#💻┃unity-talk
1 messages · Page 105 of 1
what does collidermode do?
lemme reference an older project; will need a minute
Bro just use
you have things like Merge and other options which I forgot rn
but thats for the composite side of it https://docs.unity3d.com/Manual/2d-physics/collider/composite-collider/composite-collider-2d-reference.html
so you need the sprite editor if you want to change the physics shape per tile sprite
@lavish laurel Don't tag everyone on the server. Format code properly and ask in the appropriate channel (code)
okie
Individual types have a "Collider type" setting. If it's set to "Sprite" mode, then the collision shape comes from the Sprite.
and I believe you can configure the collider shape on the sprite itself
(in the Sprite Editor)
I don't think you can rescale the collider on the tile itself
you cannot
(without scaling the tile, of course)
the error is pretty straightforward
not sure what you're trying to achieve there to begin with
What made you think this was worth trying to send a notification to 40,000 people
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.
#1180170818983051344 or a thread
troll detected
i dont care about you, but i do
irrelevant this is unity talk
werent you told multiple times and warned once by a mod for spamming and trolling?
if youre not here to ask/answer questions dont say anything
by posting here you are agreeing to not breaking the community rules. And you just broke one
this is bait
Got a final warning already iirc
theres no way this guy of all people is saying this
<@&502884371011731486> we can just skip to this part
as i said, that is irrelevant if youre not here to ask or answer any question please dont say anything, this is unity talk not a general chat
Please stop, thanks.
i just answered a question. np
you didnt answer anything... you asked a question and then said "just use ai"
@potent geyser can you please tell them to stop? im trying to stop but they just keep going
We don't need to continue.
Then you can leave
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?
why do you guys keep going i wont say anything more because i try to follow the rules, but yall just keep going
can you please stop?
Tiles are different than normal objects. You need to use a tilemap to place tiles
there is also a gameobject brush which places objects on a grid not the tilemap
a brush is located in the tile palette tool yes I know about it
and the erase tool and all these stuff
right so other than that, the rest is for tiles
yes that places any "normal" gameobjects as if it were tiles (not on a tilemap tho just on grid)
probably you mean this one
Also, I have another question.
Do I have to add my Box Collider 2D to the tilemap right because I can't do otherwise right?
you cannot add box collider to tilemap
google is the solution to that question
well you can but it doesnt work how you expect it to
if you want collision on tiles, use a tilemap collider and composite collider
yes but it doesn't detect the tiles or anything, thats what tilemap collider is for
thats whats is for
mean
if you want collision on tiles, yes
tiles arent gameobjects
Because I dont want the player to be able to pass through
on my wall tiles I want collision right
holy shit man, do some reading comprehension
having a VC would not solve whatever this gap in communication is
literally two people saying the same thing and they still asking again xD
take a break
you will take longer if you don't take breaks
A lack of planning on your part does not constitute an emergency on ours
at the very least stop expecting people to give you time that you don't have time to give in return
you just spent a solid 4 minutes on something that has the purpose in its name
go get rest
Nevermind, I just have to complete a specific part
if you keep working like this you'll be spending 4 hours on the dumbest shit lmao
ah this is hopeless.
Nothing else and I am leaving
Language.
your already leaving
no one wants to help someone who doesn't give a shit about reading the help
very true. Forcing the mind to do shit when tired prolongs a task that normal can take a few minutesi instead of hours lol
stop asking if you can't care
Let's not be rude sir
why spend time being a mosquito
Bro that is called bullying, stop insulting me.
what value are you providing here
rage baiting
no, literally just stop and go rest if you're unable to actually use any answers we give
I will not continue this as it will only create more troubles.
ok fine
bb
How do I redo saves
could you provide some more context
I downloaded Simple hands and it turned everything purple
Unless you have version control you cant just go back on some things
sounds to me like whatever you did changed your shaders in some way
Pink means shader error. Shader error usually means incompatible render pipelines. Make sure your materials are using a shader compatible with your chosen render pipeline
It also deleted all my hands and head modle
Are you sure it didn't just open a different scene
How would I un delete a project
Pull it out of your recycle bin
your recycling bin is your OS's actual recycling bin
but yeah it really sounds to me like your scene changed
the asset probably opened up a demo scene or it had a "SampleScene" that overwrote your own
It ain't there imma restart
what isnt there?
