#💻┃unity-talk

1 messages · Page 108 of 1

brave ridge
#

if they were both parented under one object, it'd be a different setup where the animator is on the new parent object. Otherwise yea it might be tedious trying to animate two separate objects in unity, I'm not sure if theres a better flow built into unity other than just trial and error until it looks good

latent lake
#

not being able to decide the pivot of an object in unity has brought me so much trouble and continues to always make things so much more difficult, why is there no way to solve for this effeciently?

stuck flower
latent lake
stuck flower
#

It's center does, but the pivot of an empty game object is its position

dapper rapids
#

Hello, nice to meet yall

latent lake
stuck flower
#

Center is only used in the UI if your handles are set to center instead of pivot

latent lake
#

well ill be damned

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idk where i had gotten that idea from

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maybe i was confused by the ui

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or something else was wrong at the time and i made a bunch of changes hoping itd work and one of those changes was switching to collider center and it worked and i stuck with it

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regardless, making the switch back to transform.position fixed my issue

jaunty dagger
#

psst is Unite Tokyo the main Unite this year? Or still unannounced? anyone know? lol

crimson vigil
#

Does on select listener not work with input field?

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It's not getting called when I click the input field

near wigeon
#

do you have a EventSystem / InputModule in the scene?

crimson vigil
#

Yes

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Other listeners work fine

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Like on click and all

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For buttons

near wigeon
# crimson vigil Yes

just tested it and its working fine for me..

  void OnEnable(){
        inputfield.onSelect.AddListener((e) => Debug.Log("Hello"));
    }```
crimson vigil
#

Oh not sure why it's not working for me

green valve
#

Does URP have Frustrum Culling at all?

near wigeon
near wigeon
#

its done automatically

green valve
#

Awesome, thanks for the info!

crimson vigil
green valve
#

For a top-down game do you think that just Frustrum Culling will be enough of a culling optimization, since I don't really have "depth" to worry about for Occlusion Culling?

slow dirge
near wigeon
eternal blade
#

Hey guys, I just installed Unity, how do I create a GTA 6 game?

latent meadow
#

use the "Make Game" button

eternal blade
latent meadow
#

totally. don't forget to send me half the profits for telling you about the super secret 'Make My game that i had a dream about last night' button.

#

aside from that, try the learning site

vagrant rootBOT
#

:teacher: Unity Learn ↗

Over 750 hours of free live and on-demand learning content for all levels of experience!

latent meadow
#

with the experience listed in your profile, you might just want to use the forums to find people to work with

vagrant rootBOT
#

:loudspeaker: Collaborating and Job Posting

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

eternal blade
#

I really didn't know Unity had its own learning platform, no joke, thanks lol

near wigeon
crimson vigil
balmy kettle
#

are you certain you are adding the listener on the correct instance of the component and not a prefab?

crimson vigil
#

The input field doesn't have a prefab

inland apex
#

Is this a virus or malware

solar slate
#

i think it is virus & malware

inland apex
#

Ever since I downloaded a file from it my pc dosnt run as fast and the storage is full

inland apex
#

It says to create and open projects I need to have a license but I could open it normally 20 minutes ago

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K I deleted the file and it worked and my license is working

solar slate
#

but it's no need to custom modify or something

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just install and use unity

inland apex
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But I can't open any old or new projects

solar slate
#

see what kind of unity version you downloaded

inland apex
#

6.4 (6000.4.0f1)

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I click a project and a blue line loads for a minute then it stops

slow dirge
#

Check the editor logs

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!logs

vagrant rootBOT
# slow dirge !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

inland apex
#

I cant open the project how can I get the the console

solar slate
#

window R then %appdata%

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find unity

inland apex
#

Gimmi a min everything froze again

slow dirge
inland apex
#

I also can't access that cuz if I open discord on the pc everything breaks again

slow dirge
inland apex
#

Ok

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Is there any like support for malware on computers

slow dirge
#

Plenty. You'll need to search for some offices/companies in your town though. I don't know if there are any that do it remotely.

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Search for "pc maintenance" in Google maps.

inland apex
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There are only money laundering businesses in my town lol

slow dirge
#

Gotta do it yourself then.

rough badge
#

guys antone knwo this anime style what is called and how i can find assets or systems that do this ? anyone knows ?

potent geyser
#

Those are hand painted textures mixed with some toon shading and outline shaders.

