#💻┃unity-talk

1 messages · Page 105 of 1

worldly cave
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why would you try to ping everyone

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also yes your int is too large

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you can fix it by making the int smaller

magic flume
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what does collidermode do?

gray frigate
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lemme reference an older project; will need a minute

boreal river
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Bro just use

near wigeon
charred fog
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@lavish laurel Don't tag everyone on the server. Format code properly and ask in the appropriate channel (code)

gray frigate
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Individual types have a "Collider type" setting. If it's set to "Sprite" mode, then the collision shape comes from the Sprite.

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and I believe you can configure the collider shape on the sprite itself

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(in the Sprite Editor)

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I don't think you can rescale the collider on the tile itself

near wigeon
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you cannot

gray frigate
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(without scaling the tile, of course)

storm patio
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the error is pretty straightforward

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not sure what you're trying to achieve there to begin with

stuck flower
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What made you think this was worth trying to send a notification to 40,000 people

boreal river
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Hey, guys! I think its fine right? I do think its fine, what do you think maybe I can add another sprite probably an obstacle somewhere in the battle arena? This game by the way is inspired from Battle City the old retro arcade game. For those who remember, I am making a game to be played on an Arcade Machine, which will feature both PVE & PVP modes, as well as Single Player and Two Player modes.

opal coyote
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why no AI gng

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just use AI it will be fixed in 5 secs

copper gust
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we dont do ai responses here

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thx

near wigeon
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troll detected

opal coyote
opal coyote
worldly cave
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werent you told multiple times and warned once by a mod for spamming and trolling?

opal coyote
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if youre not here to ask/answer questions dont say anything

near wigeon
violet thunder
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Got a final warning already iirc

worldly cave
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theres no way this guy of all people is saying this

copper gust
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<@&502884371011731486> we can just skip to this part

opal coyote
opal coyote
worldly cave
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you didnt answer anything... you asked a question and then said "just use ai"

opal coyote
potent geyser
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We don't need to continue.

stuck flower
boreal river
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Hey, guys! Do I really have to use a tilemap and a tile palette, in order to place my tiles? I mean I can't just drag and drop my objects or duplicate them in rthe scenebut I dont think its very practical though right?

opal coyote
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can you please stop?

stuck flower
near wigeon
boreal river
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and the erase tool and all these stuff

near wigeon
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right so other than that, the rest is for tiles

boreal river
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oh wait game object brush

near wigeon
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yes that places any "normal" gameobjects as if it were tiles (not on a tilemap tho just on grid)

boreal river
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probably you mean this one

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Also, I have another question.

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Do I have to add my Box Collider 2D to the tilemap right because I can't do otherwise right?

near wigeon
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you cannot add box collider to tilemap

copper gust
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google is the solution to that question

near wigeon
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well you can but it doesnt work how you expect it to

boreal river
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You can add the component to it

storm patio
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if you want collision on tiles, use a tilemap collider and composite collider

near wigeon
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yes but it doesn't detect the tiles or anything, thats what tilemap collider is for

boreal river
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so what I have to use tilemap collider?

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for the walls I mena

near wigeon
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thats whats is for

boreal river
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mean

storm patio
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if you want collision on tiles, yes

near wigeon
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tiles arent gameobjects

boreal river
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Because I dont want the player to be able to pass through

storm patio
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ok, so you want collision on tiles

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so you would use a tilemap collider

boreal river
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on my wall tiles I want collision right

storm patio
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holy shit man, do some reading comprehension

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having a VC would not solve whatever this gap in communication is

near wigeon
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literally two people saying the same thing and they still asking again xD

boreal river
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sorry I have burn out

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10 hours

near wigeon
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take a break

storm patio
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no, you're literally just refusing to read at this point

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rest

boreal river
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I have deadlines I cant take breaks

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XD

copper gust
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then fail

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or pay someone

storm patio
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you will take longer if you don't take breaks

stuck flower
copper gust
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at the very least stop expecting people to give you time that you don't have time to give in return

storm patio
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you just spent a solid 4 minutes on something that has the purpose in its name

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go get rest

boreal river
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Nevermind, I just have to complete a specific part

storm patio
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if you keep working like this you'll be spending 4 hours on the dumbest shit lmao

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ah this is hopeless.

boreal river
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Nothing else and I am leaving

copper gust
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your already leaving

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no one wants to help someone who doesn't give a shit about reading the help

near wigeon
copper gust
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stop asking if you can't care

opal coyote
copper gust
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why spend time being a mosquito

boreal river
storm patio
near wigeon
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rage baiting

storm patio
opal coyote
inland apex
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How do I redo saves

storm patio
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could you provide some more context

inland apex
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I downloaded Simple hands and it turned everything purple

worldly cave
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Unless you have version control you cant just go back on some things

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sounds to me like whatever you did changed your shaders in some way

stuck flower
inland apex
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It also deleted all my hands and head modle

stuck flower
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Are you sure it didn't just open a different scene

inland apex
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How would I un delete a project

stuck flower
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Pull it out of your recycle bin

inland apex
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Ok

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Where would that be

worldly cave
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your recycling bin is your OS's actual recycling bin

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but yeah it really sounds to me like your scene changed

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the asset probably opened up a demo scene or it had a "SampleScene" that overwrote your own

inland apex
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It ain't there imma restart

worldly cave
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what isnt there?

safe garden
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bit of a n00b q but can someone please explain, 2 things with prefabs - what is the difference between unpack and unpack completely?

secondly, can you create a prefab from a gameobject without dragging it to project folder? I will usually select multiple objects and drag them to a folder in project view was one item, which auto creates a prefab

wraith pasture
inland apex
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The agme

wraith pasture
inland apex
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How do I open the editer

stuck flower
inland apex
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I thought there was a unity trash bin

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This is my first day

latent meadow
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for both the new people:

vagrant rootBOT
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:teacher: Unity Learn ↗

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

latent meadow
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Essentials Pathway is a good start

shadow plume
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Hello, I'm starting the blockouts of my level and I was wondering is it better to use only probuilder or to alternate with Unity's original shapes and use Probuilder only for stuff Unity can't handle on its own ?

latent meadow
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well, probuilder would allow on the fly changes to dimension of 'detailed' portions and the whole, so seems like sticking with it is not the worst plan., but, i think the end meshes are replaceable by final assets with the same method

shadow plume
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Like using Probuilder's Prisms for slopes and unity's cubes for the ground

worldly cave
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i would say use blender

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import your level into unity, then use probuilder and "probuilderize" the blockout

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which turns the blender objects into probuilder compatible ones.

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the advantage is that working in blender is far faster for the general blockout, you have access to better tools, but then if you have to edit the blockout in unity, you still can through pro builder

charred fog
spiral pelican
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how do i change the upscaling filter?

plain dagger
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for dynamic resolution?

latent meadow
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do you mean add one not in the list, or just how/where it is?

gray frigate
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you're going to need to give us some more information here

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what upscaling filter?

spiral pelican
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well i was told to check under the inspector for URP Render Pipeline Asset and then under quality

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to change it to point

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but idk where it is bc it's not under quality

latent meadow
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.. Oh, you are talking about Material/texture?

spiral pelican
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wait am i able to change it to point?

gray frigate
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there is a "Nearest Neighbor" upscaling method

spiral pelican
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i don't think it's an option

spiral pelican
gray frigate
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this is a synonym for "Point" filtering

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"Point" shows up in texture importer settings

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hence Hunanbean's thought

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It's possible that the name used to be Point

spiral pelican
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dang it i still have a jittery ahh camera

gray frigate
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what problem are you trying to solve?

