#💻┃unity-talk

1 messages · Page 106 of 1

latent meadow
#

"Non-programming Unity development topics & questions not covered by specific channels. Prolonged discussions and** game design questions should be threaded**." (barely applies to this question, but for future reference)

vivid cedar
inland apex
#

How do I go back a save?

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Like redoing a save

latent meadow
#

i do not think it is doing incremental saves, unless you manually do it. so, not sure you can

inland apex
#

Ik

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But I saved sum test stuff and I need to go back

latent meadow
#

that is what source control is for

inland apex
#

What is source control

latent meadow
#

ask google

slow dirge
inland apex
#

Huh

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Idk control S

latent meadow
#

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

vagrant rootBOT
#

:loudspeaker: Collaborating and Job Posting

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

empty hamlet
#

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

empty hamlet
latent meadow
#

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

empty hamlet
#

ok thank you i will probably be back because im very new to unity

latent meadow
#

yw, no worries, that particular error got us all at one point. 🙂

empty hamlet
#

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

latent meadow
#

was it a full project you downloaded, or did they have you add to a project you made new?

empty hamlet
#

tt made me make a new project and download assets

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so the second one

latent meadow
#

ok, when you made the new project, did you select URP?

empty hamlet
#

i didnt have to change anything it was just the universal 3d thast they told me to set it to

latent meadow
#

"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. "
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ok, that should have worked then.. what Unity version?

empty hamlet
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6000.3.7

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i beleive its the current one

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oh wait srry

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thats editor

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6.3 i beleive it says

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6.3 lts

latent meadow
#

can you show a screenshot of this

empty hamlet
#

yeah sure just gfimme 2 secs to get there

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this is what there was it told me to delete a couple files i the beggining except for the tank asstes

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not sure oif yhats what u need

latent meadow
#

i need to see the contents of the Settings folder

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this stuff is what i am looking for

empty hamlet
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think i found it

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settings has nothing to the right when i click on it so this was the only similar files i could find in it

latent meadow
#

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?

empty hamlet
#

i beleive so

latent meadow
#

ok, one minute. let me actually do it myself, to see if i see something odd

empty hamlet
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ok thank you again sorry

latent meadow
#

yw., and it was this cversion you used?

empty hamlet
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yes

latent meadow
#

ok

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when this came up, what did you do?

empty hamlet
#

i beleive i did import like it says

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i may have read the instructions wrong tho

latent meadow
#

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

Unity Learn

Establish a structured and functional Unity scene for the Tanks game by configuring the Unity Editor.

upper oracle
#

why is sprite shape so cursed brooo

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for some reason my sprite shape and everything above it appears above my canvases in screenspace camera

jade orbit
#

Is there anywhere else to ask about a networking issue besides making a post about it?
Its a small questiong

latent meadow
#

not really. that is the place to ask. may take time to get a response, or it may take seconds. hard to tell

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if you look at the general thread though, it is a live chat room, like this

vivid cedar
# upper oracle

if they're closer to the camera than the plane distance of the UI then they will appear in front of it.

upper oracle
#

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

heady gorge
#

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

upper oracle
#

Kekekekeke

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Enjoy exploring your own game and assets i guess

heady gorge
#

even more distressing that its giving me the expected results but i didnt write that i solved the bug, just that i intended too 😭

upper oracle
#

At least you have notes

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I don't keep those

subtle spruce
#

hi

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im new here

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can anyone help me for somthing in unity ??

potent geyser
#

You have to ask a question first

subtle spruce
#

wydm ??

vagrant rootBOT
latent meadow
subtle spruce
#

ok

potent geyser
# subtle spruce wydm ??

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.

subtle spruce
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well that came of a bit harsh just saying sometimes just I overthink before i say things u know

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but anyway

potent geyser
#

No, I don't know

upper oracle
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He doesn't know man...

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Damn Osteel I love your zumba gif on profile

latent meadow
heady gorge
#

if i put a 2D sprite in a 3D unity world, is it possible to have that game object be affected by lighting?

