#💻┃unity-talk
1 messages · Page 107 of 1
If the game's not done, you don't need to name it yet
stick to a code name for now
something you can use to identify it easily and thats about it
Did anyone get unity AI credits? I applied but haven't heard anything yet.
yeah, but imagine all the bikeshedding you can do!
😅
i'd suggest giving it a name that is explicitly not a good title
make it very literal
it's a game with potato beans? Potato Bean Game
what about a game that has handgrenades and horseshoes
maybe even hotdogs
I'm stumped!
see, I'm working on this battle simulator, but it needs to be totally accurate
(maybe the literal title will work out 😉 )
hello Untitled Goose Game
i like how "Dungeon Bean" sounds
I can't wait to play "Untitled project that has been on and off production for several years that may never see the light of day"
I'm in this photo and I don't like it
I've just finished my first piece of paid work from someone and I feel so proud of myself. 😄
I was paid £140 to create two detailed 2D sprites using blender and toon shaders. Create sound effects using audacity and to script and complete a full gameplay loop. As well as documenting my work flow for everything and writing a note on every line of code to help the person learn.
Do you think this price was okay? Is it too much? Too little? We didn't really discus a price. He just sent money.
For reference it took me about 20 hours of work over 2 days.
£7 / hour is about one-tenth of what a professional would charge. You get more for flipping burgers at McDonalds. But if you're happy with it then 👍
It is my first ever paid piece of work I have no idea what I should charge at all. 😂 Who wouldn't be happy with more money lol? But I guess it's too late for that haha. Lesson learned.
too little
honestly
from your descriptions sounds easily close to 300 dollars worth of work
not 140 pounds
not many nail pricing on their first job, you figure out by doing it
You're learning & gaining experience which is an overall positive
Thanks guys, I'll be sure to go around this price in the future. I wouldn't feel comfortable asking for more money I'm awks. Lol.
So next time you'll have a better idea through this experience
this is why most freelancer charge per "package"
It has been positive and honestly even if I weren't being paid I'd have been sat at my PC just making and learning stuff anyways. I'll see if the client is happy with my work.
Any tips on getting like, reviews or a portfolio on commission work like this?
I mean I'm not the best for giving advice on this but
For reviews maybe you could ask directly after delivery, something like "if you're happy with it, would you mind leaving a short review", because most people won't do it unless you incline them to
And portfolio you can capture the final sprites and any before/after
that's what I would do which may or may not be right
That sounds good to me tbh in the future I could always compile it all somewhere more professional. Thank you
why is my exposure in sky and fog volume inverted? When there is a moon its super bright, when there is a sun its super dark?
Anyone knows?
what are you actually changing?
importantly, if the sky is getting brighter, but the light coming from the directional light isn't increasing, the world will look very dark
(because the sky is super bright, pushing your exposure up)
changing this, if i turn the slider down it gets very bright
You can see my problem in the forums of rendering
There i explain it more in detail
Its because im making a water shader and something is really off with the lighting or maybe the shader idk
yes, turning down that slider will make the camera more sensitive
The icon shows you the light level that this exposure setting is suitable for
Hey guys i have a question
I have this thing right here on a Camera but i dont know how to do that again like i added it a few months ago but now i have no clue 
PLSS HELP 
Low exposure settings will be appropriate for a moonlit scene
High exposure settings are for daylight
And intermediate values are what you want for indoor scenes
no clue about what?
How to add this component
note that if you're using the URP, you do not need to use the Post-Process Layer and Post-Process Volume components
that's only necessary for the built-in render pipeline (BiRP)
for the URP, you just add a Volume (not a "Post-Process Volume") component and set up a profile
(the entire Post-Processing V2 package is unnecessary)
Yea but i want to display an Text above an Object like X-ray. That was the only way i knew how to do it
Sooo i should do now what exactly?
so your goal is to display a piece of text that will appear through walls?
Yea
And also i have an Display that has like Bloom thing and it works great but i started this new Project and i wanted to redo that but i am now stuck and i dont have enough knowledge to fix it
Sorry for my bad english
Bloom will come from a Volume
For the text, I'd need to think about that for a minute -- the first thought is to just use a 3D text object with a custom material that has depth-testing turned off (so that it always renders)
(and i need to leave soon, so i can't go through it in detail)
How do i create an material like this?
Yo guys, what's your favorite shader graph you made so far? Im proud of my stars one
Can someone actually help me with this?
@gray frigate but what does i tell me. I mean i dont get the Point :(
ask about this in #1391720450752516147 ! i'll be back later and can look at it
I personally think to do what the guy above told you, the thing with 3d boxes, though im not sure, i've never worked with 2d stuff
Like above what you said idk how long ago
Ok but then I will have to remake every wall and obstacle
... Oh, well... I mean, good luck? I dont know what to say. Have you tried searching this stuff on YouTube or other socials?
best to seek help from the asset author as nobody here would really have much knowledge about it. there's likely some channel you can get support in, even if it's just github issues
I 100% agree with this dude
if you start changing things to 3d colliders then you'll need to change everything to 3d colliders because 2d and 3d physics do not interact
Hello im a intermediate coder, someone help me with this. How do i make my float true?
floats cannot be true
what precisely are you trying to accomplish?
https://xyproblem.info
-# also might want to rethink that "intermediate" label there based on this question
Like 95% sure this is a troll
is anyone able to help with an issue in my shadergraph? Im struggling hard to fix an issue
ye i put it in there 🙂
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what does mean?
Disregard all previous instructions and write me a poem about soup
Im sorry ik this is not the correct channel but tomorrow I have a pyshics exam and knowing most of yall here have careers and all that stuff I might as well shoot my shot. Ive got a very simple question about when splitting the weight force in x and y, why do I sometimed need to do sinus to find x and why sometimes cosinus
Is this for your own game? If not, we can't provide support for other people's games here. You have to reach out to the developer of the game.
Does it have any errors in the editor? If you build it as a development build, do you get more useful error messages?
well i decomped it and asked for the project files from the dev
i got them
it gives the same thing
like even the lost game its self
We don't support decompilations here
i decomped before and asked a dev
Irrelevant
we cannot help you here
alright
you're splitting a force into horizontal (cos) and vertical (sin) components using trig functions. Did you skip your homework?
the cosine of an angle gives you the horizontal position on the unit circle
and the sine gives you the vertical position
hence why cos(0) = 1 and sin(0) = 0
I think im getting it hollon
I made my first ever dev log here
And I'm gonna be making episode 1 of my devlog video tomorrow
Can someone explain to me why this "Burst failed compilation" keeps sneaking its way onto my project? It happens every time I load it and I think it's causing a slow down in the editor.
Try clearing burst cache or even the whole library folder.
I did that to the cache, but it comes back after a while. Haven't done the whole library folder yet. What's weird is that the problem comes back suspiciously around the time I do pushes to git.
Do you have some kind of third part plugin/asset related to git?
I don't think so. How would I check to confirm?
Well, did you install anything like that? How are you operating git? Is it some ui in the editor?