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point filtering is going to look very crunchy

latent meadow
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vsync

spiral pelican
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or texted i guess

feral heart
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I don't know what I did, but my gizmos aren't aligned with the object that I'm trying to edit. I have the bed object selected and the giszmo is on the floor, which really is making things harder and I can't figure out how to fix it.

latent meadow
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there are settings that people need to see, so truncating a screenshot is not helpful in this case.

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did it Ever line up, or has it always been this way

stuck flower
feral heart
latent meadow
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is it like that on everything, or just the bed?

feral heart
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Seems to be everything

latent meadow
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hmm. shouldn't the Position on the Mesh in the Prefab be 0,0,0?

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and have you tried a simple restart of Unity?
did you recently update the project to a new version?

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i think you probably moved a thing while in prefab edit mode, instead of in scene mode

feral heart
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I'll try a restart. And no I haven't updated anything, I just downloaded the software yesterday, I'm a bit of an amateur 😅

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Restart seemed to fix it! Odd. Thank you!

latent meadow
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wait.. just set the Position of that to 0,0,0

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Hmm. odd

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Ok, i'll take the win! 😄

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maybe a good idea to go through the Creative Core pathway on the learning site, to make sure you are not missing some basics

vagrant rootBOT
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:teacher: Unity Learn ↗

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

feral heart
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I'm currently going through the Unity Essentials pathway! It looked to be the shortest, and is tagged "foundational" so I figured it was a good place to start.

latent meadow
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yep, that is the place to start, for sure

gray frigate
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the handles just get stuck in place forever

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not sure what causes it

feral heart
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At least I'm not crazy!

gusty abyss
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how do i fix

hushed hamlet
gusty abyss
plain iron
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Can someone explain to me why people and AI tell me not having building radius in a RTS tower defense is a bad idea. People literally just say it without really giving a reason

latent meadow
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Oh look, i built a tower on top of a person because i did not have a building radius to say, 'hey, bad idea'

plain iron
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No building radius as in a circle around the core that gets destroyed. Like u cant build out of those bounds

latent meadow
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in that interpretation of building radius, other than if you want to define base 1, vs base 2, it is a matter of your design choice

plain iron
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I dont think base 2 is a good idea. I just am not high enough IQ to understand the gameplay implications it would have

latent meadow
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just start building. you'll get it eventually

stuck flower
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Maybe try it both ways and see what's better

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Or play some RTS games that have both and see how they differ

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You aren't going to get a fun game by just asking random people on the internet to pick out mechanics in a vacuum and you definitely won't get it by asking AI. You probably shouldn't be making a game in a genre you don't have significant experience playing.

plain iron
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probably but if your only games are just mobas and singleplayer stories. Both of those probably the hardest in gaming to make. so dont have a choice

hollow quiver
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Would built in character controller be good for a fighting game?

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Or can't make collision detector work at all if player is not moving?

abstract umbra
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built-in character controller should have been marked as deprecated a decade ago

hollow quiver
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So it won't work out for my situation? notlikethis

abstract umbra
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it might work, describing your game with 2 words "fighting game" isnt enough

hollow quiver
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Asking mostly for the ability of detecting collisions while not moving

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For built in character controller

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Wanted to know if there was a way around to detect collisions while not moving

abstract umbra
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and what collision interaction do you need in a fighting game ?

hollow quiver
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From what I understand built in character controller cannot detect anything while not moving

abstract umbra
# hollow quiver Detecting a hit

you can detect a hit by tracking the button press and distance between the fighters in such 2d side view fighting game, no need for a collider at all

hollow quiver
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Oh, sounds good

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Are there other ways?

abstract umbra
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like, you wont use precise hit detection with mesh collider, right?

hollow quiver
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I want to know

latent meadow
late meadow
hollow quiver
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But if I did is there a way around ?

late meadow
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(i just joined so im not sure about server etiquette)

latent meadow
abstract umbra
# hollow quiver Are there other ways?

i think the only question you should ask yourself if the players should push each other, like one fighter is standing and another is walking towards it, but even that can be just calculated with the positions, game is pretty simple, i dont really see why would you need actual colliders

hollow quiver
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True

abstract umbra
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and what do you even want to register when colliding? your hitting arm do not detach from your body, right? you still have only your capcule collider, arm is just your animated body, a visual, nothing else. You want to check if capcules are "touching" each other to decide if its a hit or not? i dont really see how its supposed to work, i'd prefer having hit-lengths in variables to polish game experience instead of them being bound to a collision of capcules

hollow quiver
latent meadow
abstract umbra
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the only question is to decide what to do if one fighter is running/walking towards another, will they push each other or can walk through

hollow quiver
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walk through for now

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But thank you very much for responding, needed some input

solid yew
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Hah.... I tried reinstalling URP to fix an import bug

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Turns out, don't do that

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Ruined my project

latent meadow
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good thing you have 8 backups in source control, right?

solid yew
latent meadow
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indeed. i actually prefer 'dumb' backups for most purposes. i even have my own 'franken-backup' system that copies and renames files as i change them. git deltas are not human readable if something goes wrong, so i do not trust them. just me and my set ways, and lack of a lot of experience with git too

solid yew
latent meadow
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and, the format itself is not text based, so if something goes wrong in its 'tables/index' you are kind screwed. similar to BTRFS (a linux file system). super cool, until one bit gets randomly flipped from a power outage

solid yew
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Oh yeah true

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What if you just stored like 1000 copies of the deltas for redundancy 🤔

wary cobalt
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Hello I have this problem where my camera FOV instantly set to smallest point (1e05) everytime I click play but I dont think any of my script did that especially when I turned some of them off, I managed to try it in a different scene and it still perfectly fine, does anyone ever have a problem like that?

latent meadow
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maybe you are building the next Ants game, and everything is just Really tiny scale 😅

spiral pelican
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Guys, how do I make my 2d game feel like hollow knight in terms of movement and camera? Are there any tips or tricks yall know of?

latent meadow
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best to share video and screenshots if you can. you Could try deleting the Library and letting it rebuild, if you are sure you are not setting that in a script. it could be corrupt cache, i suppose @wary cobalt

wary cobalt
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imma do a record real quick

latent meadow
strong roost
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hey I have a simple question since I don't know how to use Unity and theres a tutorial but its not working

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is there a channel for questions somewhere

vagrant rootBOT
latent meadow
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they all are, to a degree. that bot message will help you narrow it down

latent meadow
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honestly, it is unlikely anyone will download that. matter of basic internet security. you described it as 'i press play, and the camera does micro' should have been a pretty short video..

storm patio
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try to include just the parts that are relevant to the issue

