#💻┃unity-talk
1 messages · Page 106 of 1
For anything rhythm related or syncing-to-music related you should be using the audio system's clock. Required reading: https://www.gamedeveloper.com/audio/coding-to-the-beat---under-the-hood-of-a-rhythm-game-in-unity
thanks brah 
i do not think it is doing incremental saves, unless you manually do it. so, not sure you can
that is what source control is for
What is source control
ask google
Saved how? Where?
you should perhaps look into #🕹️┃game-jams , but as far as finding people to work with outside of that, you'll need to use the forums
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hello there i am not sure if theres a specific channel for this as i didnt see any but im doing one the tutuorial games and im doing the tank one but the levels are all just bright pink unlike what it says it should look like im pretty sure i did everything right i can provide an image if needed just not exactly sure how to fix it
generally a pipeline issue.
https://unity.huh.how/shaders/errors
oh ok thank you very much
i clicked in a step futher than needed. might have been clearer if i sent you here, https://unity.huh.how/materials ,so you could see how it says 'pink materials', but that is where that link goes to.
if it still does not make sense after that write up, just ask again
ok thank you i will probably be back because im very new to unity
yw, no worries, that particular error got us all at one point. 🙂
ok so im stupid uh which option would a tutorial build be? i mean the one that you sent originally not familiar with the terms sorry to be a bother
this to be specifc
was it a full project you downloaded, or did they have you add to a project you made new?
ok, when you made the new project, did you select URP?
i didnt have to change anything it was just the universal 3d thast they told me to set it to
"1. Create a new project
From the Unity Hub, create a new project named “Tanks” using the Universal 3D template on any version of Unity 6. "
ok, that should have worked then.. what Unity version?
6000.3.7
i beleive its the current one
oh wait srry
thats editor
6.3 i beleive it says
6.3 lts
can you show a screenshot of this
yeah sure just gfimme 2 secs to get there
this is what there was it told me to delete a couple files i the beggining except for the tank asstes
not sure oif yhats what u need
i need to see the contents of the Settings folder
this stuff is what i am looking for
think i found it
settings has nothing to the right when i click on it so this was the only similar files i could find in it
ok, so we know for sure you are on URP. now, this is kind of an odd way they did this one. it Is a full project, but they want you to import Over your existing project you made. in this scenario, you have to make sure you say yet to both importing the assets, and letting it override the settings. do you recall doing that?
i beleive so
ok, one minute. let me actually do it myself, to see if i see something odd
ok thank you again sorry
yw., and it was this cversion you used?
yes
when i get a minute, i will fill out a bug report but @ laki02215 just discovered a Severe issue in the Tanks tutorial
https://learn.unity.com/course/tanks-make-a-battle-game-for-web-and-mobile/tutorial/scene-setup?version=6.3#67e66c36edbc2a04f61325fa
They literally have the user delete all folders, including Settings. 🤦♂️ this is shown in both text and video.
in the next step, everything works for them, because, as seen in the video, they (the instructor) have all the folders they just deleted back. terrible thing to do to a new user
Establish a structured and functional Unity scene for the Tanks game by configuring the Unity Editor.
why is sprite shape so cursed brooo
for some reason my sprite shape and everything above it appears above my canvases in screenspace camera
Is there anywhere else to ask about a networking issue besides making a post about it?
Its a small questiong
not really. that is the place to ask. may take time to get a response, or it may take seconds. hard to tell
if you look at the general thread though, it is a live chat room, like this
if they're closer to the camera than the plane distance of the UI then they will appear in front of it.
I know 😭😭 that's what I tried first... It doesn't rly matter i like figuring It out myself... But I just wanted to say the damn sprite shape object is always so cursed, no matter what I do with it it takes 150% more time then anything else
truly a great feeling to be working on a game, take a two week break to focus on assignments, and then have no clue what it is i was working on because my notes didnt explicitly say what i changed, just the bug and my intended solution

even more distressing that its giving me the expected results but i didnt write that i solved the bug, just that i intended too 😭
You have to ask a question first
wydm ??
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ok
I'm not sure why that was confusing. How can anyone help you with something in Unity if they don't even know what that something is. This is basic communication.
well that came of a bit harsh just saying sometimes just I overthink before i say things u know
but anyway
No, I don't know
@wide eagle do not send unsolicited friend requests or DMs to random people. read the #📖┃code-of-conduct
if i put a 2D sprite in a 3D unity world, is it possible to have that game object be affected by lighting?
currently its notably not doing that and im wondering if there is a way to make it do that
feel free to post in #1180170818983051344 or #🏆┃daily-win
by making package or what?
@maiden verge If you want to post a free resource post a link in #1179447338188673034 , don't solicit DMs or spam all over the server.
this is a 3d project
idk if this has what need
i created post on dev-log is it ok
As long as you are not soliciting anything
i just want to show my system
It's what #1180170818983051344 are for
dev log
You should post a full question of how you want the lighting to work with mixed 2d/3d scene. Preferably with an example and post it in #1390346776804069396
@pastel onyx #1180170818983051344
yeah sorry
Anyone here familiar with the Unity CVE-2025-59489 Patcher Tool?
Obviously second one ?
I kinda meant what gave more PS1 vibe?
The shadow on the first one with the right cube looks wrong
Oh yeah
It's floating actually
I was testing some moon physics
°-°
None look like 320x240
I'm making it just "Like a PS1 game"
It would still have modern lighting and wide screen
PS1.5 style i would say
@pastel onyx You were already pointed to #1180170818983051344
Even with it floating, it looks like the light source is coming from the lower right of the screen but then the shadow still has a bottom line that continues straight off the actual cube as if the light source must be directly right
Ok man
I'll shift it there
Yeah the lights are messed up
Anyone know if there is a CVE-2025-59489 scanner tool to scan a directory of multiple games? Instead of the patcher tool in which each unity exe must be manually selected
Like is there an easy way to check all of my downloaded Steam or GOG games all at once to see if they need to be patched?
Or has Unity made public the hash values for all the unpatched exes so I can make my own scanner tool?
Steam had mitigated the issue within a day by disabling URL launches for affected games
Idk if GoG even has that feature
But being able to launch the game from a URL is what turns it into an RCE exploit
!collab , i guess?
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hi
Hey, guys! Why I can't see the anchors?
I have created an empty game object out of canvas
maybe thats why?
click arrow next to anchors
Guys is there actually a big difference in graphics between unity 6 and unreal engine 5?
Sorry im new on this server
They are both tools that can be used to create 2D, 3D or even Mobile games. There isn't good or bad. There is what best suits to your needs. Unreal Engine is not recommend for beginners though, because of its advanced systems complexity like Visual Scripting with Nodes/blueprints, C++ and other more advanced features it has.
Thanks
@neat stream What bothers you?
Do you want to choose a Game Engine to start working on a game you have in mind?
@boreal river They were directed to the corrected channel, don't spillout off-topic here.
It wasn't off topic XD.
@boreal river If you continue arguing when pointed out server rules, you'll have a very short stay here.
@fossil jetty #1180170818983051344
If you have a specific workflow question, ask in #🏃┃animation
Hey, guys! I was wondering Scriptable Objects, JSON, XML all these stuff are Databases and I can use one of them to store data right?