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currently its notably not doing that and im wondering if there is a way to make it do that

storm patio
maiden verge
#

by making package or what?

charred fog
#

@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.

heady gorge
#

idk if this has what need

maiden verge
charred fog
maiden verge
charred fog
maiden verge
charred fog
charred fog
pastel onyx
fiery tide
#

Anyone here familiar with the Unity CVE-2025-59489 Patcher Tool?

next imp
#

Obviously second one ?

pastel onyx
next imp
#

Ah

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I never had a ps1 so idk

fiery tide
#

The shadow on the first one with the right cube looks wrong

pastel onyx
#

It's floating actually

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I was testing some moon physics

next imp
#

°-°

fiery tide
pastel onyx
#

I'm making it just "Like a PS1 game"

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It would still have modern lighting and wide screen

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PS1.5 style i would say

charred fog
fiery tide
# pastel onyx It's floating actually

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

pastel onyx
#

I'll shift it there

fiery tide
#

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

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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?

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Or has Unity made public the hash values for all the unpatched exes so I can make my own scanner tool?

sly lake
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Idk if GoG even has that feature

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But being able to launch the game from a URL is what turns it into an RCE exploit

storm patio
#

!collab , i guess?

vagrant rootBOT
# storm patio !collab , i guess?

:loudspeaker: Collaborating and Job Posting

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

grim hemlock
#

hi

boreal river
#

Hey, guys! Why I can't see the anchors?

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I have created an empty game object out of canvas

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maybe thats why?

grim hemlock
#

click arrow next to anchors

neat stream
#

Guys is there actually a big difference in graphics between unity 6 and unreal engine 5?

neat stream
boreal river
boreal river
#

@neat stream What bothers you?

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Do you want to choose a Game Engine to start working on a game you have in mind?

charred fog
#

@boreal river They were directed to the corrected channel, don't spillout off-topic here.

charred fog
#

@boreal river If you continue arguing when pointed out server rules, you'll have a very short stay here.

charred fog
boreal river
#

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?

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I know about Scriptable Objects but I have never used JSON or XML.

charred fog
#

Did you try looking up what they are?

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!ask

vagrant rootBOT
# charred fog !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

charred fog
#

You've seen this numerous times on the server by now

boreal river
#

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.

charred fog
#

Make some effort first, then ask if something is unclear.

exotic turret
#

Guys is there a way to increase the rotation angle of a door with hinge on the extreme?

#

Throught script

charred fog
#

If you need extended parameters there's also Configurable Joint

exotic turret
charred fog
#

All component are assessable through scripting. I'm just not familiar with particular component limits if they exist.

#

Check the manual

exotic turret
#

I want to know if there is a way to get the rotation angle of an item

abstract umbra
storm patio
#

it kinda seems to me like you would save that state yourself

charred fog
#

The angle property is exposed. Just have to lookup properties in the manual.

gray frigate
#

tell us a little more about what you're doing

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rotation can be remarkably annoying

solid yew
#

Waiting for my shader variants to compile again 🙃

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Looks like it might take under 30 minutes this time, yay

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The best part is that it slows down my entire PC to a complete halt

balmy kettle
#

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

solid yew
#

Yeah... The thing is I need frequent builds for optimization testing unfortunately

balmy kettle
#

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

solid yew
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I was working on some shader stuff among other things

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And my shaders are quite interconnected so a change in one means a lot of recompilation

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I really need to look into optimizing this

pliant falcon
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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

near wigeon
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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

gray frigate
#

this is a renderer feature; it's a little more than just a single shader

coarse shore
#

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.

gray frigate
#

export from where?

#

note that if you have .uasset files, those aren't going to be usable in Unity

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(you should also check the license terms; i'm pretty sure some assets are only allowed to be used in the Unreal engine)

exotic turret
#

Basically this: O---

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From this O---- to this
|
|
O

gray frigate
#

This is a great place to use Vector3.SignedAngle

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the only difference is that the 2D version doesn't need the 'up vector'

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since it's, implicitly, a vector pointing into the screen

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you can only rotate in one way in 2D!

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This gives you the angle between two vectors, and it can give both positive and negative values

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so, if the door normally points in the Vector2.right direction, Vector2.SignedAngle(Vector2.right, transform.right) tells you the angle of the door

coarse shore
#

from your unreal asset library @gray frigate

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all are standard licenses, meaning they allow for use outside of unreal

exotic turret
#

Wait guys, what should i use? Rotatearound, hinges or other?

hexed moat
#

Hi 👋 guys

ebon rivet
#

i made this portal shader in code in feedback ??

