#💻┃unity-talk
1 messages · Page 104 of 1
thanks
Does anyone know how to bind sorting methods on click to headers of MultiColumnListView for UITOoolkit
Hi, does anyone have a model for a gas station?
In addition to the mentioned googling, the Unity Asset Store has many assets.
https://assetstore.unity.com/search#q=gas station
over 10000 of which are free. including some gas stations
Itchio and sketchfab otherwise
Thx
#🧰┃ui-toolkit would be the place to ask
I'm making a third person medieval fighting game that I started working on today. For an attack system, I made it so that when you left mouse click, it'll show up on logs with CLICK DETECTED on the Update() function. When you attempt to left mouse click while facing the enemy capsule, they should receive 25 damage. After 4 hits the capsule will disappear. However I've been using Camera raycast earlier to detect hits, and since the Z axis is -4 away from the Player capsule, the hits didn't work and it only worked on when the Z axis was 0. So in attempt to make sure that when the Player capsule is at a distance close enough to the Enemy capsule they would take damage, however now this doesn't work in neither first person or third person.
{
Debug.Log("ATTACK CALLED");
RaycastHit hit;
// Step 1: Get aim direction from camera
Vector3 direction = playerCamera.transform.forward;
// Step 2: Start from player body
Vector3 origin = transform.position + Vector3.up * 1.5f;
Debug.DrawRay(origin, direction * attackRange, Color.red, 2f);
if (Physics.Raycast(origin, direction, out hit, attackRange))
{
Debug.Log("HIT SOMETHING: " + hit.transform.name);
EnemyHealth enemy = hit.transform.GetComponent<EnemyHealth>();
if (enemy != null)
{
enemy.TakeDamage(attackDamage);
}
}
else
{
Debug.Log("RAY HIT NOTHING");
}
}```
What object are you expecting the raycast to hit?
The Enemy GameObject
What components are on the Enemy object? Does it have a collider?
Also why are you sttarting the ray from here: Vector3 origin = transform.position + Vector3.up * 1.5f;
shouldn't it start from the camera's position?
It has a capsule collider and a Rigidbody
I've also checked on Is Kinematic
They mentioned third person so makes sense
ah I see
Well based on your screenshot, the ray is clearly missing
Isn't it?
I think instead of putting magic numbers like Vector3.up * 1.5f;, you should make an empty child object on the player at the exact place and orienation you want to fire the raycast from and use that object's position and forward direction to do the raycast
Thank you 👍
you did all the right stuff here with the Debug.DrawRay and the logs. Just gotta verify it in the scene 😛
I created a new empty GameObject and named it AttackPoint, then made a new public Transform attackPoint; and adjusted the Step 1 and Step 2 lines.
{
Debug.Log("ATTACK CALLED");
RaycastHit hit;
Vector3 origin = attackPoint.position;
Vector3 direction = playerCamera.transform.forward;
Debug.DrawRay(origin, direction * attackRange, Color.red, 2f);
if (Physics.Raycast(origin, direction, out hit, attackRange))
{
Debug.Log("HIT SOMETHING: " + hit.transform.name);
EnemyHealth enemy = hit.transform.GetComponent<EnemyHealth>();
if (enemy != null)
{
enemy.TakeDamage(attackDamage);
}
}
else
{
Debug.Log("RAY HIT NOTHING");
}
}```
And now the ``void Attack()`` works perfectly
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@merry quartz
yes
read the bot message
okay
o7
What can I do with the _Recovery? It appears every time I open my 2D project, I don´t know why
anyone know why my model has these weird shadow cuts? Im using urp
So uhh to get straight to the point:
After suffering warthunder/WoTB for years i got tired of both and now want to make my own tank game, similar to them, in Unity ( which i already downloaded ). I have 0 idea of game development and i plan on doing it all myself, where/how should i start?
Also i "played" the tutorial, when it came to playtesting steps it just says "No camera renders available" or something like that, idk where that issue comes from, any idea?
and Fab
whats the channel to ask help for ui related things?
!learn
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I mean obviously but how?
#📲┃ui-ux (or #🧰┃ui-toolkit)
message from bot contains a link
!learn
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Hmm doesnt seem to do aynthing
did you try clicking?
You asked that before and I offered an answer
If something was unclear you should continue the thread you already made
the code not working and im getting a error about the script
If you're getting an error you should actually say what it is
!input
To set Active Input Handling, go to:
Project Settings > Player > Active Input Handling
• Input Manager (Old): Use the original Input settings.
• Input System Package (New): Uses the new input system package.
• Both: Use both systems.
To set Active Input Handling, go to:
Project Settings > Player > Active Input Handling
• Input Manager (Old): Use the original Input settings.
• Input System Package (New): Uses the new input system package.
• Both: Use both systems.
You're supposed to read it, not repeat the command
Its under the other settings section it exists trust us
Then you should look closer because it's right where the bot says it is
note that "Project Settings" and "Preferences" are two different windows
Isnt there also a search bar
yeah, and it
kind of helps?
It'll show you which sub-menu has the setting you want, but it's kind of bad at actually taking you to the setting
the Player settings menu is very dense
Guys how do you get C#? I don’t have the option for a tutorial I’m trying to follow, do I have to buy it or something?
What option
To code in C#
what?
What are you looking for that you're expecting to be there but isn't
You just make a file and type in it
You could do it in Notepad if you wanted to
(Please don't)
I swear you select to be C sharp don’t you?