I know about Scriptable Objects but I have never used JSON or XML.
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You've seen this numerous times on the server by now
I think I can just ask on a programming channel, cuz it's more related to programming itself and it has to do with Databases not sure but probably I am going to ask on another server.
Please read the bot message again. This community is not here to serve as google search for you.
Make some effort first, then ask if something is unclear.
Guys is there a way to increase the rotation angle of a door with hinge on the extreme?
Throught script
If you need extended parameters there's also Configurable Joint
With a script, not manually
All component are assessable through scripting. I'm just not familiar with particular component limits if they exist.
Check the manual
I want to know if there is a way to get the rotation angle of an item
what does that even mean? assuming youre not talking about reading transform.rotation
it kinda seems to me like you would save that state yourself
The angle property is exposed. Just have to lookup properties in the manual.
are you looking for the rotation around a certain axis, perhaps?
tell us a little more about what you're doing
rotation can be remarkably annoying
Waiting for my shader variants to compile again 🙃
Looks like it might take under 30 minutes this time, yay
The best part is that it slows down my entire PC to a complete halt
if you don't mind it taking longer you can always change the priority and affinity for the process so that you can still use your pc for other things
Yeah... The thing is I need frequent builds for optimization testing unfortunately
unless you change anything related to the render pipeline (like updating the editor/pipeline package) or add assets then subsequent builds shouldn't take too long to compile shaders as there will be far fewer unless you do a clean build
I was working on some shader stuff among other things
And my shaders are quite interconnected so a change in one means a lot of recompilation
I really need to look into optimizing this
hey guys, I need some help, could somebody please tell me how to make 3d outline for objects? I've tried lots of guides on youtube, but most of them are unity version below 6th or it's indistinguishable monotone mumbling 20 minutes long... I definetly need help lol
get a shader that does it. Done
the only thing that would need to be checked for compatibility is not unity version but if its URP, HDRP or BIRP you need shader for
eg . If you're using URP .
literally " URP Outline shader" you will get tons of results, most of them free on github / assetstore
This is more of a question for those who used Unreal Engine. I am trying to export all the asset packs I've obtained, so that I can use them in unity. Has anyone done it before? If so, any script would be helpful as I don't want to manually shift through 20k assets.
export from where?
note that if you have .uasset files, those aren't going to be usable in Unity
(you should also check the license terms; i'm pretty sure some assets are only allowed to be used in the Unreal engine)
The rotation of a rectangular sprite around an hinge on the outest side
Basically this: O---
From this O---- to this
|
|
O
This is a great place to use Vector3.SignedAngle
or, actually, since this is 2D, you could also use https://docs.unity3d.com/6000.3/Documentation/ScriptReference/Vector2.SignedAngle.html
the only difference is that the 2D version doesn't need the 'up vector'
since it's, implicitly, a vector pointing into the screen
you can only rotate in one way in 2D!
This gives you the angle between two vectors, and it can give both positive and negative values
so, if the door normally points in the Vector2.right direction, Vector2.SignedAngle(Vector2.right, transform.right) tells you the angle of the door
from your unreal asset library @gray frigate
all are standard licenses, meaning they allow for use outside of unreal
Wait guys, what should i use? Rotatearound, hinges or other?
Hi 👋 guys
i made this portal shader in code in feedback ??
What makes it a portal shader? 🤔
Integrated PhysX 5.6.1 and Nvidia Flow into unity, have previously done mega geometry but plan on redoing that implementation including blast
made in shader code
that is actually pretty cool
Whenever im done with the implementations im gonna put them on the unity asset store for a dollar 👍
i made doors rotation in my game around a hinge and im happy about it, had never ever to go back to fix anything
are you talking about how to make the door move here?
hello i m new to unity would anyone be able to help me out a bit and show me around i did watch some videos but i cant understand it it would be nice if i could talk with smbd about it
you´ll have a hard time to find someone for a one on one support
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if you prefer reading, the Manual does a great job of explaining some big engine ideas (i wish i'd read it back when i started!)
Bro what game are you trying to make?
Are you asking for feedback?
portal shader
yes
Why?
wdym
I mean why are you making portal shader
For if its your first time its perfectly fine, but entirely depends on your goal and what your trying to accomplish art wise. If your trying to get a more realistic portal you can watch sabastians lagues thing on creating portals, pretty informative.
Most likely just cause
i am making it for my very sigma game
Shader "Custom/PortalShader"
{
Properties
{
_InnerColor("Inner Color", Color) = (0.7, 0.5, 1, 1)
_OuterColor("Outer Color", Color) = (0.2, 0, 0.4, 1)
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent" "RenderPipeline"="UniversalPipeline" }
Pass
{
Cull Off
Blend SrcAlpha OneMinusSrcAlpha
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
};
struct Varyings
{
float4 positionHCS : SV_POSITION;
float2 uv : TEXCOORD0;
};
CBUFFER_START(UnityPerMaterial)
float4 _InnerColor;
float4 _OuterColor;
CBUFFER_END
Varyings vert(Attributes IN)
{
Varyings OUT;
OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
OUT.uv = IN.uv;
return OUT;
}
half4 frag(Varyings IN) : SV_Target
{
float2 center = float2(0.5, 0.5);
float dist = distance(IN.uv, center);
float edgeWidth = fwidth(dist);
float circle = smoothstep(0.5, 0.5 - edgeWidth * 2.0, dist);
float4 color = lerp(_OuterColor, _InnerColor, circle);
color.a = circle;
return color;
}
ENDHLSL
}
}
} this is the script
What game can you tell me something about your game
you trapped in a dimesnion with a weird weapon called the card invoker and you need to collect 10 cards from 10 dimensions and they give you abilites and you need to escape
Good are you launching it on mobile or PC ?
I would advise to just use unity shader graph and write custom function nodes as you need them, it would save you a lot of time but if your trying to learn purely shader code then all the power to you
Bro are you a expert in unity?
Been using it for 7 years so i guess
bro that's good can you help me I'm new I just downloaded unity like 2 to 3 days if you can't help then I go find another way
pc
Yeah wsp
alr
i was godot user
i switched
I would use URP if your not already, really no reason to use the SRP
ngl i used chatgpt for this shader code
i am trash at making shaders
Bro when you are making your game pls make it realistic ok and make the game very very very optimized ok
i am not a gta 6 dev bro
try your best that's it
alr
Nothing wrong with using AI sometimes but if you do only use it when you get really stuck and make sure to study what it makes so you understand what its given you and itll be easier to pick up its mistakes aswell
i code everything my own instead of shaders
only shader i use ai
Bro I recommend make everything by your own it's much better and optimized ai is not good
Thats completely fair tbh
have you tried using shader graph?
i'm guessing this shader is intended to be displayed on a quad, not on a sphere
the problem i keep frogetting player movement so i have to cehck the tutorial again
I will say one thing though AI is very bad at making shaders
I saw a lot of video making games using ai and the results were not that good
I can't write shaders but I use shader graph so it works out fine
the Shader Graph is a great way to get into shader authoring, yes
ik i just use ai for shaders because i laready wastem my life learned unity
The only time AI will ever actually be useful in making shaders are small custom function nodes for specific uses
it lets you skip over a lot of the magical incantations you need in ShaderLab and HLSL
anything beyond that is just a negetive half the time
how many years?
you say that as if code isn't entirely magical incantations
you need some serious incantations
3 years of unity
How old are you?
i think it is agianst the rules of asking age just be careful
there is no way to have wasted your life by learning unity for 3 years
why it's not bad asking age
idk because it is a dev server
I've been learning unity for about 8 years I think
Can you tell me in dm ?