violet thunder
#

What makes it a portal shader? 🤔

agile abyss
#

Integrated PhysX 5.6.1 and Nvidia Flow into unity, have previously done mega geometry but plan on redoing that implementation including blast

ebon rivet
agile abyss
#

Whenever im done with the implementations im gonna put them on the unity asset store for a dollar 👍

abstract umbra
gray frigate
odd quarry
#

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

craggy pollen
#

you´ll have a hard time to find someone for a one on one support

gray frigate
#

Unity Learn has some solid introductory tutorials

#

!learn

vagrant rootBOT
gray frigate
#

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!)

hexed moat
agile abyss
ebon rivet
ebon rivet
hexed moat
ebon rivet
hexed moat
agile abyss
# ebon rivet yes

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.

agile abyss
ebon rivet
#

i am making it for my very sigma game

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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

hexed moat
ebon rivet
hexed moat
agile abyss
agile abyss
hexed moat
ebon rivet
#

i was godot user

#

i switched

agile abyss
# ebon rivet pc

I would use URP if your not already, really no reason to use the SRP

ebon rivet
#

i am trash at making shaders

hexed moat
hexed moat
ebon rivet
agile abyss
# ebon rivet ngl i used chatgpt for this shader code

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

ebon rivet
#

only shader i use ai

hexed moat
agile abyss
#

Thats completely fair tbh

solid yew
#

have you tried using shader graph?

gray frigate
ebon rivet
#

the problem i keep frogetting player movement so i have to cehck the tutorial again

agile abyss
#

I will say one thing though AI is very bad at making shaders

hexed moat
solid yew
#

I can't write shaders but I use shader graph so it works out fine

gray frigate
#

the Shader Graph is a great way to get into shader authoring, yes

ebon rivet
agile abyss
#

The only time AI will ever actually be useful in making shaders are small custom function nodes for specific uses

gray frigate
#

it lets you skip over a lot of the magical incantations you need in ShaderLab and HLSL

agile abyss
#

anything beyond that is just a negetive half the time

storm patio
gray frigate
ebon rivet
hexed moat
ebon rivet
solid yew
#

there is no way to have wasted your life by learning unity for 3 years

hexed moat
ebon rivet
solid yew
#

I've been learning unity for about 8 years I think

hexed moat
flat breach
agile abyss
solid yew
ebon rivet
hexed moat
hexed moat
balmy kettle
#

this isn't a chit chat space, let's keep things on topic

ebon rivet
hexed moat
hasty lance
#

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 ?

worldly cave
#

dont do this

hexed moat
worldly cave
#

did you also open the scene they are working in?

worldly cave
#

and especially dont ask them to dm you said information

#

it is very fucking weird

hasty lance
#

alright, let me try that. Thanks guys

hexed moat
worldly cave
#

since its happened about 30 times now

hasty lance
#

is this the one ?

balmy kettle
#

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?

ebon rivet
#

can someone explain what is scriptable object ??

storm patio
worn helm
#

hello guys im new

#

but i think i can be get better

#

if idont give up

latent meadow
vagrant rootBOT
worn helm
#

(ignore my pp sorry:()

agile abyss
# ebon rivet can someone explain what is scriptable object ??

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.

latent meadow
#

well, things like using it to hold coordinates do revert, unless they have changed that..

gray frigate
#

ScriptableObject lets you create new kinds of Unity objects

#

that's it!

#

Unity objects can be stored as assets and referenced elsewhere

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a ScriptableObject is much like a Material

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you can look at it in the Project window, and you can assign a reference to it

gray frigate
latent meadow
gray frigate
#

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.

latent meadow
#

@ebon rivet don't miss this ^

gray frigate
#

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

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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.

runic knot
#

Is there a self promo

gray frigate
#

here's one of my settings; it's an accessibility option that improves your vision in dark places

latent meadow
gray frigate
#

( the "precision" field is vestigial; i need to delete it )

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I wound up implementing a similar system for my VRChat worlds

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since you can't create your own asset types, I just use objects in the world instead of assets

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obviously, this would suck if I had more than one scene

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but that's not possible anyway :p

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I have code that can construct a settings menu out of a list of "settings objects"

latent meadow
#

to clarify, not possible in VRChat. totally normal in Unity itself

gray frigate
#

yeag

viral wave
#

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?

agile abyss
worldly cave
digital schooner
agile abyss
digital schooner
#

oh

#

wait

agile abyss
#

Btw your if check also only works in a positive direction too you will have to fix that also

digital schooner
#

which one

agile abyss
#

if (velocityVert < targetVelocityVert)

#

you just use Mathf.Abs to fix it so it works in both directions

digital schooner
#

oh right.

