#💻┃unity-talk

1 messages · Page 102 of 1

keen crystal
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then again, a subsidiary of one of my old employers, was ai/ml virus protection.. it created a lot of jobs.

copper gust
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How many?

keen crystal
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not gonna make up for anything considerable, but was a lot

copper gust
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You can be rough with it

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What is a lot

storm patio
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-# take it out to dinner first, geez

keen crystal
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lol, few hundred, but to handle one application..

copper gust
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yeah i don't think the scale is balanced there 😛

violet thunder
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Why do you think the tool they are showing is ai generated..? They never said that from what I can see

keen crystal
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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

mystic oriole
violet thunder
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Ah I thought thats their own tool

keen crystal
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right, but because im hooking to it, doesnt mean i used it to implement to unity

keen crystal
mystic oriole
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yeah thats a lot of stuff to be offloading to a non human...

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but if it makes you happy

keen crystal
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the fun part is normally it makes me mad.. so i have things to fix..

charred fog
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Don't start odd-topic discussions here.

keen crystal
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@charred fog sorry, i didnt mean for this to escalate.. where would this type of discussion go?

charred fog
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And off-topic as well

keen crystal
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it is a cool unity project im working on.. all i meant to post

keen crystal
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kk.. ill not post my unity projects in unity server,,

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deleted my screenshots, i appologize

copper gust
charred fog
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They were here to promote their "AI" tool

keen crystal
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when i have a public showcase, ill do that

copper gust
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is dev-logs not for promotion? or does this server not have a place for dev-logging editor tools?

keen crystal
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nono.. i was just showing my current project, im not promoting anything

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i thought it was fun to hook into opencode.. but others have their opinions

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this probably wont go anywhere, its a research project at the moment

charred fog
keen crystal
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?? im very confused..

charred fog
copper gust
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this feels like another victim of someone assuming #unity-talk in a general category means its for unity talk in general

mystic oriole
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His tool is goofy as hell and borderline useless in a real professional setting... but its still unity related

copper gust
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sure but initially you said it's offtopic and to post it in another server, both weren't really true

keen crystal
copper gust
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i understand why they might be confused

copper gust
charred fog
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@copper gust Read the entire chat and stop spamming already

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Everything was already addressed.

keen crystal
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server or channel? im still confused.. ill just not post in this discord at all anymore if thats the choice

copper gust
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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

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I'd like to think it's pretty clear I'm not asking these questions in bad faith

storm patio
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it's just the AI discussion that doesn't really fit here, no?

charred fog
copper gust
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Personally the distinction there did not seem clear

keen crystal
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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

copper gust
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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

charred fog
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@copper gust @keen crystal Stop with the spam already. Last warning.

barren nacelle
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I think my ssd died notlikethis

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I had my unity project on that ssd too

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I’m so cooked

viscid raft
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And GitHub or another type of hosting platform if you're smart

barren nacelle
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I’m gonna have to start over again from scratch

viscid raft
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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?

barren nacelle
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I was lazy

viscid raft
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All I can say is let this be a lesson and back up your progress

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And see if somebody can recover your data

barren nacelle
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Ssd was working fine yesterday night toonotlikethis but it suddenly died this morning

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Well

viscid raft
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I mean, literally any progress warrants proper backups. Making a GitHub repository takes only 1 minute

barren nacelle
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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

barren nacelle
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I literally had everything on that ssd backed up to a different drive

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Only thing I didn’t have backed up was the project I was working on

empty bridge
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Hey guys

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Bro where I can look for team mates ?

charred fog
vagrant rootBOT
# charred fog !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**

empty bridge
safe garden
latent meadow
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did you bother trying the free asset i linked when you asked previously?

zenith bobcat
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Just got about 5 questions

  1. What's an occluder
  2. What's an occludee
  3. 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
latent meadow
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  1. thing that is occluding the view of occludee
  2. thing the has view of it blocked, occluded
  3. 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
zenith bobcat
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I got hd 620 Igpu

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My main gaming pc has an Rtx but i thought how do u optimise a game if u dont have bad hardware

latent meadow
# zenith bobcat My main gaming pc has an Rtx but i thought how do u optimise a game if u dont ha...

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

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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

zenith bobcat
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Thanks this helps a lot

rigid galleon
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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!

potent geyser
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Nope

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This is the Unity development server, not whatever XboxUnity is.

bitter horizon
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where do i learn C#

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im an absolute begginer to coding

storm patio
pearl oyster
bitter horizon
pearl oyster
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How did you not?

bitter horizon
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i forgot

storm patio
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might want to get that checked

storm patio
# rigid galleon 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

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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

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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 😆

mossy vale
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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.

storm patio
charred fog
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!collab

vagrant rootBOT
# charred fog !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**

charred fog
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Don't cross-post, please.

teal plover
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idk how that counts as a job or a collab?