Select what
Like making a file then right click and then create and then C sharp
I’m kinda new so I dont really get that
Get what? Those are the buttons you'd hit to create a script
MonoBehaviour, or, if you want it to be empty, Empty C# Script
Don’t get it as in I don’t understand whatever you mean.
I’ll try do it now
So I can use that like I would an empty C# script?
And open in notebook?
If you want an empty C# script, you'd choose Scripting -> Empty C# Script instead
Oh right thank you
me who still makes a monobehavior regardless
i honestly dont think i ever made an empty script lol
out of habit i just make MB and delete everything in the base template if i need an empty script
same, i dont even remember when the other options were added
i usually create scripts from inside of Rider now
I dont trust unity enough to make scripts in my ide
had some meta file problems having to clear everything
i had odd issues a while back too. have not tried since. may be fine now, for all i know
I apologize if this isn't the appropriate channel for this type of request.
Could someone help me with a small project using Unity and Vuforia? It involves importing a 3D model and a dynamic graphic.
!collab
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haven't made a project for web in a while.
My game is finished and already on itchio with a windows export.
I'd also like it to be available to play directly in the web browser, but am I remembering correctly the switch platforms thing has extra steps?
if you are just asking for Unity help, as in 'how do i...', feel free to ask a specific question ⬇️
: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
you might want to talk to #🌐┃web directly, to make sure you get it correct
Ok, thanks.
maybe,. scroll up a little bit and read the "Asking Questions" post from a moment ago
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• ** Collaboration & Jobs**
i did search the internet for my question and didnt find anything
well, then you have 1 of the mentioned things done.
read all of them. skip the two you do not understand
then what remains is to ask it here
💭 Find an appropriate channel by reading the name and description in 🔎┃find-a-channel
❔ And don't ask to ask, ask a full question illustrating with screenshots if needed.
well its for player movement
i think this channel would be appropriate
ok
do you have any recommendations on what to check? i also have no errors
when i press W it doesnt do what its supposed to do
moving jumping crouching
what is it supposed to do
it should go forward
📃 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.
oh nvm imma do it
aight bet
what language is ts bro
C or what
imma just say python
do u want to see my components too?
i have character controller no rigidbody

unc are you ignoring me or just reading the code?
my god dude gimme a fucking moment lol
aight bet no worries take your time
i got all day if you got all day
that is kind of the point of discord. you may not get a response until next week, if at all.
it takes a week to read 80 lines of code or what i aint getting your point
I wasn't aware kuzmo was being paid and needed to report their hours to you
the point is, No ONe here is obligated to help you in any way. drop the impatience now, as it will not serve you here.
my bad king
did you set up your input action asset?
Who do I file my time card with?
just asking vro 🥀
are you getting any errors in the console or ide?
was just asking gng
nope
Do we count hours by tenths or do we round to the nearest half-hour?
what about my other question
neither of them
Add this into your update... and show us what it shows when you try to move
it shows nothing it just doesnt move
im writing it
give me a second.
Debug.Log($"Move Input: {moveInput}, Vertical Velocity: {verticalVelocity}, IsGrounded: {isGrounded}");
do i just paste this at the end
put it in your update function
oh its in the code i thought its in the app
ok wait
lemme find it
bro i did not write ts code i dont understand nothing not even the words
nah gng
well who wrote it
oh u mean void update?
my friend
yes that is in fact your update function
New to unity, im looking at walls in lethal company and I see how theyre textured and I wanna apply that similar to the walls in my game, im using pro builder. how do i make my walls have this same kind of texture? (the indents / bubbles in the concrete)
he goes by the name cop
Then have them solve the problem
looks like a simple normal map
theyre sleep
or even tessellation
different time zones
then send a message and wait
but they went to sleep like 1 hour ago they wont answer
Just have some good textures. That doesn't look like it's doing anything fancy
When people fall asleep they have a tendency to eventually wake up
sometimes 

like where do i paste it?
void update (Debug.Log($"Move Input: {moveInput}, Vertical Velocity: {verticalVelocity}, IsGrounded: {isGrounded}");)
liks this?
When you get up close its physically indented, I wanna have that same typa detail, I'm still learning unity / game development so I'm not really too sure of how everything works. I'll look into normal maps and tesselation.
im telling you... look up tessellation
my other friend back in the day didnt sadly
could be in the texture itself, dould be decals, could be normal map variants, could be ... . if you do not get an exact answer, you may want to talk to #🔀┃art-asset-workflow they may have a better idea, or #1390346776804069396 maybe
If you literally do not know enough C# to do basic debugging, there's no point in asking. Consider learning the basics first.
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Thank you
considered sir thank you for your help
Hi, Is anyone here who can help me with shader for 2D?
I want to build the water sorting game. But can't find any resources to do the simulation that the colors should behave like liquid inside glass tube 😢
void update()
Debug.Log($"Move Input: {moveInput}, Vertical Velocity: {verticalVelocity}, IsGrounded: {isGrounded}");
like this?
A displacement map would be enough to get that sort of effect, it's not just a texture on it, it changes how light and shadows work and basically makes a physical indentation
Thanks
Instead of trying to guess your way into basic C# syntax, you should start learning or wait for the person who does know how this works to come fix it.
ᵗᵉˢˢᵉˡˡᵃᵗᶦᵒⁿ
I'm gonna be 100% real with you, I have never touched HDRP and thus do not actually know what that means.