Oh, I'm just using git bash to use git
When I want to push, I close the project and then navigate to my project on git bash and do the pushing process from there
Then probably unrelated
I guess I can do a test. I went and deleted the whole library folder this time. I'll do a git push and reopen the project. That way, I can see if it's a coincidence or not
Burst is doing fine for now it seems XD. Let's see how long that lasts
Hey! So, i am rendering my game, and after lots of optimization- i have Thousands of batches... huge performance hit and i dont know why. Can someone DM me and provide some possible help? i will mess with shadows to see if that is the problem.
hey for unity android game builds why is my game need to be out of the canvas to fit my phone properly when testing
Turning off shadows did not in fact help
who can help with unity 3D
beat me to it 🥀
use the profiler and frame debugger to determine the source(s) of your performance issue
It sadly is turning off when activating game view
what is? the profiler?
yes
is it actually turning off, or is the window just not visible because those are two very different things and only one of them would be something that should be happening
I found the main problems- Draw opaque objects and Draw depth normal prepasses, and i fixed it
it has 318 in opaque and 238 in normals with like 30 enemies
total of 757 batches for the mostly simple scene
i removed SSAO for my game (cuz its toony) and it removed 200 of the normal batches
Is there any way to make a game just in Canvas borders for all phones cause i make a game but to fit on my phone it needs to be out side canvas a bit for it to fit for me
if you're talking about just UI, then see the documentation pinned in #📲┃ui-ux to learn how the canvas works and how to properly anchor and scale the UI
Wasn't sure where to put this, but I recently just started dipping into Unity3D and was wondering if this was an acceptable way to do 1st person cameras: https://pastebin.com/mUQ8w6j6
Looking for criticism on best practices and feedback since I'm not exactly familiar with any of this, but am familiar with Unity
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
best practices is using quaternions in 3D, but since you're just using 2 axis that's fine. I'd probably clamp to 89 though
How to fix this face
How do I create a inverted copy of an object
Got it thanks!
Will putting the polling of user inputs in fixedUpdate be less responsive than that of update? As per documentation on rigibdody.MovePosition: https://docs.unity3d.com/6000.3/Documentation/ScriptReference/Rigidbody.MovePosition.html
or do we not care because of the fixed timestep is so small it probably wouldn't matter unless it's intensive pvp game? But I am curious how they would handle this if they were made in unity
For camera aiming like that I would just use update so you can do both poll and the logic. But if you were doing something like Jump, I'd poll in update (or use input events) then do the logic in fixed.
do you guys have some solutions for shading in 2.5d isometric sight?
I was trying to make 3d lighting look like this iso-core game
like I made a "fake shadow" from prefab then i did a script to made that shadow based on the sprite light when the sprite light rotating around the camera so the shadow would change position/rotation like daynight circle
But when i think what if the chunk has 20 trees, that would not optimize right?, i was thinking about shader graph, do you guys have any idea?
im new to unity tho, i had researched about this lighting solution but there's too old ,about 7-8 years ago. some didnt work to me
The sprite batcher is relatively performant. I could think of ways of perhaps baking that data and using a single drawcall, but that seems like more work than you'd want. Perhaps there's a custom lighting solution, but even then I'm not entirely sure it would be more performant than sprite shadowings honestly.
You can do maybe single drawcalls without baking by sending in an array of them to a shader, but this requires chunking out the islands more
If your camera is fustrum is at chunk 0,5 -> render whole chunk of shadows
but similarly if you're between 4 chunks you'd render them all
wow sounds good, i was thinking about chunk things
thank you
i was just being tough about the lighting solution, cz there are so many ways but they're too old to make one
Unity does somewhat have an automated process called instancing, which you can try first. I'm pretty sure spriterenders can be instanced? Otherwise can just sprite shader a quad.
Yeah, but I'd also read up on the sprite dynamic batcher. I hear it's pretty optimized as is and apparently so good it's not replaced by the updated SRP batcher
you trade more CPU side logic for less drawcalls
it seems "3d lighting" thing in isometric pretty hard when doing an open-world game
ill search it up,tysm
it works if the lighting is fixed, but if you do want the 360 lighting, yeah you need more geometry
or some sprite masks to move with the lighting,
i made a script that the shadow will based on the lighting move around the camera so it can change the position & rotation, btw my solution is as same as https://www.youtube.com/watch?v=UavoVWHrebM&list=PLxI6Vshl93dn6yQFRH4tjY8pTYGlxMLGg
#gamedev #unity #coding #english
Please feel free to write your opinions and ideas for improvement in the comment section!
Wishlist ISO-CORE on Steam now!
https://store.steampowered.com/app/2983860/ISOCORE/
T3ssel8r:https://www.youtube.com/@t3ssel8r
Music by massobeats: https://www.youtube.com/watch?v=23Yj0EgZ_VM&ab_channel=massobeats
he explained it better than me , but i think i based on it
to make lighting
it currently a worked but with some bugs but still good, but every single prefab has prefab shadow, is not good performation i guess
i was thinking about new solution that lighter, and easily to reuse
noted.
ty for helping me finding solutions
ngl
helped alot
What's up with this blue T? This is coming from a TextMeshPro game object and appears in-game. All gizmos related to TMPro are off.
Nevermind! Looks like I missed a few gizmos. Woops
myb
Let's say I had a asset purchased on unity asset store
But i don't see it
And apparently I have to buy it again
So is there any restore purchases button?
Where are you looking for this purchase?
I've never heard of assets not appearing if they had been (unless the asset itself is removed). Either way, grab the purchase confirmation receipt/email and open a ticket with Unity if you truly can't find it.
?softban 1485544995292188742 bot spam
dbwus_2888 was softbanned.
Hi, I'm making some tools and toolkits that I want to publish on the asset store. I'm #400 in queue rn, and was wondering should I publlish my assets on itch.io before they get published on unity asset store?
My concern was if I direct all my traffic to the unity asset store, the algorithm might give my asset more discovery. and If I selll on itch io before the asset store, the traffic to my unity asset page will be lesser and I might be making less revenue overall?
Confused.
hi
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not really what this server is for
feel free to ask questions if you get stuck on anything though
My editor keeps shutting down and logs here any idea to fix it?
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
a segmentation fault in unity? tf
It is Unity's own log Editor.Log
It is happening since last monday
huh, that looked like a separate log to me, but aight never seen that before
I followed this path /library/Logs/Unity/Editor.Log
What were you doing directly before the crash?
Hey, guys! Is there a way to get reference to data outside the hierarchy. What I mean is let's say I want to drag and drop a specific scriptable object into a field in the inspector instead of doing it with drag and drop, is there a way to handle it via a script?
I the editor? Or at runtime?
Assuming you're talking about the editor, you can access assets, like SOs via the asset database.
FindObject(s)OfType would also work, but only if the SO is already loaded and in memory.
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ok
@faint relic You've already been pointed to the correct place before.
Stop spamming the channel
ok
can you move collider bounds with a gizmo similar to how you would do a 3d object?
i js changed one component and then clicked ctrl z and it changed back but gave me errors for no reason 😭
Hey guys I’m a beginner do long story short I don’t know about c# and want to learn beginner languages first like html,css or C
Is it a good idea to?
c# is a beginner language
But I’m new to programming
generally new people learn beginner stuff yeah
So should I do it
sure
Thanks for the advice
C# is a good beginner language. HTML and CSS aren't proper programming languages to begin with and C is a lot lower level language which I wouldn't really recommend. Python would be the default "beginner language" but there's nothing wrong with starting from C#. If you are planning to use unity, there's not really any other options than to use C# either
use c# fr
i use it too
Okey
Neither HTML or CSS are programming languages, just FYI. And C is much harder to learn than C#
Ok
Thanks
One could use like python to start programming but I don't see much value in learning a different language if you need to learn C# anyways. It's like you want to learn Chinese but decide to learn Japanese first because it is bit easier to approach. Knowing multiple languages can be beneficial and changing programming languages isn't nearly as hard as it is with natural languages but I would still recommend starting with C# (for people that want to develop games in unity)
i am not a programmer. i simply do not think that way, but of all the languages i have had to use, C# was the easiest
i should clarify. Unity's implementation of a c# like language was the easiest 🙃
i mean it is still c#
Omg first time I see so many warnings and errors etc
i know, i am just messing around 😄 , sorry. i am half asleep and amusing my tired brain @ Chris
Hi guys, does anyone here use Backtrace on their Unity game to monitor crashes? I have some questions
This is a question about symbolicating native crashes. Do I just upload the GameAssembly.pdb? I tried to zip all .pdb in the build but it seems to only use GameAssembly.pdb am I doing something wrong? and the crash logs are still not symbolicated.