Why is it a waste of time ?
Oh yeah what did you need help with
It isn't...
i am not comfortable telling people
I send you friend request accept and when i need help I tell you
Why bro what's wrong about telling age
this isn't a chit chat space, let's keep things on topic
why you want to know so bad ?
Just curious
hello guys, can anyone kindly show me how do i get the project from my friend who added me into the organization? I can see the project she added from the repository option when i click add, but when i open the said project it shows nothing and nothing at all. Is she not properly sharing the project folder or do i have to install all the resources she is using ?
when you opened the project
What am I that bad 😭😭😭😭😭😭😭😭
did you also open the scene they are working in?
you need to open the scene
dont pester people for personal information they clearly told you they are not comfortable giving you
and especially dont ask them to dm you said information
it is very fucking weird
alright, let me try that. Thanks guys
Ok bro just don't use swear words again
I need to start a counter for this exact scenario
since its happened about 30 times now
you have no scene open at the moment, but there's also barely anything within the assets folder. are you certain your friend actually pushed their changes using unity version control?
thx bro
can someone explain what is scriptable object ??
have you tried looking it up? the unity manual already has an explanation
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(ignore my pp sorry:()
A scriptable object is like a Prefab but for code, you can make for instance a script that derrives from scriptable object that can define things in a group and can be broken down into smaller groups for example its really great for items, you can create a base item scriptableobject, this you can use to just define what is global about all your items in your game like a name, item id, rarity ect, then you can create another script that derrives from item allowing you to be more detailed like for instance a weapon, here you can define things that only pertain to a weapon that would'nt pertain to anything else, like consumables. By doing this you essentially can take what would be multiple scripts and pack it down into just a few and create all your items you need from those scriptable object - Hint when you want to use them make sure to Instantiate them first cause if you dont and you change the main scriptable object it will apply globally across everyone using it, and they do not revert after unplaying.
well, things like using it to hold coordinates do revert, unless they have changed that..
ScriptableObject lets you create new kinds of Unity objects
that's it!
Unity objects can be stored as assets and referenced elsewhere
a ScriptableObject is much like a Material
you can look at it in the Project window, and you can assign a reference to it
modifying assets at runtime will generally lead you down a path of despair and confusion
so, So many arguments about that 😅 it caused a big uproar a couple years back. yes, that is true
all you have to do is to segregate serialized data (keep it immutable) from non-serialized data (go nuts)
I use SOs for my game's settings. Each SO asset stores information like:
- What is the name of this setting?
- What is the unique ID for this setting? (it's a GUID)
- What are the range limits? (for a float setting)
- What is the default value?
The type ALSO has a non-serialized field that stores the current value
When the game starts, I read the settings file and assign values
I have an extremely similar system used for per-entity configuration
in that case, the SO does not store the value; it's used as a key in a dictionary that stores the values
(in hindsight, I could've just made a singleton dictionary for "settings" and not wound up with two completely separate systems)
ah well.
@ebon rivet don't miss this ^
The most common use-case for SOs is for when you need to let multiple things (e.g. different prefabs) share some common data.
I also like to use them to replace enums
so I'll have a Currency SO type, for example
instead of
public enum Currency {
Cash,
SuperCredits
}
I will have two assets: one called "Cash" and one called "SuperCredits"
The cool part is that you can store data in those assets, like the name, the text color, the icon, etc.
Is there a self promo
here's one of my settings; it's an accessibility option that improves your vision in dark places
no. you can make a #1180170818983051344 though
( the "precision" field is vestigial; i need to delete it )
I wound up implementing a similar system for my VRChat worlds
since you can't create your own asset types, I just use objects in the world instead of assets
obviously, this would suck if I had more than one scene
but that's not possible anyway :p
I have code that can construct a settings menu out of a list of "settings objects"
to clarify, not possible in VRChat. totally normal in Unity itself
yeag
everytime I write or update a script, unity refuses to recognize it until it randomly does with no input from me at all, can you guys identify whats happening or whats wrong? is this just a gimmick of the engine?
Had to add wind support to Nv Flow, im going to bed now im cooked
looks great, but use #🏆┃daily-win or #1180170818983051344 to showcase stuff
Mb ill remember that next time
https://paste.myst.rs/yzc3ri3o
Help! My little guy won't move. I put the script on capsule 2d with a rigidbody as well as a capsule 2d collider. Ignore any unused variables sitting around at the beginning of the code.
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you never actually use forceToApplyVertMult or forceToApplyHorizMult you just calculating them, your force is calling directly to forceToApplyVert and forceToApplyHoriz instead there lad
Btw your if check also only works in a positive direction too you will have to fix that also
which one
if (velocityVert < targetVelocityVert)
you just use Mathf.Abs to fix it so it works in both directions
yup yup
Do you have your inputs setup correctly cause unity defaults to the new input system you have to manually switch it to support legacy and new or just legacy
i put debug.logs in there. it does respond to inputs.
says w when i press w etc
I don’t remember if it still outputs to a debug I would just double check your input preferences and make sure you also have a event system in your scene too
https://paste.myst.rs/dje6ztou
made a new paste
a powerful website for storing and sharing text and code snippets. completely free and open source.
sure i can do that
it's set to both
input preferencs are equal in the code
the problem is that it just doesn't execute the rb.addforce
I’m tripping I didn’t realize your using the new input system type
Weird seeing it setup like that
im tripping as well dude ive been writing this code for way too long
see i cant even type correctly anymore
yeahhh
but thats no problem
i just created then and didnt end up using them
imagine theyre just gone
i just removed them
wait
WAIT
Yup
You were multiplying by 0
👍
btw you're checking a magnitude against a direction
on line 80
and 113
think about what those checks end up doing when you go down/left
might want to make them both magnitudes?
if (Mathf.Abs(velocityVert) < Mathf.Abs(targetVelocityVert))
might have underestimated how much force I'm adding
thing went flying
it for some reason goes in the wrong direction when i press d
wtf
it goes in the same direction no matter what i press
helll nah
OH WAIT
i got it
thx
Can u make 2d games to be able to work on vr?
If you have a 3d camera looking at the 2d content yea
Guys im trying to create doors with hinges on the extreme side. If u collide with these doors AND player's velocity is greater or equal to the speed required from the door to be opened, they will open by 90 degrees. The second condition is the most important. Just like doors in supermario bros in the sewers:
Im finding difficolties, for this reason i need help
Im having troubles with the rotation of the door. Is there a way to add 90 degrees in a smooth way once the player touch the colllider? Such as an animation but not an animation. And i would like the door to stay freezed once it reach the maximum opening (90 degrees)
Check out Lerping or Tweening
What is a good genre for a beginner and easy to do and learn
any gtag fangame makers here?
nope none at all sorry bye
ok byyyy
Idk if anyone is familiar with jiggle physics for VRChat if anyone knows how to put ass physics on a avatar for VRChat please LMK I been having issues any help will be very much appreciated:)
CRAZZZZYYYYYY
Where can i send the pics?
hey i need help with something. I am a beginner looking to create xr/vr games. I opened up XR plugin management and i only see the desktop tab. does anyone know what to do?
there will be a lot of "depends"
!vrc
There's no command called
vrc.
