#💻┃unity-talk

1 messages · Page 107 of 1

rough trellis
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Thats actually, crazy.😊

stuck flower
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If the game's not done, you don't need to name it yet

worldly cave
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stick to a code name for now

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something you can use to identify it easily and thats about it

vale trellis
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Did anyone get unity AI credits? I applied but haven't heard anything yet.

gray frigate
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😅

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i'd suggest giving it a name that is explicitly not a good title

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make it very literal

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it's a game with potato beans? Potato Bean Game

worldly cave
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maybe even hotdogs

gray frigate
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I'm stumped!

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see, I'm working on this battle simulator, but it needs to be totally accurate

gray frigate
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hello Untitled Goose Game

abstract umbra
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i like how "Dungeon Bean" sounds

balmy kettle
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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"

stuck flower
crisp jasper
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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.

pearl oyster
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£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 👍

crisp jasper
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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.

worldly cave
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honestly

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from your descriptions sounds easily close to 300 dollars worth of work

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not 140 pounds

supple mica
crisp jasper
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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.

supple mica
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So next time you'll have a better idea through this experience

worldly cave
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this is why most freelancer charge per "package"

crisp jasper
supple mica
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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

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that's what I would do which may or may not be right

crisp jasper
steady pulsar
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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?

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Anyone knows?

gray frigate
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what are you actually changing?

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importantly, if the sky is getting brighter, but the light coming from the directional light isn't increasing, the world will look very dark

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(because the sky is super bright, pushing your exposure up)

steady pulsar
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changing this, if i turn the slider down it gets very bright

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You can see my problem in the forums of rendering

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There i explain it more in detail

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Its because im making a water shader and something is really off with the lighting or maybe the shader idk

gray frigate
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yes, turning down that slider will make the camera more sensitive

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The icon shows you the light level that this exposure setting is suitable for

cursive abyss
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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 atwhatcost
PLSS HELP notlikethis

gray frigate
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High exposure settings are for daylight

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And intermediate values are what you want for indoor scenes

cursive abyss
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How to add this component

gray frigate
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note that if you're using the URP, you do not need to use the Post-Process Layer and Post-Process Volume components

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that's only necessary for the built-in render pipeline (BiRP)

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for the URP, you just add a Volume (not a "Post-Process Volume") component and set up a profile

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(the entire Post-Processing V2 package is unnecessary)

cursive abyss
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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

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Sooo i should do now what exactly?

gray frigate
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so your goal is to display a piece of text that will appear through walls?

cursive abyss
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Yea

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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

gray frigate
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Bloom will come from a Volume

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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)

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(and i need to leave soon, so i can't go through it in detail)

cursive abyss
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How do i create an material like this?

chrome storm
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Yo guys, what's your favorite shader graph you made so far? Im proud of my stars one

spring sequoia
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Can someone actually help me with this?

cursive abyss
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@gray frigate but what does i tell me. I mean i dont get the Point :(

gray frigate
chrome storm
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Like above what you said idk how long ago

spring sequoia
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Ok but then I will have to remake every wall and obstacle

chrome storm
balmy kettle
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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

chrome storm
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I 100% agree with this dude

spring sequoia
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I will just try to do this thing with 3d boxes it will be easier

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But thanks

balmy kettle
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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

molten stirrup
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Hello im a intermediate coder, someone help me with this. How do i make my float true?

copper gust
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floats cannot be true

balmy kettle
stuck flower
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Like 95% sure this is a troll

steady pulsar
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is anyone able to help with an issue in my shadergraph? Im struggling hard to fix an issue

steady pulsar
balmy kettle
#

!collab 👇

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stuck flower
#

If you are a human person please eggplant react to this message

kindred geyser
stuck flower
tame flame
#

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 🫩

tidal canopy
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i cant fix this game

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called road trip

potent geyser
# tidal canopy i cant fix this game

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.

stuck flower
tidal canopy
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i got them

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it gives the same thing

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like even the lost game its self

stuck flower
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We don't support decompilations here

tidal canopy
stuck flower
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Irrelevant

tidal canopy
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i got the dev project file

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like half the devs are gone

copper gust
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we cannot help you here

tidal canopy
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alright

sweet tartan
tame flame
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I mean its what my book says