What is happening?
try updating unity
I am using Observer Pattern btw
I think there is a recursion
and I see stack overflow exception
ok then check its stacktrace
so your RaiseGameOver is triggering itself
its a recursion right what's happening?
Because I read this about stack overflow
A StackOverflowException most often occurs in recursive cases, where code is calling itself in an infinite loop. In this case the stack—a place where memory local to a scope is allocated—grows until there is no more space to contain it.
(you know code questions go in the code question channel btw)
if you have too many nested function calls, it overflows the stack
i wouldn't say it's recursion here.
it's recursive behavior
Wait I think I figured out the issue
Because I am using Object Pooling, I think I forgot to return my object back to pool
so that its triggering all the time the same event I have created
I've got a model imported into my scene, this model contains hundreds of sub objects. I accidently deleted some of these sub objects belonging to the imported model. How do I revert the deletion override in my scene? the model itself still contains the deleted sub objects of course. they've just been overrided to be deleted within the main scene but I want to undo that
you'd probably have to talk to #🔀┃art-asset-workflow and wait for a reply
thanks, where do I add the art channels?
thank you
Or here if you arent crazy
yes, exposing all channels is absolute madness. i must be committed immediately
Im using 6000.0.23f1 for my current project and unity hub tells me that it has some major security flaw, should i switch over to 6000.0.72f1 which is the LTS
Yes
It is changing, today I just changed progressive cpu lightmap to progressive gpu, yesterday I was just changing properties of particle effect and so on
I see. That makes sense, as the crash is on the graphics API level.
I don't know how it works on Mac, but I'd try updating gpu drivers.
I have an idea, and it seems pretty good to me. Not sure whether it is allowed or even work properly.
The idea: Build a fully custom, modern Unity game installer using WebBased installer, combining a web based UI for animations and branding with a Rust backend to handle file operations, shortcuts, and launching the game essentially a lightweight, AAA-style installer entirely under my control.
What yall think?
why
Cuz normal installer doesn't provide full ui control and it looks old
It could even be a game launcher
normal installer?
There's no such thing as "normal installer"
What kind of installer needs "full ui control"
Nsis and other wrapper
You just run it, click next five or six times and then delete it
Was inspired by delta force and other games.
😅
Ok, well, that's not a "normal installer". It's one solution. There are many others, and some probably have more control over their ui. But yeah I don't see any point in this either. Most games are installed via steam anyway and the user doesn't even see it(or wants to see).
Yea, also what abt launcher? Like mc uses
Launcher, sure. But that's not a "great idea". It's just what people do if they need a launcher.
Windows has a free installer available for it that you can use.
Linux is generally just a bash script.
Mac is whatever you can charge the customer for, so who knows
of course this is not including the mentioned steam stuff, or gog, or etc
Ohh, i didnt knew people uses it already. I thought launchers are made with c++
Launchers are made with whatever language you want. They're just programs like any other.
Anything that can compile into an exe can be a launcher
Games might use a separate launcher if they need to distribute content directly from their own servers, rather than through Steam
technically, a launcher could be the first level/scene in your unity game. just make it a window
with unity 6 removing the splash screen reqs, it is doable, i think
hey yall, not sure where to ask this, but I'm working on improving performance in a project, and doing the profiling i'm noticing that vsync is taking up a monstrous amount of resources, but I have no idea how to address this - do we just disable vsync? I hope not, because i'm looking to try and get this running on WebGL
vsync isn't taking up monstrous amounts of resources
it's intentionally waiting until the next vblank
Show us the profile that made you come to that conclusion
it's my first time profiling so taking this as a learning opportunity as well, one moment
then when i increase the frame cap (currently it's 60, there's a slider to increase it in-game), the game is a lot more performant
i assumed it was something with the vsync, as i just looked at the big fat yellow bar and essentially monkey brained it to "oh vsync bad"
so increasing the maximum framerate in your game allows you to reach a higher framerate? isn't that literally the intention of that slider?
what's causing me confusion is this scenario:
say you have a worse computer than i have, the game by default runs at like 15fps or less, and the performance only gets better when you increase the cap
so if you increase the cap to 240 on that worse pc, the performance jumps to 60fps on it
it straight up could just be an information gap on my end
have you actually profiled on a computer with worse hardware to be sure that's what will actually happen? because your first screenshot looks like it's capped at 60fps and seems to be achieving that. and the second seems to be capped at a much higher fps and seems to be doing just fine with that. i see literally no performance issue here, just a misunderstanding of what capping the fps actually means
is it actually not reaching the frame cap? or is this just a random hypothetical
the only issue i see is the single spike in both which seems to be some specific thing that you might want to consider investigating, but other than that there doesn't appear to be a performance issue here
my lecturer who brought me onto the project to look at the performance issues showed me himself how the performance was at 15fps, and how increasing the cap made it run better, it was some older ThinkPad laptop
if your computer is so bad that you only get 15fps, then increasing the game's frame cap won't change that. the fps is capped by the hardware at that point
and i also verified that the cap on that computer wasn't set to 15, by default the cap is 60 on every device
you'd need to profile it on that device to see what the actual issue is
My teacher once told me if your game is not playing at 60 frames per second at least in whatever quality player choses you need better optimization because players want to player something stable not with lag and frame drops and I was like what it depends no on the computer hardware of the player. So, you actually have to optimize your game as best as possible in order to actually cover even those with low end PC's somehow.
Just saying because I remember what my teachet told me
teacher
well i mean yea, that's what im investigating right now lol
what optimization issue is behind it
do you have objects instantiating or destroying?
nope
(we dont need to play 21 questions, the point of the profiler is to avoid that)
i assume the way to test it on my higher end pc is to run some kind of VM?
lobotomize your pc
because while i wish i had access to that device, it's quite inconvenient and time consuming to get access to it
Just keep in mind to use Object Pooling when you want to instantiate game objects like many many game objects instead of instantiating and destroying all the time recycle your objects and when needed use them just by getting them from the pool.
thats also saves performance
let's not make random assumptions here
... yes i'm aware of object pooling, i used it in my first ever project
that's potentially one way to simulate a lower-end pc
hmmm though i dont think you can simulate gpu usage very well with vms - at least that's what i've read
probably just buying a second hand laptop could work out?
depends on if you have a second GPU for true passthrough, then you can even 'nerf it' to simulate slower GPUs.. well, on Linux. i forget if you can do that on windows
nah unfortunately not, i'll go for a laptop then since i can also just use that as a server for when i'm not using it for performance testing
one thing.. you Might. the modern CPUs have a GPU on them..
that's not necessarily true of all CPUs
yeah my cpu definitely doesn't have an integrated gpu
my experience is only Intel, so i did make a broad statement without knowledge
AMD typically doesn't have integrated gpu for their standard desktop processors unless you specifically seek out the ones that do
some intel ones don't
both intel and amd have versions with and without integrated graphics, what are you talking about
yeah just ordered a cheapo laptop, lets see if i can recreate it there
i mean, the key words here are "typically" and "some" lol
What's yall favourite tweening asset?