Thank you very much, I'll look into it and see what I can do! :)
ok thank you for your help.
like a displacement map on crack
But you can do it in URP just fine with a PBR material
didn't find anything. And I don't know how long will it take for someone to reply me there.
well it might take some time
but its the correct channel for that question
so be patient
same geometry
ok
wowowow soo cool i love hdrp
Sweet christmas
yeah, Tesselation with displacement is awesome 😄
theres also parallax mapping, which is even cheaper, but a bit more limiting
but parallax will be flat from the side, right? (extreme angles)
yes
yo kuzmo i added it i get an error now lemme send it
im like 99% sure you are getting an error because you didnt add it properly
you also should listen to what digiholic told you
i did i think
lemme send it to you
the way i added it
void Update()
{
Debug.Log($"Move Input: {moveInput}, Vertical Velocity: {verticalVelocity}, IsGrounded: {isGrounded}");
like this then so on
Change isGrounded to cc.isGrounded in the log
oh mb
aight bet thanks digiholic
bruh 

bro said it louder
thank u too kuzmo
no errors but still no walking, jumping or crouching
:((
there is nothing wrong with the code i think since u didnt mention anything so its maybe the components or sum like that
This wasn't supposed to fix anything
yes that debug would have never solved your actual issue
this was literally to debug
OH
That's why it says debug log
open your console
it should say a lot more than that
ok wait lemme ss
Move Input: (0.00, 0.00), Vertical Velocity: -2, IsGrounded: True
UnityEngine.Debug:Log (object)
SimplePlayerController:Update () (at Assets/Scripts/Player_Movement_Basic.cs:41)
Does MoveInput ever show anything but 0,0
Then you're never pressing whatever buttons are mapped to Move
i am
WASD, C, left shift
none work
the code would beg to differ
the code is the arbiter of truth, if it says you arent, then you really arent lol
and there could be a milliong reasons why
maybe the gameobject isnt configured properly
maybe the input asset isnt configured either
Not according to your code you aren't
it is i checked that one
maybe there are some other problems
So, what makes you think that those buttons are assigned to the input action Move
because im seing them rn
infront of me
in the input asset?
yep
screenshot
im like 100% sure abt this one
ok
you have a good track record
😭
as u can see WASD
am i right
or i have skill issues
the crouch is C the sprint is left shift
none work
nothing happens when i press them
It's named that, but what is it assigned to
oh ok
open it up
this you mean?
why are you screenshots the way that they are
Okay, so that's good, now, is this the map you're actually using in your PlayerInput component
(At least "Up" is correct)
i crop them
no need
lemme send ss
press "prntsc" on your keyboard
i could crop all the screen
then ctrl v
my keyboard is german i dont know what prntsc is in german
no i dont see it on my keyboard
oh druck
what he is trying to say that if you will stop cropping every screenshot and start showing more information, maybe people will notice your mistake faster, therefore you can get a better help and save time
oh ok
i cropped the whole screen
i think its the same map
what is the name of the file you opened up here
my code and character controller components
Click on this thing. It'll open a file in the project folder, open that file. Is that the one you were looking at before?
yes opened the same exact thing
my mouse movement works is fine and works perfectly but not the player movements
is there any other ss yall want?
I don't think it will fire onActionTriggered when it's set to "Send Messages", try changing it to Invoke C Sharp Events instead
this is not really showing that they are connected
was ts
😭
tysm fam
why is my mouse cursor aint disappearing
i had it in the code right?
this channel is fun to look that everyday
youre probably using cinemachine with input axis controller, so camera is driven from there
🥀
its fine now ty
I'm learning too which is the fun part 👀
oh i thought u mean im the funny part
nvm twin
Nah we all gotta improve somehow, nothing's invalid
hide cursor on start is checked but it doesnt hide it
oh nvm
its hiding now the first time was bugged or sum idk
cursor while in the editor is behaving slightly differently from compiled build because you need to be able to test your game, iirc you need to do a left mouse click to make it disappear and esc brings it back
you can right click too
ya ty
i did it first time idk why it still didnt hide the cursor
its working now though
player input is working too?
yep everything is working ty
what was the reason it wasnt working ?
this
it should have been on invoke c sharp events instead of send messages
a really simple problem 😭
which only requires knowledge
btw i have another question
i got all of these animations how do i make them work
do i have to put them somewhere?
make them work how....
like use them
i think this is now way past your skill level
like rn the character is just going forward without his feet moving
and not something we can explain in 15 minutes
or an hour
you need to understand both how to use the animator, and c#
is there a good video or site you recommend that can teach me?
without knowing c# basics? youre not going to get far
i got my friend dw
then ask him to do it.
i gotta wait until tmrw then
imagine being patient
i aint waiting
imma go figure it out somehow
imma lyk the results
you dont have to
Yeah theres a whole channel gor that, he's really good at explaining and you can learn a lot from him
but i will so i can show you, that your student has gone a long way in his first day
aight bet thanks
just gor?
i cant stop you from posting it here lol, just dont ping me for it or anything please
the name is just gor?
Is it good practice to build a bare-minimum working version of a mechanic first, then refine it later as your skills improve, rather than trying to make it very good upfront
No i meant to type "for" I'll give you the channel name
no worries imma just post it here i hope u see it
i dont understand gng 😭
i want a channel for basic animation stuff in unity
or even just a video
The channel name is iheartgamedev
He's really good
im bout to find out
he's gone for over a year, i hope he'll come back :/
Really ?