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Maybe I explained myself horrible

gray frigate
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the cosine of an angle gives you the horizontal position on the unit circle

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and the sine gives you the vertical position

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hence why cos(0) = 1 and sin(0) = 0

tame flame
tame flame
pastel onyx
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I made my first ever dev log here

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And I'm gonna be making episode 1 of my devlog video tomorrow

sullen scarab
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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.

slow dirge
gray frigate
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yeah, do that first

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that smells like a Random Inscrutable Error

sullen scarab
slow dirge
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Do you have some kind of third part plugin/asset related to git?

sullen scarab
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I don't think so. How would I check to confirm?

slow dirge
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Well, did you install anything like that? How are you operating git? Is it some ui in the editor?

sullen scarab
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Oh, I'm just using git bash to use git

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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

slow dirge
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Then probably unrelated

sullen scarab
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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

sullen scarab
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Burst is doing fine for now it seems XD. Let's see how long that lasts

humble kayak
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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.

proper lintel
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hey for unity android game builds why is my game need to be out of the canvas to fit my phone properly when testing

humble kayak
prime panther
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who can help with unity 3D

balmy kettle
tall hearth
balmy kettle
humble kayak
balmy kettle
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what is? the profiler?

humble kayak
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yes

balmy kettle
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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

humble kayak
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I found the main problems- Draw opaque objects and Draw depth normal prepasses, and i fixed it

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it has 318 in opaque and 238 in normals with like 30 enemies

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total of 757 batches for the mostly simple scene

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i removed SSAO for my game (cuz its toony) and it removed 200 of the normal batches

proper lintel
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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

balmy kettle
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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

placid yew
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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

lapis gate
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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

gusty fox
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How to fix this face

inland apex
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How do I create a inverted copy of an object

placid yew
placid yew
lapis gate
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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.

solar slate
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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?

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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

lapis gate
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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

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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

solar slate
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wow sounds good, i was thinking about chunk things

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thank you

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i was just being tough about the lighting solution, cz there are so many ways but they're too old to make one

lapis gate
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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.

solar slate
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ohhh, i'll try

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thank you so much, this helped me alot

lapis gate
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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

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you trade more CPU side logic for less drawcalls

solar slate
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it seems "3d lighting" thing in isometric pretty hard when doing an open-world game

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ill search it up,tysm

lapis gate
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it works if the lighting is fixed, but if you do want the 360 lighting, yeah you need more geometry

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or some sprite masks to move with the lighting,

solar slate
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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

▶ Play video
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he explained it better than me , but i think i based on it

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to make lighting

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it currently a worked but with some bugs but still good, but every single prefab has prefab shadow, is not good performation i guess

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i was thinking about new solution that lighter, and easily to reuse

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noted.
ty for helping me finding solutions

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ngl

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helped alot

sullen scarab
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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.

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Nevermind! Looks like I missed a few gizmos. Woops

solar slate
latent meadow
keen elbow
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myb

pastel onyx
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Let's say I had a asset purchased on unity asset store

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But i don't see it

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And apparently I have to buy it again

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So is there any restore purchases button?

potent geyser
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Where are you looking for this purchase?

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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.

sage basin
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?softban 1485544995292188742 bot spam

novel scarabBOT
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dynoSuccess dbwus_2888 was softbanned.

rigid timber
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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.

viscid pebble
storm patio
#

!collab

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storm patio
#

not really what this server is for

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feel free to ask questions if you get stuck on anything though

storm patio
mystic breach
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My editor keeps shutting down and logs here any idea to fix it?

storm patio
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try checking unity's own logs

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!logs

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# storm patio !logs
📝 Logs

Documentation

Editor logs

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

Unity Hub

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

storm patio
#

a segmentation fault in unity? tf

mystic breach
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It is happening since last monday

storm patio
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huh, that looked like a separate log to me, but aight never seen that before

mystic breach
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I followed this path /library/Logs/Unity/Editor.Log

slow dirge
boreal river
#

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?

slow dirge
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Assuming you're talking about the editor, you can access assets, like SOs via the asset database.

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FindObject(s)OfType would also work, but only if the SO is already loaded and in memory.

latent meadow
#

!collab

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faint relic
charred fog
#

@faint relic You've already been pointed to the correct place before.