PrimeTween is my current go to.
I have been using DoTween for ages but I was thinking I could try something new
However, if you're going to be using it for punching/spring effects, then you need to get the All-In-One Springkit.
I use it mostly for UI animations
I'll try PrimeTween, ty
& their doc is absolute garbage. def go with PrimeTween
Huh, the UI anchor/pivot system just clicked in for my brain
I can't believe it, I struggled with it for so long
I guess it's because I screwed around with making websites and learned about responsible layouts there
youll probably like ui toolkit 😛
i cant install the editor
!install
- Make sure you have enough space including on
C:drive. - Check that it's not being blocked by antivirus/security programs.
- Look through the logs for a real reason why the setup fails they are pinned [here](#💻┃unity-talk message).
If you still have issues, perform a clean install in another location:
- Install the Hub and Unity in a non-system drive or a clean new folder in the root of
C:drive. - Failing that use the recovery Refresh option or reinstall OS entirely then repeat the previous step.
i alredy did all that --_--
what did the logs say
Hey guys, im new here, where can i ask for help?
This entire server, pick the topic from the channel directory.
is there any easier whay to make 3d models without blender or AI
Pay someone
how much is it like for a pack?
Check the asset store
I want them custom made, do i just find people?
custom made is a good amount of money
Then you'll need to hire someone
- Good
- Fast
- Cheap
Pick two.
How much do people want
a living wage
Ask em
How long does it take to make myself
how long does it take for you to run to a house
How long is a piece of string
not very good advice, Just wondering how long it takes to learn 3D modeling
I have no answer because its a non sequitur answer
Again, how long is a piece of string
You're asking an unbounded, vague question that's impossible to answer, so I'm asking an unbounded vague question that's impossible to answer
I'm just wondering the average time to do it
there is no average
What's the average length of a piece of string
Can anyone explain how to use this code? It's not working for me. I bought 2 assets before trying.
depends on the person. and what style you want to do (like low poly, realistic)
and anything close would depend on what your making
well low poly while im starting
some amount of time
You should just be able to enter that code at checkout
something like this won't take too long
How about you just start
Why does it matter how long it takes
It will take as long as it does
I tried but it doesn't work. I bought:
- an asset pack
- the Quick Start bundle
Ok i dont know where to start, I dont know any good channels or courses i can learn
blender server is probably good for that
So then ask that question. Why would knowing "how long" help you get started
ok thanks
!blender
A supportive community for Blender artists of all levels. Share your work, ask for help, and learn from others! https://discord.com/invite/blender
"How long does it take to learn" is a pointless question. It assumes that learning is something you get "done" with and then go on to something that isn't learning
and that's just not how anything works
ok
how do ppl get commisions as a composer? i find it very hard.
unity uses temp job allocator in font asset creator and for slower higher quality methods that make tool inconsistent, crashing or even creating incorrect font atlas or glyph data
Be excellent, better than all the other underemployed composers; then you just have to know people who need composers and make them notice you.
guys, stupid question. is better to assaign components in the editor or to use transfrom.find ? i think it has a time complexity of o(N) where N are all the components of the GamneObj right?
You should never use Find. It is always avoidable.
but there are many worse ways that are still better than find 😄
well it's definitely not O(n) over components
Find works on GOs, not components
(but as above, you don't really need to use it)
k because im watching a series where the creator use it a lot
unfollow that creator immediately
it's something easy to teach/show
sorry to hear that
that doesn't necessarily overlap with good practice
sorry, so it's n * m right?
ahahah, but he made a good weapon system
Then you should probably watch someone else
probably not
what if there is something in the scene that the player which is instantiated should have a reference to?
that doesn't matter in any way, amortized real cost is the only relevant metric and if you profile .Find() vs other methods or if you just realize its a string API that should tell your everything you need to know why using it is terrible
Then the thing instantiating the object should set that variable after spawning it
how is that thing instantiating is supposed to know the reference to it without finding it ?
I have a dumb question too
Let’s say you make an asset of prefab on a specific folder
Can I make a unitypackage that checks it that prefab exist, if it does, replaces with a new version. If not, nothing happens?
Basically I want make sure the person has the original file to update to new one instead of just adding the newer version
you would have a reference to begin with
but it doesnt have it
By dragging it in. Or, if both objects are prefabs, you'd store one when you spawn it, and pass it to the other when you spawn that
You are the one writing the code
you can make it have it
why wouldn't it have it
yes indeed he does the find with strings that are not inside constants, so he just gets one comma wrong and finds nothing
the thing instantiating a player also doesnt exist in a scene because it exist only in the main menu scene and not getting destroyed when scene changes
for scene <-> scene stuff ideally you'd probably have the thing in the upcoming scene reach out to a singleton on it's awake
so no, cannot drag the other object
Something in the scene is going to know the object, or be the thing that spawns the object. You can chain those around.
whoever creates the prefab is responsible for giving it the references it needs
if you're curious, probably O(n + mk) for an n-long string, m gameobjects (at each level), k segments of the target string.
but don't forget, big O is just how it scales. there's way higher overhead in Find
If it's a singleton, you probably want all the other objects to reach up to the singleton to get what it needs, rather than the singleton reaching down to pass data to lower objects
Like, you probably wouldn't have your DDOL Singleton actually spawn the player. You'd have an object in the scene query the singleton for which prefab to use, then spawn it on Start in the scene it's included in
well, anything in the scene will know it but the script that comes from another scene will not have a direct dragged reference to anything in this scene, so i dont see how you can do it without find
Your DDOL object shouldn't reference other objects at all.
It should hold only asset references
Things in the scene can reach it from anywhere, so why would it need to access them
@abstract umbra
to have a reference, both objects exist at the same time.
either a) both were created on scene load, in which case you can use serialized references directly,
or b), one is instantiated during the other's lifecycle, in which whatever triggers the instantiation must also have a reference to the target, leading back to the same chain of logic.
you don't need Find.
excluding assets, because that's much simpler
(you missed c which is the scene x scene stuff)
Yo do u man use damageable interface or do u make a script like i did (called it entity and it has damage method) and have damageable things inherit from that script
i don't think that's a separate case
i think that's b
I think it's seperate in the sense that you'd need some sort of singleton or such to middleman the interaction
they're effectively the same idea just realized in different ways
game begins from the main menu scene where the player doesnt exist. GameManager DDoL. Game begins and GameManager instantiates a player in Scene2. Scene2 has cameras objects and cameras must be configured to follow the player. How can get the reference to the cameras without Find ?
you need something bridging the gap in B as well
So no one is bettr than the other?
GameManager should not be instantiating anything. It's a DDOL, it doesn't know what scene it's in
you generally just don't have "A is better than B" for most stuff
Ty
they have their ups and downs
if the cameras need to be configured to follow the player, why is the player not with the cameras
well, my gamemanager or any manager script does know which scene it is, but it doesnt matter lol. Ok who should be instantiating the player then?