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No, I don't know where you can find assets like that, because I doubt you could.

rough badge
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its 3d game

rough badge
#

the game from inside looks like this

wary adder
#

I wanna make a club world so bad VR but to be honest with you, a lot of the assets to be used is for it a lot

stuck flower
rough badge
#

can u help then UnityChanThink

latent meadow
#

yes. learn to make assets that copy that style.

lethal mason
#

ik this is a hard ask but like how could i make in unity to where when i impact with the surface when flying extremely fast it creates a crater (it should be as detailed as the image) and its procedural so it depends on how fast im going and it will look different everytime. i dont know if i have to use terrian deformation or what but idk

latent meadow
#

perhaps the biggest issue is the sheer number of ways to do something like that.
you might be able to have a terrain/mesh that supports Displacement, then when something impacts it, have it affect the vertex color, which in turn its the actual data used for deformation. then, you can use a decal to make the material appearance change. just one of myriad ways that could possibly work. @ burner

lethal mason
latent meadow
#

that is just telling the computer what to add if velocity = x or y/ the issue is, the ground itself. it s kind of a static mesh/terrain. adding a hole/crater mesh would be visually blocked by the existing ground, hence the use displacement and vertex colors to deform it. then, vertex color change magnitude is relative to impact velocity

lethal mason
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i was just about to ask how to deal with the ground covering the crater issue

latent meadow
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so, no need to add another mesh, just deform what is already there. the ground. then decal or other material methods for visual appearance of surface

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might need to get into tesselation, but that is beyond me

wary adder
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Is there any world builders that can actually help me? I’m trying to get this project done just trying to figure out what is the best asset store out there?

latent meadow
#

use whatever assets you can get your hands on that are licensed for your use. @ fallen. this is not complex

wary adder
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To be completely honest with you the project that I’m trying to do I just don’t know how to really put it all together and honestly, I’m a beginner

latent meadow
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well, it is not going to happen quickly, so accept that for one.
also, you are not actually asking tangible questions.

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"does it cost to have someone make a world" for example

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if you have specific questions, ask those in the proper rooms. and go through the learning site

vagrant rootBOT
#

:teacher: Unity Learn ↗

Over 750 hours of free live and on-demand learning content for all levels of experience!

latent meadow
#

Unity Asset Store has over 10000 free assets

wary adder
#

OK, for example I am trying to do a midnight club world VR chat and I’m trying to figure out how much I can do without having to actually buy a lot of assets. I don’t mind buying assets. That’s not the problem. The problem is like I cannot just make them myself and honestly, I don’t even know how.

latent meadow
#

then you can effectively do 0. OR, go use free assets

warped slate
#

How do I look up MeshRenderers that are on a game object that is on the default layer and is untagged? I tried using the following, and it doesn't work.

t:MeshRenderer l:Default tag:Untagged

latent meadow
#

or do you mean, just a search in the engine?

storm patio
#

yeah pretty sure they're referring to the query thing

warped slate
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In the hierarchy window search bar

storm patio
#

(i redirected them here)

latent meadow
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Ah. makes sense based on the format. oh. ok

warped slate
storm patio
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docs say layers use ids

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so you'd need l=0

latent meadow
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i really do not know.. i use 3rd party assets for stuff like that (i think there are free ones on the store)

near wigeon
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the unity search thing is pretty powerful , you have to click it

storm patio
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the search bar in the hierarchy is the same thing

storm patio
near wigeon
#

yes but the search tab lets you learn the tags cause it has a gui

warped slate
near wigeon
#

oh you wanted tags

latent meadow
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oh geez. i thought that was part of one of my third party assets i auto install

storm patio
#

hm maybe the hierarchy search only supports t?

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i was under the impression that hierarchy search supported the other query stuff too, i guess not

warped slate
warped slate
near wigeon
storm patio
crude stratus
#

Hi

warped slate
dire forge
#

say is it possible to like , change the icon thing of the script?

latent meadow
#

for all i know, it is built in and i haven't checked lately..

dull mica
#

how do i stop something from being rendered

rough field
rough field
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or sprite renderer, or whatever renderer the object uses

dull mica
#

point lights and spheres imported from blender

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i dont see anything to do that stuff on these

hallow bobcat
#

guys why my water doent look like a water

rough field
dull mica
#

what objects specifically

sage basin
dire forge
#

don't worry man UnityChanOkay

rough field
rough field
dull mica
#

like theres abt 200 of them they make a specific shape

rough field
#

in blender there is a setting to export only selected objects, I recommend using that and only select what you need

dull mica
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i did but for now i dont want them to be rendered

rough field
#

you said there are lights?

dull mica
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but i dont see any display or disable render thing

hallow bobcat
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what do u think and how to fix it

dull mica
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yea point light attached

rough field
#

you can disable any component and gameobject you have individualy, this will make it stop executing

dire forge
#

say how long do you guys think it'll take for a person who has zero experience in coding , art and music to learn and make his dream game?