!vrchat
Join the growing VRChat community as you explore, play, and create the future of social VR! https://discord.com/invite/vrchat
On what
on too many things for us to give you a good answer
if youre just starting off
the best genre is recreating existing games
learning
And for scripting what yall use because I can mod but I dont think this is the same
Yeah do you do it yourself or do you do something else
Yeah like for scripting things do you script it yourself or use something else or maybe ai
well if you want to make a game youre going to have to do it yourself
!learn
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something simple can be done with AI but as was said already, for real games you will have to do your scripts yourself
I can't seem to find the Gizmos button in Unity 6.4. Little help, anyone? I'm about to lose my mind.
screenshot?
There's not a single thing that says "Gizmos" anywhere.
and you tried making the scene window larger ?
It's not visible when maximized, either.
right click on the scene tab -> overlays -> overlays menu. View options checked ?
It doesnt say gizmos
its this button
I'm afraid that's not there either.
you have the view options overlay turned off
fun fact: the overlays menu is visible in their screenshot
uhh, i still dont see it, can you show it?
how can you change it to this ? i had no idea thats possible
did you happen to click that link i sent?
OK, I got it. @balmy kettle , thanks so much! 🙂
Weird question but not sure where else to ask this. Does anyone know a twitch account by the name of UnityCoder_com
There seems to be endless numbers of ways to modify the editor environment. This platform has some serious extensibility and I love that
can anyone help to understand this i wan to make a world for Vr but the assts is crazy exp what do i do
:thinking: Asking Questions
:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
-# For more posting guidelines, go to #🌱┃start-here
The ones in the asset store can be a mixed bag. But it's not uncommon to buy a pack or three, and add to it (make some of your own) for your game.
does Probuilder have like a Union tool?
a tool to let you carve objects out of other objects would help a ton for hallways
Perhaps ask #🛠️┃probuilder about Boolean tools. I am not sure if it does, as i use other means
probuilder is pretty basic so nah
https://assetstore.unity.com/packages/tools/modeling/realtime-csg-69542
ya probably looking for some csg workflow
(better to just use blender tools tho)
stuff like that CSG solution has very limited platform support as well
would just learn to do stuff in blender
Is the Networking forums exclusively for NetCodeForX? (Entities/GameObjects). or is it also a valid place to put a MultiplayerHLAPI question?
I know that HLAPI is hella deprecated, regrettably i'm working on a project that's stuck on 2021.3 and cannot move to NetCode for reasons i cannot disclose.
hello im having trouble with the unity tank game tutorial again ive done what it says to do and added the movement script but the tank isnt moving i mightve missed smth but im not sure how to fix it i went back a coupkle steps and i beleive i did everything right
That can depend on how the tutorial is setup, does it use the old input system style or the new input system style
hey does anyone else get a buzzing sound when playtesting on unity. I'm a bit confused as I've put an FPS limiter in the game, Vsync on the game window, every V blank on interaction mode in unity, and my PC still makes coil whine, though these settings do mitigate it, I can still notice its presence. It's only when I play the game IN the editor
Cap the Editors target frame rate
Application.targetFrameRate = 60;
i am already doing that which is the weird thing
oh wait nvm i think i got it to stop
I think if you just close the scene view while play testing it should stop it also, but honestly its a really weird bug very much hardware dependent
oh sorry i just now saqw your response im confused on what u mean by that? sorry im a little dumb
So the old input system is something like Input.Keycode, while the new one uses action maps or Keyboard.sKey
oh you mean in the script for the moevement? sorry i have no idea what those terms mean so im not sure where to see that
Yeah so how is the tutorial handling input reading
you can even link it real quick and i could tell you
i mean it just tells me to put a script already part of assets it told me to download into a object
ok yeah ill send the tutporial link thingy
Tanks is back and better than ever!
Originally created in 2015 for Unity 5, Tanks has been completely revamped with new worlds, additional features, and of course, more tanks!
You’ll start with an empty Unity scene; then, one step at a time, you’ll create a fully polished game, published online with desktop and mobile controls.
If you’...
the step in which it tells me to download the script is tank control 4
sorry if that isntr what u need
could you open the tank movement script and dm me the code so we dont cludder the talk section
ye sure
`using UnityEngine;
using System.Collections;
[RequireComponent(typeof(AudioSource))]
public class MathGameScript : MonoBehaviour
{
[Header("UI & Game Objects")]
public GameObject mathgame;
public GameObject UI;
[Header("Audio Clips")]
public AudioClip mathGameSound;
public AudioClip markusTutorial;
[Header("References")]
public PlayerScript player;
public AudioSource musicSource;
public GameObject markus;
public Animator markusAnimator;
private bool inMathGame = false;
public void MathGame()
{
if (!inMathGame)
{
inMathGame = true;
StartCoroutine(StartMathGame());
}
}
public IEnumerator StartMathGame()
{
// Enable math game UI
mathgame.SetActive(true);
UI.SetActive(false);
// Start or continue playing background music
if (!musicSource.isPlaying)
{
musicSource.clip = mathGameSound;
musicSource.loop = true;
musicSource.volume = 0.5f;
musicSource.Play();
}
// Play Markus "Talk" animation
markusAnimator.Play("Talk");
// Play Markus tutorial voice (this allows overlapping voices safely)
AudioSource.PlayClipAtPoint(markusTutorial, Camera.main.transform.position);
// Wait for voice clip to finish
yield return new WaitForSeconds(markusTutorial.length);
// Return Markus to idle
markusAnimator.Play("Idle");
inMathGame = false;
}
}`
trying to fix this
!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.
continue in #💻┃code-beginner dont crosspost @twilit yarrow
it is preferred that you use Threads instead of private DMs.
- no one else can learn from private DMs.
- High probability of scams
- insert several other reasons here
what year is it
what is it about breath of the wild that looks better to me than any other game yet isn’t even that graphically intensive and HOW do u replicate that feeling does anyone have a clue how they did that
Okay basically what i'm trying to figure out is if there is a way for this object to interact with light in the area? To note, this is a 2D sprite and it exists in the 3D world. Its not a UI item. Rn its just attached to tha player's camera because I want it in their sight (for the duration that they'll have it active)
But as you can see, the red point light has an actual effect on the walls and the orbs, but not really on the "polaroid" unless im basically glitched into it, which isnt really useful. i want it to functionally work with shadows and light.
you should talk to #1390346776804069396
dang i was hoping it wasnt that area
thanks
idk if im even going about this in a silly way but we'll find out
talent
in what
I think this question is very subjective. Some people might not find it as attractive as you or it would be based on different reasons. The best you can do is ask yourself what you like about it and how it's different from other games. Make your feelings more specific and you might be able to answer that question yourself
i, for one, cannot stand the art style. the cell shading all blurs together for me.
you can make a #1180170818983051344 , with content of your development path, and request there. you could also check the Discussion forums
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• ** Collaboration & Jobs**
thx cheif
getting half tempted to just let it be and change it so it looks like its glowing so i can justify why light means nothing to this thing
What happens if you compile a project and it finds Errors on the fly?