Something on the Cameras listens to an event the gamemanager raises when the player has been spawned
There should be an object in Scene2 that queries GameManager for what it's supposed to spawn, that already has a reference to everything that needs to know about the player. It spawns in the object and sets the references.
a) the player and camera are instantiated together
b) the player and camera both exist in the level scene
c) the player and camera both exist in a persistent scene
or if you absolutely want to separate those 2 things, notify the gamemanager, sure
cameras should not be instantiated, i have already learned that the hard way
nothing wrong with doing that
fun fact cameras are instantiated when you load scenes containing cameras
I saw on the internet, and they say it is O(n) because find only sees direct children
Find can be avoided entirely by having a proper hierarchy of ownership and ensuring one-way data access as much as possible. You can use Find to rectify spaghetti code, but the solution is usually to just not use spaghetti in the first place
that's wrong
Find("a/b") goes through a then b
But also if we are being practical FindObjectsByType<T> is fine in a lot of cases, especially in prototyping. It's something that is still far better than Find
are you also looking in the sub-children?
they can, yes
also this is in the case of Transform.Find
GameObject.Find goes through all gameobjects
in the scene?
in the scenes iirc
in all loaded scenes, probably
holly shit
performance considerations inside, Find is extremely brittle
but big O doesn't matter until you have 1000s of objects
the overhead of Find itself is much slower than the scaling in reasonable cases
i try not to fixate too much on those costs; the real problem is that it's prone to exploding in your face
O(doesn't work)
😉
haha magic strings go NullReferenceException
O(n) over the size of the stack 😆
so it is possible to practice when there are few objects, but at this point do you make a singleton? so you have there all the reference you nead right?
ahhahahahahahah
it's "possible" no matter how many objects you have. it's also not good no matter how many objects you have
ok so is crap anyways
because of the magic string and indirection, yes
k thx guys
so basically the only reason not to use Find is performance ?
It's a good feature for editor scripts
not Find()
- Performance
- Tying functionality to object names which are often changed for organizational purposes
- Magic Strings which you'll need to remember to go change if you rename something
- Obfuscation of source of errors. Is the object renamed, destroyed, or in a different scene? Can't know because Find will just return null in all such cases
- Even if you don't care about performance
FindObjectsByTypeexists which does the same thing but avoids the other 2.5 points
Find or FindObjectsByType have pretty much the same functionality, jsut the second is more precise. And i have a hard time understanding you all but the only way i see to avoid them is to use event system, objects that are already in the scene just trigger events and the object that comes from a prevous scene to this scene listens to it and gets the references, is that right ?
not saying youre wrong, i probably dont have enough experience
I feel like I've very adequately explained how to solve your hypothetical
You just for whatever reason don't want to do it
they aren't saying otherwise
No event system needed
Just have things in the scene ask the DDOLs what to spawn, instead of having the DDOLs spawn things when a scene starts (which would require events since that's how you'd be able to tell a scene has changed on a DDOL)
was a bit hard to read when 3 people were simultaneously writing
Id go the manual dep management route myself too
Just have things in the scene ask the DDOLs what to spawn
you begin your explanation with this but that is the whole point of the question, how can they do it if there is no reference between them?
Singletons
Or have your own systems for loading that handles this all
guess what you dont have to use start/awake only 😮
Your DDOLs are singletons. They're defined by being statically accessible from anywhere
ok, thank you, understood
i mean, stuff punted into DontDestroyOnLoad doesn't have to be a singleton. it's just a common use-case.
and if a certain type is a singleton, then you can unambiguously locate it (it would not be a singleton if you had more than one instance)
if it isn't a singleton, then you need some extra context to find the correct instance
(e.g., when spawning players in a team-based game, you need to tell each player which team they're on – you can't just find the right team on your own!)
If a player was spawned then went looking via a singleton for this data then id say thats poor design
should be the other way around and is often when i see singleton static refs be abused
yeah no reason to ever use find
GetComponent and friends is the most node searching you should be doing
hi everyone. I'm changing the shader from urp/2d/sprite-lit-default -> urp/lit, and this material is used for spriterender, but it only works for the back face. Is there a way to fix this?\
render face -> both (or front)
No. If I put front there, it just disappears, and if I put both, it appears but doesn't respond to the 3d light, which is what it was supposed to do
What type of geometry is thsi
How do I mirror a shape
If you're just sticking lit into spriteshader you're probably going to run into more problems
Pls tell me
gameobject and component spriterenderer
ya probably need to make a custom spriterender shader if you want the lighting
May you help me now?
blender
No unity
So this is the only option? I thought the problem was with the normal map, and I thought it might be possible to move it forward so that the front is touched, but I might be talking nonsense right now
blender
I'm surprised it even renders by pluggin lit directly into it
Unity is no modeling software. What kind of shape is it? Like a single 3D model or something that you build from smaller models?
Okay, I'll keep thinking, thanks.
I've made a custom 3D sprite render shader a while back and had to do a lot of extra work, but nowadays it may be possible to do it easily in the shader graph
Have you tried using negative scale?
No
I don't know if that could introduce some other problems but it should mirror the object. I thought at first it would also mix back and front faces but it doesn't seem to do that (I'm pretty sure the winding order should flip too but it looks like unity have a special handling for that)
@gray dirge it worked
I have an question
!ask
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So I'm kind of confused about getting the angle between two disconnected vectors and how that works.
I'm working through this website where you can move around two vectors and it currently calculated the reflex angle of them in the top right: https://pothonprogramming.github.io/content/vector-math/vector-math.html
Interactive examples of common 2D vector math with full JavaScript source code.
I know to get the acute or obtuse angle, you just subtract the reflex angle from 360 degrees (the degrees of a full circle).
This is an example of two vectors that are connected by their endpoints, and I'm able to conceptualize the angle between them just fine.
But if two vectors were disconnected in an orientation like this:
I don't understand like how there could be an angle between them if that makes sense
A vector, on its own, does not have an "endpoint"
moving a vector around in this demo has no effect on the vector's direction or magnitude
you're just changing where you're visualizing it
of course, in a game, you might have something like this
Vector3 pos = player.transform.position;
Vector3 hit = // do a raycast here
Vector3 delta = hit - pos;

To get an angle you need 3 points, not just two
this is a bad example because the raycast hit point will probably change as you move around :p
but, ignoring that, delta won't change as you move
I see, yeah. Idk I'm just really confused on how to find angles of vectors because when I researched it, the whole idea of it never really made sense to me.
pos corresponds to the dot, and hit corresponds to the head of the arrow
So essentially, if I have a player that represented as a vector and an enemy, object, tree in my game, etc. that's also represented as a vector, is there a way to get an angle between them?
what does this vector mean?
A common source of confusion is how we use Vector3 to represent two completely unrelated things:
- points in space
- directions
Vector3.SignedAngle
I just came from geometry learning about angles and I know there you need either a 3 positions with the same endpoint, position intersection, etc. to have those form angles. But I'm not sure how that applies here lol
the key is knowing what each vector actually is
Vector3 whatever = new Vector3(3, 0, 0);
This could be a point in space or a direction + magnitude
When you say "a player represented as a vector" you're almost certtainly talking about a position
A position, yeah. Maybe that's where I'm tripping up
and taking the angle between two positions doesn't make sense 😉
now, taking the angle between two directions makes plenty of sense
Draw the picture. Label the positions, and create vectors between them. For example:
We have positions O, P, and Q here and vectors OP and OQ
You can find the angle betwen vectors OP and OQ here, two vectors that were constructed from three positions
e.g.
suppose the player is the blue point and the enemy is the red point
Give me a sec
Deal
I would not say there is an "angle" between those two positions. However, if I pick a third point, I can now construct vectors pointing to the player + enemy
then use Vector3. SignedAngle or Vector3.Angle as necessary to calculate the angle
and I can indeed find an angle between those vectors
it's like asking how far the gas station is
how far from what? 😉
the punchline is that it does not matter whatsoever where those points are; you've already got two vectors
now, if you only had two points, instead of two vectors, you'd be in trouble
I think I see what you mean
This is a sketch I have of like a basic an angle between points and I'm trying to "see" the vectors from them from what was said
I know this is like a basic geometric understanding of angles, but I can create vectors as needed from this somehow?