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Stop spamming the channel

faint relic
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ok

dire forge
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i'm 5 days into learning coding and i love the fact that you can do this

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angerjoy "butthole"

safe garden
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can you move collider bounds with a gizmo similar to how you would do a 3d object?

twin idol
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i js changed one component and then clicked ctrl z and it changed back but gave me errors for no reason 😭

sacred moon
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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

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Is it a good idea to?

copper gust
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c# is a beginner language

sacred moon
copper gust
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generally new people learn beginner stuff yeah

sacred moon
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So should I do it

copper gust
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sure

sacred moon
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Thanks for the advice

gray dirge
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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

sacred moon
vivid cedar
gray dirge
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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)

latent meadow
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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

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i should clarify. Unity's implementation of a c# like language was the easiest 🙃

boreal river
latent meadow
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i know, i am just messing around 😄 , sorry. i am half asleep and amusing my tired brain @ Chris

rugged verge
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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.

boreal river
copper gust
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try updating unity

boreal river
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I am using Observer Pattern btw

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I think there is a recursion

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and I see stack overflow exception

storm patio
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ok then check its stacktrace

boreal river
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That's the error in the console btw.

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I have used Observer to trigger game over

storm patio
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so your RaiseGameOver is triggering itself

boreal river
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its a recursion right what's happening?

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Because I read this about stack overflow

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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.

storm patio
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a stack overflow means the stack is too big

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the stack is composed of function calls

copper gust
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(you know code questions go in the code question channel btw)

storm patio
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if you have too many nested function calls, it overflows the stack

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i wouldn't say it's recursion here.

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it's recursive behavior

boreal river
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Wait I think I figured out the issue

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Because I am using Object Pooling, I think I forgot to return my object back to pool

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so that its triggering all the time the same event I have created

worn bridge
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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

latent meadow
worn bridge
#

thanks, where do I add the art channels?

latent meadow
worn bridge
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thank you

tall hearth
latent meadow
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yes, exposing all channels is absolute madness. i must be committed immediately

crimson wind
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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

copper gust
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Yes

mystic breach
slow dirge
mystic breach
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I dont think macOS let you update the driver even if it has one

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I'll look anyway

hasty tinsel
#

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.

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What yall think?

copper gust
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why

hasty tinsel
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It could even be a game launcher

copper gust
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normal installer?

slow dirge
#

There's no such thing as "normal installer"

stuck flower
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What kind of installer needs "full ui control"

hasty tinsel
stuck flower
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You just run it, click next five or six times and then delete it

hasty tinsel
#

😅

slow dirge
# hasty tinsel Nsis and other wrapper

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).

hasty tinsel
slow dirge
#

Launcher, sure. But that's not a "great idea". It's just what people do if they need a launcher.

latent meadow
#

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

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of course this is not including the mentioned steam stuff, or gog, or etc

hasty tinsel
stuck flower
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Launchers are made with whatever language you want. They're just programs like any other.

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Anything that can compile into an exe can be a launcher

gray frigate
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Games might use a separate launcher if they need to distribute content directly from their own servers, rather than through Steam

latent meadow
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technically, a launcher could be the first level/scene in your unity game. just make it a window

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with unity 6 removing the splash screen reqs, it is doable, i think

wary creek
#

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

vivid cedar
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it's intentionally waiting until the next vblank

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Show us the profile that made you come to that conclusion

wary creek
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it's my first time profiling so taking this as a learning opportunity as well, one moment

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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

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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"

balmy kettle
#

so increasing the maximum framerate in your game allows you to reach a higher framerate? isn't that literally the intention of that slider?

wary creek
#

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

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it straight up could just be an information gap on my end

balmy kettle
#

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

storm patio
balmy kettle
#

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

wary creek
#

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

storm patio
#

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

wary creek
#

and i also verified that the cap on that computer wasn't set to 15, by default the cap is 60 on every device

balmy kettle
#

you'd need to profile it on that device to see what the actual issue is

boreal river
# wary creek then when i increase the frame cap (currently it's 60, there's a slider to incre...

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.