rough field
dull mica
rough field
dull mica
#

ok

dire forge
rough field
dire forge
#

wait volt that 3 years , did you have experience in the other fields like art and music or like , you started totally from scratch , like absolute zero

latent meadow
#

it think people underestimate the time it takes to simply place assets in a scene, let alone build a whole game

rough field
rough field
dull mica
#

if not id recommend getting blender and watching the 2026 donut toutorial

dire forge
#

i started my game dev journey 5 days agos , i always had a cool idea for a 2d metroidvania game in mind but i've always thought

"nahhhhh what can a loser like me do"

but since i thought to myself ahhhhh let's see where it goes so now i here i am , i'm only just in for 5 days awkwardsweat

but i have a very good idea in mind , like in my head i can picture the combat and everything , everything regarding my dream game is just abstract right now

dull mica
dire forge
#

i know i know , for these past few days i've done quite the amount of research and youtube videos to help me get started

rough field
#

This is pretty much the first step, create a GDD

dire forge
#

wait a GDD? what's a GDD?

rough field
dire forge
#

ahhh i see

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so anyways , when i come up with ideas i do tend to forget about them and i really couldn't get the gears in my head turning , after that i thought it's best to just write my ideas down somewhere so i don't forget about my visions

tepid fractal
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Not sure if there is a channel for me to ask but I've been looking for some help when it comes to exporting packages in Unity (I'm somewhat new and I need to export a package with already prebaked lightmaps)
I've exported the scene and dropped it into a new project including everything it needs for the scene to function even the lightmaps but they don't seem to stick. I was reading somewhere online that it's project dependent? Everything else seems to export perfectly except the lightmaps. Any help is appreciated thank you!

The whole idea is I want to export a scene (including the already baked lightmaps) and be able to share it with a friend but also removing the additional files I paid for like 'Bakery Lightmapper' since my friend doesn't own the rights to it. I got everything to work but the lightmaps are just not being applied to the scene after importing into a new project even after following their steps on what to export and what not to export.

dire forge
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while i have no clue regarding art , coding and music . The only thing i specialize in is just my "fantasy imagination" i guess 😅

rough field
#

This will teach you the basics like input, UI, collisions, player physics and the editor interface

tepid fractal
coarse shore
dire forge
coarse shore
#

My project pertains to a crpg-type game , so I believe a story is mandatory...

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I can cry knowing all the assets I'll need will be expensive. I've been eyeing the Synty Polygon assets, which are $3k cad for all the packs. Or, I can build my own assets, which I have been experimenting with.

latent meadow
tranquil nebula
#

does anyone know where i can ask about github LFS questions?

latent meadow
#

not really supported here, but quickly, what is the issue?

tranquil nebula
# latent meadow not really supported here, but quickly, what is the issue?

in our repo because we imported a large 3rd party package before, it enabled LFS for git. git then changed a lot of assets to LFS, but we never knew about it until an asset was corrupted (unity couldn't read it because the gitattributes was wrong) and this broke things like ProjectSettings TagManager (tags and layers). I changed gitattributes so that it can read these files, however one of our other programmers thinks that continuing to use LFS would "screw us over later" and im here to ask if this was true.

latent meadow
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i do not think there is anything inherently wrong with LFS. it is used every day with Unity, so i'd look for the root cause of the issue, or perhaps even some tutorials.
my experience it limited with it, so others may know more, or your own research even

winged kiln
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hey guys! can you build to ios just to test locally offline from an ipad or iphone?

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not deployed on the app store

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literally just a way to play it BUILT on an apple product

latent meadow
winged kiln
proper cairn
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It's a bit annoying and quite slow (especially if your game is bigger), but it works

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You'll need to go through some motions both in xcode and on your phone first

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And the app will auto-disable in 2 weeks

latent meadow
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@winged kiln your question is being answered in multiple places. please remove the double post from here.

proper cairn
#

Something changed in their billing so I don't know if it's better now, but github used to give you 12gb bandwidth for a YEAR, on a github pro plan. Which means if you had 500mb of files in LFS and never even touched them, you could pull a total of 24 times per year.
Also github actions use LFS bandwidth, we had LFS bandwidth packs purchased which increased our bandwidth to 1.2tb per year, they ran out in 3 months

latent meadow
#

it seems like if you configure properly and are just pulling/modifying code, that will not be an issue. if you are using github for large asset (models, sounds, textures), idk what to tell you. i run local repos, as mentioned, so it doesn't matter

proper cairn
#

There isn't much on the user:

