so if there's someone here who can help me it would be very kind :)
||Also, sorry if i am not clear enough, english isnt my first language...||
the best way to get help with code is, instead of screenshots which will get people yelling 😅 , utilize this:
📃 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.
oooh thanks am sorry lol
also post it in #💻┃code-beginner
oh mb i didnt see it sorry
didn't, it's likely like that because it was trying to install to the unavailable drive
ah. well, that probably is the "well there's yer prob'lum"
Should i be worried that unity has been downloading visual studio for like 15 minutes now?
nvm i should have been there was a seperate window for it
i would appreciate some advice on this: #1486904570863943731 message
Oh now i remember why I don't use unity anymore. I just doesn't open no error. Just doesn't work :)
it is not supported
whats not supported?
how do i disable copilot github in visual studio community
cause It keeps giving me these unneccessary things in my code
honest question how do i open unity?
you make a project in the hub, using the version you want to open. you then click that project to open it
that would be nice
i already told you that, that version is not supported
why did it let me install it?
Also sorry i wasn't sure if you were talking to me or someone else
checking something
Just giving more information. I downloaded it off unity hub itself
since this is an out of support version, the best i can suggest is digging through the logs to see where the error is
!logs
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
from what i am reading, it Should technically launch
i honestly have no idea how you 'installed it through the hub" as that version should not be available in the hub
yeah this is literally why i quit unity after one project. It became super difficualt to even open projects
yes, that is what happens with unsupported version, honestly. also, doesn't vrchat support 2022?
That Is in the hub, and supported, generally
and why do you have to run as admin.. but.. no. you need to update your version.
I'm installing a new version, not sure if it will help cause I had this problem. I've had this happen before
Heres how i installed that verion in the unity hub
Ah! you cheated 😄
neat though.. i did not know it would pull older version like that anymore
If i remember right i keep having problems running unity projects on like any of the verions 😮💨
well, do not try to run old projects first. start with the oldest version that works, 2022, and make a new project. do not run the hub as admin.
and again, if you want to not be blind as to what is actually happening, read the logs.
The problem is its for adding things to vrchat. and i think they are locked to 2020
or 2019 i thought? idk
IDK. certainly not supported here (vrchat or the older version) so, probably best to ask them (vrchat discord)
it looks like you are on windows 10?
at minimum, make sure you are running at least 21H1
hey, So my friend was banned on this server and I wanted to know how could my friend appeal the decision. Is there any dedicated channel or something?
read the #📖┃code-of-conduct , check the section regarding what you are asking about. there is contact info/instructions
Thanks for the help Unstalling the 2020 version fixed it
Is there a sub where you can discuss math?
if it is programming math, check with general coding perhaps. #📑┃channel-directory
yes, many people do.
: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
hey all, have you ever gotten any AI points top up?
i requested weeks ago and is still 0
is there any other way to get it or am I missing something?
It's a long topic but you might want to start with the xr interactive toolkit and associated learnings to begin with
The high level is world space UI, and avoid sticking things to the users face like a bad post it note (except for huds of course - in which case I recommend making it more of an removal helmet cuz we can)
heya
hello all! first time in the server. is it appropriate to ask questions here?
Yes and then check the channel list for anything specific. But you'll get redirected usually if it has a specialty group
I.e. #🔎┃find-a-channel message
got it! Thank you!
I'm trying to make a really simple game with playground asset for an assignment and i'm using the spaceship asteroid assets. Everything was fine until i hit a roadblock.
I was following a tutorial and i added destroy for points scriot on an asteroid. the concept is that the laser beams shooting out of the ship destroy the asteroid. but when the lasers hit the asteroid, they just pass through it
the laser has the bullet script and the asteroid has destroy for points script. But somehow the laser just passes through the asteroid
With only this data, it could be many things. Do the laser and meteor have colliders?
yes they both do have colliders. infact they collide when i turn off the trigger on the laser. but even then, the points doesnt work
Ohh, I see. So, the asteroid is a non-trigger collider, and the laser is a trigger collider?
In the code, are you using OnCollisionEnter() or OnTriggerEnter()?
i honestly didnt code anything. I was just using the script components. This is indeed my first day in UNITY haha
is it normal for an HLSL shader in unity to be hundreds of lines long?
its like impossible to read compared to C#
Yes
It’s just the nature of writing super math heavy logic that has to be insanely fast
how do they usually get split? lighting and textures/colors?
Ah. Well, setting a collider to trigger makes it not do physics collisions, and only trigger OnTriggerEnter events and such things. That's why setting it to trigger makes it pass through.
do you know HLSL well? i was learning how to write it with claude and it told me to write "float4 shadowCoord = TransformWorldToShadowCoord(IN.positionWS)" but i cannot figure out the actual logic behind it, how does it work?