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Just saying because I remember what my teachet told me

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teacher

wary creek
#

what optimization issue is behind it

boreal river
#

do you have objects instantiating or destroying?

wary creek
#

nope

copper gust
#

(we dont need to play 21 questions, the point of the profiler is to avoid that)

wary creek
storm patio
#

lobotomize your pc

wary creek
#

because while i wish i had access to that device, it's quite inconvenient and time consuming to get access to it

boreal river
#

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

storm patio
#

let's not make random assumptions here

wary creek
#

... yes i'm aware of object pooling, i used it in my first ever project

balmy kettle
wary creek
#

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?

latent meadow
#

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

wary creek
#

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

latent meadow
#

one thing.. you Might. the modern CPUs have a GPU on them..

balmy kettle
#

that's not necessarily true of all CPUs

wary creek
#

yeah my cpu definitely doesn't have an integrated gpu

latent meadow
#

my experience is only Intel, so i did make a broad statement without knowledge

balmy kettle
#

AMD typically doesn't have integrated gpu for their standard desktop processors unless you specifically seek out the ones that do

abstract umbra
#

both intel and amd have versions with and without integrated graphics, what are you talking about

wary creek
#

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

warped vector
#

What's yall favourite tweening asset?

potent geyser
#

PrimeTween is my current go to.

warped vector
#

I have been using DoTween for ages but I was thinking I could try something new

potent geyser
#

However, if you're going to be using it for punching/spring effects, then you need to get the All-In-One Springkit.

warped vector
#

I'll try PrimeTween, ty

near wigeon
warped vector
#

I have noticed

#

Mostly just figured it out by trial&error

warped vector
#

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

copper gust
#

youll probably like ui toolkit 😛

thin rover
#

i cant install the editor

balmy kettle
#

!install

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

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

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

i alredy did all that --_--

balmy kettle
#

what did the logs say

open pine
#

Hey guys, im new here, where can i ask for help?

potent geyser
#

This entire server, pick the topic from the channel directory.

winter matrix
winter matrix
stuck flower
#

Check the asset store

winter matrix
copper gust
#

custom made is a good amount of money

stuck flower
#
  • Good
  • Fast
  • Cheap

Pick two.

winter matrix
copper gust
#

a living wage

stuck flower
winter matrix
copper gust
#

how long does it take for you to run to a house

stuck flower
winter matrix
copper gust
#

thats fantastic advice

#

whats your answer to the string question

winter matrix
stuck flower
#

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

winter matrix
copper gust
#

there is no average

stuck flower
spare cobalt
#

Can anyone explain how to use this code? It's not working for me. I bought 2 assets before trying.

modest meteor
copper gust
#

and anything close would depend on what your making

winter matrix
copper gust
#

some amount of time

stuck flower
copper gust
#

something like this won't take too long

stuck flower
#

Why does it matter how long it takes

#

It will take as long as it does

spare cobalt
winter matrix
copper gust
#

blender server is probably good for that

stuck flower
winter matrix
stuck flower
#

!blender

vagrant rootBOT
stuck flower
#

"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

fervent carbon
#

how do ppl get commisions as a composer? i find it very hard.

junior chasm
#

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

inland river
novel venture
#

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?

copper gust
#

There is 0 reason to ever use Find

#

yes it is better to assign via inspector

stuck flower
copper gust
#

but there are many worse ways that are still better than find 😄

storm patio
#

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)

novel venture
inland river
storm patio
#

it's something easy to teach/show

copper gust
#

sorry to hear that

storm patio
novel venture
novel venture
stuck flower
storm patio
abstract umbra
#

what if there is something in the scene that the player which is instantiated should have a reference to?

inland river
# novel venture sorry, so it's n * m right?

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

stuck flower
abstract umbra
limpid pivot
#

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

storm patio
abstract umbra
stuck flower
stuck flower
#

you can make it have it

storm patio
novel venture
abstract umbra
copper gust
#

for scene <-> scene stuff ideally you'd probably have the thing in the upcoming scene reach out to a singleton on it's awake

abstract umbra
#

so no, cannot drag the other object

stuck flower
gray frigate
#

whoever creates the prefab is responsible for giving it the references it needs

storm patio
# novel venture sorry, so it's n * m right?