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if you're explaining or mousing through anything int he video, don't. do those seperately

latent meadow
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multiple short videos as needed can work too

wary cobalt
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sure sure

latent meadow
vagrant rootBOT
#
<:error:1413114584763596884> Command not found

There's no command called video.

wary cobalt
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yes Iam trying to make a mobile game here

latent meadow
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ok, it almost definitely has to be in a script.. did you by chance eliminate the Library cache as a culprit?

wary cobalt
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I havent, do I have to remove the library in my project folder?

latent meadow
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yes, close Unity, delete it, and it will rebuild on next load. there is little risk. the one at the root level of the project, not anything in Assets

wary cobalt
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I think I find the culprit

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thx guys

strong roost
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I've been looking on the internet, youtube, claude and chatgpt and i cant figure it out. It's just a simple rigidbody 2d movement but it wont move at all. It only falls at the very beginning. I don't know why its so hard to figure out if anyone has a link to something that works or can see why its not working

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No error messages happen it just doesnt move

latent meadow
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ok. in the bot message i sent there were directives to use the appropriate rooms.
#💻┃code-beginner
also, use the code commands to properly format it, not screenshots for code

vagrant rootBOT
solid yew
keen crystal
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I think unity is mad at me 🙁 - very odd bug, working after reboot..

latent meadow
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i do not think the name needs to match the class anymore

abstract umbra
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shouldnt be left like that anyway

strong roost
abstract umbra
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isnt Move() supposed to be OnMove() ?

storm patio
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this seems to be using unityevents

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(the param types are different)

strong roost
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https://www.youtube.com/watch?v=xb3d7HarKcI We were following this but I guess it might be outdated or something

FREE code for this video on my Patreon
In this episode we'll be getting our player moving using Unity's 'new' Input System!
We'll be working with the Input System throughout this platformer series, so check out our future episodes for more implementations.

❗️❗️❗️📢 BUY THE COMPLETE GAME TEMPLATE NOW!!! 👾❗️❗️❗️
...

▶ Play video
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its annoying cuz its for college but the prof just links vids that dont work and then say use AI if u cant figure it out

abstract umbra
storm patio
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@strong roost you've been given quite a few answers already

strong roost
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I tried it all nothing worked

storm patio
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they were not fixes

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they were debugging instructions

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go debug

strong roost
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ya we tried

storm patio
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and what was the result?

strong roost
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well nothing popped up in the console

storm patio
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then it isn't being called

strong roost
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yeah but we couldnt get it to be called

storm patio
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that is useful information

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is your playerinput set up correctly to call that method

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if you aren't sure, show it

strong roost
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unfortunately we cant cuz its not my code and they rage full deleted it

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but to my knowlegde yes

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it was

dire laurel
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hey I'm with him, just wanted to say thank you for all the advice. I only started Unity just a few days ago, so it's all still a bit confusing, and I can't seem to get it working. After moving so many things around, it felt like I just completely messed up my settings. Just gonna call it a night and start fresh tomorrow. Thanks for all the help tho have a good night!

strong roost
storm patio
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...the fix couldve been 2 clicks lmao

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but aight

strong roost
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perhaps but its kind of overwhelming for newbies so i get wanting to start on a new slate

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we were clicking on a lot of stuff

storm patio
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tip: don't delete stuff outright, move it somewhere else so you can reuse parts that work

strong roost
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good tip will do

gusty abyss
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help i cant move

vagrant rootBOT
dawn flicker
#

Question, does anyone know what voice dissonance for photon is?

storm patio
#

seems like something you'd be able to google, considering you have names

vital fractal
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Hi guys i want to ask some question, so yesterday i updated my unity editor from 6.2 to 6.5. and some of my packages broken (triinspector to be specific), because Object.GetInstanceID() is deprecated and changed to Object.GetEntityId().

So my question is... in which editor version does the change takes effect? i want to update my editor version but afraid that it'll break it, does 6.4 still supports it?

latent meadow
#

out of curiosity, do you have any real reason to be playing with cutting edge alphas and betas? man they are moving fast.

vital fractal
coarse shore
#

do you guys think I can get away with this

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if I spend more time working on textures that give an illusion of 3d

storm patio
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get away with this
in what way

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that's an incredibly vague question lol

coarse shore
#

desiging assets like this, then working on textures

naive cape
#

Hey everyone

latent meadow
# coarse shore

Unity Talk - Non-programming Unity development topics & questions not covered by specific channels. Prolonged discussions and game design questions should be threaded.

coarse shore
#

Non-programming Unity development topics & questions not covered by specific channels

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no channel for modelling

latent meadow
naive cape
ember verge
#

Hey Everyone , i am trying to make a multiplayer game , where the player will play in first person mode and other can see there full body. So which approch should i take.
1 ) Make a full body FPS controller
2 ) Make arms only controller but sync in a way that other see full body but in player's system only arms is there no full body.

i tried gpt he said me to go with 2nd option but i dont understand why we need to make simple thing complex. So plz somebody explain me the difference and which approch should i take

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cant i just add a camera in head of a full body ?

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@near wigeon But what if i try and later on realise that even i make full body and add camera in the head will be the same as this complex 2nd option , cuz in the 2nd option if i use Ik for hands to grab something i need to match that in full body character on other player's pov , Gpt says most AAA games use this system

maiden tusk
#

hi folks, how suitable is unity for a small open world of about 30sq km.

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due to a lack of open source engines cut out for making 3d open worlds, I have been considering trying out a proprietary one, but have been going back and forth on unity and unreal

slow dirge
maiden tusk
#

godot runs into weird issues like 150m from the origin, but many talented folks have developed an addon to combat this

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however it is still in its early phases, so no region streaming and stuff

latent meadow
#

jittering tends to start at 5km from origin, according to what i see online. use the terrain system to do lods, and chunks, etc. it can do it, but you will need to optimize. and as mentioned, Origin shifting for best results

maiden tusk
#

alright thanks for the heads up

sly lake
slow dirge
latent meadow
#

30km squared vs 30 squared kilometers always makes me have to think twice

storm patio
latent meadow
#

lol 😅, i'll have to think thrice!

sly lake
#

Either way, at (3000, 4000) physics holds up fairly alright in my test

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Even at the corners of my 10x10 background terrain (-4200, 5700) all seems fine

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Physics, animation and rendering

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Though that will depend heavily on how much precision you need.

sly lake
latent meadow
#

good to know!

sly lake
#

So I'd say that as long as you're doing camera-relative rendering, and no very sensitive physics (i.e. hair, cloth physics) you're probably good without shifting origin in a 10x10km world

hidden panther
#

where can I ask for playtester?

boreal river
hidden panther
charred fog
hidden panther
boreal river
#

Hey, guys! What is happening with my sprite?

gray dirge
boreal river
#

I did something wrong on Aseprite

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The problem was in export settings

finite nest
#

Hello! I'm new to Unity and I don't know why I can't see the objects in game.

slow dirge
finite nest
#

Thanks I fixed it

mystic breach
#

My editor keeps shutting down while I'm doing something. For example, when I just pressed the close grid button in the scene, the editor closed. Does anyone know why and how to fix? My editor version is 6.0.71f1

slow dirge
#

Read the logs. There's probably an error explaining what went wrong. To a degree.

fleet hull
mystic breach
slow dirge
#

That can't be true. There must be logs.

mystic breach
#

Even the software does not give "app quit unexpecdtly" error

mystic breach
slow dirge
#

You don't. You read the log files.