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didnt ask anyone to do it for me or litteraly collab just point me on smth but alr

boreal river
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Hey, guys! I can't find the documentation page of the Pixel Perfect Camera.

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I want to read about it but I cant find it

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oh

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I am on a new Unity documentation page

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I have searched about it on Google

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Why there are 2 Doc pages for Unity?

near wigeon
boreal river
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oh wait the other one is packages

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I mean they are different

near wigeon
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packages have the same thing, Manual part and the API part (code)

boreal river
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Yes but why they are not on the same place?

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Only manual & API are

near wigeon
boreal river
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So where is the link for packages?

fierce shuttle
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do build profile scripting defines apply on top of, or in place of the base defines?

near wigeon
plain dagger
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ones such as UNITY_EDITOR and DEBUG are defined by unity where relevent

fierce shuttle
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i see

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so this whole time i had double defines lol

worldly cave
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ever so slightly offtopic but did PraetorBlue leave the server? kekwait I needed to ask him something and i see he is no longer here

storm patio
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he'll probably be back soon

worldly cave
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ah unfortunate

storm patio
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he still has access to the account though

sinful trench
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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
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❤️

charred fog
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@flint birch Do you have a question?

boreal river
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Hey, guys! In 2D games with use Pixel Perfect Camera instead of Camera ?

flint birch
boreal river
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I was just wondering we can't use the regular camera right?

gray frigate
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it's an extra component

charred fog
storm patio
boreal river
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Yes but when I add pixel perfect camera when right click it adds automatically both camera and pixel perfect comp-onent

storm patio
boreal river
gray frigate
storm patio
gray frigate
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The point of the pixel-perfect camera is to make sure that pixel art aligns correctly to pixels on your monitor

storm patio
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^ the camera still does the actual rendering

gray frigate
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You don't need it if you aren't using pixel art

boreal river
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Wait I got confused

storm patio
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me and fen are saying the same thing

boreal river
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A 2D game can be a game without the use of Pixel Art?

gray frigate
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...i hope so

storm patio
boreal river
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For one reason, I was always thinking that 2D games are somehow connected with pixel art

copper gust
gray frigate
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e.g. Dust: An Elysian Tail has hand-drawn 2D art

storm patio
copper gust
worldly cave
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i would argue a majority of 2d games out now dont use pixel art

gray frigate
boreal river
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Ok so what I have to keep in mind when working on 2D?

storm patio
copper gust
storm patio
boreal river
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I mean

storm patio
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what do you have to keep in mind when walking?

gray frigate
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pixel art games need to think harder about exactly how big their art assets are

boreal river
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I was just confusing the Pixel Art with 2D games in general

gray frigate
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2D games in general also need to think about that, i guess

gray frigate
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but you can resize non-pixel-art assets more reliably

copper gust
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just wait until you see the 3d pixel art games

storm patio
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images are far smaller than models

gray frigate
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I'm talking about the actual art

storm patio
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ohhhh, yeah ok that makes sense

gray frigate
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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

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you'll have to squash them or stretch the player

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and now your pixel sizes are inconsistent

boreal river
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3D Pixel art?

storm patio
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minecraft

boreal river
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oh ok

storm patio
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there's also voxels

violet thunder
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Voxel = volumetric pixel

copper gust
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everything is nothing and nothing is everything

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nothing matters

storm patio
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you ever think about how the x in voxel stands for picture

boreal river
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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.

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And I am thinking right now bvecause I have no experience

storm patio
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ok, so all those restrictions come from it being an arcade game, not from it being 2d

boreal river
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I have to start learning & understanding theory of Pixel Art

storm patio
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i'm telling you

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not asking

boreal river
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Yes

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We have many any restrictions like on size of each sprite, and all the settings we have to use

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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?

charred fog
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Did you check the Manual explaining them?

boreal river
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Yes I read it

gray frigate
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what part do you not understand about it, then?

charred fog
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So ask a specific question what you don't understand

gray frigate
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it would be pretty inefficient to just read you the manual

gray frigate
boreal river
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Crop frame and refernce resolution are the most confusing to me and lets say grid snapping

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I think I have to try and experiment XD