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

stuck flower
#

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

abstract umbra
stuck flower
#

It should hold only asset references

#

Things in the scene can reach it from anywhere, so why would it need to access them

storm patio
#

@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

copper gust
glossy topaz
#

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

storm patio
#

i think that's b

copper gust
#

I think it's seperate in the sense that you'd need some sort of singleton or such to middleman the interaction

storm patio
abstract umbra
#

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 ?

storm patio
glossy topaz
#

So no one is bettr than the other?

stuck flower
storm patio
glossy topaz
#

Ty

storm patio
#

they have their ups and downs

storm patio
abstract umbra
copper gust
stuck flower
storm patio
abstract umbra
#

cameras should not be instantiated, i have already learned that the hard way

copper gust
#

nothing wrong with doing that

storm patio
#

fun fact cameras are instantiated when you load scenes containing cameras

copper gust
#

aside from the wrongs you must have been doing

#

(respectfully)

novel venture
stuck flower
#

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

storm patio
#

Find("a/b") goes through a then b

copper gust
#

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

novel venture
#

are you also looking in the sub-children?

storm patio
#

they can, yes

#

also this is in the case of Transform.Find

#

GameObject.Find goes through all gameobjects

novel venture
copper gust
#

in the scenes iirc

storm patio
#

in all loaded scenes, probably

novel venture
#

holly shit

gray frigate
#

performance considerations inside, Find is extremely brittle

copper gust
#

yeah man it sucks !

#

theres nothing good about it

storm patio
#

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

gray frigate
#

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)

#

😉

storm patio
#

haha magic strings go NullReferenceException

storm patio
novel venture
novel venture
storm patio
storm patio
#

because of the magic string and indirection, yes

novel venture
#

k thx guys

abstract umbra
#

so basically the only reason not to use Find is performance ?

storm patio
#

no

#

because of the magic string and indirection, yes
literally just said it

sly lake
#

It's a good feature for editor scripts

copper gust
stuck flower
# abstract umbra so basically the only reason not to use Find is performance ?
  • 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
copper gust
#
  • Even if you don't care about performance FindObjectsByType exists which does the same thing but avoids the other 2.5 points
abstract umbra
#

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

stuck flower
#

You just for whatever reason don't want to do it

copper gust
#

they aren't saying otherwise

stuck flower
#

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)

abstract umbra
#

was a bit hard to read when 3 people were simultaneously writing

plain dagger
#

Id go the manual dep management route myself too

abstract umbra
#

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?

copper gust
#

Singletons

plain dagger
#

Or have your own systems for loading that handles this all

#

guess what you dont have to use start/awake only 😮

stuck flower
abstract umbra
#

ok, thank you, understood

gray frigate
#

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!)

plain dagger
#

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

lapis gate
#

yeah no reason to ever use find

#

GetComponent and friends is the most node searching you should be doing

shadow summit
#

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?\

lapis gate
#

render face -> both (or front)

shadow summit
lapis gate
#

What type of geometry is thsi

inland apex
#

How do I mirror a shape

lapis gate
#

If you're just sticking lit into spriteshader you're probably going to run into more problems

inland apex
#

Pls tell me

shadow summit
lapis gate
#

ya probably need to make a custom spriterender shader if you want the lighting

inland apex
#

May you help me now?

lapis gate
inland apex
#

No unity

shadow summit
# lapis gate blender

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

gray dirge
#

blender

lapis gate
gray dirge
# inland apex No unity

Unity is no modeling software. What kind of shape is it? Like a single 3D model or something that you build from smaller models?

inland apex
#

3d

#

I just need my right hand to be a left hand

shadow summit
lapis gate
#

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

gray dirge
inland apex
gray dirge
#

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)

inland apex
#

@gray dirge it worked

edgy mica
#

I have an question

worldly cave
#

!ask

vagrant rootBOT
# worldly cave !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

balmy sundial
#

So I'm kind of confused about getting the angle between two disconnected vectors and how that works.