As for the points thing, you'd have to get into the code for that.
thats what i actually wanna do, but im also scared to break something and have the entire project turn magenta
thats a good idea
Not at all so unlike claude i’m not gonna give you advice i don’t know about 😛
yeah its really confusing lol
unitys standard is a rabbit hole? also why did they remove just the basic standard shader? i only have options for unlit and a few others
Or if you can use shadergraph
yeah i just sent a message about shadow stuff, i hate it. also yeah i do need the standard shader, where is it downloaded?
thats what i have been using but i wanna have more control of my materials and its better for me to learn HLSL anyways, i wanna learn how it works
im also on URP, and yeah i was more talking about when you right click to make a material i never see standard as an option
also do you know anything about deferred vs forward rendering? can shading be customized on deferred? i need to be able to make my shading pretty flat
yeah cel shading, im just wondering because the reason i switched from UE to unity is because i literally couldnt customize the shading calculation, there was a bandaid fix with post processing materials but that just takes the final rendered image and i would flatten the brightness of the pixels on screen, wondering if unity's deferred renderer is the same way
oh trust me i know 😂 i had to disable so much
i dont think i will ever go back to UE though, even though its way easier
yeah, im wondering if you can change the way the shading is calculated in unity's deferred renderer
yeah i already got a toon shader, i was just asking about the deferred renderer
i grabbed my toon shader from github i think XD
is there really any good way of creating a fully explorable earth liek the one in megaton rainfall
Not really. You'd need a custom render pipeline for this.
wdym
At most you can control the gbuffer contents.
Yes, a custom scriptable render pipeline.
yeah thats what i was thinking, some game studios have proprietary engines where they can access the lighting and change it how they like while still having deferred
im sure forward is better for me anyways
I just realized you're a different person. I was not replying to you.
You don't need a custom engine. Unity allows creating your own render pipelines. That's the whole point of SRPs.
yeah thats why i love unity, it lets me do almost anything i want, but im probably not gonna use SRP, i just started learning coding in january
I've never played it but cesium or open street maps etc
How does the project hierarchy look for specifically the player game object (soon to be prefab). Player body has gameplay-affecting components removed.
You know that Unity Multiplayer Servers are shutting down. Does anyone have recommendations on where I should migrate my matchmaking system and server infrastructure?
why is it like this in unity? is this a shader issue
why is what like what? there are lights on in blender, there are not lights on in Unity if that is what you mean. at least that is what it looks like. cannot tell more about the material without lights
Just from experience, usually what you see in blender isn't going to be 1:1 with unity out of the gate
if i understand that correctly you are asking how you can reference your prefab after instantiating
you´d do that by some kind of injecting the prefab into the instantiating object then you can work with that reference
Oh, I was just asking if the structure looks nice. I know how to do prefab instantiation and such
ok, it looks pretty organized to me
sry it's not bright enough, it's a backface culling issue so I had to flip the face on that ornate object
hello, i want to learn more about building games in unity, is there a good course/place where i can get started?
check the pinned channel messages
hey
would unity 6 web based support a networked rts game with 1000's on units in it
what would be the main limitations?
yes
depends
the question posed is very vague
1000 is not a super big number, in the scope of computers
I'm sure
depending on what those units are or encompass, maybe the limitation would be cpu perf, or gpu perf, or ram, or your own ability to design or draw or code the units
so really, could be anything
it's too vague to properly answer.
I know graphics would be more limited
it's single threaded in web right?
the cpu calculations
js is single threaded, but worker threads exist. i'm sure they're utilized in some capacity here
I see
afaik worker threads do not share memory working set with main thread
they need to message each other
webgl supports
Hardware-accelerated 3D graphics for the browser environment
just bottom line, you have other things to worry about than perf, if that's what you're worried about
I watch code monkey course to learn unity, it helped a lot
and this is optional but I do recommend, learn programming language first. C# specifically but you can start with python or any other language, it helps a tonnn and save me headache from not understanding the course when it comes to the programming hha
I see
which is hte best for this? is unity AI or something else?
none of them are really going to help unless you already know how to make things
what even is "this"?
i have software engineering background, just havent used unity ai or any of the ai tools for programming, so im wondering which is the best to use for programming using ai
I use claude AI for general use, it's a really good ai in my opinion better than chatgpt. but idk about claude code specifically for programming
if you're asking me, they're all equally unnecessary lol
I need help making a gorilla tag copy!
:teacher: Unity Learn ↗
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there are learning resources there ^
Why Unity suddenly as me where to save everytime I create script? I Already try reinstall (clean install) Unity & VS2026 but still same issue. This little bit annoy because it seem either Visual Studio or Unity (Latest) not connected with each other.
Kk
AI tools are an extension of you, they wont do your job, but they most definitely can help. thats what im trying to get to.
if I assign the architecture to the AI, would it understand what needs to be done and do it or do I need to babysit it all the way though
because it needs to know where you want to save the script?
this is unrelated to your ide
you could create a script in the project window (or in your ide's project explorer), since that's in a specific folder
I usually create script in the project window, doesn't ask you where to save it because it will saved in the folder that is opened in that project window
In the past it would save the script in the project root when creating it from add component. Did they change it?
I remember it asking where to save when creating script from add component
Well, it really unpleasant to me. When did Unity change/remove this feature?