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
Also start using Version Control if the project is important to you and losing it would be bad
The agme
iirc unpack completely is mainly for when you have prefabs inside a prefab (nested prefabs)
ah makes sense, ty
How do I open the editer
You should consider learning how to use a computer before you try to make a video game
for both the new people:
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
Essentials Pathway is a good start
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 ?
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
Like using Probuilder's Prisms for slopes and unity's cubes for the ground
i would say use blender
import your level into unity, then use probuilder and "probuilderize" the blockout
which turns the blender objects into probuilder compatible ones.
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
how do i change the upscaling filter?
for dynamic resolution?
do you mean add one not in the list, or just how/where it is?
where it is
well i was told to check under the inspector for URP Render Pipeline Asset and then under quality
to change it to point
but idk where it is bc it's not under quality
no nvm
wait am i able to change it to point?
there is a "Nearest Neighbor" upscaling method
i don't think it's an option
ah yes
this is a synonym for "Point" filtering
"Point" shows up in texture importer settings
hence Hunanbean's thought
It's possible that the name used to be Point
dang it i still have a jittery ahh camera
what problem are you trying to solve?
point filtering is going to look very crunchy
vsync
well i posted about it in the cinemachine channel
or texted i guess
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.
there are settings that people need to see, so truncating a screenshot is not helpful in this case.
did it Ever line up, or has it always been this way
Are your handles set to "center" or "pivot"?
Sorry about that, I wasn't sure. And no it hasn't always been this way.
is it like that on everything, or just the bed?
Seems to be everything
hmm. shouldn't the Position on the Mesh in the Prefab be 0,0,0?
and have you tried a simple restart of Unity?
did you recently update the project to a new version?
i think you probably moved a thing while in prefab edit mode, instead of in scene mode
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 😅
Restart seemed to fix it! Odd. Thank you!
wait.. just set the Position of that to 0,0,0
Hmm. odd
Ok, i'll take the win! 😄
maybe a good idea to go through the Creative Core pathway on the learning site, to make sure you are not missing some basics
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
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.
yep, that is the place to start, for sure
I've had this happen occasionally!
the handles just get stuck in place forever
not sure what causes it
At least I'm not crazy!
how do i fix
You'll need to juggle versions of things to find the matching combo unfortunately.
if it helps this came with the issue
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
Oh look, i built a tower on top of a person because i did not have a building radius to say, 'hey, bad idea'
No building radius as in a circle around the core that gets destroyed. Like u cant build out of those bounds
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
I dont think base 2 is a good idea. I just am not high enough IQ to understand the gameplay implications it would have
just start building. you'll get it eventually
Maybe try it both ways and see what's better
Or play some RTS games that have both and see how they differ
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.
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
Would built in character controller be good for a fighting game?
Or can't make collision detector work at all if player is not moving?
built-in character controller should have been marked as deprecated a decade ago
So it won't work out for my situation? 
it might work, describing your game with 2 words "fighting game" isnt enough
DOWNLOAD THE GAME HERE:
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Original video:
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Asking mostly for the ability of detecting collisions while not moving
For built in character controller
Wanted to know if there was a way around to detect collisions while not moving
and what collision interaction do you need in a fighting game ?
Detecting a hit
From what I understand built in character controller cannot detect anything while not moving
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
like, you wont use precise hit detection with mesh collider, right?
I want to know
#🖼️┃2d-tools is probably better suited to answer
Nope
okay thank you. is it okay to repeat my question there?
But if I did is there a way around ?
(i just joined so im not sure about server etiquette)
your supposed to remove it, if you are going to ask it elsewhere, unless you ask again days later or such
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
True
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
I'm actually trying to figure out how I'm supposed to do things, what you say is eye opening
when you have time, perhaps check out the #🌱┃start-here and #📖┃code-of-conduct then
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
Hah.... I tried reinstalling URP to fix an import bug
Turns out, don't do that
Ruined my project
good thing you have 8 backups in source control, right?
Yessir, still a pain to have to do a reset and re-import everything
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
Yeah... my commits tend to have like 20k lines changed over 300 files, no way to actually read that
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
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?
maybe you are building the next Ants game, and everything is just Really tiny scale 😅
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?