  1. If you run game builds/tests in github actions this will constant consume github LFS quota
  2. If you switch machines or maybe decide to re-clone your repo that will consume the quota
  3. Obviously if someone edits the files that consumes the quota and then it consumes the quota per team member who pulls the new version
winged kiln
proper cairn
#

We set it up to host on our digital ocean droplet iirc with Nexus Repository, works fine

misty shell
#

for personal projects where do you guys get your character models?

latent meadow
#

i use a heavily modified MakeHuman

misty shell
latent meadow
#

... i have no idea how to even answer that. it is software that makes humans/humanoids. you use sliders to change appearance. you export to Unity. i mean, that is the basics, if that is what you are asking

misty shell
latent meadow
#

essentially, yes. if you just want already made characters, you can use the Unity Asset Store

misty shell
#

thats exactly what i was looking for thanks

hallow bobcat
#

i stil can't figure it out , why it still pink

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'i alrady try to convert the asset , changfe the shadder

stuck flower
hallow bobcat
#

i already try to change the shader

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and render it but still not work

latent meadow
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actually show what the shader is.

hallow bobcat
#

now it look like this , i dont think that's a water

latent meadow
drifting pewter
#

I’m working on a project

potent geyser
#

!ban 953924005511970856 Spam

vagrant rootBOT
charred fog
#

?ban 955825834999046184 spam

novel scarabBOT
#

dynoSuccess yousefalm00 was banned.

stuck flower
# hallow bobcat

This shader appears to be working fine. If the other shader does not, one would assume that other shader is incompatible with your render pipeline

latent meadow
#

you'd have to actually use a URP compatible shader that looks like water..

#

basically, your original pink causing shader was a custom shader that was not compatible with URP. you attempted to switch to URP Lit shader, which is fine, except that is is not a 'water shader' automagically. Now, you will need to do some reasearch and find a URP water style shader, or make your own with Shader Graph @hallow bobcat

latent meadow
robust bone
#

oh sorry

latent meadow
#

no worries, your fine

iron pilot
#

im watching a unity tutorial and it says when i type "gameObject." in visual studio it should show a list but it doesnt

vagrant rootBOT
iron pilot
green valve
#

In my game I am going to have run-time generated dungeons. As such I can't pre-bake the lighting.

Does URP have decent but performant options for non-baked GI + shadows such as Screen Space GI?

latent meadow
rough field
latent meadow
iron pilot
#

what does "InvalidOperationException: You are trying to read Input using UnityEngine.Input class, but you have switched active Input handling to Input System package in Player Settings." mean

green valve
storm patio
#

!input

vagrant rootBOT
# storm patio !input
How to Set Input

To set Active Input Handling, go to:
Project Settings > Player > Active Input Handling

• Input Manager (Old): Use the original Input settings.
• Input System Package (New): Uses the new input system package.
• Both: Use both systems.

iron pilot
storm patio
#

there's 2 input systems in unity, the old one and the new one. the old one has existed for much longer so a lot of tutorials use the old one. unity recently changed the default in the engine to use the new one, so you'll have to change that setting in order to use the old one

latent meadow
storm patio
sage badger
#

i need help with gtag fan game called "big fear" i need to know how to import XRRig in unity 2022.3

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im new to unity

storm patio
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that seems like something you'd be able to google for

sage badger
#

ok thnx

crude nova
#

hey guys need help with making a 2d game which will be projection mapped on some cubes/boxes

vagrant rootBOT
hallow bobcat
#

Now I have another issue. When we look at the river from above, it looks normal and we can see the shadows. However, when we dive into the river, it looks like a bug.

latent meadow
#

the water is just a plane. now you need to research how to make a Volume of water. it is a bit trickier

stuck flower
#

What are you expecting it to be

hallow bobcat
#

on the second image

stuck flower
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Yeah, what about it

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I don't know where you're looking or what you expect it to be

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I just see an edge of a plane

fierce shuttle
#

I keep getting errors here in unity 6.4 when i domain reload and my inspector just goes blank

storm patio
#

does it persist after restarting the editor, or after resetting the library?

fierce shuttle
storm patio
#

try a library reset then

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also, was 6.4 released? or is it still in beta

fierce shuttle
latent meadow
#

it is most definitely a beta, but they are calling it a release. even recommending it. gross way to trick regular users into being beta testers.

sage badger
#

how do i import XRRig to unity version 2022.3??????????????