Hmm... I'm pretty sure it was saving at root by default for the last 5 years.
that's just what I remember, might be wrong
idk, you can still create script from the project window
if it bother you that much
Maybe check for settings that could be relevant in the preferences.
yeah I agree. I left Unity like for 3 year & comeback to it now. Then see this "weird" changer
if you do it from the context menu it ´ll save the script at the path where you created the script by default
if you do it from the inspector it wil ask you where to save
Well, gonna adapt with new way of saving script
btw kamu dari indonesia kah bang? atau malaysia
this is a primarily english server, sorry
oh okay
I'm a Malaysian
I see, kind of rare to see any southeast asian game dev
nice to meet you
hola
hi, this is not really a social space. if you have a question, feel free to ask
https://nohello.net
hey, need help with something?
si , tengo problemas a la hora de configurar el editor de texto para poder trabajar , me recomiendan alguno?
sorry, this is a primarily english server
what makes him think everyone can speak spanish here?
I don't understand spanish 😭
If your IDE is not autocompleting code or underlining errors, please configure it.
Select one:
•
Visual Studio (Installed via Unity Hub)
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Visual Studio (Installed manually)
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JetBrains Rider
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oh that text editor ok, makes sense
that's all i managed to gather from the words i recognized lol
Oh, sorry, my question is that I'm having trouble configuring the code editor. Do you recommend any?
@velvet galleon check out the configuration guides
thanks
do objects ever just stop taking up resources? like if a scene has a thousand moving objects that are a bajillion units away from the player and completely out of sight do they still take up the same resources as if they were right infront of them?
maybe weird question idk
Oo such a complex question to answer 😆
to trim it down to the rendering process, the object will only be rendered within the range of your cams far clipping
so it is not the same if an object is far away or closer to the cam, you can test this out with the stats window, you will see the batches clearly
No for rendering we use LODs to reduce render complexity for objects far away
clipping planes do matter but that is a fixed boundary for not rendering anymore
Physics colliders/rigidbodies sleep and already have optimisations to efficiently check objects close by
but he said the objects is completely out of sight tho
They could be behind other meshes but not visible in the final frame but you are right
Learning about overdraw is important
many things matter 🤷♂️
and inside the far clipping plane, we also have LODs and other methods to optimize the process, such as occlusion culling
They do take up memory(RAM) and their shaders/textures/meshes take up VRAM memory. Unless you unload them or use some kind of streaming technique.
do objects ever just stop taking up resources?
when they stop existing and get GC'd
Scripts keep on running as well, unless you manually disable them. The only thing that is being disabled is rendering(via frustum culling) if they're off screen.
I wanna ask, how many draw calls is too much draw calls? I'm making a great hall scene
it depends on the size of your scene, the meshes , how many materials you used etc etc
hard to answer it
🫸 🫷 about this much
it is like asking how much horse power is too much for a vehicle
Or how long it takes to walk from here to there.
generally speaking, you have to keep an eye on the overall fps, there are many ways on how to optimize your game, one important thing is the count of the pollys you are using in your scene.
mhm, fortunately it's runs really well for now
The profiler, frame debugger and urp/hdrp render debuggers can be used to investigate more if you notice performance issues
https://docs.unity3d.com/6000.4/Documentation/Manual/urp/features/rendering-debugger-use.html
@hidden panther
oh I'll check that out
thanks
Inside Unity 6.1 under "What's new in Unity" Unity Manual. Well, that answer my question previous & no wonder why I feel confuse because the last time I use Unity is version 6.0 😅
I need some insight on a project I'm working on. I'm making a stardew-esq game and I'm trying to figure out the UI/data model for the ground. I'm thinking of doing a tilemap based system but I'm realizing it would result in probably 4 layers of tilemaps and then a separate data layer. Wondering if there are better ways, and if the data layer should be 1 class per coordinate or 1 class per tilemap layer
data cell doesn't need to know anything about tilemaps, just what features it contains, terrain type etc.
But let's say a tile has grass base, rocky_modifier layer with visual component and crops layer
that's 3 visual layers and 2 logical layers
"rocky" modifier blocks non "rocky" tolerant plants. And plant layer has it's own grow logic
But I guess in theory I could implement interfaces
data cell should not have anything beyond actual data and some helper methods related to fetching neighbours perhaps, for navigation tools.
Hey, this video mentions that the unity team is on the lookout for external early adopters, and that you should reach out to some form of a contact or something.
I am not sure, but assuming that this is for unity partners etc., not for just anyone to test out, is that correct?
Just wanna make sure so I am not missing out on something I could be helping with.
https://youtu.be/_t6xVfrmEWU?t=671
So how about this architecture.
registry of tileType single instances. These hold behavior in static functions
data layer storing state and references
tilemap layers
registry[ dataGrid[coords].classType ].onBreak(dataGrid[coords])
Where onBreak modifies dataLayer and tilemap layers
Not sure what you trying to describe here.
When populating tiles you can discern what they are from cell data. You don't need to bake tiles types there.
And you need it only once to populate tilemap. It's very performant and can have huge size on screen.
But I also need to modify the tilemap
Still doesn't need anything but basic data types.
If you have cells with things growing, you add it to a manager that ticks aways those updating them and visuals if needed.