#

yeah

#

thanks

agile abyss
#

yup yup

digital schooner
#

my capsule still wont move

#

i dont understand what's wrong

agile abyss
digital schooner
#

i put debug.logs in there. it does respond to inputs.

#

says w when i press w etc

agile abyss
digital schooner
digital schooner
#

it's set to both

#

input preferencs are equal in the code

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the problem is that it just doesn't execute the rb.addforce

agile abyss
#

I’m tripping I didn’t realize your using the new input system type

#

Weird seeing it setup like that

digital schooner
#

im tripping as well dude ive been writing this code for way too long

#

see i cant even type correctly anymore

agile abyss
#

You never set your forceToApplyVert or horz

#

So there just 0

digital schooner
#

yeahhh

#

but thats no problem

#

i just created then and didnt end up using them

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imagine theyre just gone

#

i just removed them

#

wait

#

WAIT

agile abyss
#

Yup

digital schooner
#

IT IS A PROBLEM

#

OH

agile abyss
#

You were multiplying by 0

digital schooner
#

OHHHHHHHHHH

#

HAHAHAHHA

#

I COUDLNT EB HAPPIER

#

THAN YO

#

THANK YOU

agile abyss
#

👍

storm patio
#

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?

agile abyss
#

if (Mathf.Abs(velocityVert) < Mathf.Abs(targetVelocityVert))

digital schooner
#

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

digital schooner
#

PRAYING to my pc rn

#

littrally PRAYING for it to work

zenith hill
#

Can u make 2d games to be able to work on vr?

plain dagger
#

If you have a 3d camera looking at the 2d content yea

exotic turret
#

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

worldly cave
#

we have to know what isnt working to actually help you

#

also dont crosspost

exotic turret
#

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)

elder prairie
quiet goblet
#

What is a good genre for a beginner and easy to do and learn

oblique heron
#

any gtag fangame makers here?

plain dagger
#

nope none at all sorry bye

oblique heron
#

ok byyyy

cyan cloud
#

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:)

oblique heron
#

CRAZZZZYYYYYY

solar panther
#

Where can i send the pics?

raven frigate
#

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?

abstract umbra
vagrant rootBOT
worldly cave
#

!vrchat

vagrant rootBOT
quiet goblet
worldly cave
#

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

quiet goblet
#

And for scripting what yall use because I can mod but I dont think this is the same

worldly cave
#

what

#

what do you mean what we use for scripting?

#

like what ide?

quiet goblet
#

Yeah do you do it yourself or do you do something else

worldly cave
#

i am incredibly confused

#

youre not making a lot of sense lol

quiet goblet
#

Yeah like for scripting things do you script it yourself or use something else or maybe ai

worldly cave
#

well if you want to make a game youre going to have to do it yourself

quiet goblet
#

And I’m not english so if it is bad sorry

#

Then I have to watch tutorials

worldly cave
#

!learn

vagrant rootBOT
abstract umbra
#

something simple can be done with AI but as was said already, for real games you will have to do your scripts yourself

honest sable
#

I can't seem to find the Gizmos button in Unity 6.4. Little help, anyone? I'm about to lose my mind.

honest sable
#

There's not a single thing that says "Gizmos" anywhere.

abstract umbra
#

and you tried making the scene window larger ?

honest sable
#

It's not visible when maximized, either.

abstract umbra
#

right click on the scene tab -> overlays -> overlays menu. View options checked ?

agile abyss
agile abyss
honest sable
#

I'm afraid that's not there either.

balmy kettle
#

you have the view options overlay turned off

balmy kettle
abstract umbra
abstract umbra
balmy kettle
#

did you happen to click that link i sent?

abstract umbra
#

yes, trying to figure it out but cant

#

ohh, he collapsed it

#

thank you 🙂

honest sable
#

OK, I got it. @balmy kettle , thanks so much! 🙂

calm notch
#

Weird question but not sure where else to ask this. Does anyone know a twitch account by the name of UnityCoder_com

calm notch
wary adder
#

can anyone help to understand this i wan to make a world for Vr but the assts is crazy exp what do i do

vagrant rootBOT
hushed hamlet
gusty abyss
#

does Probuilder have like a Union tool?