3 mins into the video he really does explain everything carefully good channel ty
yes, no videos, complete silence
Told you
His latest video gives a hint
maybe he's redirecting his time into his first game
Yo guys whats the average response time on the unity modmail thing? on my brothers account tryna get mine unbanned that was banned few years back cause i wrote something in the bio that i no longer remember but im sure it was somethingg wild that i thought was kinda funny back then
i know, but it doesnt change the fact that hes gone
Does he have insta or tiktok where he posts
This convo doesn't either but we're discussing
the server modmail?
he has his own discord server where hes not talking to anyone, thats why i said its complete silence
yea its been annoying cause i havent been able to get any help for alot of my projects cause of this stupid thing i did back then i wanted to get some opinions on my project too but cant keep asking my brother for his account for it
do they even do unban requests here?
occasionally
i kind of have absolutely no idea
im assuming its for stuff like when an account gets stolen or something and posts spam
it could be like a racist joke i had on it maybe? im not racist but like ya know sometimes friends make jokes
uhuh
heres my tip
gimmie a break im 20 now
dont get your brothers account banned for ban evasion
yeah, but it is at their discretion, so depends on the severity, and interpretation
is it evasion though im kind of just appealing using it?
i never even actually did something bad here man
true
and wait, but yeah if you continue to use the account to talk and speak here, it could be considered ban evasion
@vivid tiger read through the #📖┃code-of-conduct and see the updated sections on contacting them about this
lowk i think what youre doing is ban evading and youre admitting it so your brother account's also might get banned 😭
my brother is sleepin he kinda doesnt know im on his account rn either 💀
oh maybe youre right
idk
Crazy
already read. nothing wrong with 3 emojis sir
i am rn
oh you were talking to ahmed or me
is the three strike thing new i dont remember getting any messages from unity? it was an instant ban
• Using reaction gifs, memes, or overusing emojis, stickers, or reactions.
• Be concise and descriptive.
• Use complete sentences with suitable formatting.
ma names zain man 💀 brothers account remember

is this against the rules or what
ok, you have been given all the inforamtion you need @vivid tiger
Ngl I never read server rules, but common sense always suffices
spamming emojis randomly for no reason is yes
mb
unless it contributes something to the conversation, it need not be said
Yea i was just not thinking about this server since i was never on here much it was somethin goin on in another i kind of didnt think about the ripple effect
@latent meadow look how easily he explained a complex thing? this is why hes my teacher and YOU ARE NOT
stop
Attitude
• Be considerate. Show initiative with your learning, and be mindful that others dedicate their free time here.
do not ping me.
Ok sir, I will stop from now on.
tell the mods too that might be a good reason
cuz like the rules and stuff have changed so u might get unbanned idk
i wouldve changed it immediately if i did im pretty sure i realized that i was ban a long time after when the thing was already removed as well
hopefully man
yep
gon have to wait a long time for this tho i think was hoping i couldve sorten this out before my brother wakes up
you have already been shown how to contact them. please stop flooding the room.
nw bro no need to say that just keep chatting

youre definitely ban evading at this point
can you stop spamming holy shit
<@&502884371011731486> please review @opal coyote
cya fam
this is literally a lone wolf
I think this is a unity talk channel
why do u expect me to get muted or sum
!mute 1003370825946243152 1h muted until this is resolved
@_karuyami_ muted
Reason: muted until this is resolved
Duration: 59 minutes and 59 seconds
!warn 1003370825946243152 this is a development server, not for idle chatting. Don't spam emoji or post off-topic. Don't bother other users, engage in ableism, or ping people for no reason. This is a final warning.
@_karuyami_ warned
Reason: this is a development server, not for idle chatting. Don't spam emoji or post off-topic. Don't bother other users, engage in ableism, or ping people for no reason. This is a final warning.
Duration: Permanent
Holy shit, holy shit, holy shit
?softban 1198681938597257257 bot scam
baklavaguzel was softbanned.
So much real estate, but we still gotta truncate file names? 😭
annoying, huh. you can use the slider in the bottom right, which will sacrifice the big icons and make a list, Or make bigger icons which might display more text. i forget if any assest fix the issue with a 'line wrap' type function
I guess I can use the one column view, but I am gonna miss the folder-file seperation the two column view had
space navigator eh?
yeah, but it is just what i had open at the time. it is meant to show you can do it this way
Oh, I thought that was the name of the package that causes what you show there (alongside the slider)
How did you get the 2nd column to be in list format?
by moving the slider..
yeah, the image itself is kind of misleading, but it was stated in the text of the original response, so i wasn't too accurate with the arrows
Oh don't worry about it lol, I should've paid more attention xd
Whats the best way to reference objects within a prefab's script? I want to reference the GameController script that is attached to a game controller object. I was told by a friend to make the game controller into a singleton, but it seems like the general opinion of that approach online isn't very positive
i know if im just making a basic project for learning unity that using a singleton is fine but I want to be absolutely sure that I'm using the best practices lol
if you do not get responses, maybe try #1390346827005431951 or possibly #💻┃code-beginner
If we're talking if it's a good idea to use singletons in general. I've been noticing that people that start to get used to game dev start to appreciate them more. iirc, in general computer science land, singletons are looked down upon, which might be where the distaste for them is coming from
If you want to get some first hand knowledge:
https://unity.com/resources/design-patterns-solid-ebook
Prefab implies you can make a bunch of these, so a singleton may not be what you're looking for. But if you're just asking how to access some Player on the scene, a GameManager singleton that references the player might be what you're looking for
no I want to be able to reference the gamecontroller from within a prefab of a different object. How would I do that? without a singleton, i mean
if it's all prefab'd you can just expose the property/field and link it all together in the editor
that's the handy thing about prefabs
you need to get a reference to it at runtime you can find the game controller object in the scene and get the reference there
You're either referencing some sort of management system if it's not tied together in prefab, and unless you're caching that reference somewhere, you might just be better with a singleton.