The manager would know which tilemap layer to update. Don't need to keep references to tilemap on the tile or anything like that
I'm understanding the data layer and tilemap layer. I guess I'm struggling with how to do the behavior layer
data layer
{
background: "grass"
modifiers: ["rocky"]
crop: null
}
behavior layer
onPlace(item, dataObject) {
for (modifier in dataObject.modifiers)
if not item.crop.tolerances has modifier { exit function}
else
if (!crop) crop = item.crop
}
and then like how would I represent something like a chest
presumably a reference to a chestData table
You data class would be very cluttered, you should separate it. If you need inventory on the cell, just put a collection on it.
Managing class should be managing actions.
so behavior wouldn't be at the tile level? It should be a manager class? And then it would just infer behavior from data?
yes
How would it know that OnInteract for a chest is different for OnInteract for a door?
maybe tags I guess?
tags: [interactable]
id: chest
Sorry for all the questions, I have less experience with pure OOP. I'm used to web models
It could be just a collection of interactable items to check. If collection exists and has an interactible item, check interaction accordingly to item type...
Details depend on the design you have
note: i do want procedural world so data/memory reduction is valuable
So if you remove interactable item, pass collection to the pool and null it.
You can also have separate dictionary with existing items, with tile coordinate as keys. Manage that more tightly
Making action on a tile, check with that collection if there's something to interact with
so like
interactables = ["chest", "door"]
Interact(x, y, player)
if tileData[x,y].id in interactables
I guess my thought is if I need unique behavior for different interactables would that be baked into a dispatcher class
if (isChest) util.OnChestInteract
if (isDoor) util.OnDoorInteract
You would want those items stored as objects and probably have common IInteractable interface
ok so
registry.Register(new ChessClass(), "chest")
registry.Register(new DoorClass(), "door")
registry.Get("chest").Interact(tileData[x,y])
I'd probably check like registry.Get("chest").IsInstance(IInteractable)
obvi this is all pseudocode
<@&502884371011731486> i have no idea what this is supposed to be ^ #💻┃unity-talk message
they changed the message
!kick 1380089249336135764 spam
@joseph182737 kicked
Reason: spam
Is there anyone that knows how to work with vrchat avatars? I need something aspecially in that kind of catagory
vrchat is not supported here, in any way. you'll need to talk to their discord directly
!vrchat
Join the growing VRChat community as you explore, play, and create the future of social VR! https://discord.com/invite/vrchat
Which channel would I go to for help with shader graph nodes?
I think #1390346776804069396 is the closest we have to shaders nowadays
thanks
Wasnt there a channel to publish/show off projects/libraries ?
Guys how does a 2d converyor square works? What do i have to learn in order to code it?
depends heavily on what kind of game and level/movement system you already have
No i mean, i dont have one. I know how to script a lot of things but I really wanted to start this new journey on a factory game since I always loved this kind of game. For now i only want to know how to script a converyor but I dont know where to start. I tried searching some tutorials even if there are few videos
I dont know where to start, what kind of mechanic do i have to learn to make a converoyr
again, depends
design how you want it to behave
before that, design the overall systems it exists within
The most basic one, just an item moving on the converyors
Can u explain me? Sorry but im still learning
consider hoppers in minecraft, or conveyors in satisfactory, or conveyers in mindustry, or conveyors in factorio, or conveyors in shapez.io
these all work vastly differently
not in complexity, just how they behave
"conveyor" is a vague goal
design what you want it to do, then figure out how to make those behaviors
gotta get much more specific than that
does that item exist in the world? is it affected by physics, or does the conveyor statically move it, ignoring anything else?
does the conveyor exist on a grid? how does it interact with other conveyors, how does it interact with other objects/containers? what happens at the end of the conveyor?
etc, etc
All I could say personally, is if you're looking for something that can still be interacted with
nevermind lol Chris got it
God, ok. Can u suggest me tutorials?
figure out what you want it to do
go from there
i can't suggest tutorials without knowing what you're actually trying to make
again, "conveyor" is vague
many very different things can be described as conveyors
get more specific, and google with more specific terms
What if I make a grey square and add more of them in a line, and another smaller square on the first grey one and the smaller square move forward every second? Do i have to be more specific?
What are you using as a reference for a conveyer belt system? Which games or whatever
Mindustry or factorio
Mindustry
ok, now just for comparison - compare those systems to those in minecraft or in satisfactory. vastly different, yeah?
that's why you have to get more specific with details about behavior
Yes, way different than hoppers in minecraft
Like a square moving from a position 1 to position 2 to position 3 ?
Oh ok, lets suppose we have this square coming from an orange square (a drill)
you can't have this exist in isolation. how does it work with the player, how does it work with other objects
no need to tell me this stuff
draw or write it out somewhere
get a clear picture of what your goal is
So u mean how does this square comes from or how it moves?
such that someone who's never seen mindustry or factorio can get a clear picture of how this conveyor works within the context of the game
everything
And what's the next step
these are just example questions, and you'll need to decide on all of these (and more)
once you have a clear picture, research
How can i decide how the square interacts in game
I mean do i have to script interactions like collisions etc?
you could do that to make it behave as desired, sure. but you need to figure out what that desired behavior is first
Ok i'll try to make a project
Ty 🙂
Hi all. Is it possible for a single project folder be a local version of a cloud repo, and at the same time a local hosted repo ?