#

a tool to let you carve objects out of other objects would help a ton for hallways

latent meadow
lapis gate
#

probuilder is pretty basic so nah

#

(better to just use blender tools tho)

azure grove
#

stuff like that CSG solution has very limited platform support as well

#

would just learn to do stuff in blender

thorny dragon
#

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.

empty hamlet
#

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

agile abyss
waxen crescent
#

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

agile abyss
agile abyss
waxen crescent
#

oh wait nvm i think i got it to stop

agile abyss
empty hamlet
agile abyss
empty hamlet
#

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

agile abyss
#

you can even link it real quick and i could tell you

empty hamlet
#

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

#

the step in which it tells me to download the script is tank control 4

#

sorry if that isntr what u need

agile abyss
#

could you open the tank movement script and dm me the code so we dont cludder the talk section

empty hamlet
#

ye sure

twilit yarrow
#

`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

vagrant rootBOT
twilit yarrow
#

ook

#

oops

near wigeon
latent meadow
grim hemlock
#

what year is it

sleek yoke
#

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

heady gorge
#

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.

heady gorge
#

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

sleek yoke
slow dirge
latent meadow
#

i, for one, cannot stand the art style. the cell shading all blurs together for me.

merry flax
#

where can i go to look for playtesters?

#

im new here

latent meadow
vagrant rootBOT
#

:loudspeaker: Collaborating and Job Posting

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

heady gorge
granite lava
#

What happens if you compile a project and it finds Errors on the fly?

latent meadow
#

... perhaps share the errors,.

granite lava
#

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

oak meadow
#

i think your project compiles every time you change your code

agile abyss
granite lava
#

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?

craggy pollen
#

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

wary adder
#

does it cost to have someone build a world

copper gust
past gate
#

is this project have copyright or somthing? i mean if i edit and publish it in somewhere will be problem?

storm patio
#

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

past gate
#

just edit it without publish?

latent meadow
#

you have two real options. Contact Unity and ask them to state cleary that you can. or, talk directly to a lawyer.

sweet tartan
#

you'd need to make "substantial changes"

storm patio
past gate
sweet tartan
storm patio
storm patio
past gate
sweet tartan
#

without substantial changes, how is it not a derivative work?

past gate
#

now if i complete the map and add somethings in the game will be problem?

storm patio
#

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,

sweet tartan
#

yes, but the "asset" in this case is an entire project itself

past gate
#

i think i just need the logic of character and weapon

storm patio
#

and if that's substantial, you could sell it

sweet tartan
#

but that's what I said, I think we're already in agreement

past gate
storm patio
past gate
#

should i ask someone else ?

#

:/

storm patio
#

a lawyer, if you want to be sure

past gate
storm patio
#

if there are lawyers there

#

you don't have any money for them to sue for anyways

sweet tartan
#

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

past gate
storm patio
#

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"

merry flax
#

so if i just uploaded my game to itch io where can i advertise it

storm patio
thin rover
#

i cant download 6.3, i tried to redo it 3 times alredy but ditor application keeps failing

vagrant rootBOT
#
When Unity fails to install checklist
  • Make sure you have enough space including on C: drive.
  • Check that it's not being blocked by antivirus/security programs.
  • Look through the logs for a real reason why the setup fails they are pinned [here](#💻┃unity-talk message).

If you still have issues, perform a clean install in another location:

  • Install the Hub and Unity in a non-system drive or a clean new folder in the root of C: drive.
  • Failing that use the recovery Refresh option or reinstall OS entirely then repeat the previous step.
thin rover
#

im installing it on D:

latent meadow
#

it will still require room on c. ow much room do you have on c

#

and, what did the logs say?

thin rover
#

like 300 bytes

latent meadow
#

yeah, that is not going to work then.

storm patio
#

clear some space

#

please tell me it's actually like 300mb

latent meadow
#

you really are running at the failure point if you really only have 300bytes left.

sudden shard
#

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.

frosty pilot
stone bolt
#

Anyone a VR dev here?

latent meadow
sudden shard
storm patio
latent meadow
sudden shard
#

ok

lapis gate
#

if it's not released yet how are you going to compare it

sudden shard
lapis gate
#

just dm it ill look

sudden shard
#

thanks

hardy kraken
#

probably the millionth person to ask - is there a help channel? i cant seem to find one, if there is

lapis gate
latent meadow
lapis gate
#

^ but yeah beyond that i'd find specifics

hardy kraken
#

my bad, let me clarify. is there one just for generic crashing? cant even get into unity editor at all rn 🙁

latent meadow
#

this room then

hardy kraken
#

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

latent meadow
#

what error is it giving?