But say that the object that needs to reference the prefab is the source that is initializing it, well you get the reference right then
!collab
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reset the clock...
I might be mistaken, but a singleton, if properly created can be referenced as [singleton class name].[singleton static instance]
You should never need to iterate over the scene elements to find this instance. If you're initializing at runtime then you should be caching that reference, if it exists on the scene on load, then you should be assigning that reference to a management system which can be accessed statically if needed.
Two easy ways to cache a scene reference
1: just drag the reference into the management system
2: In awake, let the object call the singleton and bind itself to it.
maybe im dumb and im misunderstanding, but you know im trying to reference the management system from the prefab correct? not the other way around
because (correct me if im wrong) afaik you cant just drag a non-prefab object (management system) into a prefab object's script's public field
Yeah, so, so long as I'm not mistaken, you can do what I said above for that
Oh, well that changes everything at that point
i know singletons are probably ok, i just want to know what the best practice is
so i can instill the habit at an early point rather than having to learn it later
like i could just use GameObject.Find() but i don't really want to do that
Singletons have their place, and as game managers, they're pretty great
I dont think you can reference the management system in the prefab
Like I get your hesitance with singletons. I did a similar rabbit hole a few years back, and then ultimately came to the conclusion that they're there for a reason.
When you spawn the prefab give the reference there through whats spawning it
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• ** Collaboration & Jobs**
Singletons are a core concept and Unity encourages a GameManager anyway.
Truly hate when probuilder does this how can I fix it I tried to restart the editor
there is a dedicated #🛠️┃probuilder room which might know
thanks
I wonder, does this server have any rigorous code review channels? I built an effect system that consists of about 10 related classes and I was wondering if I could get feedback on it
yea I have an authorization script for playfab I wanted to get a review on too

not really, code review of entire systems is a bit much to ask a volunteer to do
you could make a thread in #1390346827005431951, but it's not necessarily gonna get responses
Fair enough
just updated my editor version from 6.0 to 6.5 and i got a bunch of these errors. i dont really understand about how to fix it, can someone help me?
I think it has to to with an invalid library or systems being changes
so delete the library folder
will it auto-install again the next time i open my project?
from my understanding
I wouldn't do it until a professional validates this
i trust u enough, brb ill try it
Yes, library is regenerated by Unity, so there's no problem in deleting it. It can take some time to regenerate though.
so I was right
would showing something I made for a game made in unity but not my game be appropriate for #🏆┃daily-win
probably yes. the channel is mostly about inspiring/getting inspired. just make sure it is not a veiled advertisment/promotion
alr
Hey, I'm having an issue with Unity and could really use some help. Also, sorry if this is the wrong channel, I'm new here. Every time I try to open a project it loads normally but then suddenly closes and kicks me back to Unity Hub before the project fully opens. This happens with all my projects and even brand new empty ones.
I checked the Editor.log and it always crashes during texture import with "Got a UNKNOWN while executing native code."
Things I have already tried:
- Deleted Library and Temp folders
- Reinstalled Unity Hub
- Tried both 6000.3.5f2 and 6000.4.0f1
- Added -force-d3d11 launch argument
- Removed com.unity.collab-proxy from manifest.json
- Clean reinstalled NVIDIA drivers
- Cleared Unity shader cache
System specs:
OS: Windows 11
RAM: 32GB
GPU: NVIDIA RTX 3060
Unity Hub: 3.16.4
Would anyone be able to help or even hop on a call/screen share? Happy to provide the full Editor.log if needed.
Maybe upload some part of the editor log to a paste site like big code blocks.
!code
📃 Large Code Blocks
Use links to services like:
https://paste.mod.gg/, https://hastebin.skyra.pw/, https://paste.ofcode.org/, https://paste.myst.rs/
📃 Inline Code
Surround code with three backquotes. Not quotation marks.
To format as C#, add cs to the first line:
```cs
// Your code here
```
Add a comment with a line number if there is an error message.
you might want to post the editor log from an empty project with the issue. This one is noisy and has third party assets in it
Just wondering smth
How in unity 6 do I make a full body fps character, the one where you can look down up left and right and view your whole body mesh from the front, similar to how Roblox, dying light, COD, and other games work
Can you try creating a project outside the users folder?
basically, put a camera in the head of a third person character, but make sure it is not clipping with the nose and such
What if my models hollow internally
Do I just use blender and modify it to solidify inside
it should be hollow
all models in this context are. you put the camera far enough forward to be outside the .. inside
Any more info please because I can't find anything useful online
Do I attach the camera to the head bone rig als
Depends on what exactly?
lot's of things. go watch the tutorials that i linked, since you had trouble googling
Alr thank you
One thing I noticed is that it seems to always crash on a texture importer:
Start importing Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareResource/PolygonFlareThumbnail@2x.png using Guid(0047263fa58f91d49a61936e94358829) (TextureImporter)
Is there something that I have to delete or add to fix that?
Another thing is that it seems to fail to load all the project assemblies:
Assembly Assembly-CSharp-Editor-firstpass.dll at Library/ScriptAssemblies/Assembly-CSharp-Editor-firstpass.dll not valid. Loading of assembly skipped.
No. I don't think it's something you can delete.
I'd try deleting the unity install and reinstalling again while paying attention to any warnings or errors in the process.