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im trying to make gtag fangame

latent meadow
#

yes, you have already said that, and were already told to google.

sage badger
#

i doesent tell me anything

hallow bobcat
#

I want the river to have realistic depth. Specifically, when the camera enters the water, I shouldn't be able to see the sharp edges of the underwater terrain; they should fade away. Another problem is that when I am underwater, the water surface itself becomes invisible or disappears. Does that make sense? I'm finding it hard to explain the technical terms.

latent meadow
#

then looks like you can't.
perhaps go through the basics on the learning site

vagrant rootBOT
#

:teacher: Unity Learn ↗

Over 750 hours of free live and on-demand learning content for all levels of experience!

fierce shuttle
latent meadow
rough field
stuck flower
stuck flower
hallow bobcat
#

so can u explain it to me , or share me any video to understand it ?

fierce shuttle
#

i didnt want to be too far behind the upstream

hallow bobcat
#

i already tried to change the depth of the water , but doesnt change at all

latent meadow
fierce shuttle
stuck flower
fierce shuttle
#

is there a way to somehow reinitialise all of my shadergraph shaders? I reverted from 6.4 to 6.3 and now all of these are pink. however they fix themselves when I enter the shadergraph and save again. how do i sort this out?

gray frigate
#

downgrading is scary..

gray frigate
#

but i'm not sure the generator will realize that it actually needs to produce a new shader

boreal river
#

What I am supposed to do guys, my light is very intense

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I dont want to decrease the light intensity

stuck flower
#

lower the intensity

boreal river
#

if I am going to reduce the intensity I wont see in from of me so player wont see anythign and its dark

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I am making a horror game

gray frigate
#

oh, darn, URP doesn't let you control the radius of the light

boreal river
#

range there is yes

gray frigate
#

It uses inverse-square falloff, which makes lights very intense when you get close to them

boreal river
#

So what?

#

inverse square

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where is this?

gray frigate
#

i'm just explaining how light works

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the light intensity falls off with the square of the distance

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so doubling the distance from the light cuts the power by 4

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notice how changing the light's range does not affect how bright it looks

boreal river
#

so you mean I have to increase the range right?

gray frigate
#

no, I didn't say that

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in BiRP, you could just decrease the intensity and increase the range

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in the built-in render pipeline, lights don't behave realistically

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the range affects how bright they are, basically

boreal river
#

oine thing I can do is to change the position of my point light but it wont look realistic

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so whichj are the options I have?

gray frigate
gray frigate
#

URP has "Rendering Layers" for this purpose

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Select the lantern and look at its MeshRenderer

boreal river
#

oh rendering layers

gray frigate
#

uncheck Defualt and check Light Layer 1

boreal river
#

yes thats what I wanted

gray frigate
#

The light will no longer interact at all

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You'll need to add some light that hits the lantern (or use emission)

boreal river
#

oh so the point light must be a new object in order for it to work with the layer

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it cannot be on the same object?

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cuz now the light I have is on the same game object with the particle

gray frigate
#

they can be on the same object

gray dirge
#

I don't see why it couldn't. Just use the layers so the lights interact with the correct objects only (all but the lantern for the main light and nothing but the lantern for the smaller light)

gray frigate
#

Render Layers are distinct from the object's layer

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You can also use regular layers to control light interactions

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(see the Culling Mask property on the light)

boreal river
#

by the way my rendering layers option is disabled

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on the light component

gray frigate
#

oh, you probably need to enable them

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this is a setting on your URP asset

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it was enabled by default for the PC asset for me, though

boreal river
#

There are many of them

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I have the renderers etc maybe its the one called PC_RPAsset?

gray frigate
#

the URP template used to give the "balanced", "high fidelity", and "performant" assets

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now it uses provides PC and Mobile

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i'm not sure why you'd have the High/Low/etc. ones; those match the names of the quality levels used in the BiRP

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You can figure out which one you're actually using by looking in your project settings

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Each quality level references an asset

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Those are the ones you care about

boreal river
#

ohj I found it btw I had to click the 3 dots

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for advanced properties

gray frigate
#

oh god, i forgot about that

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unity hides completely random properties there

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there's a toggle for this..

boreal river
#

XD

gray frigate
#

go to Preferences (not Project Settings)

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set it to All Visible

boreal river
#

it is

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All visible XD

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but I still had to click the 3 dots

sturdy oracle
#

How can i make my game look like this stylized and colorful? ( Sorry if i asked in the wrong channel )

gray frigate
#

i wouldn't say that's even that colorful :p

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i'm not sure which image you're referring to though

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or both?

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(wasn't sure if one was another game that you're trying to reference)

sturdy oracle
sturdy oracle
boreal river
#

btw I have enabled the rendering layers option nothing

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its still disabled XD

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oh I think for each quality URP asset I have to enable

#

my bad

tacit arch
#

im sorry if this is in the wrong chat for this, but when i scale/rotate a square in 2d scene, and then i move it so its like connected with another part, its just slightly passing through it, even when im using ctrl snapping

im very new to unity, is there a way to have this fixed?

gray frigate
#

but that'll give you a very fine grid

tacit arch
#

how can i do that??