#

!logs

vagrant rootBOT
# slow dirge !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

mystic breach
#

Oh let me check

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It says I'm the one quit from editor

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But it wasnt me

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I was just pressed toggle off to grid visibility

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Or I just changed properties of particle effect and it shutting down

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It's been happening for 2 days or so

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Maybe I should change the editor version

native tree
#

hii guyss im new to unity and i have a projectto finish but im having trouble with making the character move that wil be played, i created a capsule and put a script to it, it works fine but the capsule keeps falling like there is no balance, and keeps fading in the latform and falling from the cube i made,

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please i need help with that

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anyonee?? please???

mystic ice
#

Send a screenshot?

native tree
#

i can move it but its like this

mystic ice
#

I mean of the editor. what components do you have attached?

native tree
#

just that

mystic ice
#

is there a rigidbody?

native tree
#

oh yea wait

#

my bad

mystic ice
#

Fiddle with the Constraints foldout, You'll find your solution pretty quickly. 🙂

native tree
#

whats freeze pos and rotation

#

whats the link with it

#

sorry im sounding dumb but its my first day learning that

mystic ice
#

these will freeze either the position or the rotation of the object on an axis. for example, if you freeze the position in the Y axis, asuming Y is Up, which it should be, your player will be locked at that Y position, and won't be able to move up and down or jump/fall.

native tree
#

ooohhhh

#

makess senceee

#

why didnt the 4 vids i watched about it not tell me that

mystic ice
#

btw, i haven't seen your script, but how are you handling the gravity and jump force variables?

native tree
#

look code the normal csharp with console app so the script i have aws taken from the guy i followed

#

take a look

#

it worked but the character is still fading in the platform iand falling

#

i thnk its related to the jump force

#

but i dont know

#

can we call and i show you?

mystic ice
#

best to take this outside the thread, as this is more of a general discussion about the engine rather than a specific help channel, yes

stuck flower
# native tree

Do you have both a character controller and a rigidbody on this object?

crisp light
#

Hey guys

#

quick tip that i just found out and wanted to share

#

when you dont nead a project anymore or you deleted it previously from the unity hub it doesnt delete in the actual pc

#

so go to user and find all of your projects and delete them manually

#

I had 117gb free before but now 166gb free!!!

storm patio
gray frigate
#

The Library is typically much larger than everything else in the project

#

it contains all of the files Unity has generated from your assets

crisp light
#

yh but I think if you open that project unity restors the library , right?

boreal river
#

Hello, guys! How are you?

gray frigate
#

(and the next build will take a long time, since it will be starting from scratch)

charred fog
boreal river
charred fog
#

@boreal river If you have a technical question, ask a specific question.

boreal river
#

They ignore me

#

I have tried many many times believe me

charred fog
#

That is not a prompt to spam public channels.

stuck flower
#

It's a place for you to share your progress on something

charred fog
#

It's also fine to ask people about design decision while posting updates in #1180170818983051344
But their only attempt was to post a separate question asking people to watch a vague video.

storm patio
#

that aside, no-one is obligated to answer you in this server in general

charred fog
#

Plenty of threads with engagements there btw as well.

boreal river
# storm patio that aside, no-one is obligated to answer you in this server in general

Ok I am on many many servers, I actually found the answers I was seeking. If you aren't obligated to answer then what's your purpose in this server. Probably some of you have much more experience from others maybe some of you 10+ years in the industry. What is your purpose in this server? Like what are you doing in this server? You are here in getting answers as I do or what exactly, I just want to understand.

stuck flower
boreal river
#

me neither

stuck flower
#

You aren't entitled to anyone's time in particular just because you asked a question

#

if someone wants to answer it, they'll answer it.

#

If no one does, oh well

charred fog
storm patio
stuck flower
#

People help here because they want to. Quite frankly, answering some people is draining. They're going to ignore your responses and drag it out for hours and then blame you when they don't do the thing you asked them to do two hours ago and people just don't want to deal with that.

If you want better answers, be more enjoyable to engage with.

charred fog
#

And you were directed where you can do that

green valve
#

Is there a way to hide tabs in the Editor?

storm patio
stuck flower
green valve
storm patio
#

what exactly are you looking for then?

green valve
#

The tabs would hide, and when the nameplate is hovered they would pop up.

storm patio
#

do keep in mind that tabs don't keep any data, they just display data. closing and reopening is pretty seamless

stuck flower
green valve
#

Unity's Editor needs a frickin UI overhaul holy shit.

stuck flower
#

There's no auto-expanding tabs, so if you're really strapped for real estate just close them and re-open

stuck flower
green valve
#

Glad I get that tiny little space to work in versus having all of the extraneous windows just hide themselves unless I need them.

stuck flower
#

Like, I can see the use of it, but I don't think it's really a deal breaker

gray frigate
#

are you used to the Unreal editor? I believe it has floating windows like that

stuck flower
#

Your project Window likely doesn't need to go the entire bottom half

#

I tend to make the inspector panel go the full vertical distance, it's the window you're gonna be working in most of the time

storm patio
#

you can also do stuff like, putting the hierarchy and inspector in the same slot (if you aren't using both at the same time)

stuck flower
#

And the bottom panel is where I put all those weirdo single-purpose windows as well like animators, shader graphs, etc. in tabs

stuck flower
gray frigate
#

and then it crashes

#

ow

worldly cave
charred fog
#

Similarly

worldly cave
#

in fact from what i remember unreal*** uses seperate windows for a ton of things

copper gust
#

asset window stuff def needs a overhaul in unity imo

storm patio
boreal river
#

hey! could you please tell me what show splash screen checkbox does exactly? I know the show Unity Logo won't display the Unity logo but what about the Splash Screen? Basically, I see two checkboxes what each of them does? What's the difference because I have unchecked teh show splash screen and the options below disappeared.

copper gust
#

have you tried building with different settings

stuck flower
boreal river
stuck flower
#

You can toggle the entire splash screen with that box

charred fog
# storm patio yeah

Hierarchy being so far from Inspector drag targets in default bugs me immensely

gray frigate
boreal river
#

You know, I thought you could remove entirely the Unity Logo with the Unity Plan like if you pay, you can do it with the personal plan as well?

#

Or I was wrong

stuck flower
gray frigate
#

IT did used to be plus-only, yeah (well, Plus is gone now)

boreal river
#

really oh amazing

storm patio
boreal river
#

Why did they do this?

stuck flower
minor sparrow
#

Quick question, is the licensing broken for anyone else? I have the student license and the newest client (3.16.4) but the "Activation of your license failed." I also cannot refresh licenses or even register again using license requests - I immediately get the "Unable to save license" error when trying to save the request. Manually activating the license through the serial number also doesn't appear to do anything. In the logs it seems the licensing client cannot connect, but apparently this is just a me issue since no one I know who also works with unity is experiencing this issue. If anyone has any clue as to why this might be happening that'd be greatly appreciated. Thanks!