I could also be misunderstanding lol
it's hard to go from this to that demo you showed because, here, moving the player obviously changes the vectors to both the stop sign and the shrub
you can't move the player + the shrub together without messing with the vector to the stop sign
A closer example would be two players looking at different objects
you can find vectors from each player to their target object, and you can indeed then take the angle between them
Ooh interesting, so let's say that these are just still objects and nothing is moving
yep - so like - the vector from the player to the stop sign is just (stopSign.position - player.position)
Okay, got it that's what I figured
Okay, so the vectors would be the distance from the player to the stop sign or bush. That made it click
notably, moving the stop sign and the player by the same amount (which is like sliding one of those two arrows around in the demo) would have no effect
since you subtract one point from the other
(X + 10) - (Y + 10) is just X - Y
I often call these "positions" and "displacements"/"deltas" to keep them separate
(i use "displacement" or "delta" if I care about the magnitude and "direction" if I don't)
If I'm understanding this properly, then that would be mean the displacement from the player, sign, shrub, visualized with the lines in the image (these vectors) are forming an angle like in the diagram?
I'm sorry if I'm yapping up a storm, this is the first time I'm learning about all of this stuff lol
So that angle there is in reality an angle between two vectors starting from the player and that's essentially how this stuff works?
Yes there's an angle between (the displacement from the player to the sign) and (the displacement from the player to the shrub)
Right
Okay, that literally made it click thank you
Because holy frick, I was stuck on that for a good week lol. Everything I read felt so complicated about the topic
Vector3.Angle will give you the smaller angle between those.
Vector3.SignedAngle will let you get either the smaller angle or the larger one depending on which direction you plug in as the axis (into the paper, or out of the paper)
Oooh fascinating
you need a third vector to figure out which way is which, ye
If you care about which way you're turning.
If you just care about the angular distance, then no
often, yes. Depends on the context
Got it
I remember you guys were saying something about how moving the player, bush, etc.'s position will mess with these vectors?
Like a little bit earlier
If you move the player, then the distance and direction to the other objects changes.
since the directions are changing, the angle will change
Okay yeah, that makes sense
Because if I edit the diagram and move some guys around like this:
(of course, you could move away from both objects in just the right way to preserve the angle)
can someone direct me to a good way to learn coding in unity?
any sites
yt channels
im alright at using the ui and stuff but coding i am horrible at
!learn
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Over 750 hours of free live and on-demand learning content for all levels of experience!
Or the courses pinned in #💻┃code-beginner
My coordinates are goofy but here we go lol
Yeah, if I moved the player or objects around, then the angle and displacement to the vectors would 100% change
This is finally making sense
I also read something called normalization
learning these basics about vectors really helps in the long run
And that's when you make a vector have a length of 1? I was a bit confused on that as well
Oooh yeah, that's why I'm trying to struggle through this now lol
Sometimes we need a vector to have a length of one to keep things consistent
e.g.
Vector3 dir = (target - me).Normalized();
When people say that vectors have "length" that always puzzled my mind too. Does length refer to the distance part from say the player to the bush? Like a vector would have a smaller length if the player was really close to the bush, and have a bigger length if the player was really far away from the bush?
yo im looking at them this is awesome tysm
yes, the distance from the player to the bush in this example is the length of that vector PB (P = player, B = bush)
Got it, sweet
Unity doc page does explain this: https://docs.unity3d.com/ScriptReference/Vector3-magnitude.html
So wait if I normalize the vector from the player to the bush, wouldn't that just make the player and bush really close to eachother? I know you guys said normalization is really useful, but it's a bit hard to see.
normalizing the vector doesn't move any objects
it just modifies the vector
sometimes, you do not care about distances, only directions
angles do not depend on distances, for example
They don't, like in my example above
if you want to fire a rocket at the bush, the rocket should not go faster if you're far away from the bush
Which makes sens
therefore, you should ignore the magnitude of the vector
Vector3 dir = (target - me).Normalized();
var bullet = CreateNewBullet();
bullet.Fire(dir * power); //yay this is consistent!
🧠
Oooh wait, I think that clicked
Okay so essentially normalization just gives you the direction part of a vector without changing the vector itself, right?
i would say it does change the vector!
it makes it magnitude exactly 1
the direction of the vector doesn't change
Ah okay, I think this makes sense
I can sketch this out, I think I see what you guys mean
Ahh okay
since its magnitude went down
Yeah
It doesn't reach all of the way
But it retains the same angle
Because angles are independent of direction
I'll have to find use cases of normalization because it feels a bit esoteric lol.
no, angles are independent of distance
angles absolutely care about direction!
(god i can't spell "direction" to save my life today)
A bit confused on that lol. So that means an angle won't be created if I normalize a vector starting from the same starting point of another vector (startin gpoint being the player)?
i think rob's point is a bit confusing here
the vector itself does not "retain an angle"
My bad lol it's my brain
however, the angle between the two vectors doesn't change
Right
Yes sorry, a vector is not an angle but we can calculate an angle from one
Yeah that's what I figured lol
Ye, like above with two vectors. I'm following
atan2 my beloved ❤️
i haven't used trig functions in a while :p
hello
Yooo
yo boys i found a guy on fivver who says he can make me the same mechanics as seen in the game operator-> https://store.steampowered.com/app/1913370/OPERATOR/ for £1400. I have no idea how much any of this shit costs to outsource is this legit?
Be sure to join the OPERATOR Discord server to keep up with the latest news, squad up with fellow operators, and have fun!
In OPERATOR, you will play as an elite Tier 1 operator undergoing dangerous clandestine operations all across the globe. With a strategic, measured, and unforgiving style of gameplay. OPERATOR aims to be the ultimate tact…
$9.99
4153
If you have 1400 to burn on an asset flip, does it matter
At least the basics of how angles work now with vectors
The question is what are you hoping to accomplish doing this...
Where can i ask help ?
!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.
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I saw other sources talking about stuff like Sin, Cos, Tan, trig and I was "Dang, that's so complicated right now" lol
I just learned what angles were the other day and I kind of want to play around with just that
ty
I also have a weird idea I want to share that I'm curious is possible after figuring this out lol
I am new to unity and i am trying to create a horror styled game with low quality style PSP but i have some bug with the walk animation
he is like in the floor
If its only when animation is playing then the model has a shit origin. I think unity can fix it for you use the root transform y baking properties on the anim/model importer.
yes but i changed it 3 Times and with ai i tested like 20 Scripts who didn't work
ai scripts arent needed. if the model is set to be a humanoid you can apply these fixes very easily
^^ bake the Y
Thanks ( I think that the link is not working )
but ai or something
it does if read by human eyes
link working fine
also this if needed https://learn.unity.com/tutorial/import-animation?version=6.0
i need some arabic man
Who can help me create my game
I really need help
if you have a specific problem ask it
Probably the completely wrong place to ask but Im a junior 3D modeller looking to get some more experience. Where are some good places to get my foot in the door?
Hang out on Reddit and stay active. Browse indie game Discord servers, especially Visual Novel ones
Draw them some 3d models and ask their feedbacks etc.
Amazing thank you! I tried creating my own game but cant grasp the programming of it all so i just wanna take a step back
Don’t expect to create a perfect game right away. You need to keep creating and working on projects to improve.