... perhaps share the errors,.
Well I haven't tried it yet
I'm just curious because I'm working on something and I'll be making a build in a few days probably, so I'm not sure what to expect
i think your project compiles every time you change your code
My bad ill keep that in mind next time
That's not what I meant
I mean when you compile the game into an executable and you run it
You are playing and somehow a reference ends up null or something
In the editor you get a red error in the console
What if I'm running an executable though?
in the first place this should not be happening in your game. but my guess is that the game would simply keep runnning but not working as it should
i am excluding a complete crash but that is just an assumption
does it cost to have someone build a world
It costs to have anyone do anything
is this project have copyright or somthing? i mean if i edit and publish it in somewhere will be problem?
all creative endeavors have copyright
see if there's a license there or smth
but, for that one, unless you're selling it you probably won't have issues
and if i will?
just edit it without publish?
you have two real options. Contact Unity and ask them to state cleary that you can. or, talk directly to a lawyer.
assuming it's https://assetstore.unity.com/packages/templates/unity-learn-fps-microgame-urp-156015
https://unity.com/legal/as-terms
distributing it likely a violation of 2.2.a
selling it violation of 2.2.1.1d
Last updated: January 1, 2023
What’s changed:
The “Unity Contracting Party”, the Unity legal entity that provides the Unity Asset Store is now Unity Technologies SF.
you'd need to make "substantial changes"
2.2.1.1d is referring to the asset itself, not a project using the asset
like what?
you're mistaken, the license to use the asset is granted under those conditions
mmm that's a 15 year long court case
yes, and 2.2.1.1d refers to doing stuff with the asset itself, not a project using the asset
im confused
without substantial changes, how is it not a derivative work?
now if i complete the map and add somethings in the game will be problem?
Without limiting the foregoing, END-USER may not, and has no right to,
(d) use, [...], copy, modify, adapt, [...], distribute, [...], sell, or otherwise commercialize or monetize any Asset except as expressly permitted in this EULA,
yes, but the "asset" in this case is an entire project itself
i think i just need the logic of character and weapon
oh
you can have a project that includes this asset and other original content
and if that's substantial, you could sell it
but that's what I said, I think we're already in agreement

i understood Gnour to be asking about a project that uses the asset
in that case, the part about selling in 2.2.1.1d isn't relevant
a lawyer, if you want to be sure
i mean like unity support or something?
realistically if you have to ask Unity if you made enough changes, you probably didn't. Probably nothing will happen, if people recognize it they'll call it slop/asset flip and you won't have any downloads or sales anyway
yeah but info for future
read licenses/agreements, and if you're dealing with business stuff get a lawyer
2.2.1.1d basically just says "you can't do anything unless we explicitly allow it"
so if i just uploaded my game to itch io where can i advertise it
you can write a #1180170818983051344, but it's not really for advertising
i cant download 6.3, i tried to redo it 3 times alredy but ditor application keeps failing
- 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.
im installing it on D:
it will still require room on c. ow much room do you have on c
and, what did the logs say?
like 300 bytes
yeah, that is not going to work then.
dude you're gonna brick your drive lmao
clear some space
please tell me it's actually like 300mb
you really are running at the failure point if you really only have 300bytes left.
Would it be okay if I shared a course link here and asked if there are similar courses available? I’m not trying to promote it—I’m just having a hard time finding courses this detailed on Google. I thought maybe someone here might know similar ones, so I wanted to share it for that purpose.
bits
Anyone a VR dev here?
if it is a free course that you did not make, go ahead. if you Did make it, and want to just share it, try #1179447338188673034 , again, must be free
I’m thinking of sharing a course that hasn’t been released yet and is paid. I only want to ask if anyone knows where I can find similar professional courses with this level of detail. In this case, would it be better not to share it?
dude would not be able to use discord at that point 😆
yes, that is not something to share here. if you have a question about tutorials on particular subject matter, you can ask about that
ok
if it's not released yet how are you going to compare it
The content is visible.
just dm it ill look
thanks
probably the millionth person to ask - is there a help channel? i cant seem to find one, if there is
coding goes in #💻┃code-beginner, if it's more editor specific then this channel
... they are All help channels. #🔎┃find-a-channel
^ but yeah beyond that i'd find specifics
my bad, let me clarify. is there one just for generic crashing? cant even get into unity editor at all rn 🙁
this room then
sick lets give it a go then - i installed unity, opened a blank project, worked fine. then i deleted that folder cause i was like "well ima start fresh lets delete this old one" NOW unity wont open anymore. it crashes, opens a bug report
i tried re-installing too. thought that would help but no luck, still crashing
what error is it giving?
one moment, ill do it again. i closed it on accident
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 ok i got that, what should i do with it
just the unity editor that's crashing, right?
are you.. trying to open the project you just deleted?
search for Error, usually close to the end
you would not believe the questions some people come here with
just had to make sure since you didn't mention making a new one lol
for sure lol
how far does it let you get? do you start to make a new project, launch it and it fails, or does Hub no longer open?
i can start a new one, gets in, then another window starts loading, like a smaller one
and it crashes there
i have a bug report open, also still lookin through that log
and you named the project a different name than the old one, i assume
(yall are amazing btw, thanks so much for this)
yup
every time so im sure im making all kinds of mess in my directories lol
you can use the find function in a text editor to take you directly to Error
[Licensing::Client] Error: HandshakeResponse reported an error:
ResponseCode: 505
ResponseStatus: Unsupported protocol version '1.18.1'.
[Licensing::Module] Error: Failed to handshake to channel: "LicenseClient-Skeleton"
does that look like what were lookin for
ok, go to this link, and follow the instructions that googles ai automatically spouts
https://www.google.com/search?client=firefox-b-1-d&q=unity+[Licensing%3A%3AClient]+Error%3A+HandshakeResponse+reported+an+error%3A+++++ResponseCode%3A+505+++++ResponseStatus%3A+Unsupported+protocol+version+'1.18.1'.+[Licensing%3A%3AModule]+Error%3A+Failed+to+handshake+to+channel%3A+"LicenseClient-Skeleton"
i would go Into the actual AI response, instead of the canned one
i would try everything except running as admin
What's the best way to learn unity best practices at a higher level. I'm a professional software engineer and the tutorials are geared towards people with no development experience. And like I want the fundamentals but the tone of intro level programming videos is a bit frustating.
oh, one question, you are not putting the project in a folder that is controlled by OneDrive, are you?
nope, dont think so. just my C drive
currently running through these now, tysm
Ok so it had me delete contents of a folder, and it kinda "restarted" my Hub
should i just go ahead and do this instead of trying to DIY a new project
only if you want to. that is just a basic tutorial project. you can do, or skip
makin a new one now, here goes
are there different versions for the editor? i have a feeling there might have been a mismatch.
yes, there are several, but what do you mean?
like the edior didnt match the project
also, same issue heres a screenshot of what happened before it crashed
it generally just lets you update, but i suggest, for the most stable experience, using unity 6000.0.72, or 73 if they just updated. i know 6.4 was 'recommended' but it is essentially a beta
it will attempt to default to 6.4 unless you uninstall it, or manually switch projects
also how much should i have free on c?
ok, goin with that now.
ok, it is almost 5:30am here. i need to rest. good luck. just ask the room if you need anything
heck yeah, vampire time. its 730 for me!
tysm!
fingers crossed - here goes
hacker voice IM IN. looks all good, no crashing!
sick im so glad that was quick
probably like, 2gb to have a functioning computer
but quite a bit more than that to be able to use unity, most likely
How much storage does unity take every update??