Using plastic
I managed to have a project be a local repo with plastic
But i want several pushes to be done locally before actually pushing a more meaningful commit to the cloud repo
i don't know plastic specifically, but in git this would involve the local repo being a clone of the cloud repo, and then the active project being a clone of the local repo. forks might make the workflow better
you could probably google how to do that in plastic, if it's different
What's updated in the fork can be pushed to the main repo?
And i guess a repo is a repo, regardless if it's in local hosted or cloud hosted?
And if the fork (which i'll set to be a local hosted) have 10 commits (and it'll be a lot bcoz it's meant to be for personal workflow use, just for personal track keeping), and when want to push the changes in the local hosted into the main repo (in the cloud), then the 10 commits will be pushed too? Bcoz this is not what i want. Preferably i can make the push from local hosted fork to cloud main only as 1 push
afaik yes, it's the upstream remote by default in git (though usually you would pr across fork boundaries)
for git yeah, i just don't know if it's the same concept in plastic. never used it
you could have a "squash commit", or whatever plastic calls that
hi, this is not a social server
if you have a question, feel free to ask
https://nohello.net
Ooo mb
Hey guys, how do you get music for your games? Any tools?
Looking up no copyright music online. But now that you mention tools, you could probably easily use ai to generate a song loop.
Take some google searches
Keep in mind that if you start to use AI you'd have to include that tag if you do itch or Steam, and that's a red flag for some people. Not all, obviously. But I've seen a few reviewers be adverse. Of course, it's all how you use the AI.
Ah yea I see that tag on tons of new games now
Voice over and stuff
Yeah I'm not particularly into trying a game that is heavily AI based, whether it be images, music, or voices unless it's either only used in tandem with real effort, or just as a parody.
And even then the game can still not go down well with people who take it too seriously. I've seen that too.
gng can i get help in here?
In a couple years people will have to get used to it. It’s everywhere and unity has now implemented ai in the editor itself
Would you say it’s a big issue rn with game music specifically?
I have trouble finding AIs that fit my game they’re all pop or edm, or for general use not specifically game dev focused
Check the Unity asset store?
you can just find or make music without involving ai
its easy
games did it for decades
Right but those aren’t original to you
you need to get a composer if you want original music that fits your game, no way around it
Ah probably rephrase your question then. How to make your own music
Yeah true I’m just trying to get some semi professional ones
pay money
Expensive though
Or you could beg someone and take whatever slop someone gives you when they probably used AI just to get you off their back. (Don't do that)
Quite most published content in 2025+ is made by ai
Right I’m just thinking a cheap game music generator could be nice
ok go google it
To hire a composer it could cost hundreds or to make it yourself it probably won’t be good
did you have a question
Thing is I couldn’t find any ones for devs specifically
yep just confused where I can get support, I have an issue with my game not unity itself i think
wants original music but wants to use a generator xD
any generator is for devs?
That’s why I’m a bit confused trying to answer the question
this is for unity developers not games made with unity
OHHHH
I haven’t come across one for devs specifically though they’re all for like youtubers or general use
no what
And their music don’t match an indie dev style
I'm making a game in unity rn
there isn't any for devs specifically
you style it
or you pay someone
or you make it yourself outright
Right right
or you dont make a game with music
so then ask your question ?
Nah I get ut
Just quick question you think if someone made one for devs specifically it would be helpful?
not really
postprocessing probably / AO
Why not?
Screen Space Ambient Occlusion would be my first guess
yep
Hm okay
Good question for someone who's good at #💥┃post-processing
What render pipeline?
Just that the ones I found are all just like ambience, edm, pop, or lofi 🥲
Haven’t found like a style that I think fits games
not sure what kinda answer you're expecting here
you either get someone that does it to your game custom or you do it yourself
URP
I use no copyright stuff as placeholders to see what kinda vibe I like, use that as a jumping off point, then go from there with either paying someone or trying my hand at it.
Check the settings folder or wherever you put your URP settings, you can test disabling ambient occlusion
Could AO be somewhere here?
Its most likely the URP renderer feature
learn to reduce problems down
you could simply disable the pp and see if it is what you want then find out it has to be one of the pp effects
AO its on the renderer asset
easy to find the one active
Project Settings -> Graphics -> PipelineAsset -> Renderer Asset
Thank you guys so much!
hello here, just wanna know a something, did u try make animations with unity like used blender or maya before, as for models and make it for a game with animations inside unity instead make animations or cutsences on blender
!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**
talk to the #🕹️┃game-jams room maybe
:loudspeaker: Collaborating and Job Posting
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Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
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do not parrot the command. read it
I tried to get into the collab forums myself, but unfortuantely it is just in limbo for me.... I'm just wanting to see if I can get people to help with an MMO project....
be realistic what do you think someone is going to dedicate a lot of time on such a complex project type without proper compensation
NO no.... just a client test to see how well things are functioning....I've already got the Tick Based deterministic framework down..... dynamic weapons, vehicles, territory control, etc... I'm doing the work basically by myself.
if you're looking for testers why not post in #1180170818983051344 and show the work you've done so far that might intice someone to lend a hand if its just testing
Good idea... that is why I was trying to go to Collab but dev-logs works as well 🙂
Thank you @near wigeon
Who has Unity in mobile if you have pls dm me
noone
also please do not solicit DMs
: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**
Why
for legitimate questions, it defeats the purpose of a community server
just in general, we don't condone it, since it's impossible to moderate DMs, but of course we can't outright prevent people from going to DMs and getting scammed
that's not what a scam is, but ok
I need android Unity
doesn't exist
no such thing
virustotal?
this is not covered here. there is no official version.