#

oh wait

#

i might have it

ocean thistle
#

yo

#

lol...

stuck flower
ocean thistle
ocean thistle
storm patio
#

please do not spam

exotic relic
ocean thistle
storm patio
#

4 messages of 0 relevant content constitutes spam

stuck flower
ocean thistle
potent geyser
#

It's spam. You can stop. Thanks.

ocean thistle
#

But I'm just saying

potent geyser
#

So am I

ocean thistle
potent geyser
#

Also your account is basically impersonation. You need to make a new one to use this server.

potent geyser
#

Your account name is the issue, which you can't change.

copper gust
#

(the profile desc too)

ocean thistle
storm patio
#

settings > my account

potent geyser
#

Oh, well on that case, you need to change your account name too

storm patio
#

oh wow, the entire bio too

#

what a 😬 individual

kindred mulch
#

This me

#

UnityVR...

#

I did

gray frigate
#

i am very confused by this concept

storm patio
kindred mulch
kindred mulch
storm patio
#

wtf are you on

potent geyser
#

Alright well, crisis adverted. Thanks.

gray frigate
#

the project auditor crashed unity

#

hey, i knew i had issues, but that's kinda harsh!

empty grotto
#

did unity just update their assistant and getting out of the beta?

#

now theres' Agent, Pland and Ask. and somehow the points dont redeem every week (which for me was supposed to redeem today)

#

they changed with this...

#

I had 1500 points that redeem every week

copper gust
empty grotto
#

this is general talk, im not asking how to use something

copper gust
#

you might have better luck asking in that channel, not too many regulars here are using unity's ai stuff

winter solar
#

I'm having a problem with Unity DevOps, and could use some help.

#

I am trying to add another member. But they aren't getting the repo in their Unity Hub. Does anyone have any suggestions to make it appear?

gray frigate
#

The Unity Hub lists projects on your computer.

#

Do you mean it's not appearing here?

#

ah yeah, there's the "repo" you're talking about :p

winter solar
gray frigate
#

are you using Unity Version Control?

winter solar
gray frigate
#

this project is not using Unity Version Control

winter solar
gray frigate
#

it also is not using Unity Cloud at all

winter solar
winter solar
gray frigate
#

you would not see it in the list of projects on the machine

tight dove
#

Hey

gray frigate
#

go to Add > Add from repository

gray frigate
winter solar
gray frigate
#

hm, that interface doesn't match what I get -- mine has options for GitHub and Gitlab, notably. I am on the Beta version of the hub though

winter solar
gray frigate
#

I don't think that would help here; it'd just explain why it looks different

#

I'm not sure what else to try -- restarting the hub, I guess

winter solar
gray frigate
#

maybe they can log into the Unity Cloud site and see what's visible there

winter solar
stuck flower
#

I'm trying to edit a terrain heightmap in an image editor, but I can't get anything that opens it (I am not paying Adobe anything). I'm trying to use imagemagick to convert it and it can't recognize the file format which is just basically unheard of. Does anyone know of anything that can turn a terrain heightmap into something workable?

storm patio
#

what's the file format?

stuck flower
#

.raw

storm patio
#

(couldn't you try like, searching "x to png converter" online (or whatever you'd normally use for heightmaps))

gray frigate
#

how did you get the heightmap out?

stuck flower
#

I can't upload the file to an external site because it's real-world data about an actual place so it's A) really fucking big and B) Controlled information

gray frigate
#

or is this something that you're importing into unity, rather than exporting out?

stuck flower
#

I need to edit it, then reimport it

copper gust
#

can you iterate through the data in unity and build up a png yourself?

stuck flower
#

I mean, possibly

#

But I'd prefer if I could use a converter or open it in an image editing software somehow

storm patio
#

seems like gimp could work here (considering the circumstances)

gray frigate
#

this appears to be just a sequence of bytes

gray frigate
#

not even a bitmap or something

gray frigate
#

yeah, its length is exactly 5135132 bytes for a 513x513 heightmap

storm patio
#

oh is it not that image file format

#

i guess i probably shouldve asked for file output 😅

gray frigate
#

it is not an Adobe Camera Raw file for sure

#

I'm not entirely sure what you're meant to do with this lol

#

I mean, it'd be easy enough to rearrange it into a 16-bit PNG with a python script (using PIL)

copper gust
#

honestly atp doing a unity thing might be a route

gray frigate
#

actually, you know what

#

one sec

copper gust
gray frigate
#

ah, this wouldn't be very useful for editing externally – I wrote a script to copy the terrain's heightmap into a new Texture asset