Is the addressable system fully C# based or mixed with the C++ part of the engine?
as much as it did the first time
unity editors don't really update, there's just another editor build of a newer version
I dont like the gizmo menu
Especially stuff like navmesh display
Is separate to it for some reason
Hey, guys! By the way, I am tweaking some values for my Quality Levels like very low, low, medium, high, very high and ultra using URP and I was wondering because I am making a horror game, like how I am supposed to tweak them in order to maintain balance.
I don't have a lot of knowledge what each value does in the URP assets so its hard for me to figure out what settings to use for each level thats the problem
Bro do not skip my message like this
this channe is for Unity talk
<@&502884371011731486> spammed across servers under aliases, no less
was the issue that you had it on "Multiple" mode?
yh
hi
Hey guys, I'm looking into engine customization and I want to avoid all that 'generic function' bloatware that eats up performance and space. What’s the best way to strip down an engine to only the features I actually need?
Disable all the packages that you don't need.
I think 6.4 even allows stripping core packages like physics.
@slow dirge
but is there any way to obtain licenses for the graphics engine's source code?
I think it must be something extremely expensive and rigid
Scriptable render pipelines are highly customizable. You can even write your own. Only the low level near graphics api stuff is on the C++ close sourced side.
I wouldn't say so.
With enterprise license you can get access to the full engine source code.
i have a big question
!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
alr. How can i lower batches in unity if i don't have gpu instancing on untiy's toon shader and don't have stuff that really needs static batching, I am getting 900+ batches in a med - high scene with only 4 materials for my enemies. I also dont know how to increase batching performance for particles and can't find help for this online
That sounds very interesting to me
I assume you're using BIRP?
URP and Hdrp handle batching a lot better.
In BIRP you're limited to gpu instancing, static and dynamic batching. There isn't really any other built-in way to reduce batches.
Honeatly, I'd recommend switching to URP.
OK, then scriptable batcher should help a lot. Might want to use frame debugger to understand why it doesn't batch. Also, stats window is not a reliable source of info regarding batches.
Use the profiler and frame debugger instead.
Alr
Beyond that there's not much we can say without more info/context.
Alr, I'll get more info using the frame debugger and I'll see what's wrong, I was using the stats menu
Regarding particles, might want to consider vfx graph if you're not using it yet.
Would that help performance?
birp/particle system has instancing, but the kicker with vfx graph is that all the logic is GPU bound
I do notice that 3D meshes do add up pretty quickly with the particle system, while VFX graph you can draw millions without a hitch
not entirely sure why you would get that high with batches with the particle system though unless you're using some custom shader. Usually a lot of the particle system is like vertex data, but does that break batching at all?
mesh particles can be great if you use a shader that supports procedural instancing
otherwise, you're constructing and uploading a giant mesh to the gpu every frame
even the collision stuff tanks pretty quickly. VFX graph has gotten really good at that stuff
Hey, guys! I have a question. Volumetric fog is a feature that exists only in HDRP right?
unless through your own implementation or other assets, yes
any1 know how to change this guys pose to the normal pose he is supposed to have
Hey
It's only built in in the HDRP, at least
finally figured out that blockouts exist
how do assets work in relation to unity organisations?
why do I have to put an organisation when claiming the humble bundle?
are you sure you ar enot being scammed or visiting some phishing link
I am sure
Usually, unity assets must be tied to an organization for ownership and licensing. Humble Bundle asks so the asset goes to the right place. Even solo users need a default organization.
so if I made a new one and claimed it, what does that mean for my ownership of the asset?
It means the asset is now owned by that new organization, not your old one. You can still use it in your projects, but its tied to that organizations account. If you switch organizations later, the asset wont automatically move—youd have to reclaim or transfer it.
Ahh, If both organizations are under your same Unity account, then claiming the asset to a new organization doesn’t actually change your overall ownership—its still yours. The organization just determines which projects can access it by default. So you can switch between your organizations in Unity and still use the asset in any project linked to that account.
I see, thank you!
You're welcome! 😊
!collab
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• ** Collaboration & Jobs**
does anyone know where the clear flags setting went?
It there a way to make a "trigger box" and see what objects/players are in that box
thats a trigger yeah
triggers in unity are colliders with "is trigger" set
Ok thanks
But is there a direct way to see the objects in it or effect them
waht does this error mean?
you can use the trigger messages, but if you just want to query what objects are in a given section you could also use an overlap query
Ok
How can I fix this?
can someone help, i have a script that creates cave to my terrain with perlin noise, i want that the caves are connected and wont have dead ends, im pretty new to perlin noise so can someone help me implement it
Depends whats drawing the assets inline or if you have a custom inspector for TransitionAsset that does not work
The noise alone won't be enough.
I'm not sure what the most efficient way to solve this would be
the first thing that comes to mind is:
- Flood fill all of the caves
- If you have more than one distinct area, find the closest pair of points and cut out the walls there
how could i do that then?
Could work, it would let you build sets of connected caves
Sebastian Lague has an old related series that may help but its quite old. He is good though
https://www.youtube.com/watch?v=NhMriRLb1fs&list=PLFt_AvWsXl0eZgMK_DT5_biRkWXftAOf9&index=7 @drowsy turtle
Learn how to create procedurally generated caverns/dungeons for your games using cellular automata and marching squares.
Source code:
https://github.com/SebLague/Procedural-Cave-Generation
Anyway "flood fill" is a common algorithm with lots of examples online
thanks so much, ill try to figure it out
is there a way to not automatically go to game view when being on scene view and unpausing the game?
is there a way to place the "center" of an object/prefab somewhere specific?
becuase of the name tag and healthbar the center is misplaced
hi im new unity i want to make my own game anyone want to help
you should try following a tutorial first to learn the basics. People help with certain issues they will not guide you trhough the whole process from start to finish
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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**
read the bot message.