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
Can I share it here? its really weird and I have a tight deadline also, turned all of the object off except the camera and the environment and still get that 1e05 FOV, duplicated the scene and still the same
imma do a record real quick
yes, you can share videos and screenshots directly related to your Unity issue here
hey I have a simple question since I don't know how to use Unity and theres a tutorial but its not working
is there a channel for questions somewhere
: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
they all are, to a degree. that bot message will help you narrow it down
https://drive.google.com/file/d/1N2GMXUzhbUsQjWguNQIqTmT002SiePyi/view?usp=sharing
I use drive cause its too big for a file to send it, its weird really
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..
that might be a sign that you've included too much
try to include just the parts that are relevant to the issue
if you're explaining or mousing through anything int he video, don't. do those seperately
multiple short videos as needed can work too
sure sure
mp4 and avi embed.. avoid mkv or other odd containers
There's no command called
video.
here, somehow I thought it was my camera script that make it like that but it actually fixes the FOV to default so I was wondering what makes it like that
yes Iam trying to make a mobile game here
ok, it almost definitely has to be in a script.. did you by chance eliminate the Library cache as a culprit?
I havent, do I have to remove the library in my project folder?
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
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
No error messages happen it just doesnt move
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
📃 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.
is Move() being called? Put a Debug.Log() in there to test it.
I think unity is mad at me 🙁 - very odd bug, working after reboot..
i do not think the name needs to match the class anymore
shouldnt be left like that anyway
fixed but still cant get it to work though. Its ok though its not on my end its for a friend and they are going to ask a professor about it tomorrow
isnt Move() supposed to be OnMove() ?
that would be for send messages mode
this seems to be using unityevents
(the param types are different)
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!!! 👾❗️❗️❗️
...
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
i see, im just always using send messages
@strong roost you've been given quite a few answers already
I tried it all nothing worked
ya we tried
and what was the result?
well nothing popped up in the console
then it isn't being called
yeah but we couldnt get it to be called
that is useful information
is your playerinput set up correctly to call that method
if you aren't sure, show it
unfortunately we cant cuz its not my code and they rage full deleted it
but to my knowlegde yes
it was
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!
this isn't in code
i think i meant to say the entire project is gone
perhaps but its kind of overwhelming for newbies so i get wanting to start on a new slate
we were clicking on a lot of stuff
tip: don't delete stuff outright, move it somewhere else so you can reuse parts that work
good tip will do
help i cant move
: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
Question, does anyone know what voice dissonance for photon is?
seems like something you'd be able to google, considering you have names
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?
out of curiosity, do you have any real reason to be playing with cutting edge alphas and betas? man they are moving fast.
i'm like 70% sure it's from 6.5
seems like so, cant find any changes that mention about it in any previous version. thanks!
do you guys think I can get away with this
if I spend more time working on textures that give an illusion of 3d
desiging assets like this, then working on textures
Hey everyone
Unity Talk - Non-programming Unity development topics & questions not covered by specific channels. Prolonged discussions and game design questions should be threaded.
modelling is related
Non-programming Unity development topics & questions not covered by specific channels
no channel for modelling
this is not a room to be flooded with "do you guys like my assets", hence threading. there is also a #🔀┃art-asset-workflow room.
that's for asset packs

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
cant i just add a camera in head of a full body ?
@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
hi folks, how suitable is unity for a small open world of about 30sq km.
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

Well, unity probably has the same issue the open source engines you looked at have: usage of float for basically everything.
30k x 30k might already cause serious issues depending on what you're doing in your project. Games usually use floating origin technique to handle big open words. Though I heard unreal has a double precision mode that basically makes this concern irrelevant.
no its 30sq km, so more like 5.6km x 5.6km
godot runs into weird issues like 150m from the origin, but many talented folks have developed an addon to combat this
however it is still in its early phases, so no region streaming and stuff
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
alright thanks for the heads up
If you center it that means the corners are 4km from the origin
Right. My brain kinda glitched there. In that case it should probably be fine.
30km squared vs 30 squared kilometers always makes me have to think twice
and it happens to be neither in this case 😆
(30 square kilometers)
lol 😅, i'll have to think thrice!
Though I suppose it's not the magnitude of the vector that matters, but the highest axis
Either way, at (3000, 4000) physics holds up fairly alright in my test
Even at the corners of my 10x10 background terrain (-4200, 5700) all seems fine
Physics, animation and rendering
Though that will depend heavily on how much precision you need.
Ragdolls seem perfectly alright here as well
good to know!
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
where can I ask for playtester?
You already found one ME!
ohh lmao, I'm just asking tho I don't need a playtester rn
#1180170818983051344 Be sure to read the pinned rules.
ohh okay2 thanks
Hey, guys! What is happening with my sprite?
What is happening with your sprite?