hardy kraken
#

one moment, ill do it again. i closed it on accident

vagrant rootBOT
#
📝 Logs

Documentation

Editor logs

Windows: %LOCALAPPDATA%\Unity\Editor\Editor.log
MacOS: ~/Library/Logs/Unity/Editor.log
Linux: ~/.config/unity3d/Editor.log

Unity Hub

Windows: %UserProfile%\AppData\Roaming\UnityHub\logs
Mac: ~/Library/Application support/UnityHub/logs
Linux: ~/.config/UnityHub/logs

hardy kraken
#

oh ok i got that, what should i do with it

storm patio
#

are you.. trying to open the project you just deleted?

hardy kraken
#

no, i made new one

#

lol

latent meadow
#

search for Error, usually close to the end

hardy kraken
#

not trying to open a nonexistant one

#

hahaha

storm patio
#

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

hardy kraken
#

for sure lol

latent meadow
#

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?

hardy kraken
#

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

latent meadow
#

and you named the project a different name than the old one, i assume

hardy kraken
#

(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

latent meadow
#

you can use the find function in a text editor to take you directly to Error

hardy kraken
#

[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

latent meadow
#

i would go Into the actual AI response, instead of the canned one

#

i would try everything except running as admin

tropic oyster
#

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.

latent meadow
#

oh, one question, you are not putting the project in a folder that is controlled by OneDrive, are you?

hardy kraken
hardy kraken
hardy kraken
#

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

latent meadow
#

only if you want to. that is just a basic tutorial project. you can do, or skip

hardy kraken
#

makin a new one now, here goes

#

are there different versions for the editor? i have a feeling there might have been a mismatch.

latent meadow
#

yes, there are several, but what do you mean?

hardy kraken
#

like the edior didnt match the project

#

also, same issue heres a screenshot of what happened before it crashed

latent meadow
#

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

thin rover
latent meadow
hardy kraken
#

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

storm patio
#

but quite a bit more than that to be able to use unity, most likely

sacred moon
#

How much storage does unity take every update??

analog crane
#

Is the addressable system fully C# based or mixed with the C++ part of the engine?

storm patio
wise yacht
#

I dont like the gizmo menu

#

Especially stuff like navmesh display

#

Is separate to it for some reason

boreal river
#

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

storm patio
#

<@&502884371011731486> spammed across servers under aliases, no less

glossy topaz
#

anyone know why i cant use this in a image component?

#

fixed now

gray frigate
glossy topaz
#

yh

inner venture
fiery needle
#

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?

slow dirge
#

I think 6.4 even allows stripping core packages like physics.

fiery needle
#

@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

slow dirge
slow dirge
humble kayak
#

hello

#

i am new

slow dirge
humble kayak
#

i have a big question

storm patio
#

!ask

vagrant rootBOT
# storm patio !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

storm patio
humble kayak
#

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

fiery needle
slow dirge
humble kayak
#

no. im using URP

#

and unity 6.3

slow dirge
#

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.

humble kayak
#

Alr

slow dirge
#

Beyond that there's not much we can say without more info/context.

humble kayak
#

Alr, I'll get more info using the frame debugger and I'll see what's wrong, I was using the stats menu

slow dirge
humble kayak
#

Would that help performance?

lapis gate
#

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?

gray frigate
#

otherwise, you're constructing and uploading a giant mesh to the gpu every frame

lapis gate
#

even the collision stuff tanks pretty quickly. VFX graph has gotten really good at that stuff

boreal river
#

Hey, guys! I have a question. Volumetric fog is a feature that exists only in HDRP right?

lapis gate
#

unless through your own implementation or other assets, yes

glossy topaz
#

any1 know how to change this guys pose to the normal pose he is supposed to have

naive cape
#

Hey

gray frigate
gusty abyss
#

finally figured out that blockouts exist

radiant pewter
#

how do assets work in relation to unity organisations?