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otherwise

storm patio
boreal river
storm patio
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not quite, similar concept

boreal river
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Yes I mean its similar

cosmic glade
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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

gray frigate
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so, the reference resolution is the size of the screen where each pixel in your art takes up exactly 1 pixel on the screen

native holly
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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

teal plover
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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?

worldly cave
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what do you mean by "best way of doing this"

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because thats a pretty broad question

native holly
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I generally mean just is there a way that thats done most often / implemented easier

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Like would I want 2 different scenes for online and local or is there a way to have them together

worldly cave
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how familliar are you with networking to begin with?

native holly
craggy pollen
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may i ask how long you have been working in unity?

native holly
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Just never got too into the online aspect of it and was curious

vagrant rootBOT
worldly cave
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there should be some pathways for basic networking here

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but yeah you need to first learn how it all works youre missing some fundamental "context" i suppose

native holly
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Thats grand, I kinda know how it works just not how to implement if that makes sense

native holly
copper gust
worldly cave
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damn really

copper gust
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maybe this- oh its 25 minutes long

native holly
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I found this which Ill check outhttps://learn.unity.com/course/unity-6-multiplayer-creation

Unity Learn

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...

native holly
latent meadow
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there is also a dedicated #1390346492019212368 room with resources at the top of the first pinned message

last parcel
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can anyone explain how to build assetbundles?

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i used this script but it didnt show anything

copper gust
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youll probably have to ask whatever community this is for

craggy pollen
#

you got an error message there

copper gust
worldly cave
#

fair

craggy pollen
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and make sure you put this script into the Editor folder

copper gust
copper gust
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your code won't work if you have compile errors

last parcel
copper gust
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ok

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if you have any compile errors your code won't compile

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you need to fix that

last parcel
copper gust
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ok

craggy pollen
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you have to

last parcel
copper gust
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please read

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you need to fix all compile errors for all code to compile

craggy pollen
#

it is only the tires bro the car will still drive

storm patio
#

don't worry about that collapsed concrete support over there. i need you to help me figure out why this one is cracked

rapid fog
#

Hi 👋

near wigeon
rapid fog
rapid fog
near wigeon
hushed hamlet
dusky jay
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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?

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I've tried selecting all of them or just windows, etc.

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I've also tried running unity as admin, and also re opening.

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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 😅

latent meadow
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why did you block out the 'available'

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@dusky jay

patent iron
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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...||

latent meadow
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the best way to get help with code is, instead of screenshots which will get people yelling 😅 , utilize this:

vagrant rootBOT
worldly cave
patent iron
dusky jay
latent meadow
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ah. well, that probably is the "well there's yer prob'lum"

marble osprey
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Should i be worried that unity has been downloading visual studio for like 15 minutes now?

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nvm i should have been there was a seperate window for it

latent lake
marble osprey
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Oh now i remember why I don't use unity anymore. I just doesn't open no error. Just doesn't work :)

latent meadow
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it is not supported

marble osprey
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whats not supported?

atomic folio
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how do i disable copilot github in visual studio community

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cause It keeps giving me these unneccessary things in my code

marble osprey
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honest question how do i open unity?

latent meadow
marble osprey
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that would be nice

latent meadow
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i already told you that, that version is not supported

marble osprey
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why did it let me install it?

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Also sorry i wasn't sure if you were talking to me or someone else

latent meadow
#

checking something

marble osprey
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Just giving more information. I downloaded it off unity hub itself

latent meadow
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since this is an out of support version, the best i can suggest is digging through the logs to see where the error is

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!logs

vagrant rootBOT
# latent meadow !logs
📝 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

latent meadow
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from what i am reading, it Should technically launch

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i honestly have no idea how you 'installed it through the hub" as that version should not be available in the hub

marble osprey
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yeah this is literally why i quit unity after one project. It became super difficualt to even open projects

latent meadow
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yes, that is what happens with unsupported version, honestly. also, doesn't vrchat support 2022?

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That Is in the hub, and supported, generally

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and why do you have to run as admin.. but.. no. you need to update your version.

marble osprey
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I'm installing a new version, not sure if it will help cause I had this problem. I've had this happen before

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Heres how i installed that verion in the unity hub

latent meadow
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Ah! you cheated 😄

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neat though.. i did not know it would pull older version like that anymore

marble osprey
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If i remember right i keep having problems running unity projects on like any of the verions 😮‍💨

latent meadow
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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.