Its not aligned properly
I did something wrong on Aseprite
The problem was in export settings
Hello! I'm new to Unity and I don't know why I can't see the objects in game.
They're probably outside your camera frustum.
Thanks I fixed it
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
Everything starts from logs!
Read the logs. There's probably an error explaining what went wrong. To a degree.
make a new sprite in aseprite and make it the size of the text so it cant be messed up in the export
But unfortunately there is no logs :(
That can't be true. There must be logs.
Even the software does not give "app quit unexpecdtly" error
I mean while editor shutting down how can I check console panel when I reopen it console is just clear
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
Oh let me check
It says I'm the one quit from editor
But it wasnt me
I was just pressed toggle off to grid visibility
Or I just changed properties of particle effect and it shutting down
It's been happening for 2 days or so
Maybe I should change the editor version
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,
please i need help with that
anyonee?? please???
Send a screenshot?
I mean of the editor. what components do you have attached?
is there a rigidbody?
Fiddle with the Constraints foldout, You'll find your solution pretty quickly. 🙂
whats freeze pos and rotation
whats the link with it
sorry im sounding dumb but its my first day learning that
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.
some of those can assume that you're using the standard Character controller component https://docs.unity3d.com/6000.3/Documentation/ScriptReference/CharacterController.html
btw, i haven't seen your script, but how are you handling the gravity and jump force variables?
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?
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
Do you have both a character controller and a rigidbody on this object?
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!!!
doesn't it explicitly tell you this
also, if you don't want to get rid of the actual project, but still need to save space, you can delete the Library folder
The Library is typically much larger than everything else in the project
it contains all of the files Unity has generated from your assets
yh but I think if you open that project unity restors the library , right?
yes
Hello, guys! How are you?
(and the next build will take a long time, since it will be starting from scratch)
@boreal river #1180170818983051344
@boreal river If you have a technical question, ask a specific question.
Hey! I have tried many times to post on #1180170818983051344 and people don't answer
They ignore me
I have tried many many times believe me
That is not a prompt to spam public channels.
It's not a question forum
It's a place for you to share your progress on something
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.
that aside, no-one is obligated to answer you in this server in general
Plenty of threads with engagements there btw as well.
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.
None of us are paid to be here
me neither
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
These are channels for learning about Unity. It doesn't entitle you to post polls about personal style preferences etc.
i'm here because i like helping. but i have limits, because i'm not paid to be here.
if i'm unable to, or it doesn't interest me, or if the person asking is being a pain in the ass, then i'm not gonna help
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.
And you were directed where you can do that
Is there a way to hide tabs in the Editor?
you can close them
You can close any tabs you want, and re-open them when you need them from the window menu
Not the functionality I am looking for.
what exactly are you looking for then?
The tabs would hide, and when the nameplate is hovered they would pop up.
do keep in mind that tabs don't keep any data, they just display data. closing and reopening is pretty seamless
for floating windows?
I'd say just get used to the keyboard shortcuts to re-open them
Unity's Editor needs a frickin UI overhaul holy shit.
There's no auto-expanding tabs, so if you're really strapped for real estate just close them and re-open
It's... not really that big of an issue? You can already customize the tabs entirely. I don't know of any other software that has that sort of hover-expand thing. It's not in Blender, Photoshop, Resolve, or any other creative software I've ever used
Glad I get that tiny little space to work in versus having all of the extraneous windows just hide themselves unless I need them.
Like, I can see the use of it, but I don't think it's really a deal breaker
are you used to the Unreal editor? I believe it has floating windows like that
You can resize things
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
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)
And the bottom panel is where I put all those weirdo single-purpose windows as well like animators, shader graphs, etc. in tabs
Unreal Editor be like "How about we look at your untextured cube in full HD IMAX and then give you a single window with all the information of the known universe"
you click on a button and a drawer appears
and then it crashes
ow
having a seperate window for materials is certainly a choice
Similarly
in fact from what i remember unreal*** uses seperate windows for a ton of things
asset window stuff def needs a overhaul in unity imo
yeah
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.
have you tried building with different settings
You can customize a splash screen beyond just the unity logo
I haven't tried building yet XD
You can toggle the entire splash screen with that box
Hierarchy being so far from Inspector drag targets in default bugs me immensely
e.g. I include the FMOD logo in the splash, as required by its license
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
It's been available to everyone since the
debacle
IT did used to be plus-only, yeah (well, Plus is gone now)
really oh amazing
i haven't really had an issue with it so far tbh, i guess maybe i don't do it super often
might try that out sometime, but kinda 🤷, i already associate the hierarchy being to the left of the scene lol
Why did they do this?