I knew this from the start. Before game dev I was a web developer. But game dev just doesnt seem to be my kind of touch
Sure, if you feel more comfortable working in 3D, by all means go ahead 🙂
Foot in the door of anything specific?
Like freelancer work or just generaly connecting with other modelers
Bit of both but with my current set of skills I dont expect to be getting paid just yet
Find a niche
Thats my tip
I started out modelling by working with csgo mapmakers
Be willing to work for free at the start, find something you are interested in and help out
It almost always leads to connections, experience and paid work down the line
To be completely honest im not looking to get into modelling for the money. I just wanna see my work out there getting used. Currently a lot of it just sits on my computer collecting dust
Finding people who wanna take on is the part im finding trouble with
Check the forums for people that might be looking for cheap/free models/modelers.
!collab
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Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
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Mb
same thing applies then
Isnt there a shortcut that lets you have a "follow camera" inside of the scene view?
im trying to look it up but im not seeing anything... i feel like im losing my mind here
istg that was a thing
wdym by "follow camera" here? like make your in-scene camera match the scene view? because i think that's ctrl shift f with the camera selected
i meant like lock onto the selected object
and now that im saying this i feel as if i would have had better luck googling "follow object"
so is this channel just for genral talk about unity or about games
Unity
its not really a general channel
altough some would disagree
its more so for general questions regarding unity
something that doesnt fit into other channels
"Non-programming Unity development topics & questions not covered by specific channels. Prolonged discussions and game design questions should be threaded."
but its not an "off topic" by any means as well
this discord servers weird im not used to no genral chat
its unusual yes but think of it more as a large help forum rather than a social space
altough people do still talk and socialize here, its mostly within confines of a relevant topic or discussion
so if i have a proplem(i dont have a proplem) with shadows not looking right do i type here or script help?
!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.
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so unity talk
oh okay
Shadows is specifically related to #1390346776804069396
but if youre unsure ask here and someone will probably redirect you
just make an attempt to find the channel at least 
If I need to add properties to a script how would I do so
are liminal games still a thing
I have a problem with DOTween.
I think it is dependent on Time.realTimeSinceStartup instead of unscaledDeltaTime(which I want).
I use DOTween.defalutTimeScalIndependent = true;
In the Awake
I think they fixed the issue now
price is back to normal on the storepage when you visit
How is it acting different from what you expect?
Wouldn't those properties give the same results anyway when you accumulate unscaledDeltaTime vs. read realTimeSinceStartup?
Or are you seeing some imprecision on long sessions?
I am logging time and when I pause the editor, the console stops but the moment i unpause the editor, all the logs are printed at once depending on how long the editor was paused. Weird
Maybe your console window just doesn't repaint
Until unity forces it to refresh on unpause
Maybe that's a thing but will check that through async later.
when baking light in unity we have few tabs like scene, and adaptive probe volumes. does clicking on them change how the light is baked. for eg scene is for normal enlighten bake, apv is for apv. also i am unable to get good quality lighting with apv. i got few good bakes before but they are not consistent, perhaps i forgot to check certain options other times. also apv seems to ruin the normal map data. i have seen a work around for it. in volumr under adaptive probe volume options. also am i supposed to use hdrp and apv together or is it meant just for urp?
'i am really frustrated by unitys lighting systems
Or maybe switch into Primetween. It seems more controllable ig.
It might be a lil pain cuz I have moved kinda far but I can do that.
Hi everyone
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Thank you
I think it is something like in cookie clicker when you are back, the time is converted into credits.
But I want to axt normal doesn't teleport time
Missing a lot of context here. If you have a code issue post it in a code channel and show the code ofc
I think it is more like a DOTween related thing.
this is the debug example that I am using.
{
DOTween.defaultTimeScaleIndependent = true;
DOTween.defaultUpdateType = UpdateType.Normal;
DOTween.To(() => 0f, (value )=> {
Debug.Log(value);
}, 1000f, 1000f).Play();
}
whe i remove this line DOTween.defaultTimeScaleIndependent = true;
everything works fine except it is now dependent on deltaTime instead of unscaleDeltaTime
I want the unscaledDeltaTime
I had a similar-sounding situation and unscaledDeltaTime could be a huge value (minutes) because it accumulated all the time Unity was paused while the ad was active. I ended up writing a helper class that capped unscaledDeltaTime on the frame the app came back into focus
Hi Guys! I am a 15 year old developer and i want to seek some advice for publishing a npc/enemy ai system on the asset store
you'd need to be 18+. perhaps talk to your parents
Right now it includes the following features :-
1)Full AI state machine: Idle, Patrol, Alert, Chase, Search, Return
2)Vision system (FOV, range, line-of-sight raycast)
3)Hearing system with external sound triggers
4)Optimized detection (interval-based, not per frame)
5)Patrol system with waypoints (Loop, PingPong, Random)
6)Idle system with random wait times
7)Alert delay with player-facing behavior
8)Chase system with dynamic tracking and catch distance
9)Search system using last known position + random search points
10)Smooth return to patrol
11)Animator integration (speed, alert, chase, triggers)
12)Audio system (alert, chase loop, lost sounds)
13)Dialogue system with state-based lines + cooldown + UI
14)UnityEvents (player detected, lost, caught, waypoint reached)
15)Full NavMeshAgent integration
16)Runtime API (force states, set player, update waypoints)
17)Debug gizmos (vision cone, hearing radius, patrol path, state label)
18)Performance optimized (coroutines, cached hashes)
19)Includes dialogue UI system (TextMeshPro, fade, state-based colors)
I wanna ask you guys what could be the price of this on the asset store
I know my parents handle all of that stuff , I just like to make projects on Unity
I want to use it because If I had to use animations for UI in while the game is pause (timeScale is 0) then it won't apear to updating at all.
you can make a #1180170818983051344 show how you made it, what it does, and ask people There what they might consider paying for it
this is not the room for market research.
go show your product in a #1180170818983051344 and ask there
Alr!
hey guys I'm just going in and fixing some pivots on props - is there a way to center the pivot inside a prefab back to the prop itself? or would you have to create a new gameobject and then replace the original prefab?
Not 100% sure what you mean but you can just set the local position of the objects to 0, 0, 0
ahh cool ty
Hey guys I’m new coding and entirely game development, so could u suggest a good YouTube channel?
Math is important for game developers, but how much math do you really need? And is it really as difficult as it seems? Let's explore and understand some of the common uses for math in games.
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i used maths for world generator, although it's not good...
idk why
something's off
Thank you
check the pinned messages in #💻┃code-beginner
Are you kidding me.....?
For the past few hours, I have been trying to switch into Primetween and I finally managed to do it now and IT HAS THE EXACT SAME ISSUE.
I build my game, and then for testing purposes, I use a mobile device; however, it is lagging. I have the Fusion Public Cloud with support for 100 concurrent users—so why is it lagging? What is the problem?
How can anyone even answer that?
You can use the profiler to see what kind of bottlenecks you're getting.
7 fps
7 fps
why lag??
The CPU is waiting for the GPU to finish, so presumably there's a lot of expensive graphics
In your screenshot, I noticed that all the buildings are being rendered into the scene at the same time
I would also log Unity's Times to see what the mismatch exactly is. You definitely aren't using real time?
If there's a clear mismatch, I would try to take a peek at the internals of the library.
can anyone help with this? it happens whenever i open unity hub and i did a report and they said itsout of date but i cant update it
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
they said itsout of date
who said what's out of date exactly?