(some things I've tried so far:

  • Reinstalling
  • Updating to beta client
  • Installing an earlier version)
copper gust
gray frigate
#

afaik unity just offers a bunch of assets to educational users

minor sparrow
gray frigate
#

Ah, I see

#

It gives you Unity Pro

minor sparrow
#

As I understand it, it's basically Unity Pro for students

gray frigate
#

Gotcha

minor sparrow
#

I do also of course have a personal license, but that doesn't seem to be recognized either

gray frigate
minor sparrow
#

I've also tried to include everything in the firewall (which it already was, but might aswell) and deactivating any VPNs

gray frigate
#

The Hub logs might have more information

#

see the "Unity Hub Log locations" section

copper gust
#

did more harm

idle thistle
#

I have a few problems with the Unity Editor, if I edit my .cs script, and save it via CTRG+S it was saved but unity wont load it until I exit the play mode, even if the playmode is not running, I need to hit play and need to hit exit then it does compile the script.

copper gust
#

it wont load it until it exits play mode regardless

#

but when your out of play mode try ctrl + r

idle thistle
minor sparrow
idle thistle
#

the question is, why does unity not notice the script was saved when I press CTRG+S in Visual Studio?

gray frigate
#

open Preferences and look in the General section

#

"Script Changes While Playing" is relevant

#

and if the editor is not detecting new assets until you hit ctlr+r, then you probably have Auto Refresh disabled in the Asset Pipeline section

idle thistle
worldly cave
#

Is your ide set up?

#

idk if its related but it could be the cause

idle thistle
#

but it seems I still can refresh it to detect the latest scripts with CTRG+R, the only question is, why can it not automatically?

worldly cave
#

what do you mean never used it?

#

the ide?

green valve
idle thistle
green valve
#

Basically this. I still have the Hiearchy, Inspector panels, and the equivalent to the project tab is at the bottom. When I need those I just hover and can pin them. Otherwise because I'm on a cramped monitor my view space in Unity is too tiny without this. I also looked for a plugin to allow for this and couldn't find anything.

worldly cave
#

im asking if you set your ide up to work with unity properly

#

@idle thistle

#

can you screenshot what a script looks like in your ide when its open

idle thistle
worldly cave
#

to see if your ide was set up properly

#

looks that it is

raven spindle
#

@minor lodge Saw your into, very impressive background. Was wondering if you knew of Ubisoft hires any Independent Contractors for Producer roles? And good luck on your game, the name really pulls me in, would love to test it.

stuck flower
neon bobcat
#

I really hope they use ai in the future for CPUs

storm patio
#

a) yikes, b) not what this server is for

neon bobcat
#

Oh yeah the fun killer guy

#

It has to do with game engines .
If u know the purpose of data orientated programming

worldly cave
#

this is off topic

#

this isnt the channel or really server for this

#

this isnt a general chat

storm patio
neon bobcat
#

Yes but it has to do with cache .
And making hit rates and large blocks being a thing for newer CPUs . Since the current ones still have to deal with wasting cycles because of slow ram

storm patio
#

so what would changing the CPUs do lol, make them slower so RAM isn't the bottleneck?

neon bobcat
#

It would grant better performance instead of the current guessing pattern, which is great for now and thats what unity and unreal follows ( positions stored in blocks together to fit in cache together and etc )

charred fog
#

!mute 832642838751215686 3d Don't start off-topic discussions on the server. You've beed pointed this out previously.

vagrant rootBOT
charred fog
#

or been*...

stuck flower
#

Ah, too late

#

Discord Scroll lock my nemesis negativeman

pale sable
#

Installation failed

storm patio
#

!install

vagrant rootBOT
# storm patio !install
When Unity fails to install checklist
  • 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.
azure grove
#

curves added to a animation via this in the import settings, is there a way to know tell them apart in the AssetPostprocessor from animated user properties that come in from the fbx

#

so far i noticed these do not show up in the OnPostprocessGameObjectWithAnimatedUserProperties call which is annoying since it means i can not direct bind them, but even in the OnPostprocessAnimation there seems to be know way to tell it apart from anything else that as a empty path

pale sable
storm patio
gray frigate
pale sable
near wigeon
#

did you ignore the part about logs?

stone bolt
#

Hello people

shadow heron
stone bolt
#

💀

gray frigate
#

"nohello" was always aimed at one-on-one chats

#

because it's annoying to have someone send you a notification that's just "hi"

#

i don't think it's useful to throw at people in here

worldly cave
#

and then wait before asking their actual question

#

instead of just doing both at once

gray frigate
#

yes, i prefer when people do that :p

#

i guess i just don't like the vibe

gusty abyss
abstract umbra
placid yew
#

Does anyone know why event.current.mousePosition and Input.mousePosition have a y position of ~40 ish difference to each other, I'm suspecting this is because of the game view bar being about 40 pixels high

#

I couldn't find anything on this

abstract umbra
placid yew
abstract umbra
#

cant know whats going on inside your game

placid yew
#

It's an empty unity project with nothing going on just to investigate this issue lol, I have already looked through the documentation

gentle pawn
#

hey , i wanted to learn making basic 2d games in unity.. but idk which youtube video to watch or where do i start learning

#

can u guys give some advice please.

charred fog
vagrant rootBOT
jade orbit
#

Has anyone here had bad experiences from working in a team.
Ive never tried it but would love to

charred fog
sand holly
#

hello hows wveryone?

latent meadow
#

Not a generalized social server. this is a Unity dev server. if you have a Unity question, feel free to ask

vagrant rootBOT
violet thunder
hard solar
#

Hi, I recently made an android game and wanted to publish it on Google Play. My previous apps/games worked just fine but I cant solve this problem - they keep rejecting my game because of "Violation of Device and Network Abuse policy". I'm using Unity 6000.1.14.f1 and Unity LevelPlay for ads and that build in In-App Purchasing system for google play - nothing more. I tried a lot asking chat gpt, but it also can't get it right and they keep rejecting. Has anyone else also had this problem? Or knows what to do in this situation?

#

Also from what I've read its rather not a code problem but more like from the LevelPlay or IAP but i dont really know

sweet tartan
storm patio
#

there's also a link there that's for "comprehensive information on what actions you should take"

hard solar
storm patio
#

since you're bumping you'd probably want to go for the latest patch version available on that minor

hard solar
#

Thanks I'll try that

storm patio
#

which seems to be .17f1, yeah

hard solar
#

oh yeah you were right I just updated the hub and there IS a big red exclamation message I havent updated it in a while

#

it wasnt there on the older version

prisma plinth
#

I know well that it’s a child’s game for the most part and I only know how to model and I don’t have much money to give, but who wants to re-make rec room if it does fail?

vagrant rootBOT
# worldly cave !collab

:loudspeaker: Collaborating and Job Posting

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

pulsar halo
#

anyone know how to make vfxs like this?

worldly cave
#

the circles look really simple, just a plane with a 2d texture with randomized rotation getting smaller

pulsar halo
thorny willow
charred fog
#

@thorny willow Use modmail bot, please, with their ID.

prisma plinth
thorny willow
#

Sorry im on phone

charred fog
green valve
#

Those of you on cramped small monitors who use Unity.... How?