Win back some public favor after a disastrous PR move
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)
and that tbh the splash screen did more for the unity brand than good
what would the "student license" be?
afaik unity just offers a bunch of assets to educational users
Sorry, it's specifically the Education license - https://unity.com/products/unity-student.
As I understand it, it's basically Unity Pro for students
Gotcha
did more what 
I do also of course have a personal license, but that doesn't seem to be recognized either
Sounds like a networking issue to me, but I'm not sure how I'd try to solve that
I've also tried to include everything in the firewall (which it already was, but might aswell) and deactivating any VPNs
The Hub logs might have more information
see the "Unity Hub Log locations" section
damn my sleep is cooked 😭
did more harm
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.
it wont load it until it exits play mode regardless
but when your out of play mode try ctrl + r
But I want to load the changes if I press play but it wont, only if I either Hit CTRG+R in the unity editor or if I start play mode + exit play mode
Yeah it seems it mainly has a problem connecting to the Licensing Client, although since it's through pipes I'm assuming it has trouble locally connecting and not over the network?
the question is, why does unity not notice the script was saved when I press CTRG+S in Visual Studio?
there are settings for this!
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
this is the current state of it and like it was.
(Auto Refresh is enabled, and it seems its still using old scripts that don't exists anymore because I have changed some lines in the current script, like printing no longer existing print commands or still displaying the old text even if before the playmode I saved a new text inside.)
Never used it and if I press "Check connection" I only get a yellow warning with a "Connection failed" next to it.
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?
Yes, this is what I am looking for lol.
the check connection button and the empty field from "Default IP address" I never interacted by myself with it.
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.
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
this?
Not sure what your goal is to see there...
@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.
Don't ping people out of the blue, especially not for personal chats. DM them if they're open, and if their DMs are closed, take the hint
I really hope they use ai in the future for CPUs
a) yikes, b) not what this server is for
Oh yeah the fun killer guy
It has to do with game engines .
If u know the purpose of data orientated programming
this is off topic
this isnt the channel or really server for this
this isnt a general chat
godot has to do with "game engines", cpython has to do with "game engines", opencv has to do with "game engines"
being tangentially related does not make it on-topic
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
so what would changing the CPUs do lol, make them slower so RAM isn't the bottleneck?
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 )
!mute 832642838751215686 3d Don't start off-topic discussions on the server. You've beed pointed this out previously.
@qusie0 muted
Reason: Don't start off-topic discussions on the server. You've beed pointed this out previously.
Duration: 3 days
or been*...
I don't think you know what any of those words mean
Ah, too late
Discord Scroll lock my nemesis 
Installation failed
!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.
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
You could record which properties you saw in one callback and then use that information later
C drive has space, antivirus is not blocking it, what else should I think of?
do I really need to reinstall unity T_T
did you ignore the part about logs?
Hello people
💀
"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
I thought it was specifically aimed at people who say hello
and then wait before asking their actual question
instead of just doing both at once
pretty sure thats why it was made
pretty sure somewhere there are guides/tips/tricks/lifehacks that teach you the exact opposite of how to save your time by wasting the time of others
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
well, they are different, check the documentation, it says all about them, one starts from the top left corner and another from...
https://docs.unity3d.com/6000.4/Documentation/ScriptReference/Input-mousePosition.html
https://docs.unity3d.com/ScriptReference/Event-mousePosition.html
That I do know, and I've already done the conversion; it is the 40f offset that I don't get
cant know whats going on inside your game
It's an empty unity project with nothing going on just to investigate this issue lol, I have already looked through the documentation
can you record a video ?
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.
!Learn You can start there. Preferably with courses. After you get to know the engine you can jump onto any rendering style and take additional tutorials for 2D.
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Over 750 hours of free live and on-demand learning content for all levels of experience!
Has anyone here had bad experiences from working in a team.
Ive never tried it but would love to
Easiest way to start is with #🕹️┃game-jams , check the pinned messages there.
hello hows wveryone?