#

why do I have to put an organisation when claiming the humble bundle?

craggy pollen
radiant pewter
#

I am sure

rough trellis
radiant pewter
rough trellis
radiant pewter
#

but that organisation doesn't have an account

#

they're both on the same account

rough trellis
# radiant pewter they're both on the same account

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.

radiant pewter
#

I see, thank you!

rough trellis
potent geyser
#

!collab

vagrant rootBOT
# potent geyser !collab

:loudspeaker: Collaborating and Job Posting

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

heady gorge
#

does anyone know where the clear flags setting went?

inland apex
#

It there a way to make a "trigger box" and see what objects/players are in that box

copper gust
#

thats a trigger yeah

storm patio
inland apex
thin rover
#

waht does this error mean?

storm patio
inland apex
#

Ok

craggy pasture
#

How can I fix this?

drowsy turtle
#

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

plain dagger
gray frigate
#

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
drowsy turtle
#

how could i do that then?

plain dagger
#

Could work, it would let you build sets of connected caves

#

Anyway "flood fill" is a common algorithm with lots of examples online

drowsy turtle
#

thanks so much, ill try to figure it out

latent lake
#

is there a way to not automatically go to game view when being on scene view and unpausing the game?

latent lake
#

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

unkempt oriole
#

hi im new unity i want to make my own game anyone want to help

latent lake
vagrant rootBOT
#

:loudspeaker: Collaborating and Job Posting

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

unkempt oriole
#

no im hiring

#

with money

latent meadow
#

read the bot message.

worldly cave
#

Literally the third word in the message notlikethis

heady gorge
#

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

latent meadow
copper gust
#

thats not a game design question

severe rover
#

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

latent lake
heady gorge
copper gust
copper gust
latent lake
#

and then go through the list

#

and look for what u want

#

i somehow missed the lats part

#

but should still work, no?

heady gorge
# latent lake and look for what u want

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

latent lake
#

what is it you want, a sphereCastAll that gets only one type of object?

copper gust
latent lake
heady gorge
#

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

latent lake
copper gust
#

you could make a specific camera that only looks at a specific part of the enemy that only that camera sees? a little jank

latent lake
#

thats what i do with myenemy detection system

heady gorge
#

mysterious words

#

it may be time for a water break

latent lake
#

but how do you define "behind"

#

a lower layer in the sprite renderer? or simply having something else there

heady gorge
#

im using 3D but its just something in between the player and the enemy

latent lake
#

can you send a screenshot example?

heady gorge
#

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

uncut parcel
#

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?

real agate
#

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.

uncut parcel
#

alright I figured. That's not what I want so I'm going to rework it

plain dagger
waxen crescent
# uncut parcel 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 😅

latent meadow
#

that is literally how you make a game

uncut parcel
#

true but the whole thing is tedious lmao

latent meadow
#

if it wasn't, everyone would be doing it! 😄

uncut parcel
#

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

waxen crescent
#

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!

uncut parcel
#

yes the animator 100% has been the worst or second worst part for me

waxen crescent
uncut parcel
#

it's really not as bad as you'd think, but the asset workflow from Blender to Unity is a massive b

latent meadow
#

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

real agate
plain dagger
real agate
plain dagger
#

enable the backface culling option in 3d view in blender

real agate
#

i did

#

one sec

latent meadow
#

opengl vs dx normal? nah, looks to dramatic for that

real agate
plain dagger
#

that should be tangent X only as its G thats inverted

real agate
#

where do i fix that?

plain dagger
latent meadow
#

dx = DirectX, i meant

real agate
#

like the whole thing is recalced and the door is still dark grey

plain dagger
#

My money is on weird animation

#

as that preview does not use materials

real agate
plain dagger
latent meadow
ebon rivet
#

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 ?

gray dirge
ebon rivet
plain dagger
#

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

gray dirge
#

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

latent meadow
uncut parcel
#

It's mostly just annoying getting NLA clips set up and then trying to get Unity to not discard bone data from the armature

latent meadow
# uncut parcel It's mostly just annoying getting NLA clips set up and then trying to get Unity ...

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 :/

proper rivet
#

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

serene salmon
#

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?

proper rivet
#

not sure what could be causing it, does anyone have any experience of this?

latent meadow
#

i suggest staying on 6.0 unless you have a reason not to, or 6.3 at the latest. 6.4 lacks 'battle testing'

spring sand
#

Sorry I'm late but Happy Easter everyone!!!

proper rivet
#

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

serene salmon
#

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

exotic relic
#

This is something to look into after you do reach 200k/yr

latent meadow
#

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

serene salmon
#

It's not that I don't want to pay, I just want to know what my obligations are

latent meadow
#

best to ask Unity directly or a financial advisor or lawyer

serene salmon
#

That's the safest bet, I just hoped somebody who went through the actual process could answer my question

potent geyser
#

You need a license if you're making builds and making a company revenue exceeding thresholds. It's not for the project itself.

serene salmon
potent geyser
#

Only if you're using Unity that year for anything.