Apparently there is 0 way to hide tabs like you can in Visual Studio, not a single plugin, asset, ect. Closing them and re-opening is not what I'm talking about, I'm talking about hiding the tab unless I click on it.

Do I need the Project tab visible at all times? No. Do I always need the inspector? No. Do I always need the Hierarchy tab? Also no.

So serious question...

copper gust
#

given how unity works i think it's a reasonable assumption

green valve
#

Sure.

copper gust
#

there might not be a great solution for you

plain dagger
#

you can also easily maximise one via the lil menu or shift + space

gray dirge
# green valve Those of you on cramped small monitors who use Unity.... How? Apparently there ...

What does "hide tabs like you can in VS" mean? Not like this? Isn't that literally hidden until you click it? Organizing your tabs into groups like that where you know you will mostly need one at a time (those three in the picture are just for example) is one way to save space. Using saved layouts is what I like to do too. Different tasks like building scenes, testing the game, UI design, shaders etc. could have their own layouts saved if needed. Some of them may include only like two or three visible windows. If you only need one at a time, that Shift + Space trick is very handy

plain dagger
#

wow i said both things already

plain dagger
#

isnt possible

#

we all survive though

gray dirge
abstract umbra
# green valve This.

as someone who've never used unreal i still dont understand what's this "hiding" youre talking about and the screenshot is not explanatory enough 🙂

plain dagger
#

Should be like visual studio where a tab can collapse to just the tab header and can be revealed/auto hide

near tinsel
#

hi there! i was curious does Unity 6000.0 supports shaders for UI Toolkit? Or do I need to switch to 6000.3

hushed hamlet
#

But not as bad as unreal 😄

#

Imho

green valve
#

🤷

green valve
#

But we won't see that ever nope.

shrewd zenith
#

why does unity not have soft mask? or does it?

glass robin
#

What's with all the crashes recently? I even installed the latest 6.4 and a fresh project sitting idle crashed

solid yew
#

I don't think so at least, but you can probably find something on the asset store

hushed hamlet
solid yew
#

wait are we still talking about this

#

I have never seen a less big deal

hushed hamlet
solid yew
#

now what is a big deal is how long it takes to compile shader variants every time I make a build, holy moly

hushed hamlet
#

Yeah shader compiles can be a nightmare now

solid yew
#

and it seems quite arbitrary when it decides that everything needs to be recompiled

glass robin
solid yew
#

also, I think I need to switch from VS 2022 because it keeps resetting my windows and recompiling everything all the time

fierce shuttle
#

i have a build server for unity which uses gameCI and github actions on a self hosted runner, but for some reason since 6.3 my builds have been upwards of 10 minutes long, when it used to be like 6 or 7 minutes. Even then, it takes my main pc like 4 minutes to do a cold build, and even less if im rebuilding. Seeing as this build server should technically be more capable than my pc, why might this be the case?

hushed hamlet
#

It depends a lot on your setup. I run ours through team city. If it does a fresh build or can't cache libraries and build files, it'll take a lot longer

#

Cuz then it needs to fully recompile everything

#

But SSDs can help (a lot) with shader compiles.

#

Millions of small file variations I think

fierce shuttle
inland apex
#

How do I turn off the grid

fierce shuttle
#

my build server uses m.2 so

#

it should be quite quick.

#

can you trigger a team city build off a git hook?

hushed hamlet
#

But yes it triggers off the hooks and then posts the links to our discord

fierce shuttle
inland apex
#

Also how do I make a part invisible to the local player

fierce shuttle
#

I also want it to upload to steam but I assume that's a whole other thing

hushed hamlet
#

You could do steam uploads. It can run a command after. I use Windows for team city and upload our builds via batch files. So it would be pretty easy to chain actually

inland apex
#

Do yall know how

#

I'm new

hushed hamlet
#

I also tag it off main for the auto building

hushed hamlet
#

And need the other things working for some reason

fierce shuttle
#

I think it's deprecated

hushed hamlet
#

Otherwise you can disable the whole gameobject

hushed hamlet
inland apex
#

Does mesh render allow other players to see it

fierce shuttle
#

I assume I have to download the whole unity shebang on my server and such

#

I don't really understand how the gameCI system does it lol

hushed hamlet
inland apex
#

Ok

hushed hamlet
#

But it depends on your network solution and project and all that. It's easy once you know how but complicated to explain

fierce shuttle
#

I think tomorrow I'm gonna try and setup team city

#

it's free for indies iirc?

hushed hamlet
#

Yeah for 200 active projects I think

fierce shuttle
#

that's cool I only have 1 LOL

#

I'll read up on jt

#

I've been meaning to use my server hardware more

inland apex
#

Ok

#

Got it

inland apex
#

@hushed hamlet

solid yew
#

in the scene view?

hushed hamlet
inland apex
#

Ok

#

I ment grid like snap

#

Like evryone time I move a object it snaps to a set distance

solid yew
#

top of the scene tab

glass robin
oak knot
#

Guys I’m having a error

latent meadow
#

have you tried restarting the engine yet?

inland apex
#

@latent meadow how do I exit 2d mode

storm patio
latent meadow
#

again, no need to ping. just ask the room, generally.

#

there is a Learning site with some good 2D stuff on it, and 3D, Essentials, Programming, etc.

vagrant rootBOT
#

:teacher: Unity Learn ↗

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

inland apex
#

I don't have any of those buttons

latent meadow
#

press ~ and re-enable them

#

include a screenshot with your next question, if that did not work

latent meadow
inland apex
#

That wasn't a ping

storm patio
#

it was

storm patio
latent meadow
#

that is exactly what a ping is. that is exactly what we mean.

inland apex
#

I don't get pings from those

#

Ok srry diddnt know 🙂

latent meadow
#

perhaps you have your sound off

storm patio
inland apex
#

Ok

lavish laurel
#

making a game in unity!

latent meadow
hushed hamlet
#

I'm not opposed I see potential with that idea. Zig left.

latent meadow
#

"Airport, this is tower two. Please stop moving. repeat, Please stop moving. Over"

umbral trout
#

Alright, finally jumping into game making and this place is already making me nervous as hell.

inland apex
#

@umbral trout I'll dm you the right tutorial I just started too

umbral trout
#

Ive got multiple lined up for me to get started lol.

storm patio
#

please don't delegate to DMs, it defeats the purpose of having a community server

ember verge
#

I want some road map / guide for a multiplayer game , so if someone has experience in multiplayer plz mention me/ dm me

viscid raft
ember verge
# viscid raft Nobody wants to use DMs for help. It also makes no sense to have a one-on-one co...

um you are right , but i just said for dm , cuz i dont want to mess server chats , but anyways the issue is , i am working on a game and got idea to make it co-op so i asked gpt and other ai for grather some information , so i came to a point to use photon fusion for implenting and testing than market the game when i get enough wishlist so implement to real servers and upload the game. But one of my friend says that will be a complex way , like if i implent using photon than goes to server so i need to hard code everything again , like he also dont have much experienc in multiplayer ( i have 0 experience but i understand like how multiplayer works so i have basic idea ). Like in short the basic idea was to implement and test game using free , and when we got confirm idea that game gonna be viral atleat to cover server cost , than i am ready to pay for server. So i just wanna know is this a good plan ? how multiplayer works ? what is photon fusion ? also heared about a term fishernet so whats that ?

latent meadow
#

Unity already has all the networking built in. there is no need for third party things like fishnet or photon in most cases.
there is a project called Boss Room by Unity that is a demonstration of multiplayer.
I am going to be direct with you. You are years away from anything viable. do not worry about server right now, or even trying to make the game you want to make. Go do the Basic Unity courses on Networking and Multiplayer. once you have some experience, THen you can start thinking about servers and such, there is No point right now.
Just go learn the basics. do not even make a project that you Think is going to be your game. Tutorials, docs, tutorials, then more docs. Years. this WILL take Years. @ember verge

ember verge
#

later on update it with multiplayer ?

latent meadow
#

Boss Room is multiplayer. it is co-op not server.