#

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

gray frigate
#

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;
plain dagger
vivid cedar
gray frigate
#

but, ignoring that, delta won't change as you move

balmy sundial
gray frigate
balmy sundial
gray frigate
#

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
balmy sundial
vivid cedar
gray frigate
#

Vector3 whatever = new Vector3(3, 0, 0);

This could be a point in space or a direction + magnitude

vivid cedar
#

When you say "a player represented as a vector" you're almost certtainly talking about a position

balmy sundial
gray frigate
#

and taking the angle between two positions doesn't make sense 😉

#

now, taking the angle between two directions makes plenty of sense

vivid cedar
#

You can find the angle betwen vectors OP and OQ here, two vectors that were constructed from three positions

gray frigate
balmy sundial
#

Let's see

#

I can also make some pics too

gray frigate
#

suppose the player is the blue point and the enemy is the red point

balmy sundial
#

Give me a sec

vivid cedar
#

so yeah - draw a picture

#

identify the positions

#

and create the vectors as needed

balmy sundial
#

Deal

gray frigate
#

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

vivid cedar
#

then use Vector3. SignedAngle or Vector3.Angle as necessary to calculate the angle

gray frigate
#

and I can indeed find an angle between those vectors

gray frigate
#

how far from what? 😉

gray frigate
#

now, if you only had two points, instead of two vectors, you'd be in trouble

balmy sundial
#

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

balmy sundial
#

I could also be misunderstanding lol

gray frigate
# balmy sundial

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

balmy sundial
#

Ooh interesting, so let's say that these are just still objects and nothing is moving

vivid cedar
# balmy sundial

yep - so like - the vector from the player to the stop sign is just (stopSign.position - player.position)

balmy sundial
#

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

gray frigate
#

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

gray frigate
#

(i use "displacement" or "delta" if I care about the magnitude and "direction" if I don't)

balmy sundial
#

I'm sorry if I'm yapping up a storm, this is the first time I'm learning about all of this stuff lol

balmy sundial
vivid cedar
balmy sundial
#

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

vivid cedar
#

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)

balmy sundial
#

Oooh fascinating

gray frigate
#

you need a third vector to figure out which way is which, ye

balmy sundial
#

So it sounds like signed angle would be better.. then?

#

I think

#

maybe lol

gray frigate
#

If you care about which way you're turning.

#

If you just care about the angular distance, then no

vivid cedar
#

often, yes. Depends on the context

balmy sundial
#

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

gray frigate
balmy sundial
#

Naturally yeah

#

That makes sense

gray frigate
#

since the directions are changing, the angle will change

balmy sundial
#

Okay yeah, that makes sense

#

Because if I edit the diagram and move some guys around like this:

gray frigate
#

(of course, you could move away from both objects in just the right way to preserve the angle)

marble widget
#

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

vagrant rootBOT
stuck flower
marble widget
#

i love you

#

thansk

balmy sundial
#

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

plain dagger
#

learning these basics about vectors really helps in the long run

balmy sundial
#

And that's when you make a vector have a length of 1? I was a bit confused on that as well

balmy sundial
plain dagger
#

e.g.

Vector3 dir = (target - me).Normalized();
balmy sundial
#

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?

marble widget
vivid cedar
balmy sundial
#

Got it, sweet

plain dagger
balmy sundial
#

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.

vivid cedar
#

it just modifies the vector

gray frigate
#

sometimes, you do not care about distances, only directions

#

angles do not depend on distances, for example

balmy sundial
gray frigate
#

if you want to fire a rocket at the bush, the rocket should not go faster if you're far away from the bush

balmy sundial
#

Which makes sens

gray frigate
#

therefore, you should ignore the magnitude of the vector

plain dagger
#
Vector3 dir = (target - me).Normalized();
var bullet = CreateNewBullet();
bullet.Fire(dir * power); //yay this is consistent!
gray frigate
#
rocket.linearVelocity = (targetPos - playerPos).normalized * 10;
#

jinx :p

plain dagger
#

🧠

balmy sundial
#

Okay so essentially normalization just gives you the direction part of a vector without changing the vector itself, right?

gray frigate
#

it makes it magnitude exactly 1

#

the direction of the vector doesn't change

balmy sundial
#

Ah okay, I think this makes sense

#

I can sketch this out, I think I see what you guys mean

plain dagger
#

make vector nice, makes maths after easy

#

make logic worky well

balmy sundial
#

It would look something like this if I get this properly?

gray frigate
#

indeed

#

notice how the vector no longer reaches all the way to the bush

balmy sundial
#

Ahh okay

gray frigate
#

since its magnitude went down

balmy sundial
#

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.

plain dagger
#

we can derive an angle but its not an angle

#

its a direction

gray frigate
#

angles absolutely care about direction!