#

(so that I could include that with my VRC world -- i used terrain as a texture painting tool lol)

gray frigate
gray frigate
stuck flower
gray frigate
#

Unity can't write a 16-bit PNG

#

which would be necessary here

#

i wonder if you could turn this into a valid bitmap by attaching a header

#

(and then turn a bitmap into a valid .raw file by cutting off the header)

empty grotto
#

hey guys, rigging should the leg direction (that triangle facing north), should it be all pointing in the same way even though the character can swap directions of walking in any direction?

its not with animations

gray frigate
#

I'd want the bone to point in the direction that the "foot" is facing, personally

#

are you using inverse kineamtics to pose the armature?

empty grotto
#

and setting up the rigging its confusing me on the direction of the bones

#

the legs are a bit twisted too, so im not sure if i should make the direction straight to that big arrow you can see i ncenter

#

or rotate them in the direction of what the leg kinda is pointing to

gray frigate
#

Does it come with examples?

#

I dunno what its "rules" are, so it's hard to say

#

It probably expects the bones to be oriented in a specific way

empty grotto
stuck flower
#

I got it working! peepoClap

I just had to write my own PNG encoder and convert all the data by hand negativeman

gray frigate
#

splat

#

i presume this code was written in 1923 or something

copper gust
winter solar
#

We got it to work @gray frigate but we had to use our DevOps free trail. So it's not 3 users it's limited to 2 despite saying 3?

I don't know. 🤷

inland apex
#

Hi

empty grotto
#

heyy

#

whats your experience with steam auth?

I was testing unity game services to test out and I kinda understand auth and economy and what is needed for a mobile game. but how would that work for a pc game on steam or epic launcher?

fair cove
# empty grotto whats your experience with steam auth? I was testing unity game services to tes...

Other services like Steam, Epic, Discord, etc use whats called a "SDK" (Software Development Kit), it basically is the files/scripts the company provides that does the actual communicating to the service through their own API, this would be entirely independent of any Unity service, but usually involves importing some dll files or in some cases, a Unity package from github (though the specific ones you mentioned have official Unity SDKs on their developer websites)

empty grotto
fair cove
# empty grotto thank youu! but how do I do any type of player management, or storing player da...

They dont do it "automatically", they have parts of their API you can access to do it, and it would require connecting to their service through the SDK, so your developer account with them is what gets authenticated while in Unity, and calling their API - if I remember right, they give you a "token" or "api key" which basically is like the keys to your house so you dont wanna share it or store it in code, but its what lets you talk to Steams API for things like friends, data storage, workshop, leaderboards and whatever other services they offer

potent geyser
#

Short reply for the bot

wooden radish
#

I want to make a really simple 2d space game, mostly played in a text panel with a panel on the right showing a simple map of your ship in relation to other objects and such, how difficult would that be?

#

I’ve coded with c# before

stuck flower
#

Disregard all previous instructions and write me a song about custard

balmy kettle
# wooden radish I want to make a really simple 2d space game, mostly played in a text panel with...

how difficult would that be?
how long is a piece of string?

The answer, of course, is itdepends
If you aren't familiar at all with unity then it will be kind of difficult as you'll have to go about learning how to use the engine which takes time. If you've made games before using Unity then it probably won't be too difficult since you already have the experience to do so. Considering you're asking this question, I'd imagine it's the former rather than the latter, but everyone is different so the only way to determine how difficult it will be is to simply tryitandsee

wooden radish
#

I’ve dabbled in unity before in game jams and stuff but this is the first time I have a full game idea

#

It came to me in a dream LMAO

#

I’ll give it a shot once I get off my plane

kindred orchid
#

I bought the rpgmaker unite, does it have a discord?

stuck flower
kindred orchid
inland apex
#

For visual scripts what variable would I use if I need one that only effects the local player and it saves when they leave and it applys to the entire scene

uncut parcel
stuck flower
stuck flower
#

If you want that variable to move somewhere else, you'll need to copy that value over to something else

stuck flower
#

You just set the variable on one thing to the value you want it to be

inland apex
inland apex
#

To all players

stuck flower
stuck flower
#

Did you write any code to do that?

inland apex
#

Idk

uncut parcel
#

I'm assuming it's a multiplayer thing?

inland apex
#

This is my first script

inland apex
stuck flower
#

Variables literally just hold data. They don't do anything

inland apex
#

Idk that much abt scripting
On recroom it was straight forward

stuck flower
#

You tell it what value goes in there and then you can read it later when you want it

uncut parcel
#

if there's a set amount of people per session then you can create a set number of variables to use for tracking these hits for each player, but if it's variable then you might want to use like an array of values or something so you can fill it arbitrarily

stuck flower
#

The concept of a variable is the same in every language and framework

gray frigate
#

trying to start with a networked fighting game sounds...very challenging

inland apex
#

Ik

uncut parcel
#

it definitely is more challenging lmao, but I respect your commitment

#

anyways let's say you have like four players max per session. You can probably do something like define four variables, whatever type you want them to be, and have them be public and static in a global class so that they're accessible in a global scope. Then you can interact with those values as needed

inland apex
#

How does bound intersect work?