#

but, you should start with the Pathways on the learning site. Essentials, Creativev Core, Junior Programmer, and then the other courses there as needed.

vagrant rootBOT
#

:teacher: Unity Learn ↗

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

ember verge
#

one more question

#

is there free documentation and courses available to learn all this concepts ??

latent meadow
#

well, i have directed you to the Pathways on the learning site. free. i have directed you to the Boss Room game. free. i have directed you to Docs. free. i think you should go do some of those..

ember verge
#

Thank you for the pathway

#

< 3

latent meadow
hushed marlin
#

hey im new to unity and trying to use collaborate/version control to work with someone on the same project but everytime i merge the changes made my changes get deleted is there a way to apply his changes and keep mine?

blazing gust
#

hello

lost garnet
#

hello

lost garnet
viscid raft
# lost garnet hi

This is not a social server. A single hello is fine but please don't continue it

lost garnet
#

i just said hi cause he said hello

lost garnet
viscid raft
#

@lost garnet Stop constantly sending "Hello" and then removing the message. People will answer you when they see the question and know the answer.

lost garnet
wary adder
#

need help download unity and i have errors please help new

sly lake
viscid raft
sly lake
wary adder
#

NullReferenceException

viscid raft
hushed marlin
wary adder
#

I just downloaded it

sly lake
# hushed marlin ok well is there any way to learn how it work because i dont really know where t...

Get an introduction to version control in Unity, how to set up your own repository, invite collaborators, and check in changes.

Unity Version Control (previously called Plastic SCM) is part of Unity DevOps which provides robust version control and CI/CD solutions in the Unity Cloud, so that you can release more often, catch bugs earlier, try m...

▶ Play video
latent meadow
#

do not ping people you are not even in a conversation with.

viscid raft
granite sundial
#

Anyone here play rec room?

viscid raft
#

Otherwise this won't get an answer

latent meadow
#

rec room is a game. that is not a discussion for this server.

night zodiac
#

Is there a general chat?

storm patio
#

there's no off-topic chat here

night zodiac
#

Im beginner

storm patio
shrewd zenith
#

is there a channel for finding people to collab with

latent meadow
#

no, you would use the forums

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**

sacred moon
#

Do you all think unity should have a nicer UI

gray dirge
#

Or do you mean the UI building systems within the editor like uGUI and UI Toolkit?

abstract umbra
#

I surely struggled with hundreds of things in unity, but i dont remember the ui among those things

gray dirge
#

If by "nicer" you mean how nice it looks, I wouldn't care less. I personally value much higher for example how easy it is to create custom editor tools to help specific tasks. All the small visual "upgrades" over the years have sure looked nice for a very short while but they don't bring much of anything in the long run. Unity posted some concept images of a total UI redesign some years ago which looked quite nice but I don't think that is going to happen any time soon if ever. Dark mode for all was a nice addition though

potent geyser
#

If this is a #1179447338188673034 , you can post it there. Not sure why someone would not just use Trello though.

subtle oar
#

Can yall give me some tips when starting up in unity/c# something you wished you knew before starting

inland apex
#

How would I make my pre existing game multiplayer

inland river
#

unless you've built it from the ground up to support multiplayer, you will end up spending an effort equal to rewriting everything or more.

inland apex
#

Huh

#

What if I have no scripts

inland river
#

then you have no game.

inland apex
#

Yet

main gull
#

Does anyone know why my Client AI keeps falling down or up when I set Base Offset = 1 or Base Offset = 0?

charred fog
vagrant rootBOT
# charred fog !ask Provide full context to your questions.

: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

inland apex
charred fog
#

If you are interested in multiplayer, see pinned resources with tutorials and examples in Multiplayer section

#

@main gull Don't spam the command, read the bot message

inland apex
sacred moon
#

Can unity add a better toolbox?

#

@vagrant root

charred fog
#

@sacred moon Stop spamming the channel

sacred moon
charred fog
sacred moon
turbid vapor
#

👋
People, how called that deformation? Some bone-based or what, cuz it looks like procedural?

⚠️ Off the audio, cuz vocal in music are awful
https://www.youtube.com/watch?v=9xYRCd_4ggM

🔥 НОВОЕ ВИДЕО УЖЕ НА КАНАЛЕ! 🔥
Я НАШЁЛ ДЛЯ ВАС КРУТУЮ ИГРУ НА ANDROID 🚀
СМОТРИ ДО КОНЦА И НЕ ЗАБУДЬ ПОДДЕРЖАТЬ ЛАЙКОМ БРО👍

ССЫЛКИ 👇

ИГРА : https://play.google.com/store/apps/details?id=com.FozerGames.CrashTestSimulator3

ТГ : https:...

▶ Play video
turbid vapor
gray frigate
turbid vapor
sacred moon
#

The game looks pretty solid

gray frigate
#

I haven't implemented this myself before, but I'd guess that there is a "damage" texture

#

it starts out black, and when impacts happen, areas get filled in

#

A shader would use that texture to bend the model

#

basically just detail normals/colors, but with a mask that changes as the car gets damaged

#

I'm not sure what the best way to fill that mask in would be

#

I've done something like that to put craters into terrain

#

You do that with something like Graphics.Blit

#

It lets you copy a texture into a render texture

#

you'd make a shader that paints part of the texture

#

It's a bit tricky

#

Another simpler way would be to use blendshapes

#

You'd turn them on when specific parts of the car get hit

#

this is less flexible

turbid vapor
gray frigate
#

I'd probably do both

#

Blendshapes give you a lot of control

#

and then you'd have the "denting" effect on top of that

turbid vapor
#

Matrix Awakens has that

gray frigate
#

you might also use an armature to bend large parts of the car

#

(it's already a skinned mesh, since you're using blendshapes)

turbid vapor
#

👌
Thank you, I think it will be cool if someone else has extra knowledge - I hope they write here

rose flicker
#

How do you guys get game ideas?

mental pulsar
#

!logs

vagrant rootBOT
# mental pulsar !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

crisp fog
#

i love unity

#

Programming games is easy ✌️

exotic turret
#

Guys I want to build a doors that rotates throught script around a lateral pivot (o----) the "o" is the pivot and ---- is the door. The problem is this: i want the door to open as soon as i hit the door BUT I want it to be opened with force. Basically the door opens if it receive a big stimulus. Anyone know how i can do this?