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and again, if you want to not be blind as to what is actually happening, read the logs.

marble osprey
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The problem is its for adding things to vrchat. and i think they are locked to 2020

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or 2019 i thought? idk

latent meadow
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IDK. certainly not supported here (vrchat or the older version) so, probably best to ask them (vrchat discord)

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it looks like you are on windows 10?

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at minimum, make sure you are running at least 21H1

atomic prism
#

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?

latent meadow
marble osprey
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Thanks for the help Unstalling the 2020 version fixed it

balmy sundial
#

Is there a sub where you can discuss math?

latent meadow
polar breach
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hey!

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anyone know the basics of vr ui intractability?

latent meadow
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yes, many people do.

vagrant rootBOT
empty grotto
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hey all, have you ever gotten any AI points top up?

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i requested weeks ago and is still 0

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is there any other way to get it or am I missing something?

copper gust
hushed hamlet
# polar breach anyone know the basics of vr ui intractability?

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)

rocky whale
#

heya

gentle hill
#

hello all! first time in the server. is it appropriate to ask questions here?

hushed hamlet
gentle hill
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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

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the laser has the bullet script and the asteroid has destroy for points script. But somehow the laser just passes through the asteroid

shut tartan
gentle hill
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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

shut tartan
#

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()?

gentle hill
#

i honestly didnt code anything. I was just using the script components. This is indeed my first day in UNITY haha

torpid cave
#

is it normal for an HLSL shader in unity to be hundreds of lines long?

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its like impossible to read compared to C#

copper gust
#

Yes

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It’s just the nature of writing super math heavy logic that has to be insanely fast

torpid cave
#

how do they usually get split? lighting and textures/colors?

shut tartan
torpid cave
# copper gust Yes

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?

shut tartan
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As for the points thing, you'd have to get into the code for that.

torpid cave
#

thats what i actually wanna do, but im also scared to break something and have the entire project turn magenta

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thats a good idea

copper gust
torpid cave
#

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

copper gust
#

Or if you can use shadergraph

torpid cave
#

yeah i just sent a message about shadow stuff, i hate it. also yeah i do need the standard shader, where is it downloaded?

torpid cave
#

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

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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

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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

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oh trust me i know 😂 i had to disable so much

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i dont think i will ever go back to UE though, even though its way easier

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yeah, im wondering if you can change the way the shading is calculated in unity's deferred renderer

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yeah i already got a toon shader, i was just asking about the deferred renderer

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i grabbed my toon shader from github i think XD

lethal mason
#

is there really any good way of creating a fully explorable earth liek the one in megaton rainfall

slow dirge
slow dirge
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At most you can control the gbuffer contents.

slow dirge
lethal mason
#

damn

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ight

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ty

torpid cave
#

im sure forward is better for me anyways

slow dirge
slow dirge
torpid cave
hushed hamlet
sullen scarab
#

How does the project hierarchy look for specifically the player game object (soon to be prefab). Player body has gameplay-affecting components removed.

light tree
#

You know that Unity Multiplayer Servers are shutting down. Does anyone have recommendations on where I should migrate my matchmaking system and server infrastructure?

hidden panther
#

why is it like this in unity? is this a shader issue

latent meadow
#

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

sullen scarab
#

Just from experience, usually what you see in blender isn't going to be 1:1 with unity out of the gate

craggy pollen
#

you´d do that by some kind of injecting the prefab into the instantiating object then you can work with that reference

sullen scarab
#

Oh, I was just asking if the structure looks nice. I know how to do prefab instantiation and such

craggy pollen
#

ok, it looks pretty organized to me

hidden panther
rocky mirage
#

hello, i want to learn more about building games in unity, is there a good course/place where i can get started?

craggy pollen
#

check the pinned channel messages

signal grotto
#

hey

#

would unity 6 web based support a networked rts game with 1000's on units in it

#

what would be the main limitations?

storm patio
#

the question posed is very vague

#

1000 is not a super big number, in the scope of computers

signal grotto
#

I'm sure

storm patio
#

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.

signal grotto
#

I know graphics would be more limited

#

it's single threaded in web right?

#

the cpu calculations

storm patio
#

js is single threaded, but worker threads exist. i'm sure they're utilized in some capacity here

signal grotto
#

I see

#

afaik worker threads do not share memory working set with main thread

#

they need to message each other

storm patio
#

just bottom line, you have other things to worry about than perf, if that's what you're worried about

hidden panther
#

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

empty grotto
#

which is hte best for this? is unity AI or something else?

storm patio
inland river
empty grotto
hidden panther
storm patio
#

if you're asking me, they're all equally unnecessary lol

blissful gale
#

I need help making a gorilla tag copy!

storm patio
#

reset the clock...