balmy sundial
#

Distance, my bad

#

You're right

gray frigate
#

(god i can't spell "direction" to save my life today)

balmy sundial
gray frigate
#

i think rob's point is a bit confusing here

#

the vector itself does not "retain an angle"

balmy sundial
#

My bad lol it's my brain

gray frigate
#

however, the angle between the two vectors doesn't change

balmy sundial
#

Right

plain dagger
#

Yes sorry, a vector is not an angle but we can calculate an angle from one

balmy sundial
balmy sundial
plain dagger
#

atan2 my beloved ❤️

gray frigate
#

i haven't used trig functions in a while :p

balmy sundial
#

Gotcha

#

So if get this properly

signal ingot
#

hello

balmy sundial
cinder steeple
#

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…

Price

$9.99

Recommendations

4153

balmy sundial
#

I feel like I finally understand this concept now

stuck flower
balmy sundial
#

At least the basics of how angles work now with vectors

worldly cave
signal ingot
#

Where can i ask help ?

worldly cave
#

!ask

vagrant rootBOT
# worldly cave !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

balmy sundial
#

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

signal ingot
balmy sundial
#

I also have a weird idea I want to share that I'm curious is possible after figuring this out lol

signal ingot
#

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

plain dagger
signal ingot
#

yes but i changed it 3 Times and with ai i tested like 20 Scripts who didn't work

plain dagger
#

ai scripts arent needed. if the model is set to be a humanoid you can apply these fixes very easily

near wigeon
#

^^ bake the Y

signal ingot
plain dagger
plain dagger
near wigeon
#

link working fine

cerulean lion
#

i need some arabic man

feral marsh
#

Who can help me create my game
I really need help

near wigeon
ruby nymph
#

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?

gusty abyss
#

Draw them some 3d models and ask their feedbacks etc.

ruby nymph
#

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

gusty abyss
ruby nymph
gusty abyss
worldly cave
#

Like freelancer work or just generaly connecting with other modelers

ruby nymph
worldly cave
#

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

ruby nymph
#

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

slow dirge
#

!collab

vagrant rootBOT
# slow dirge !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**

ruby nymph
#

Mb

worldly cave
#

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

balmy kettle
#

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

worldly cave
#

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"

balmy kettle
#

shift f

#

i think double tapping f should work too

worldly cave
#

yeah i just found it lol

#

thanks

#

i knew i wasnt insane blushie

tiny yarrow
#

so is this channel just for genral talk about unity or about games

latent meadow
#

Unity

worldly cave
#

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

latent meadow
#

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

worldly cave
#

but its not an "off topic" by any means as well

tiny yarrow
#

this discord servers weird im not used to no genral chat

worldly cave
#

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

tiny yarrow
#

so if i have a proplem(i dont have a proplem) with shadows not looking right do i type here or script help?

worldly cave
#

!ask

vagrant rootBOT
# worldly cave !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

worldly cave
tiny yarrow
#

so unity talk

worldly cave
#

no

tiny yarrow
#

oh okay

slow dirge
worldly cave
#

but if youre unsure ask here and someone will probably redirect you

#

just make an attempt to find the channel at least UnityChanThumbsUp

inland apex
#

If I need to add properties to a script how would I do so

gray frigate
#

Unity will display fields in the inspector if they can be serialized

dull mica
#

are liminal games still a thing

coarse shore
#

the store is bugged

#

the page for this goes to 20$ incorrectly

#

90% off

lost garnet
#

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

coarse shore
#

I think they fixed the issue now

#

price is back to normal on the storepage when you visit

violet thunder
#

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?

lost garnet
violet thunder
#

Maybe your console window just doesn't repaint

#

Until unity forces it to refresh on unpause

lost garnet
#

Maybe that's a thing but will check that through async later.

cyan lion
#

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

latent meadow
lost garnet
granite harness
#

Hi everyone

latent meadow
vagrant rootBOT
# latent meadow !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**

granite harness
#

Thank you

lost garnet
pastel onyx
#

Hey guys

#

I made the devlog video finally

violet thunder
pastel onyx
lost garnet
#

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

sweet tartan
#

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

dawn lily
#

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

latent meadow
dawn lily
#

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

dawn lily
lost garnet
latent meadow
dawn lily
#

Thanks!