Literally the third word in the message 
JOB
Bleh
does anyone have any ideas for how i could have like a photo taking mechanic and if an enemy is in the frame, do... something
Non-programming Unity development topics & questions not covered by specific channels. Prolonged discussions and game design questions should be threaded.
thats not a game design question
im using the thirdperson starter asset and doing everything im seeing on tutorials but when i start the play test the camera stays in place and doesnt follow the player how do i fix that?
just downloaded yesterday sorry if the question is dumb
i literally dont understand pivots, i just want to decide what counts at the center for the parent...
idk if its a game design question. i was originally using raycasts, but raycasts are too precise. then i tried spherecasts, but spherecasts risk hitting other things, and then preventing it from getting the hit. then i considered spherecastall, but then i also run into the issue that if the enemy is behind an object, its going to also count them
the photo taking and detecting an enemy in the frame are two different questions if it helps, but you probably want #💻┃code-beginner or #1390346827005431951
you don't decide what counts as the center for the parent
u can do something that gets a list of things, like a sphereAll idk whats its actually called though
and then go through the list
and look for what u want
i somehow missed the lats part
but should still work, no?
ye thats for spherecasts all but then i ran into the problem that it was also considering it to be a hit if the enemy was behind something because it was technically in range of the spherecast
what is it you want, a sphereCastAll that gets only one type of object?
your solution will probably involve using multiple parts of these suggestions, not just 1
so what now? i just have to get the collider and use its transform as the center? since its the center of the enemy
i guess to be more exact i want to make sure that the enemy is on the screen when the photo is taken
now i did find something called .isVisible, but isVisible triggers if any camera can see it so im just slowly losing my mind
.isVisible is almost perfect
i could use it for this specific level, but then it would only ever work on this specific level
ah, do sphere cast, get its position, then do a raycast in the directio n of that position, using the length of the distance ebtween those 2 things, and if that raycasts gets it, then its visible
you could make a specific camera that only looks at a specific part of the enemy that only that camera sees? a little jank
thats what i do with myenemy detection system

mysterious words
it may be time for a water break
uh, i see, not for enemy vsibility
but how do you define "behind"
a lower layer in the sprite renderer? or simply having something else there
im using 3D but its just something in between the player and the enemy
can you send a screenshot example?
i am confused what ye mean
for example, that white square that i have forgotten to finish the coding for is behind a wall (from the perspective of the capsule)
water break perhaps my mind is not clear
Can someone confirm if it's expected behavior for a parent object's OnTriggerEnter method to be called when something enter's a child object's trigger?
guys i need help, why does only one part of my mesh ( a door) look like its normals are flipped even though, yes. The normals are flipped correctly from blender and yes the scale has been applied in blender as well, the other two doors of my animated mesh arent normal flipped which is weird.
it is expected
alright I figured. That's not what I want so I'm going to rework it
Either weird animation or you are mistaken and the normals do point the wrong way. Are you checking normal dir in blender correctly?
https://cdn.discordapp.com/attachments/1313700178066280459/1437297376539967569/Unity_hIz12x6zkZ.mp4?ex=69d3debe&is=69d28d3e&hm=ed8f7598781f7087e6a0305361c60039ed21d08bfe5b3705a33cb29caae93799&
Y'all this is NOT how things were supposed to go 😭 🙏 (the bug is fixed now so we chillin)
cool art design
thank you, I hope to never have to touch it ever again, making assets, importing, and building with them is a tedious hell I don't wish on anybody 😅
that is literally how you make a game
true but the whole thing is tedious lmao
if it wasn't, everyone would be doing it! 😄
for my project I'm doing literally everything except for some music because none of my collaborators have any programming or 3D modeling experience
and it is expectedly taking forever
but it's fun so I'm not complaining
when first starting game development I thought the worst part would be the programming, but I was far wrong. unity animator and the grueling hours of perfectly positioning things in asprite definitely takes the cake!
yes the animator 100% has been the worst or second worst part for me
my heart goes out to you because i could never imagine making a 3d game
it's really not as bad as you'd think, but the asset workflow from Blender to Unity is a massive b
that workflow got much easier for me after i invested in 'Better FBX Importer/Exporter' for the Blender side. thankfully i caught it as part of a Huge bundle, so it ended up costing me about 50 cents, but it is worth the 'retail price', if you've got the funds
this is just another weird anomaly that is stopping my work. the door was copied over from the other side and the normals are okay idk what to do, also animation seems fine as well unless theres something that needs to be checked?
Unity has an import option for it to re calculate normals for you. If that corrects it then you know its wrong in the model
looked bad once recalculated
enable the backface culling option in 3d view in blender
opengl vs dx normal? nah, looks to dramatic for that
that should be tangent X only as its G thats inverted
where do i fix that?
but does the issue go away?
dx = DirectX, i meant
not even
like the whole thing is recalced and the door is still dark grey
the animation for the left side of this fuselage was acting weird in the first round of troubleshooting anyways what do u recommend i do to mitigate it?
try exporting the model using the apply transforms option and make sure the model is a good scale in metres. If your animation changes scale then check it doesnt flip
okay
there is no self promotion here. read the #📖┃code-of-conduct
<@&502884371011731486> #💻┃unity-talk message self promotion spam
hello, i am making a 3d game but i want to make a 2d card do i need to use UI or there is another way ?
What is the card for and what kind of card?
basicly a card that when you click on it it transforms to somesort of a special attack so like you press on it it goes to the 3d world then trnasform to the attack i laready made the 3d card
only world space/camera space ui can be easily combined with other meshes but its possible
May be your best bet to easily combine the two. Otherwise the card would need to be remade in UGUI/UITK
If you want to make it look like it's part of the world, affected by the lighting for example, then you would use a 3D model for the card. Otherwise a world space canvas might be the best option as rob said
What's different about it?
What is difficult about the workflow currently?
It's mostly just annoying getting NLA clips set up and then trying to get Unity to not discard bone data from the armature
Those seem to be covered with the plugin. probably best to watch a video on its function, or browse the docs (they are kind of limited). i have been in the middle of "Linux, WTH was That!?" for a couple months now, so i am out of practice, and do not even have it running in front of me, ATM (AKA, i dropped Windows entirely and did a full migration to Linux.) It is truly amazing how much time you can waste 'perfecting' a color scheme :/
hi, i just switched to linux and also from unity 6.3 to 6.4, and for some reason my scene has a weird red static looking visual bug
Hey guys! Does anybody know how long the Pro pricing works? Am I required to renew the pro-contract if my revenue is above 200k the next year, even if I stopped developing the game?
not sure what could be causing it, does anyone have any experience of this?
i suggest staying on 6.0 unless you have a reason not to, or 6.3 at the latest. 6.4 lacks 'battle testing'
Sorry I'm late but Happy Easter everyone!!!
ah
noted noted, will switch back luckily i didnt push the version change to my repo so im gonna go the lazy route of just deleting it locally and recloning it lmao
If you use git you can simply do a hard reset
And if you didn't commit anything yet, you can use git checkout . to reset the repo to the latest version without any of your uncommitted changes
No need to delete your repo
That’s only if you are using Unity services for the transactions.
The pro plan is a monthly subscription. If you stop developing then I wouldn’t say that you’d need to pay for Unity editor no.
This is something to look into after you do reach 200k/yr
if you Are above 200k a year, why wouldn't you be glad to pay the company/people who gave you the tools to even do so
It's not that I don't want to pay, I just want to know what my obligations are
best to ask Unity directly or a financial advisor or lawyer
That's the safest bet, I just hoped somebody who went through the actual process could answer my question
You need a license if you're making builds and making a company revenue exceeding thresholds. It's not for the project itself.
I'm not sure I understand, I guess a quick example will help us both understand what I am thinking of.
Say I release a game today and it does not gain much traction. I move on and go develop a new game. Now say 1.5 years later the game suddenly blows up and I make more than 200k in revenue. I would still need to buy a pro license, right?