No, still not working, and I didn't seem to get any errors or warnings while doing the reinstallation
Any errors or warnings in the hub logs? I'd do the same with the hub too.complete reinstall and make sure no errors in the logs.
I just reinstalled the Unity Hub, did you mean something else previously?
the unity editor
Oh ok, I've reinstalled the version, https://paste.ofcode.org/iUw7nDNLPj6iAgbWM3i3Ew I believe this should be the editor logs, I think it's showing an error though, but in the Unity Hub it seemed to install properly
The editor is still not launching
Try searching the hub logs for errors.
Is that a .json file?
Is there a way to keep Unity's input system to both by default
whenever I make a new project, I have to always change it
Are there any complications that arise from moving default file locations from the C: drive? I want to change it for file size reasons but I’m not sure if it’ll mess anything up.
default files?
My projects and editors and such
projects should be no problem. you can reinstall the editors to a new location, yes. also, be aware that a large usage can be the package caches. let me get a screen shot, on sec
yours will show different, since i moved mine off onto a different drive
wasn't unity suppose to get a giant overhaul on the animation system
whens that coming
so i just download the unity hub but when it downloads the editor at 100% it says validating then faild to download i tried three times but still the same
!install
- Make sure you have enough space including on
C:drive. - Check that it's not being blocked by antivirus/security programs.
- Look through the logs for a real reason why the setup fails they are pinned [here](#💻┃unity-talk message).
If you still have issues, perform a clean install in another location:
- Install the Hub and Unity in a non-system drive or a clean new folder in the root of
C:drive. - Failing that use the recovery Refresh option or reinstall OS entirely then repeat the previous step.
Hi there, is it only me or the Unity Asset Store website is painfully slow ? And it is definitively not related to my internet connection speed. Every time I want to add a free or paid asset to my account, it take me at least 1 hour. The Add Asset button not responding, popup with spinning icon run for 10 minutes, I've to log out and log back in... I'm using the latest version of Google Chrome on windows...
Ho yeah I see the issue, can someone explain why the Asset Store Website eat 15 GB of my RAM !! And it keep climbing haha.
Just tested by adding a free asset and works fine for me.
That RAM usage is insane though 😄
What is the best version to make vr games on it is my first time
I've tried using a Incognito/Private mode with google chrome as suggested here and there it worked fine, without memory leaking. I guess the issue might come from an extension or my google chrome profile...
Latest LTS
does anyone here have any tips on building a unity build server? I have github actions running on a local runner, but the build times are quite long despite the server being quite powerful and im assuming this is because it keeps having to build the library.
at this point its quicker to run the build on my computer and upload it to steam manually
I have unity accelerator running too but
doesnt seem to help much
!collab
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• ** Collaboration & Jobs**
We need a pingable roll for all these gtag fan game enthusiasts.
Any tutorial suggestions for a multiplayer vr game
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
A GTag Purgatory. Their messages all ping each other and all other messages are hidden
Maybe Unity Discussions needs a pinned "For GTAG Enthusiasts" post in the collaboration forum that we can link directly to. 😆
"That sign won't stop me because I can't read!"
oh hello digiholic how u doing
Don't ping random people
Actually, nevermind, you're clearly not here with a purpose
excuse me? random people? he is my best friend he was helping me yesterday
@opal coyote You were warned already not to start random conversations here.
oh ok but i didnt start it the other guy started it
@opal coyote Again. Don't ping people randomly. If you have a question post it.
aight bet
@charred fog isnt this considered random pinging? they just pinged me with a reaction for no reason. btw im asking a question rn
yall muted me for 1hr and warned me shouldnt this guy also be muted for 1hr and be warned?
If you continue trolling you will be banned.
Do you have an actual Unity related question?
No actually im not trolling you didnt answer my question he pinged me for no reason
do i look like im trolling right now? i pinged someone for no reason i got muted shouldnt he also be muted?
So ask it and stop spamming the channel with off-topic
aight bet
Is there any way to move my pov when editing
can someone code me a vr game for meta quest for free?
Nope, and refer to the collaboration section instead of here
Idk where I am I move all I want but nothing happens
Check the link I send for centering to a gameobject
use AI or sum i dont think anyone will do it for free
Nope, we do not suggest AI to users in here
How do I manipulate shapes like rn I can only move them
No
Is there even anything in the scene to find
When I look up my head modle looks down
Then revert your vertical movement in your script. If this is confusing to you I suggest you take some tutorials
Nvm it's backwards
#💻┃code-beginner Has tutorials you can follow.
Whatever the case, if you expect help then you're going to have to share your code. Otherwise it makes no sense to message this channel
I figured it out the moddle was faceing the wrong way
How would I rotate object
PS this is my first time on any good game creation platform
rotate in the editor or through code?
Editor
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
go follow the essentials pathway
to learn about the basics of using the editor
we cant teach you the fundamentals every step of the way here on discord
Got it the menu thing was blocking it
good, i still recommend you go do the essentials pathway
Ok
no reason not to if you want to actually use unity
Last thing for now
I can see my eye models how do I make them invisible to the local player
xd
Hey, guys! Why do we use Tile Palettes & Sprite Editor in 2D I mean sprite editor is actually a way to slice whatever sprite we want to use and also change the pivot points for example of a sprite? I haven't really used a lot Tilemaps and Tile Palettes, so if someone could explain to me maybe, I know there is a documentation but I would like to hear your way of thinking about them.
have you watched tutorials on them?
now thats what I do
but I just wanted to know more maybe you have something to share
a "Sprite" is an asset that contains:
- which texture to look at
- which part of the texture to use
- where the "pivot point" of the sprite is
You often have many sprites in a single texture
it would be very inefficient to upload thousands of time textures to the GPU
so you pack them together
the Tile Palette exists solely to make it easier to edit your tilemaps
it lets you easily switch between tiles (including tiles with custom settings, like a different color)
can anyone make a gtag copy for me u will be owner aswell (vr)
nope
nobody will work for free for you no
i can’t give money bc i live in the uk
I wasn't aware that the UK had outlawed money. Good for them.
what…
(anyone wanting to make a gtag game would just make it, they don't need you)
my walls doesn't look good
at the right side they are off the range of pixel perfect camera view
You probably need to use a pixel-perfect camera
I am using pixel perfect
320x240 resolution both on pixel perfect camera and display on game view
What does the texture look like? Do the sprites just look like that?