#

We are talking about 2d

exotic turret
inland river
#

You can’t animate without animating

modest meteor
exotic turret
# inland river You can’t animate without animating

The point is not moving, i already have a script that rotate by 90 degrees. The problem is the forced entrance. To open the door rhe player will need to touch the collider (and this is done) but also giving a big impulse

inland river
exotic turret
exotic turret
modest meteor
exotic turret
inland river
#

how do you decide if it’s big enough?

modest meteor
exotic turret
frosty adder
#

anyone know how to fix this?

shadow heron
safe terrace
shadow heron
safe terrace
#

no problem

near wigeon
vagrant rootBOT
frosty adder
near wigeon
frosty adder
#

i think so

near wigeon
#

dont' think, check n be sure

frosty adder
#

it doesnt say theres anything to update

near wigeon
gray frigate
#

"the cache" refers to the global package cache, btw

#

i have occasionally seen Very Weird Problems caused by a corruption in there

#

you can safely delete the entire upm folder

untold terrace
#

I have an idea for a vr game, anyone want to hear?

untold terrace
# stuck trellis sure

It’s a vr game where everyone is a rock, and you have to flip each other over with sticks, but teammates can lift you back up.

stuck trellis
#

ah

#

ah

#

Yeah I mean the game sounds a bit underwhelming(to be honest) but I also don't have a VR headset so I can't evaluate it

untold terrace
#

Oh

#

Do you know a server with devs so I can find some

stuck trellis
#

No, I honestly haven't been developing for quite some while

untold terrace
#

Oh ok

stuck trellis
#

I've just installed unity on my linux installation so I can get started again

untold terrace
#

Ima go look for a new server then

#

See ya

storm patio
#

!collab

vagrant rootBOT
# storm patio !collab

:loudspeaker: Collaborating and Job Posting

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

viral wave
#

is there a place to ask about/search for unique assets? I need something sort of specific

storm patio
#

not sure what exactly you're looking for, so i don't really know where to redirect

mental pulsar
#

!logs

vagrant rootBOT
# mental pulsar !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

viral wave
# storm patio https://dontasktoask.com

I'm basically looking for more animations for my project, specifically a jump and landing one for switching characters, but the free stuff in the asset store doesn't seem to do that
are there any other websites or something I could check?

storm patio
#

as in it jumps, swaps, lands?

viral wave
#

yeah, jump, fade out, fade in, land

storm patio
#

doesn't sound like you'd need a specific animation for that

#

just chain those elements together

viral wave
#

yeah I agree it can be done normally but I kind of want it alittle more stylized if I can, something like honkai impact or any hoyoverse switching

#

ofcourse I know anything to that level is unrealistic to expect, but just having more animations to use would make the project look more better

worldly cave
#

your best bet is grabbing some free animations from mixamo and mixing it all together in some capacity

#

hide it all behind some vfx and particles

dire forge
#

guys i have a question , if the asset i'm using has the "standard unity asset store license"

that means i can use that asset in a game that will be published to steam right? sorry i can't find this in the terms of service and EULA thing

#

thanks iambatby

worldly cave
#

you can always just click on that hyperlink where it explains exactly where you can and cant use something

gray frigate
#

the standard EULA allows for any sensible use in a game

#

but you cannot sell the asset itself

#

definitely give the EULA a read; it's not horribly long

gray frigate
#

and it applies to most stuff on the asset store

gusty abyss
#

can you like not build for Android on Linux or something

worldly cave
#

what

gray frigate
#

are you having a problem?

shadow heron
gusty abyss
golden ruin
#

For a 2d project, is there a good reason to update Unity from 2022 LTS to 6+? I'm about to begin a lot of editor work, and it's now or never. 😅

latent meadow
#

google the differences, see if it applies to you

vivid cedar
#

But that's not necessarily an issue if you haven't encountered any relevant bugs

latent meadow
#

good point. technically, already past EOL. may 2025

gray frigate
#

I'd be most comfortable being on the newest LTS release (barring a brand-new LTS)

latent meadow
#

same. i will not switch to 6.3 until it has about 25 updates, at least. i mean, 6.0 already has 71 updates.

latent meadow
#

please do not post memes, gifs, etc. from #📖┃code-of-conduct
no " Using reaction gifs, memes, or overusing emojis, stickers, or reactions."

lunar zenith
#

Hello hello, is this an alright place to ask questions regarding avatar trouble?

latent meadow
#

as in vrchat? no.. you'll need to talk to their server. that is not supported here at all.

lunar zenith
#

No, like, unity avatar.

#

As in avatar configuration.

latent meadow
lunar zenith
#

Alr

granite lava
#

If I need can I save ScriptableObjects into a save file and just retrieve it later normaly?

copper gust
#

save in what way

granite lava
#

I'm working on a game where the player can create spells
Currently they're just normal classes and though I already have system that allow the player to make a spell using UI I'm currently stuck on create the NPC's spells through code
I'll make a guess that making all NPC spells through code is not a good idea, so I'd need an abstraction that should allow me to create NPC spells, like a custom editor, so if that's the case the spells will HAVE to be ScriptableObjects rather than regular classes, which means the player's spells will ALSO be ScriptableObjects, and the whole point is that the player will be able to create spells during the game, save the game then come back to a new session and still have their spells there, obviously
Is my line of reasoning correct? Can I use ScriptableObjects for this case? I know they're assets and as soon as you close the game all changes you've made will revert back, but can I just save said Spell ScriptableObjects into the save file and just read them later in the game of the player's spells?

gray frigate
#

you can use a regular class to store the actual spell definition

#

if you want to make an asset that contains a spell, just make a SO that contains an instance of that class

granite lava
#

Ah, I see, thanks stranger

charred fog
granite lava
balmy kettle
#

there are several suggestions in that link

granite lava
#

🤦‍♂️

#

my bad

#

I'll have a read later, thanks

topaz mortar
#

]\

charred fog
#

They are missing Newtonsoft-json which can be installed from package manager and actually usually already installed as a dependency for some packages.

balmy kettle
#

it does actually call it out with a broken link to the asset store, doesn't mention the package though because i don't think that was available at the time

charred fog
#

Oh the JSON.Net thing. I thought Newtonsoft-json package was an internally updated version of it which had much changes made.

sly lake
charred fog
#

Yea. I remember it's quite clunky to use.

sly lake
#

Quite necessary if you want speed

gray frigate
#

💥

charred fog
#

I remember looking at MessagePack and wanted to use it, but have not got to use it at scale yet. I think BinaryWriter is just bare bones and you need to implement everything yourself?

#

Just since I'm mostly prototyping never got to play with binary saves, since I usually want a human readable save, for debugging.

surreal nexus
#

Okay, I can't ever find out why. Why does my scene view sometimes tilt slightly?

gray frigate
#

This happens if you interrupt the camera when it's transitioning

#

I don't think there is any way to manually roll the camera

latent meadow
#

spacemouse can roll it. most likely not the case here, but, just for the record

dire forge
#

guys to make something like this , you sorta like make a timer for a boss fight and during that boss fight , after a certain amount of time you play it play out this "event" that syncs with the music

to recreate something like this right?