#

It doesn't have to be related that project

serene salmon
#

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

potent geyser
#

Yep

serene salmon
#

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?

proper rivet
#

nvm the solution was to switch to vulkan

orchid fable
#

Where do I post if I'm looking for developers?

balmy kettle
vagrant rootBOT
# balmy kettle !collab 👇

:loudspeaker: Collaborating and Job Posting

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

orchid fable
#

Ty

cedar lagoon
#

hi

honest sable
#

Unity seems to be moving items in my scenes to random locations. Is anybody else experiencing this? How do I fix it?

latent meadow
#

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

latent meadow
#

also, make sure you did not load the wrong level

sacred moon
#

Web development or game development in stress and fun

#

What do you prefer

ancient tusk
sacred moon
ancient tusk
#

.gif ?

latent meadow
sacred moon
ancient tusk
#

Oh

#

Hard to name that emotion

#

Staring perhaps

#

Glare

sacred moon
#

Alrighty

latent meadow
#

reminder there is no off-topic here, nor gif posting

outer smelt
#

Hello, I'm new to unity. Any tips or tutorials i can use to learn C#?

latent meadow
warm sail
#

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

pearl oyster
#

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"

boreal river
#

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

outer smelt
#

Is Bro code's c# playlist still good to watch? because it's kind of old

turbid shard
#

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

latent meadow
#

!code

vagrant rootBOT
turbid shard
#

Thanks

uncut parcel
#

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"

old turret
#

Hey anyone know any good tutorials for making camera systems without cinemachine?

native tree
#

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)

latent meadow
empty grotto
#

hey all, how can I make this type of main menu for mobile game?

is there any unity package that offers the same thing?

storm patio
#

you can use normal UI to make that stuff

#

like you would make any other menus

empty grotto
#

i've tried, just cant make it to look any good. im not very good with ui's 🙁

storm patio
#

try identifying what's missing from your UI
maybe feedback on hover/action, maybe shadows, borders, partial transparency, gradients, etc

lapis gate
#

harness the power of the lerp

empty grotto
charred fog
# empty grotto Whats lerp?

Linear interpolation. This is the kind of thing you should lookup in the manual first before asking question.

latent lake
#

is it possible to disable this big ass T symbol/gizmo from the nameTag object?

#

wihtout disabling my opther debug gizmos

potent geyser
#

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.

latent lake
#

thanks

storm patio
#

!collab

vagrant rootBOT
# storm patio !collab

:loudspeaker: Collaborating and Job Posting

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

rough gorge
stuck flower
#

!collab

vagrant rootBOT
# stuck flower !collab

:loudspeaker: Collaborating and Job Posting

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

hearty verge
#

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

modest meteor
hearty verge
#

Nvm, i found it tysm!

gray frigate
#

the default SSAO is relaly blobby

ivory flax
#

Anyone know how to make stylized textures easily i am not looking for high quality stylized just simple is there a filter or addon

stuck flower
#

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

zealous glen
#

hey does anyone know anyone who specializes in making race tracks?

#

not music but like racing games

vagrant rootBOT
# tall hearth !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

rugged verge
#

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?

balmy kettle
#

!collab 👇 or look on the asset store

vagrant rootBOT
cyan lion
#

is there some way to add volumetric fog in unity urp

balmy kettle
#

there are assets that implement volumetrics, or you can look into writing it yourself since it is not a feature of URP

cyan lion
#

should i still use hdrp if i need built in fog

#

since they are removing hdrp

spring sequoia
#

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

void patrol
spring sequoia
#

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

abstract umbra
stuck flower
#

But if they did, they wouldn't until they actually ported it over to URP

cyan lion
#

What

#

Are you sure

cyan lion
empty grotto
#

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?

cyan lion
abstract umbra
empty grotto
abstract umbra
cyan lion
#

Time to switch to

empty grotto
abstract umbra
cyan lion
#

There is a games from scratch video

empty grotto
#

it was in their conference dude, but aight

stuck flower
#

I'm not sure where the most recent status of this is, though

abstract umbra
stuck flower
#

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

balmy kettle
#

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

abstract umbra
#

i reported a bug that was only in HDRP last summer and it got fixed, even though it took long enough to give birth

thin rover
#

i cant come up with a name for my game :/

stuck flower
#

Is the game finished

worldly cave
thin rover
worldly cave
#

so like necrodancer?

thin rover
#

the characters in the game are these potato bean things

worldly cave
#

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

rough trellis