So what exactly is the problem then
the problem is they arent isometric
you see the walls at the right side
and the walls on the left side
its because of the camera view I am not sure how to make them fit the screen properly
Wait this is supposed to be isometric? These don't look like isometric sprites, this looks top-down
Okay so it's not isometric?
not isometric
sorry
I want them to look symmetrical
my bad
!collab
:loudspeaker: Collaborating and Job Posting
We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
• ** Collaboration & Jobs**
I'm trinna do this tutorial but it says something about compiler errors
No shilling
no worries king
what's the message exactly?
symmetrical that was the word
What is the "something" it says
No
Be mindful, if someone requests your code as text, don't send a screenshot!
https://screenshot.help/
I'm not fucking playing
send a real screenshot
you didn't even show the error lmao
Looks like your camera width isn't an exact multiple of your tile size
I'm on discord phone and code pc
I can just increase the pixel perfect camera view no?
Then open discord on the pc
size probablty
I forgot my password
helping through 2 steps of literal telephone is not going to be conducive to helping you
my tiles are 16x16
hey guys, how do i make my camera follow my player?
It is symmetrical. Both of your walls are "bleeding" over the same amount from their tile
It's just that on the left, the small side is being cropped by the camera, and on the right side, the big side is being cropped
yes check the left side thats what I mean
So, it seems that your "wall" tile is bigger than your grid
try googling about that, there's several ways depending on what you already have
Or, actually, I think I might be seeing the camera boundaries instead of the tile boundaries?
It's hard to tell, I might be chasing a ghost
I think the problem is just that your camera's position isn't aligned to the grid. Just move the camera a bit
wait I think
the grid wasn't at the origin point that was the problem it was supposed to be at (0,0,0)
for one reason I cant see right now my tiles what is happening XD
i imagine this doesn't help
so what no that wasn't the issue
Are they actually within view of your camera
There's still a Z-axis even if you don't see it from this angle
I got really confused
Are the tiles actually in front of the camera
that doesnt guarantee they will be in front
okay but are they in front of the camera
if you have 2 tiles at the same xy position but different z positions
one will show while the other wont
Is 0,0,0 in front of the camera
im using cinemachine for my camera - and i have this bug that whenever i go left it goes blank.. does anyone know what is happening?
Because your camera's Z position is changing
how do i lock it
Probably because you're flipping the character over, and the camera is now looking at the backside of your scene whenever you turn around
Go in to 3D view and see what is happening there
Hello i am new i am developing a new game called XboxTale
it flips my character automatically
I have changed the z axis of the camera to -1
What does?
and now I see my tiles, so probably that was the problem
did you mean 3D follow option in cinemachine?
Do I have to have my scale at 2x or 1x?
on game view
my resolution is 320x240
and why?
You should use the flip options in sprite renderer, instead of inverting the scale of the character to flip them
(i think the cause would be rotation there, just to be pedantic)
I think both would cause the same issue, actually
So it could be either
can i make money from learning unity?
You have to actually do stuff
if you apply the things you learn in a way that other people value, then you might be able to make money. but it's never a guarantee
but how do i find clients
yeaa....okkiee
You probably won't
bruh!
okk
or probably still write accounting software 😭
or just be a content creator or something
create content about making games 
when in doubt sell shovels during a gold rush
okiee will try it fs
but first i gotta learn how to use this thing
will take months - years so you have time to think
that was not a serious suggestion
you are even less likely to succeed as a content creator
yeaa ik
but why not to give it a try
making games is great
and if you want to do it you should
but dont expect to make money from it
and if youre just in it for the money, i would say pick a different skill
okieee 👍
Guys anything to say?
I have to somehow make my walls look symmetrical
top, right, left, bottom
It looks like your pixel-perfect camera isn't configured correctly. The walls look aliased.
the gaps between the bricks aren't consistent
cant i just put my work on epic.....in that fab section?
can you show the original texture?
@candid trout Don't get into game development, you wont like it believe me 😭
i wanna learn it.......ik its difficult but i like diffcult things
if you dont have patience and you are a person that can easily ragebait do not
you mean selling assets?
you could
but also not a lot of money in it unless the assets are really good lol
yeaaah
takes also a lot of time and effort
and practice and skill lol
none of this is easy
wot about a avg asset with lover price
Can you actually make assets worth money
they are talking about average assets
what I have wrong??
i want to see the brick texture
people especially wont buy cheap assets
oh okiee
people either get free assets or buy quality ones
can you show me the preview pane? i need to see the actual texture :p
okk....
i fixed my camera and flipping issue turns out its better t use flipX in renderer so the camera wont change its Z rotation
which prev
e.g.
wouldnt it just take 1 week or 2 to make a gud one??
or it requires more time?