Not a generalized social server. this is a Unity dev server. if you have a Unity question, feel free to ask
:thinking: Asking Questions
:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
-# For more posting guidelines, go to #🌱┃start-here
Yep, I agree with its point, but it's just really blunt and might give a bad first impression/unwelcoming vibe for a lot of people joining this server. But for "repeat offenders" it's fine
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
it looks like you've been ignoring a giant red exclamation message in the Unity hub for months since the cve patched version of Unity for 6000.1 is 6000.1.17f1
there's also a link there that's for "comprehensive information on what actions you should take"
So if I change the version to 6000.1.17f1 everything should be fine? or do I have to do something more after that
since you're bumping you'd probably want to go for the latest patch version available on that minor
Thanks I'll try that
which seems to be .17f1, yeah
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
Okay thanks man.
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?
!collab
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Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
• ** Collaboration & Jobs**
the circles look really simple, just a plane with a 2d texture with randomized rotation getting smaller
this is also more a question for #✨┃vfx-and-particles
oh thanks im still new to this server and need help with vfx
Hey do Mods kick people here if the acc of the guy is gotten Hacked?
@thorny willow Use modmail bot, please, with their ID.
Mb 😅
How to use
Sorry im on phone
You send message to the modmail bot. Nevermind in this case, got their Id now.
Ok
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...
Wait how
generally i would always have the project, inspector and hierarchy tab always open for my workflows yes
given how unity works i think it's a reasonable assumption
Sure.
there might not be a great solution for you
Many tabs in one section can be swapped between so its not soo bad
you can also easily maximise one via the lil menu or shift + space
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
wow i said both things already
This.
sorry, didn't realize what may tabs in a section meant at first 😅. Too late for my brain to function
no worries 
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 🙂
Should be like visual studio where a tab can collapse to just the tab header and can be revealed/auto hide
hi there! i was curious does Unity 6000.0 supports shaders for UI Toolkit? Or do I need to switch to 6000.3
As others have kind of shown, with Unity, you dock them in stacks in a window and flip through them.
It's a cramped experience on a normal monitor (I use ultrawides)
But not as bad as unreal 😄
Imho
I think it's fine time for Unity to also maybe look at modernizing thier Editor UI as well.
But we won't see that ever nope.
why does unity not have soft mask? or does it?
What's with all the crashes recently? I even installed the latest 6.4 and a fresh project sitting idle crashed
nope
I don't think so at least, but you can probably find something on the asset store
It doesn't matter, it's not the same engine, audience etc. there's a ton of other engines if you don't want to use it.
Any errors in the log? When 6x came out, it was pretty miserable for me. Well, ever since they went all in on URP. But 6.3 has been stable, as in, I'll keep it open for 3 or 4 days without any issues.
Might be something easy to fix like a bad window layout.
now what is a big deal is how long it takes to compile shader variants every time I make a build, holy moly
Yeah shader compiles can be a nightmare now
and it seems quite arbitrary when it decides that everything needs to be recompiled
I've not looked yet still a bit pissed off. Doing lots of animation and my 6.3 lts project crashed 4 times yesterday. Now the new 6.4 crashed seemingly doing nothing. Thanks I'll check it later
also, I think I need to switch from VS 2022 because it keeps resetting my windows and recompiling everything all the time
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?
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
I wanted to try team city, but I wasn't sure if I could cache library files or whatever
How do I turn off the grid
my build server uses m.2 so
it should be quite quick.
can you trigger a team city build off a git hook?
It's a pain, but I'm lazy. I wouldn't recommend it to most people
But yes it triggers off the hooks and then posts the links to our discord
im not most people 😎
Also how do I make a part invisible to the local player
is there any documentation for setting up a unity build setup for team city?
I also want it to upload to steam but I assume that's a whole other thing
We used it like 12 years ago so I've always just used it. But it's ... Mmm a square peg in a round hole for me
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
I also tag it off main for the auto building
You can just disable it's MeshRenderer, if it's just for the current player
And need the other things working for some reason
I saw there was a unity plugin for team city but
I think it's deprecated
Otherwise you can disable the whole gameobject
Yeah that's prob what I'm using tbh
Does mesh render allow other players to see it
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
A mesh renderer draws the mesh for the camera that sees it.
If you disable it on my computer, I won't see it. If you leave it enabled on others, they will.
Ok
But it depends on your network solution and project and all that. It's easy once you know how but complicated to explain
Yeah for 200 active projects I think
that's cool I only have 1 LOL
I'll read up on jt
I've been meaning to use my server hardware more
How do I disable grid
@hushed hamlet
in the scene view?