#

!learn

vagrant rootBOT
storm patio
wispy sail
#

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.

blissful gale
#

Kk

empty grotto
storm patio
#

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

hidden panther
slow dirge
#

In the past it would save the script in the project root when creating it from add component. Did they change it?

hidden panther
#

I remember it asking where to save when creating script from add component

wispy sail
#

Well, it really unpleasant to me. When did Unity change/remove this feature?

slow dirge
#

Hmm... I'm pretty sure it was saving at root by default for the last 5 years.

hidden panther
#

that's just what I remember, might be wrong

hidden panther
#

if it bother you that much

slow dirge
wispy sail
craggy pollen
#

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

wispy sail
#

Well, gonna adapt with new way of saving script

hidden panther
storm patio
hidden panther
#

oh okay

wispy sail
hidden panther
#

nice to meet you

velvet galleon
#

hola

storm patio
#

hi, this is not really a social space. if you have a question, feel free to ask
https://nohello.net

hidden panther
velvet galleon
#

si , tengo problemas a la hora de configurar el editor de texto para poder trabajar , me recomiendan alguno?

storm patio
#

sorry, this is a primarily english server

craggy pollen
#

what makes him think everyone can speak spanish here?

hidden panther
storm patio
#

sounds like you need this?

#

!ide

vagrant rootBOT
craggy pollen
#

oh that text editor ok, makes sense

storm patio
#

that's all i managed to gather from the words i recognized lol

velvet galleon
storm patio
potent moss
#

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

plain dagger
#

Oo such a complex question to answer 😆

craggy pollen
#

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

plain dagger
#

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

hidden panther
plain dagger
#

Learning about overdraw is important

#

many things matter 🤷‍♂️

craggy pollen
#

and inside the far clipping plane, we also have LODs and other methods to optimize the process, such as occlusion culling

slow dirge
storm patio
slow dirge
#

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.

plain dagger
#

something something shadows

#

too many things contribute to "performance"

hidden panther
#

I wanna ask, how many draw calls is too much draw calls? I'm making a great hall scene

craggy pollen
#

it depends on the size of your scene, the meshes , how many materials you used etc etc

#

hard to answer it

potent geyser
#

🫸 🫷 about this much

craggy pollen
#

it is like asking how much horse power is too much for a vehicle

potent geyser
#

Or how long it takes to walk from here to there.

craggy pollen
hidden panther
plain dagger
#

@hidden panther

hidden panther
#

thanks

wispy sail
#

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 😅

tropic oyster
#

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

charred fog
#

data cell doesn't need to know anything about tilemaps, just what features it contains, terrain type etc.

tropic oyster
#

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

charred fog
#

data cell should not have anything beyond actual data and some helper methods related to fetching neighbours perhaps, for navigation tools.

rigid galleon
#

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

tropic oyster
#

Where onBreak modifies dataLayer and tilemap layers

charred fog
#

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.

tropic oyster
charred fog
#

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

tropic oyster
#

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

charred fog
#

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.

tropic oyster
#

so behavior wouldn't be at the tile level? It should be a manager class? And then it would just infer behavior from data?

charred fog
#

yes

tropic oyster
#

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

charred fog
#

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

tropic oyster
#

note: i do want procedural world so data/memory reduction is valuable

charred fog
#

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

tropic oyster
#

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

charred fog
#

You would want those items stored as objects and probably have common IInteractable interface

tropic oyster
#

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

latent meadow
#

they changed the message

charred fog
#

!kick 1380089249336135764 spam

vagrant rootBOT
glad marsh
#

Is there anyone that knows how to work with vrchat avatars? I need something aspecially in that kind of catagory

latent meadow
vagrant rootBOT
warm elbow
#

Which channel would I go to for help with shader graph nodes?

gray dirge
warm elbow
#

thanks

hard parcel
#

Wasnt there a channel to publish/show off projects/libraries ?

balmy kettle
exotic turret
#

Guys how does a 2d converyor square works? What do i have to learn in order to code it?

storm patio
#

depends heavily on what kind of game and level/movement system you already have

exotic turret
#

I dont know where to start, what kind of mechanic do i have to learn to make a converoyr

storm patio
#

again, depends

#

design how you want it to behave

#

before that, design the overall systems it exists within

exotic turret
storm patio
#

there is no "most basic one"

#

you have to decide how you want it to behave

exotic turret
storm patio
#

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

exotic turret
#

An item moving forward on a conveyor

#

What do u mean with behaviour

storm patio
#

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

surreal nexus
#

All I could say personally, is if you're looking for something that can still be interacted with