...are you actually serious
months to a year, or years if you include what you'd need to learn
it is 16x16 you dont have something to see there
ok this is a troll
just dont judge me.....i am currently new to this thing
almost certainly
and your first thought is "how can i make a lot of money?"
you have this all backwards
the problem is not the texture
Show it anyway
How long do you think it takes to make a video game
I want to make sure you aren't having two problems right now
-said by someone who does not know what the problem is
You do, indeed, have a problem with your camera placement
I have made the texture myself I know better
you open unreal, you press the triple aaa button, maybe the multiplayer button and youre done duh
I know what I have exported
I'm not even suggesting that your texture is a problem
takes like an entire month!
There's no reason to assume you can make tilable textures correctly
I want to see what it looks like so that I can be sure that you aren't having a problem with your pixel-perfect camera
I was making for some time pixel art
its not a hard skill to learn and I did it myself so I know what I have exported
sick, no one will remember that or care
we do not know what you are capable of, because contrary to popular belief, we are not in your walls
post the sprite
Speak for yourself!
being able to challenge or validate assumptions is a crucial step in debugging. just show this thing so we can eliminate it as a possible culprit
lol
I'm suspecting that the camera isn't aligning correctly with the tiles, causing the gaps between the bricks to be uneven
Thererfore, I need to see the original texture, so that I can decide if this is just how it's supposed to look or if something is wrong with your camera
or it could be the pixel perfect camera doing the weird upscale render texture thing
or it could be the gameview being small/zoomed messing with it
indeed
you'd get this distortion if your game view's scale was not set to 1x
yeaa a lil bit of money would also work
i mentioned this already btw
oh, if that's still set that way, then that's the issue
what if i just make characters or things for a video game and not the whole game
stelios tends to read every other message in my experience
the problem is that there are a lot of assets out there
thats what people were talking about
It is best to just assume you will never make money learning game development. Anything you do make is statistically a fluke
How long do you think it takes to make a high quality video game asset?
I would suggest participating in game jams. You get exposed to a lot of stuff all at once
i had fun making assets REALLY QUICKLY
Teams of dozens of people take months to make a single character
so, I have to figure out what the problem is
that still takes a whole lot of time and effort
and isnt that profitable
There isn't really any money in game development unless you're an artistic creative genius who's made something nobody thought about bringing generational success
nobody is a full time "asset developer"
that's what debugging is...
@copper gust Hey! You are very rude bro
well ok
and multiple answers have been given
most people arent lol
then read !
there are some studios dedicated to it like synty
pay attention to the people trying to help you
yeaa but it can be used to cover my school expenses??
probably not
Most actual jobs won't cover school expenses
suggest something that can be done on computer
crypto scamming script kiddies, ig
That must be so boring. it's like a missed opportunity making animations and assets you would never get to develop
What kind of answer do you actually expect here?
yea but aleast i can help my parents
most jobs are boring, a lot of people enjoy that kinda work
uh hey how old are you?
I wasn't even talking about this issue XD
18
it feels like you don't really have a grasp on the scale of employment lol
I have figure it out
Taking on thousands of dollars of student loan debt and paying it off over the next fifty years or the total collapse of society, whichever comes first
im not trying to be rude but is there a language translation thing going on here?
nah i dont want any loans on me
do tell what other issue you magically were referring to and expected everyone else to understand
I think I have to take a break because I am in front of my PC right now for 8-10 hours I cant think
Plenty of people want to help you but any discussion with you ends up with you responding with these weird complete voids in communication
you really gotta figure out how to communicate properly
Well might not be boring but don't you ever feel the urge to develop a project with your assets? if you are a professional you must know at least how animations and transitions work
I have made a lot of progress but
whats stopping them from using their own assets?
lol
like im sure if the synty guys decided to actually make games they would use their assets
this makes it incredibly hard to do work, yes
have u tried putting any of your assets on epic or any other platform?
That is my point - To be a good asset creator you should at least have some level of experience with developing
i dont make assets
thats almost a given yes
and people may act or may not act on those urges. people have bills to pay, making assets for some people is a way of doing that
Do you have a Unity related question?
indeed!
you need to know how the assets are going to get used
Then I really would like to make a suggestion to Unity Staff. Why don't you create Voice Channels for people to be able to Join and get help straightforward, some people can't follow very well just by chatting. Why not, because I have noticed on Unreal Engine server they do have voice channels for help. Personally, I am one of the people that can't follow very well only by chatting and always trying to record my screen, takign screenshots and so on and wasting so much time. I could easily share my screen and talk with a volunteer.
Pretty sure you've already been directed to this #1180178376028327936
I have certain tiles i put a tilemap collider 2D on, how can i change the collider size and shape?
i half-remember how to do this...
i remember tiles having the option to use the sprite itself for the collider, or to just use a square
then half explain it to me
is it possible to fix this
Assets\Scripts\GameScript.cs(7,24): error CS1021: Integral constant is too large
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GameScript : MonoBehaviour
{
private int sum1 = 12345676543586543578632378984357647654345;
void CalculateYukiGroundingTime()
{
int result = sum1 + sum1;
Debug.Log("[ INFO ] Yuki grounding time is " + result + "days");
}
// Start is called before the first frame update
void Start()
{
CalculateYukiGroundingTime();
}
// Update is called once per frame
void Update()
{
}
}
@everyone if someone knows the fix please don't use ai
you cant really resize them, you can change the physics shape per tile or use the collidermode on the tilemap collider
Physical shape should direct the shape of the tile