Sorry I dont really understand the Q. But I'm tied up @ a townhall atm
Ok
I ment grid like snap
Like evryone time I move a object it snaps to a set distance
I did a test and ran the hub as admin and did not have a crash for the hour I worked on it. So far so good. I'll try that again tomorrow and see if it helps
Guys I’m having a error
have you tried restarting the engine yet?
@latent meadow how do I exit 2d mode
press the button that says 2d in the toolbar. and please do not ping random members for help
Ok srry
What's it next to
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.
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
I don't have any of those buttons
press ~ and re-enable them
include a screenshot with your next question, if that did not work
It worked
Thx
last time i want to have to say this. Do Not Ping.
That wasn't a ping
it was
here, a demonstration
that is exactly what a ping is. that is exactly what we mean.
perhaps you have your sound off
they work exactly the same as mentions
Ok
making a game in unity!
#1180170818983051344 would be the place to post that
to a lesser degree, #🏆┃daily-win
Also very interesting having a character controller on the entire airport
I'm not opposed I see potential with that idea. Zig left.
"Airport, this is tower two. Please stop moving. repeat, Please stop moving. Over"
Alright, finally jumping into game making and this place is already making me nervous as hell.
@umbral trout I'll dm you the right tutorial I just started too
Ive got multiple lined up for me to get started lol.
please don't delegate to DMs, it defeats the purpose of having a community server
I want some road map / guide for a multiplayer game , so if someone has experience in multiplayer plz mention me/ dm me
Nobody wants to use DMs for help. It also makes no sense to have a one-on-one conversation when a whole server can help you. You should explain a bit about what you want specifically, and in what area you need help (graphics/coding) or nobody will answer.
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 ?
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
so should i complete that project with single player ?
later on update it with multiplayer ?
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.
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Over 750 hours of free live and on-demand learning content for all levels of experience!
okay thanks bro
one more question
is there free documentation and courses available to learn all this concepts ??
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..
Umm , okay bro fine
Thank you for the pathway
< 3
@ember verge https://discord.com/channels/489222168727519232/1392142304772358215
press the arrow to go to the top of the post and you'll find a bunch of links to tutorials and info and docs
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?
hello
Same for me how to fix it?
hello
hi
This is not a social server. A single hello is fine but please don't continue it
huh
i just said hi cause he said hello
instead of trashtalking how about u just answer the question
@lost garnet Stop constantly sending "Hello" and then removing the message. People will answer you when they see the question and know the answer.
@viscid raft Okay, i will wait for someone to answer me then
need help download unity and i have errors please help new
If you’re working on the same (non-code) files at the same time then, not really.
It’s mostly accepted that you shouldn’t do this. In any engine. Because merging the changes is often too difficult.
If you have errors you'll need to share them first
Split things up into multiple scenes. Use prefabs more, etc.
NullReferenceException
An actual error, please. Text, screenshot, something like that. NullReferenceException can be a lot of things
ok well is there any way to learn how it work because i dont really know where to look up information
This I guess https://m.youtube.com/watch?v=9IvXupmgl88&ra=m
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...
do not ping people you are not even in a conversation with.
Can you please share proper screenshots? https://www.take-a-screenshot.org/
Anyone here play rec room?
If you have a question about it you should share it so those with experience can answer it. https://dontasktoask.com/
Otherwise this won't get an answer
rec room is a game. that is not a discussion for this server.
Is there a general chat?
no, this server is focused on unity
there's no off-topic chat here
Ah okay then, i mean this server is usefull for me when i have problems with scripts
Im beginner
feel free to ask about those in #💻┃code-beginner or a different relevant channel
Thanks
is there a channel for finding people to collab with
no, you would use the forums
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• ** Collaboration & Jobs**
Do you all think unity should have a nicer UI
Is there something specifically wrong with it? To me at least it has done its job
Or do you mean the UI building systems within the editor like uGUI and UI Toolkit?
I surely struggled with hundreds of things in unity, but i dont remember the ui among those things
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
If this is a #1179447338188673034 , you can post it there. Not sure why someone would not just use Trello though.
Can yall give me some tips when starting up in unity/c# something you wished you knew before starting
How would I make my pre existing game multiplayer
rewrite it
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.
then you have no game.
Yet
Does anyone know why my Client AI keeps falling down or up when I set Base Offset = 1 or Base Offset = 0?
!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
But could you just tell me
Tell you what? What are you asking? You've already been answered that you have to design for multiplayer.