#

nevermind lol Chris got it

exotic turret
storm patio
#

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

exotic turret
#

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?

storm patio
#

yes

#

i'm not asking about how it looks

#

i'm asking about how it behaves

surreal nexus
#

What are you using as a reference for a conveyer belt system? Which games or whatever

exotic turret
#

Mindustry

storm patio
#

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

exotic turret
exotic turret
storm patio
#

no

#

like how the square gets on or off the conveyor

exotic turret
storm patio
#

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

exotic turret
#

So u mean how does this square comes from or how it moves?

storm patio
#

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

exotic turret
#

And what's the next step

storm patio
storm patio
exotic turret
#

How can i decide how the square interacts in game

#

I mean do i have to script interactions like collisions etc?

storm patio
#

you could do that to make it behave as desired, sure. but you need to figure out what that desired behavior is first

exotic turret
#

Ty 🙂

echo rune
#

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

storm patio
echo rune
#

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

storm patio
storm patio
storm patio
solemn yarrow
#

Hyyyyy

#

Sup guys

storm patio
wanton pollen
#

Hey guys, how do you get music for your games? Any tools?

exotic relic
surreal nexus
#

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.

exotic relic
#

Voice over and stuff

surreal nexus
#

And even then the game can still not go down well with people who take it too seriously. I've seen that too.

manic lily
#

gng can i get help in here?

exotic relic
#

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

wanton pollen
exotic relic
#

Check the Unity asset store?

copper gust
#

you can just find or make music without involving ai

#

its easy

#

games did it for decades

wanton pollen
near wigeon
#

you need to get a composer if you want original music that fits your game, no way around it

exotic relic
#

Ah probably rephrase your question then. How to make your own music

wanton pollen
copper gust
#

pay money

wanton pollen
#

Expensive though

copper gust
#

ok

#

the things you want cost money

#

¯_(ツ)_/¯

surreal nexus
#

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)

exotic relic
#

Quite most published content in 2025+ is made by ai

wanton pollen
copper gust
#

ok go google it

wanton pollen
#

To hire a composer it could cost hundreds or to make it yourself it probably won’t be good

craggy pollen
wanton pollen
manic lily
near wigeon
copper gust
exotic relic
#

That’s why I’m a bit confused trying to answer the question

near wigeon
wanton pollen
manic lily
#

no what

wanton pollen
#

And their music don’t match an indie dev style

manic lily
#

I'm making a game in unity rn

copper gust
#

you style it

#

or you pay someone

#

or you make it yourself outright

wanton pollen
#

Right right

copper gust
#

or you dont make a game with music

near wigeon
wanton pollen
#

Nah I get ut

manic lily
#

like my house glows too

wanton pollen
copper gust
#

not really

near wigeon
wanton pollen
#

Why not?

gray dirge
manic lily
#

yep

copper gust
#

music isn't bound by just indie games or anything

#

its genre and mood based

wanton pollen
#

Hm okay

surreal nexus
exotic relic
wanton pollen
#

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

near wigeon
#

not sure what kinda answer you're expecting here

copper gust
#

all those genres could fit games

#

just maybe not your game

near wigeon
#

you either get someone that does it to your game custom or you do it yourself

manic lily
surreal nexus
#

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.

exotic relic
# manic lily URP

Check the settings folder or wherever you put your URP settings, you can test disabling ambient occlusion

manic lily
#

Could AO be somewhere here?

near wigeon
craggy pollen
#

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

near wigeon
#

AO its on the renderer asset

#

easy to find the one active
Project Settings -> Graphics -> PipelineAsset -> Renderer Asset

manic lily
#

Thank you guys so much!

acoustic pollen
#

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

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**

latent meadow
vagrant rootBOT
#

: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**

latent meadow
#

do not parrot the command. read it

rustic chasm
#

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....

near wigeon
rustic chasm
#

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.

near wigeon
#

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

rustic chasm
#

Good idea... that is why I was trying to go to Collab but dev-logs works as well 🙂

#

Thank you @near wigeon

red zodiac
#

Who has Unity in mobile if you have pls dm me

copper gust
#

noone

storm patio
vagrant rootBOT
#

: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**

red zodiac
storm patio
#

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

red zodiac
#

I not falling this again

#

If people ask Password I just ignore

storm patio
#

that's not what a scam is, but ok

red zodiac
#

I need android Unity

storm patio
#

doesn't exist

near wigeon
#

no such thing

red zodiac
#

If there Unofficial?