Then I will Search In google
Google won't show me
I just wanted make Baldi's Basics mod );
Would you recommend using Spine or unity's built in sprite tools?
What is that
a) you wouldn't realistically be doing that on mobile
b) we don't support modding discussions here.
do area lights in blender show up in unity does anyone know? Because I for the life of me can't make it happen
area lights in unity only work in a baked context
so if I make a fluorescent light in a rectangle shape, how do I make it light up like an actual fluorescent in a room?

either baked lighting or not doing exactly what you want to do
what gitignore are yall using?
HDRP? You can use realtime area lights.
URP? Baked emission from a mesh or baked area light
the one from the big github collection
Only problem is I sadly don't know how to use baked lighting and URP.
Time to learn!
thanks I'll look
ask here or in #1391720450752516147 for help with baked light
or don't use baked lighting
and figure out some close-ish comprimise with other lighting options
For "long" lights its quite hard
I'm not a lighting expert by any means though so I don't know how to implement it.
Baked is best but you can read up on the other lights unity offers to decide.
Area lights are baked only in URP due to their complexity but allow for a rectangle of light which is more useful for this situation
the default one from github?
I use this as well + I add some for the macos DS_Store
isn't the default one has some missing things?
I think I've heard that it is missing OS things
When ive added it it hasnt mattered as i use windows
does it already include the file for window os?
it works across all OS you don't need anything else
Only random file windows would add would be a thumbnail cache
it's missing .DS_Store
that's the only one i know of though
Yea thats the one I added, you don't need to just a personal preference
ah didn't see that you mentioned it already, mb
Thank you all I freaked out because there was many different gitignore for unity online and saw someone said default one is incomplete
just to make sure, 61 file change is reasonable number when creating new project, right?
i don't think that's a very reasonable metric
just verify if it's detecting files it should, and not detecting files it shouldn't
seems like it included tutorial info file like this png
Thats in your project
Hello! I know this is probably not the correct channel but while fixing HDRP in Raldi's Crackhouse [I plan to make a RTX mod for it] it makes everything pink...
sorry, we don't support modding here #📖┃code-of-conduct
Its alright
I atleast [tried] making HDRP work...?
pink = shader error
Yeah, well the entire UI turned pink [except for the window]
I will try restarting UnityEngine editor if that fixes anything
You can’t just extract a game and expect it to recompile. Making a mod that way is not going to work out because at that point you’d be shipping an entirely new version of the game instead of a mod.
Rtx mods are made by injecting render passes and making use of the game depth buffers.
True but the source code for the game got published in archive.org [however im not even giving a link because I dont want to get myself into any trouble :3]
that is not relevant whatsoever
I was migrating my previous project to github desktop.. is this fine number?
That was stupid question. It depends on the project
you don't migrate stuff to gh desktop, do you just mean git
(gh desktop is just a client for git)
sorry for poor word choice. I just created new repsoitory, clone in gh desktop and moved all everything in previous project file to new file
ohhhh
it was my second time using git
this way you don't have to change all your project paths in unity hub or your ide
(you can still move the project back and not have to change those paths if you haven't already updated them)
do you think the way I did it will create any problem?
it'll mess up the project paths, as previously mentioned
in unity hub?
(also "migrating" is a specific term, it doesn't really sound like you migrated anything here)
that's half of what i said, yes.
sorry I don't quite understand. can i not just do "add project from disk" or is there any other problem beside that?
i made it so the ui does stick to the user, but it's toggleable. also is the ui automatically server sided, in that other people can see your ui if you were to be in a multiplayer game?
rule of thumb.. Nothing is 'automagic' when it comes to multiplayer
You need to manually sync and match that data. But it's usually in most multiplayer framework tutorials depending on the framework you picked
If it was unreal though, and you remembered to loop it through their events, then I'd say yes it's kind of auto magic. But that comes with its own headaches.
networkvariables are kinda close to magic
Hii Does anyone know why my heart particles dosnt go front of sky and water but it works front of trees and other stuff. How do i fix it? 
Hard to say. It's probably the shaders the VR chat folks used for water and sky. You might just need to change the render order in the shader, but I'm not sure if it allows that. Id be guessing without looking at the VR chat particle setup tbh.
Probably an easy fix for VR chat buffs though. Like just a shader or material swap.