#

Tho if you were a customer what would you pay...free or what?

latent meadow
#

this is not the room for market research.

dawn lily
#

Ohh

#

I am sorry .

latent meadow
dawn lily
#

Alr!

safe garden
#

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?

pearl oyster
#

Not 100% sure what you mean but you can just set the local position of the objects to 0, 0, 0

safe garden
#

ahh cool ty

sacred moon
#

Hey guys I’m new coding and entirely game development, so could u suggest a good YouTube channel?

solar slate
#

i used maths for world generator, although it's not good...

#

idk why

#

something's off

sacred moon
#

Thank you

latent meadow
lost garnet
#

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.

rare cliff
#

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?

potent geyser
#

How can anyone even answer that?

#

You can use the profiler to see what kind of bottlenecks you're getting.

sage basin
#

The CPU is waiting for the GPU to finish, so presumably there's a lot of expensive graphics

undone monolith
# rare cliff why lag??

In your screenshot, I noticed that all the buildings are being rendered into the scene at the same time

silent mica
#

If there's a clear mismatch, I would try to take a peek at the internals of the library.

graceful wedge
#

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

storm patio
#

perhaps check logs

#

!logs

vagrant rootBOT
# storm patio !logs
📝 Logs

Documentation

Editor logs

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

Unity Hub

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

storm patio
#

they said itsout of date
who said what's out of date exactly?

lost garnet
#

All I had to do was update the DOTween manually and pass Mathf.Min(Time.maxAllowedTimestep, unscaledDeltaTime) as unscaledDeltaTime parameter

graceful wedge
silent mica
graceful wedge
latent meadow
#

did you uninstall the hub, download the newest installer and try to install?

graceful wedge
#

i count figure out how to uninstall

latent meadow
#

a simple google search will explain how to uninstall the hub

lost garnet
#

My entire day was wasted today

latent meadow
#

spent, but not wasted.

graceful wedge
#

now that im in i cant open projects because of this

fickle rapids
#

public AudioClip sounds = new Dictionary<string, AudioClip>(); how to fix this code

storm patio
#

what's broken about it

gray dirge
#

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)

fickle rapids
storm patio
deft granite
#

can someone help my friend to do C# script? please friend request me.

storm patio
deft granite
#

what is this site?

stuck flower
storm patio
deft granite
storm patio
#

i have no idea what you're trying to say

cunning wigeon
#

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)

lapis gate
#

tbh the right looks better ;p

gray frigate
#

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

vague cairn
#

i have zero clue why my ragdolls arms are like this

#

nevermind i found out why

#

angular limits

cunning wigeon
#

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.

gray frigate
#

ah, that's what it looks like! a log cabin

open pine
#

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?

warm solstice
#

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?

proper cairn
#

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)

cloud fox
#

i highkey want to cry smtimes

#

i hate 3d

feral pike
#

where can I find the "ml-agents" mascot texture/material?

livid void
#

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 ?

storm patio
#

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

stuck flower
wise yacht
# livid void Afternoon, awesome people! **Context**: Im a compulsive organizer trying to opt...

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

foggy jackal
#

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.

stuck flower
#

The bypass is updating your unity version

gray frigate
#

i would not fixate on this at all

foggy jackal
stuck flower
#

Then you could just ignore it

brave ridge
#

If the artemis 2 tracker can start with the unity web gl loading symbol, so can you

gray frigate
gray frigate
#

i left mine on (partially beacuse i'm already displaying the FMOD logo)

night elm
#

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?

gray frigate
#

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?

night elm
#

Idk about the other components for animating

gray frigate
#

right now, you probably have an Animator on the Truck object

night elm
#

This right?

gray frigate
#

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

night elm
#

Yes?

brave ridge
#

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

gray frigate
night elm
#

Yes, what's next?

celest axle
#

Would this be the channel to ask programming and development questions? I am new to unity and working on a project for a class :)

brave ridge
# night elm How do I do that?

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

brave ridge
#

the answer to what you exactly need to do depends on your setup

night elm
brave ridge
# night elm 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?

night elm
brave ridge
# night elm Like I've shown. I want the box to be animated and move along with the crane lif...

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

night elm
brave ridge
night elm