Only if you're using Unity that year for anything.
It doesn't have to be related that project
Oh so if I were to decide to move to Godot for my next game, I wouldn't need to pay anything
interesting
But I suppose the moment I decide to update the game I would need to pay the pro fee
Yep
Alright, that makes sense
Thanks
On another note, I'm researching my options for 2D skeletal animations. Does anybody use Spine or Rive over Unity's built-in animation tools? If so, what's the reason?
I guess I should also ask this in #🏃┃animation or even #🖼️┃2d-tools
yea that didnt fix it 🙁
nvm the solution was to switch to vulkan
Where do I post if I'm looking for developers?
!collab 👇
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Ty
hi
Unity seems to be moving items in my scenes to random locations. Is anybody else experiencing this? How do I fix it?
short of a strange HW malfunction, computers do not do anything they are not told to do. check your scripts, and verify you now how to select things in the Scene
also, make sure you did not load the wrong level
What’s that?
.gif ?
Yes, but what does it signify
Alrighty
reminder there is no off-topic here, nor gif posting
Hello, I'm new to unity. Any tips or tutorials i can use to learn C#?
Check out the links Pinned in the #💻┃code-beginner room, for a good start
hello, i am making a low poly game and just wanna ask if is my terrain settings too much for a low poly game? i have 4 neighboring terrain like this
You're the only person who can answer that. If it looks the way you want, probably it's just fine. If lowering the settings make it look the same or better then arguably the current ones are "too much"
thank you!
Hey, guys!
It's not my script btw
I reopen unity and its gone
basically not
its still here at one moment I thought its gone
Is Bro code's c# playlist still good to watch? because it's kind of old
Hi all, I was hoping someone might be able to help me. I am trying to set the "a_reloadSpeed" float variable using the following code, but the a_reloadSpeed remains unchanged
📃 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.
Thanks
Being forced to explain my current code: "This is how it works"
having to explain old code that's still in my project: "it exists"
Hey anyone know any good tutorials for making camera systems without cinemachine?
hey guys, im new to unity, i have a character with animations jump and all that, how to add a shovel digging animation to it with the shovel actually moving with his hands (3rd person)
best to talk to #🏃┃animation
hey all, how can I make this type of main menu for mobile game?
is there any unity package that offers the same thing?
i've tried, just cant make it to look any good. im not very good with ui's 🙁
try identifying what's missing from your UI
maybe feedback on hover/action, maybe shadows, borders, partial transparency, gradients, etc
harness the power of the lerp
Whats lerp?
Linear interpolation. This is the kind of thing you should lookup in the manual first before asking question.
is it possible to disable this big ass T symbol/gizmo from the nameTag object?
wihtout disabling my opther debug gizmos
Click this dropdown, and then you can click the individual icons to disable them. Which one this represents, you'll have to guess or disable all the TMPro gizmos.
You can also scale all the gizmos in general from the same dropdown.
thanks
!collab
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thanks
!collab
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If feel stupid to ask this because it´s probably so simple to fix but I´ve been trying to do so for the last two hours without success... Why are there these dark shadow edges between my objects? One is a plane the other one is an object build with probuilder. Sorry for asking, im pretty new to unity
looks like SSAO, iirc it can be disabled in one of your urp related files that you have in your project where your folders are
Where can i change this setting?
Nvm, i found it tysm!
the default SSAO is relaly blobby
Anyone know how to make stylized textures easily i am not looking for high quality stylized just simple is there a filter or addon
Usually if you want stylized you'd need to actually style them. If it were a simple canned solution it wouldn't actually be a style
hey does anyone know anyone who specializes in making race tracks?
not music but like racing games
!ask also https://dontasktoask.com/
: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
Anyone who has experience with symbolicating crash logs on unity?
I have this IL2CPP build that crashes. I get the json file crash logs but it's not symbolicated.
I already uploaded to unity the debugging symbols for the same build. First I tried getting all .pdb into a zip file then upload it. It says pending then completed on unity.
It didn't work so I just tried uploading GameAssembly.pdb which I think is the main pdb file. Same issue, crash logs aren't symbolicated.
Anyone else has experienced this issue?
!collab 👇 or look on the asset store
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is there some way to add volumetric fog in unity urp
there are assets that implement volumetrics, or you can look into writing it yourself since it is not a feature of URP
hey i've been trying to make enemy ai in 2d using navmesh plus master but when i click bake old objects like walls are not getting included in the bake but when i make new object it works just fine i was looking online for a while now but i cant find the sollution also im relatively new to unity so im not sure if i should use navmesh for enemy ai or is there a better way for begginer
i think the navmesh is a 3d asset, but i guess you can make it work in 2d by making the obstacles like 3d cubes with some z height
I guess, but i downloaded some package to work specificly in 2d but the isiue is that the old objects in the scene like walls no matter what I do don't work and enemies pass right trough them but when I make new object it works normally maybe the solution to this problem would work with 3 too but I doubt anyone had a problem like this
where did you get that?
They aren't any more apparently
But if they did, they wouldn't until they actually ported it over to URP
Like urp has all features of hdrp only then they will remove it?
so, I just bought this: https://assetstore.unity.com/packages/3d/characters/robots/mech-constructor-spiders-and-tanks-54074
and its a great package for the type of robots I want.
checking the models closely, they seem to have naimations for how it moves left and right or straight.
is it good to have it this way and create a character controller that just calls on the animations or should I use something like Legs Animator https://assetstore.unity.com/packages/tools/animation/legs-animator-154245#releases
to maybe use IK for the legs?
Bro its all over the internet google it
bro, i havent seen anything but rumors without facts, have you seen a single fact or its just another rumors avalanche ?
nope they are removing it, making things simpler somehow.
proof-link?
Time to switch to
saw some codemonkey video weeks ago dont think i stored the link
im not asking for rumors, just facts
There is a games from scratch video
it was in their conference dude, but aight
https://discussions.unity.com/t/render-pipelines-strategy-for-2026/1710004
I think they're only deprecating the built-in, I think HDRP is sticking around?
I'm not sure where the most recent status of this is, though
that i like, thats a fact, spoken by a unity staff, not some random dudes from youtube
It does say they're not adding new features to HDRP, so it might be slowly being phased out, but the fact that they've specifically mentioned porting it to a new system indicates it'll be around for at least a while
Going forward, we are focusing maintenance of HDRP on stability, regressions and critical issues of widely used functionalities while we continue to accelerate URP’s feature set and capabilities.
it's still going to be maintained, it just won't get new features
i reported a bug that was only in HDRP last summer and it got fixed, even though it took long enough to give birth
i cant come up with a name for my game :/
Is the game finished
whats the game about
top down dungon crawler with grid movement wehre the enemys only move when you move
so like necrodancer?
What genre is it? Horror?
not sure but i want it be a bit more chill and kinda cartoon looking
the characters in the game are these potato bean things
well you can always use a code name temporarily
and then come up with something later
for my game the name idea came to me in a dream
where i was sitting and trying to think of a name
Id suggest make your game first. And for the name focus on your games unique mechanic plus its chill or cartoon vibe. Pick a word for each and combine, rhyme, or tweak them into a short catchy name.