!vrchat
Join the growing VRChat community as you explore, play, and create the future of social VR! https://discord.com/invite/vrchat
vr chat does too much weird shit so best to ask there ^
i did ask there tooo :D
you may be rendering it:
- before render queue 2500
- without ZWrite being on
this would cause the skybox to render on top of your particles
transparent stuff (i.e. things without ZWrite) need to go after 2500
transparent particles would not write depth (unless alpha cutout)
the default is 3000, so you'd have to have changed something
i just presume vrchat things use shaders doing wacky ass things so who knows if the default is good or not
eh, it's not that wild
Water can be exciting, since it might render slightly before or after most transparent things
but the skybox is pretty cut and dry
Then i presume then in this case that the sky + water draw after opaques and depth just happens to make those particles remain visible
The sky will draw at 2500.5 (after 2500, before 2501)
and yeah, the particles will survive if something else opaque happened to render to that pixel
well glad we sorted that and for it to have been useful /s
i am not sure how to interpret this
not a knock at you, just that op is probably long gone 😆
thats it thank uuuu. it worked on the sea and now ill do the same thing to the sky if possible :D !!!
what did you actually do?
changing it to render after 2500 would have fixed it vanishing in front of the sky
barring some kind of post-processing effect that does fog based on depth
I change the render queue
For this kind of effect, you should probably just set your particle material to cutout mode
what shader are you using?
do not ping random staff members (or members in general)
who tf is u giving lessons
im here for
business
im here for serious stuff
low-effort trolling is not permitted in this server
does it fucking seem like
im trolling
Use mod mail if you need to reach out to staff.
could we do in dms
or
must modmail
Use mod mail. Don't use this channel like this going forward.
sometimes i wish we could skip to the part where they get banned. if only they knew they all act the exact same 😭
it also says it in the #📖┃code-of-conduct
@silent mica danny check the modmail would ya
He says, with an anime profile picture
just for the thick of it
ur lil to late
to the party
Thank you, final question i swear 😭 but do you know how i can share all of my assets/files with a co-developer? They have access to my project, they just dont have any of the assets.
Sure, we use git (self hosted Bitbucket) and it lets the team check in and share assets and code.
Unity does have its own one too that might help (unity version control). But you'll need to learn a bit about pushing and pulling and conflicts.
There are other ones like you that company in kelowna
Oof, thank you. Do you know of any good yt tutorials that'll explain how to set this all up?
And by git you mean github correct?
GIT is the system
You can use GitHub, I don't like it's limits or the whole Microsoft > AI capturing people's code thing. But we use self hosted gitlab, which is like... Its better when you have a bigger company (cuz no fees no limits)
But these guys are also cool for trying new tools if you want a free way to live edit scenes together
I can't help much on the whole learning things
lets not suggest self hosting git to beginners
Just use github or gitlab or some other free git repo host
I'm not suggesting they get vendor locked to unity either for code sharing.
I just think its going to be too difficult to handle
Agreed though gitlab or GitHub free is good as long as they fit within the limits
that scene fusion looks pretty good
Yeah scene fusion is cool, interesting company too
its just a tool that updates 1 scene realtime for every collaborator, correct?
Yup
interesting company?
It's usually paired with git.
It's a lot to explain over discord ha sorry it's a thick topic
Boy, I'm gonna have to figure out git I suppose
all good lol
Thanks again
Git is super important. And you end up using it a lot in software outside of unity anyway
Once you get past it's pain points anyways
So locally you all use git. And then the repo itself gets hosted somewhere you all share. Which is usually like GitHub, gitlab, bitbucket or unity's own uvcs
ahh, that makes sense
But it can be a whole learning topic all to itself
I'm gonna be watching yt tutorials for a while now lol
do you guys now what I should search for a material similar to this? I search for concrete pbr and it's too rough, marble is way too smooth. or maybe I should search on different websites
I'm making a VR game and i have this problem and i don't know how to fix this
i kept having this problem for over 2 years now
You could make one pretty quickly, but just any granite tile. You can also reduce the roughness in the materials if you like
Is it the dark line? It could be light, light baking, AO maps, etc. we would need more info.
Yes it's the random dark line
I have no idea why it does that
but almost every map i make in blender, that happens
Youll want to share a screenshot of the material and probably the texture
ight gimme 1 sec
Are you doing light baking? If so, make sure `Generate UV maps' is turned on, for the imported mesh. And rebake it
I always turn that on
Ok those textures are telling. The dark line is right on the edge of your textures. Are all three tiling seamlessly?
You can also try clearing the normal map and the detail map temporarily just to check
(I'm not seeing an obvious issue though fwiw)
Wym tiling exactly?
These are the faces in blender
and the dark line is where the 2nd face is
yk what i mean
Like if the textures aren't tiling seamlessly, it can look darker on one side.
It's probably not the mesh
Could it be lighting?