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
Nvm I got it there was a multyplayer button
@sacred moon Stop spamming the channel
I’m not
@sacred moon All relevant commands are in #🌱┃start-here
Sorry if I am
👋
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! 🔥
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ИГРА : https://play.google.com/store/apps/details?id=com.FozerGames.CrashTestSimulator3
ТГ : https:...
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The deformation of the car itself?
Yea
The game looks pretty solid
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
People hate DriveCSX for that 💀 (another mobile game in BeamNG niche)
I'd probably do both
Blendshapes give you a lot of control
and then you'd have the "denting" effect on top of that
But have a limit?
Matrix Awakens has that
you might also use an armature to bend large parts of the car
(it's already a skinned mesh, since you're using blendshapes)
👌
Thank you, I think it will be cool if someone else has extra knowledge - I hope they write here
How do you guys get game ideas?
!logs
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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
Animate it
Without animations
You can’t animate without animating
make it a rigidbody with a joint? then you can bump into it and push it open, if that's what you mean
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
Make it rotate faster/slower then
Ye but the door will open if I give a big impulse
No because it's the same. Suppose that the door is very heavy
you want it to stay closed if you give it a big impulse or what?
If the hit is big enough it opens
how do you decide if it’s big enough?
increase the rigidbody's weight? or just detect when its hit with a certain velocity and then make it move
Maybe i was thinking " if the hit is greater or equal to the required hit force"
Hm okk
I'll try this ty
anyone know how to fix this?
How can I fix this? before it used to let me type anywhere but now it highlights the letter and when I type it removes each one.
press insert key on ur keyboard
Thanks ❤
no problem
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does anybody know how to fix this tho? its stopping me from updating my game
did you update all your packages in package manager
i think so
dont' think, check n be sure
it doesnt say theres anything to update
🤷♂️ you can try deleting library folder and refresh the cache maybe
"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
I have an idea for a vr game, anyone want to hear?
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.
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
No, I honestly haven't been developing for quite some while
Oh ok
I've just installed unity on my linux installation so I can get started again
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is there a place to ask about/search for unique assets? I need something sort of specific
not sure what exactly you're looking for, so i don't really know where to redirect
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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?
as in it jumps, swaps, lands?
yeah, jump, fade out, fade in, land
doesn't sound like you'd need a specific animation for that
just chain those elements together
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
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
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
you can always just click on that hyperlink where it explains exactly where you can and cant use something
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
and it applies to most stuff on the asset store
can you like not build for Android on Linux or something
what
are you having a problem?
I have this issue where when I shoot the enemy it slides away and stutters a lot. When I wasn't using the nav mesh it didn't do it. any ideas? fixed it
yea it won't install android build tools
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. 😅
google the differences, see if it applies to you
I will note that 2022 is likely near the end of its support cycle IIRC?
But that's not necessarily an issue if you haven't encountered any relevant bugs
good point. technically, already past EOL. may 2025
I'd be most comfortable being on the newest LTS release (barring a brand-new LTS)
same. i will not switch to 6.3 until it has about 25 updates, at least. i mean, 6.0 already has 71 updates.
thank you my brother
please do not post memes, gifs, etc. from #📖┃code-of-conduct
no " Using reaction gifs, memes, or overusing emojis, stickers, or reactions."
Hello hello, is this an alright place to ask questions regarding avatar trouble?
as in vrchat? no.. you'll need to talk to their server. that is not supported here at all.
ok, then #🏃┃animation would be your best bet
Alr
If I need can I save ScriptableObjects into a save file and just retrieve it later normaly?
save in what way
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?
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
Ah, I see, thanks stranger
https://unity.com/blog/games/persistent-data-how-to-save-your-game-states-and-settings
Just stay away from PlayerPrefs and BinaryFormatter mentioned there.
Binary Formatter, that's the thing Brackeys used for his save game tutorial
What do you recommend me to use then?
there are several suggestions in that link
]\
They are missing Newtonsoft-json which can be installed from package manager and actually usually already installed as a dependency for some packages.
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
Oh the JSON.Net thing. I thought Newtonsoft-json package was an internally updated version of it which had much changes made.
Should be noted that BinaryWriter is safe
Yea. I remember it's quite clunky to use.
Quite necessary if you want speed
what, you don't want 50MB of save data in the windows registry?
💥
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.
Okay, I can't ever find out why. Why does my scene view sometimes tilt slightly?
This happens if you interrupt the camera when it's transitioning
I don't think there is any way to manually roll the camera
spacemouse can roll it. most likely not the case here, but, just for the record