#

With Unity android

near wigeon
#

not likely

#

antyhing you find is probably a scam/malware

red zodiac
#

virustotal?

latent meadow
#

this is not covered here. there is no official version.

copper gust
#

there just is not any unity for mobile version

#

offical unoffical

#

does not exist

red zodiac
#

Then I will Search In google

copper gust
#

google wont show you

#

because it does not exist

red zodiac
#

Google won't show me

I just wanted make Baldi's Basics mod );

restive wolf
#

Would you recommend using Spine or unity's built in sprite tools?

red zodiac
#

What is that

storm patio
surreal nexus
#

do area lights in blender show up in unity does anyone know? Because I for the life of me can't make it happen

copper gust
#

area lights in unity only work in a baked context

surreal nexus
#

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?

reef perch
copper gust
sand ocean
#

what gitignore are yall using?

plain dagger
plain dagger
surreal nexus
plain dagger
#

Time to learn!

plain dagger
copper gust
#

or don't use baked lighting

#

and figure out some close-ish comprimise with other lighting options

plain dagger
#

For "long" lights its quite hard

surreal nexus
#

I'm not a lighting expert by any means though so I don't know how to implement it.

plain dagger
sand ocean
near wigeon
#

I use this as well + I add some for the macos DS_Store

sand ocean
#

I think I've heard that it is missing OS things

plain dagger
sand ocean
near wigeon
#

it works across all OS you don't need anything else

plain dagger
#

Only random file windows would add would be a thumbnail cache

storm patio
#

that's the only one i know of though

near wigeon
#

Yea thats the one I added, you don't need to just a personal preference

storm patio
#

ah didn't see that you mentioned it already, mb

sand ocean
#

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?

storm patio
#

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

sand ocean
#

seems like it included tutorial info file like this png

copper gust
#

Thats in your project

sand ocean
#

oh wait

#

it is

livid bluff
#

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...

livid bluff
#

I atleast [tried] making HDRP work...?

near wigeon
#

pink = shader error

livid bluff
#

I will try restarting UnityEngine editor if that fixes anything

exotic relic
livid bluff
copper gust
sand ocean
#

I was migrating my previous project to github desktop.. is this fine number?

#

That was stupid question. It depends on the project

storm patio
#

(gh desktop is just a client for git)

sand ocean
#

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

storm patio
#

why..

#

you can just create the repo where the project already is

sand ocean
#

ohhhh

storm patio
sand ocean
#

it was my second time using git

storm patio
#

this way you don't have to change all your project paths in unity hub or your ide

storm patio
sand ocean
storm patio
#

it'll mess up the project paths, as previously mentioned

sand ocean
#

in unity hub?

storm patio
#

(also "migrating" is a specific term, it doesn't really sound like you migrated anything here)

storm patio
sand ocean
polar breach
latent meadow
#

rule of thumb.. Nothing is 'automagic' when it comes to multiplayer

hushed hamlet
#

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.

copper gust
#

networkvariables are kinda close to magic

lofty bay
#

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? atwhatcost

hushed hamlet
plain dagger
#

!vrchat

vagrant rootBOT
plain dagger
#

vr chat does too much weird shit so best to ask there ^

lofty bay
#

i did ask there tooo :D

gray frigate
#

this would cause the skybox to render on top of your particles

#

transparent stuff (i.e. things without ZWrite) need to go after 2500

plain dagger
#

transparent particles would not write depth (unless alpha cutout)

gray frigate
#

the default is 3000, so you'd have to have changed something

plain dagger
#

i just presume vrchat things use shaders doing wacky ass things so who knows if the default is good or not

gray frigate
#

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

plain dagger
#

Then i presume then in this case that the sky + water draw after opaques and depth just happens to make those particles remain visible

gray frigate
#

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

plain dagger
#

well glad we sorted that and for it to have been useful /s

gray frigate
plain dagger
lofty bay
gray frigate
#

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

lofty bay
#

I change the render queue

gray frigate
#

For this kind of effect, you should probably just set your particle material to cutout mode

#

what shader are you using?

upbeat egret
#

@silent mica

#

u there my brodie

#

@humble abyss

#

u there

gray frigate
#

do not ping random staff members (or members in general)

near wigeon
upbeat egret
#

im here for

#

business

#

im here for serious stuff

gray frigate
#

low-effort trolling is not permitted in this server

upbeat egret
#

im trolling

silent mica
#

Use mod mail if you need to reach out to staff.

upbeat egret
#

look at me

#

im literally most serious person u will see on discord

upbeat egret
#

or

#

must modmail

silent mica
#

Use mod mail. Don't use this channel like this going forward.

copper gust
#

sometimes i wish we could skip to the part where they get banned. if only they knew they all act the exact same 😭

near wigeon
upbeat egret
#

@silent mica danny check the modmail would ya

stuck flower
upbeat egret
#

ur lil to late

#

to the party

polar breach
hushed hamlet
polar breach
#

And by git you mean github correct?

plain dagger
#

GIT is the system

hushed hamlet
# polar breach And by git you mean github correct?