It's probably the texture images
ohh, they are tiling
i used this texture multiple times and i didn't have this problem before until i started having it late 2025
also the best tutorial i could find is 1 hour for the BASICS of git...I'm going to be old by the time this video is done
some times in 2024
see whats different in wherever you used it without issue
have you tried putting a light in the dark area?
if it doesn't look lighter afterwards, it's most definitely a texture issue
nope, lemme try
i also seen multiple games use this texture and they didn't have this problem
Is there any kind of group or other discord server specifically for complete newbs at unity/coding to get together and try to learn/work together?
you cannot know what exact texture a game is using just by looking at them ingame
The game dev sent me the exact same one
it's from ambientcg
oh yea I found some similar texture searching granite tile
thanks
np! I have an old asset pack on the store I made with like ~230 materials. it has a bunch of marble and granite types in it. If u aren't happy with that one lemme know and ill toss u a redemption code
But i feel like these days you can find them everywhere
ohh really? sure that'd be a pleasure
I'll add and dm it to u. its an old pack though, ~2018
hha it's fine, tbh I still have difficulty searching for free texture that I'm looking for. I only rely on sketchuptexture club website
It's all good I'm just happy to see someone use it
Opened a project and nothing is showing up in the 3d view. Not even in a new scene. Stuff are there when I change shading mode, but nothing appears in most of other shading modes, including shaded, wireframe, shaded wireframe
Here's a new project with an empty scene for comparison
Here's the same suv imported into the new project
It could be the errors in the console might show what's happening. You may also want to try Windows > Reset layout. I doubt that would fix it. But worth trying. Ive seen URP do weird things like this before but it's been an age.
I figured it's something to do with rendering, so I checked project settings, and changed rendering pipeline asset to none, and now everything is showing... kinda... it's still broken. I don't know how to have a "default" rendering pipeline to work
Is it a decompiled project..?
yeah
Then it makes sense that stuff would be broken. Also, we can't assist with decompiled projects here.
Is it kinda illegal? I figured the best way to learn is to learn from an actual game
And the dev is pretty open about the game, had streamed development, and is friends with people who decompile and data mine his game
Its just against the discord group policy
Theres lots of legit cases, just the policy.
Got you, thanks for letting me know
Regarding learning from it, there might be quite a few quirks or things that you wouldn't see in actual project, so might not be the best learning material.
On an aside, there is a whole bunch of free open-source Unity games on GitHub, the I'm Unity Learn as well as like Itch with source of the asset store even. So definitely take a look at some good games that you can to learn from. It can help.
I have a game sample up on the asset store. But I haven't updated it to 6.x. but I really should update all my assets
I'm on 2022 version, downloaded it a few years back, haven't updated still, hate waiting for downloads to finish
Heyo. I'm not sure if there is a more suitable channel for this kind of question, so I'll ask here and will be grateful for an answer.
I'm new to using Unity assets, and I want to know if it is OK to buy an asset pack of animated low poly monsters and retarget animations or modify materials inside the project. The common sense tells me it must be fine, but I wanted to double-check.
Yep, that's an intended use of asset packs.
Thank you!
iirc that one assumes you already have a local repo. there's a few more steps to create a local repo from an existing project
but maybe gh desktop has changed since i last used it 🤷
@feral lintel this person is creating a huge scam recently i worked for hum like 3 unity projects and he asked me he will gurantee pay but hi did not contact me for 2 months asking me that i am out of town this and that please everyone complain and report this person immediately
can anyone help me with this it just keeps giving this bug (btw it for android if it helps)
"Build completed with a result of 'Failed' in 49 seconds (48961 ms)
4 errors
UnityEditor.EditorApplication:Internal_CallDelayFunctions ()"
Hi all, I have a tricky thing I want to achieve (right now my base level of Unity is pretty beginner-intermediate, its a lot better than when I stared this project, but still learning the ropes as a generalist.) Right now on our project there's mainly a 'toon' shader involved, that is giving everything a comic-style 'cartoony' for lack of a better word look. The lighting on the level is a little bright so have to tweak that. Anyway to the task at hand:
Trying to create an electric spark and be able to show emissive on it, but I only want the emissive to be apparent on the vfx spark itself, not the rest of the level. When I add a post process volume and start increasing bloom, the whole level is lit up. Is there a way to localize the bloom effect just to a single asset? Alternatively is there a way to fake that?
you could have a second cam only for the sparks and pp
i think this is a tutorial specific to what you want https://lindenreidblog.com/2018/09/13/using-command-buffers-in-unity-selective-bloom/
i dont have personal experience in it
thank you guys
@craggy pollen will give that a quick try first - do you know if this is much of a performance hit on a game having a 2nd cam just for post processing effects?
not planning to go super crazy with it just testing previz right now
hard to say how it affects your game, keep an eye on the stats and profiler
trying now, cheers!
Can you share links to open source unity games on github?
All my projects are open source but I can't find more
Try giving chatgpt / grok the full log from that console message
or try posting the full log here..
Always an option but being able to solve this on your own would save us time and improve your skills,
This is usually not a complicated issue which a simple google can solve.
Whatever helps you solve it on your own as long as you understand what you are doing
We are here to build games, not just systems
If they understood what they were doing they wouldn't need the help 😄
Have a nice day tho
You too
Google:
“you should add non-toxic glue to your pizza”
Hey maybe Stack Overflow gotta point.
Have you ever tried non-toxic glue on your pizza?