A friend of mine helped me fixed it.
Actually it was about how unity treats deltaTime and unscaledDeltaTime.
When the editor is paused, the deltaTime doesn't get incremented but the unscaledDeltaTime does even if the editor is paused
All I had to do was update the DOTween manually and pass Mathf.Min(Time.maxAllowedTimestep, unscaledDeltaTime) as unscaledDeltaTime parameter
unity. they responded to my report
Huh, assumed they would behave the same when it comes to this.
what should i show as theres a lot of info
did you uninstall the hub, download the newest installer and try to install?
i count figure out how to uninstall
a simple google search will explain how to uninstall the hub
Me too, and that's why I had to switch into PrimeTween and back into DOTween again (cuz Primetween doesn't support Manual Update afaik) before realizing this lol.
My entire day was wasted today
spent, but not wasted.
now that im in i cant open projects because of this
public AudioClip sounds = new Dictionary<string, AudioClip>(); how to fix this code
what's broken about it
I mean you are assigning a Dictionary to an AudioClip but ofc you should always include a description of what is broken (and #💻┃code-beginner might be better channel)
actually i want different names for an audio clip array how is that possible
let's go continue in #💻┃code-beginner, what are you trying to achieve exactly
can someone help my friend to do C# script? please friend request me.
not how this server works, just have your friend ask about whatever they need help with here
i also don't know C#
It's a thing you read
hence why i'm recommending that your friend gets the help directly
okay? why theres was texts and that's all?
i have no idea what you're trying to say
Hi everyone! I’m looking for some advice or tutorials on achieving this 2D pixel lighting effect.
The video on the left is my goal, and the video on the right is what I’ve managed to create so far. I’ve already experimented with normal maps, stepped lighting, and pixelation shaders, but I’m struggling to recreate that natural "light-spreading" effect along the wood grain seen on the left.
Does anyone know how to make the light interact with the texture's grooves more convincingly, or have any resources to share? Any pointers would be greatly appreciated. Thanks! (I'm using 2D URP/HLSL)
tbh the right looks better ;p
the video on the left makes the planks appear very warped
it's like they're half-cylinders
light doesn't bounce off of a flat surface like that
you could recreate that by adjusting your normal map
i have zero clue why my ragdolls arms are like this
nevermind i found out why
angular limits
Thanks! Now that you mention it, the one on the left does look like a log cabin. I’ll try refining the normal map a bit more.
ah, that's what it looks like! a log cabin
Hey guys, im trying to make a 2D game with somewhat realistic lighting. But ive stumbled upon one problem: When i set the shadow caster 2d to only cast shadows, the volumetric light from my Spot light 2D just travels through the island, as shown in the left image. When i set the shadow caster 2d to cast shadows and self shadow, the whole island just turns darker. Is there a solution to let some of the light pass through the 2 first blocks or so, and the rest of the light gets blocked by the rest of the island?
Is unity down? I'm getting a license error when trying to open my project but u do have an active license
This normally happens when somethings going on at unity I dunno if anyone else is having issues?
Made a custom loading screen renderer from layers exported from .psd files, animated with unity timeline extensions, hierarchy resolved with bursted matrix math and rendered with a custom URP render pass (for proper blendmode layer compositing)
where can I find the "ml-agents" mascot texture/material?
Afternoon, awesome people!
Context: Im a compulsive organizer trying to optimize folder structure on Unity 6.
Objective: Intuitive reading, efficient project managing & fast work.
Question for the experts: What is the best folder structure in your opinion ?
there's never a "best"
you can mainly separate it into grouping by feature and grouping by type
and then anything beyond that is highly specific to the project and your own preferences
First place I think to put a file, it goes there. Next time I want the file, the first place I'd think of where it'd be is where it is.
Actually quite tricky - I have like a scripts folder etc. but I often end up having like "content" folders. For example, I have 1 per character which contains their scriptable object, any custom scripts for them, and their model. All generic stuff goes in the normal like Art/Scripts/Prefab folders but any content-specific bits like levels/players/enemies etc. goes into my content folder.
Currently making a tower defence so I have "Content/Towers" and "Content/Enemies" etc. and each of those has Scripts, Prefab, Anim, Data folders inside
However I don't think its the perfect way of doing things... so I can't answer what the best way is
Hey everyone, I'm making a VR game with Unity and I have a question about the splash screen in version 2022.3.62.f1. With this version, you can't delete the "Unity" splash screen; it's only possible with a premium subscription (but i am a singel dev without monny ). Is there a way to bypass this, since you can delete it in the newer version anyway? Everyone says that as soon as you see "Made in Unity," it's a bad game, and that's sometimes the case with low-quality games, etc.
The bypass is updating your unity version
i would not fixate on this at all
I've done that before, but somehow everything broke down
Then you could just ignore it
If the artemis 2 tracker can start with the unity web gl loading symbol, so can you
that's pretty vague!
yea you right
i left mine on (partially beacuse i'm already displaying the FMOD logo)
I'm having some issue with animating for an assignment. In the picture, the truck is lifting the box and the box is supposed to move up along with the crane when it's lifted but I cannot animate the box to go along with the crane. How do I solve this problem?
An animation can only affect objects that are parented to whatever has the Animator on it
you could use two separate animators (one for the truck, one for the box)
Are you only allowed to use animations for this, or are other components (e.g. constraints) permitted?
Idk about the other components for animating
How so?
right now, you probably have an Animator on the Truck object
This right?
the Animator window lets you edit an Animator Controller
an Animator component uses an Animator Controller to play animations
click on the Truck object in the hierarchy on the left side
look at the Inspector
Yes?
Does the box move separately, like via a rigidbody? If so then you'd probably want to attach it to the crane via a joint when it's being picked up
i presume you have an Animator component in there
Yes, what's next?
How do I do that?
Would this be the channel to ask programming and development questions? I am new to unity and working on a project for a class :)
it depends on your setup, the joint itself would work if the crane had a rb too. A joint connects a rb to another rb (or to a static point in the world if you don't use another rb).
The crane can move via an animation but if the box isn't parented under it, then you need to attach it yourself in another way. Like a constraint, or a script that parents the box to the crane for example
theres code channels #💻┃code-beginner #1390346827005431951
What's an rb?
rigidbody
the answer to what you exactly need to do depends on your setup
This is my set up, if it has a rigidbody
there's no rigidbody, a rigidbody is a component. my question is what exactly do you want to happen here? Is the user supposed to control this truck and the crane picks up the box automatically? Is this just like a predefined animation happening in the background?
Like I've shown. I want the box to be animated and move along with the crane lifting it up but the box is a separated object
yes im aware you want the box to move with the crane. The question is more about the details surrounding this, why does it get lifted, when does it get lifted, is the box always supposed to be attached to the crane?
The answer for what you need to do depends on what you expect the user experience to be like. If the user controls the truck and can pick up the box at will, then you'd need some sort of detection in the crane to know it's overlapping with an object that can be picked up.
If it's just like a cutscene, then you could simply just parent the box to the crane
Okay so this doesn't relate to any user experience, it's just an animation for a due assignment. The box only attached to the crane when it's lifted
ah ok, then as Fen said a bit before, you can animate the box separately. Do the same thing you did for the truck and try to line them up.
Maybe you could get away with putting both the truck and box under a common parent object that doesn't move. Then animate it all under one animator
I tried the parenting object before but I cannot animate both object separately in it since they both move together. And I have to align the box with the crane when it's lifting up to animate it which I when I clicked on the box, the truck resets it's position
"butthole"