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

https://assetstore.unity.com/packages/tools/level-design/scene-fusion-2-lite-real-time-collaboration-285247

I can't help much on the whole learning things

plain dagger
#

lets not suggest self hosting git to beginners

#

Just use github or gitlab or some other free git repo host

hushed hamlet
#

I'm not suggesting they get vendor locked to unity either for code sharing.

plain dagger
#

I just think its going to be too difficult to handle

hushed hamlet
#

Agreed though gitlab or GitHub free is good as long as they fit within the limits

polar breach
hushed hamlet
polar breach
#

its just a tool that updates 1 scene realtime for every collaborator, correct?

hushed hamlet
#

Yup

polar breach
hushed hamlet
#

It's usually paired with git.

#

It's a lot to explain over discord ha sorry it's a thick topic

polar breach
polar breach
#

Thanks again

hushed hamlet
#

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

hushed hamlet
#

But it can be a whole learning topic all to itself

polar breach
hidden panther
#

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

dawn flicker
#

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

hushed hamlet
hushed hamlet
dawn flicker
#

I have no idea why it does that

#

but almost every map i make in blender, that happens

hushed hamlet
dawn flicker
#

ight gimme 1 sec

hushed hamlet
#

Are you doing light baking? If so, make sure `Generate UV maps' is turned on, for the imported mesh. And rebake it

dawn flicker
hushed hamlet
#

You can also try clearing the normal map and the detail map temporarily just to check

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(I'm not seeing an obvious issue though fwiw)

dawn flicker
#

These are the faces in blender

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and the dark line is where the 2nd face is

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yk what i mean

hushed hamlet
#

It's probably not the mesh

polar breach
#

Could it be lighting?

hushed hamlet
#

It's probably the texture images

dawn flicker
#

it also happened in my other project

dawn flicker
polar breach
dawn flicker
#

some times in 2024

copper gust
#

see whats different in wherever you used it without issue

polar breach
#

if it doesn't look lighter afterwards, it's most definitely a texture issue

dawn flicker
#

i also seen multiple games use this texture and they didn't have this problem

queen raven
#

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?

copper gust
dawn flicker
#

it's from ambientcg

hidden panther
#

thanks

hushed hamlet
#

But i feel like these days you can find them everywhere

hidden panther
hushed hamlet
hidden panther
hushed hamlet
bright sparrow
#

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

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Here's the same suv imported into the new project

hushed hamlet
bright sparrow
bright sparrow
slow dirge
#

Then it makes sense that stuff would be broken. Also, we can't assist with decompiled projects here.

bright sparrow
#

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

hushed hamlet
#

Its just against the discord group policy

#

Theres lots of legit cases, just the policy.

bright sparrow
#

Got you, thanks for letting me know

slow dirge
#

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.

hushed hamlet
# bright sparrow Got you, thanks for letting me know

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

bright sparrow
untold fulcrum
#

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.

potent geyser
#

Yep, that's an intended use of asset packs.

untold fulcrum
storm patio
#

but maybe gh desktop has changed since i last used it 🤷

austere prawn
#

@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

copper gust
#

there's no one to complain or report to

#

im sorry you were scammed

cedar lagoon
#

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 ()"

safe garden
#

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?

craggy pollen
#

you could have a second cam only for the sparks and pp

copper gust
#

i dont have personal experience in it

safe garden
#

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

craggy pollen
#

hard to say how it affects your game, keep an eye on the stats and profiler

safe garden
#

trying now, cheers!

brisk anvil
brisk anvil
copper gust
#

or try posting the full log here..

brisk anvil
#

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.

copper gust
#

absolutely

#

improve your skills by googling and not using AI

brisk anvil
#

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

copper gust
#

If they understood what they were doing they wouldn't need the help 😄
Have a nice day tho

brisk anvil
#

You too

sly lake
brisk anvil
#

Hey maybe Stack Overflow gotta point.
Have you ever tried non-toxic glue on your pizza?