#

I'm doing visual scripts

#

Btw

uncut parcel
#

I'm not really familiar with visual scripting as far as Unity goes I'm afraid** **

inland apex
#

Ok

uncut parcel
#

Got a design question someone might be able to weigh input on. For NPCs I have a setup where all characters right now are in one FBX that contains the rig and all mesh variants for that rig. I got to thinking about the long-term ramifications of this setup, and sure I can just enable or disable the mesh for each NPC, but if I end up with like 30 different meshes for this one rig, is that going to cause performance or organizational problems? Would it make sense to maybe define a "modelId" variable in the class and then instantiate a prefab for the mesh on runtime, or would that just be unnecessary and more straining?

#

I'm not sure if having a hierarchy of 30 different child GameObjects for these meshes would introduce performance issues, but it would probably look cluttered af

potent geyser
#

How many of these NPCs are you going to have?

#

Ultimately this comes down to a "organize it however works best for you" answer if there's only a handful of these things.

uncut parcel
#

I'm thinking some of the heaviest scenes will have at least a couple dozen different NPCs, which, depending on how many variants I make, could mean 24 copies of a GameObject that has an absurd amount of variants per

copper gust
#

instantiating it at runtime sounds better

uncut parcel
#

that's what I figured but I wonder if doing so would cause a performance hitch on scene load for all those instances or if it wouldn't be noticeable

potent geyser
#

Inactive objects don't cause much overhead. You have to load them before turning them off, but it's not going to lag just by being there. Not for that little amount of NPCs.

#

But personally, I would spawn the parts in based on the configuration of the NPC

copper gust
uncut parcel
#

Got it, thanks for the insight. I'll try the instantiation approach

terse magnet
#

oh shit is this general

#

fuck

#

mb

charred fog
#

@terse magnet You can delete your messages

terse magnet
#

yeah yeah but uh where general

charred fog
terse magnet
#

hold on

#

oh yeah yeah yeah

#

nah this server buiness i see

#

there you go

inland apex
#

Idk how any of this works

potent geyser
#

How did you think that question was directed at you?

inland apex
potent geyser
#

I wasn't, no.

gray frigate
#

well, not quite

#

i believe unity does need to load the textures/meshes/etc. that the renderers on those objects use

#

but they don't get sent to the GPU until they're needed

copper gust
gray frigate
#

yeah, if you have a reference to your prefabs at all, it's the same outcome

#

you'd need to use asset bundles/Addressables (which are just asset bundles, really) if you want to avoid loading the assets at all until they're needed

uncut parcel
#

I'm assuming that when the mesh prefab is intantiated I can then change its material used for that instance as well?

#

without changing the asset itself

copper gust
lapis gate
#

yeah if it's not in your addressables it's loaded at runtime

gray frigate
copper gust
#

I used to believe the same but im pretty sure it does

lapis gate
#

I dont believe the textures, ect are cache'd on the gpu until an object material referencing that texture* is instantiated

gray frigate
lapis gate
#

yeah that's the more important problem

uncut parcel
#

I'm glad to be at a point with my project now where I'm confident in how my codebase is structured. When I was first starting out years ago I was always reaching hurdles and it was a mess.

jade turret
#

Official Unity Discord

uncut parcel
#

you're absolutely right

lapis gate
#

wat

stuck flower
#

Pretty sure this has nothing to do with Unity

sage basin
#

!warn 1491224306036904076 there is no off-topic or advertising outside of the specific contexts mentioned in our conduct. This is also an English language server.

vagrant rootBOT
fierce shuttle
#

@hushed hamlet excuse the ping, but just wanted to let you know that using teamcity i've been able to shave build times from 10 minutes to <2 😎

#

very nice piece of kit, but it keeps warning me that there has been an error with the build when it was actually just a warning with some shader compilation 😅

hushed hamlet
fierce shuttle
#

by a long shot

#

im not gonna reach that free tier limit ever so

#

sweet

hushed hamlet
#

Yeah me too

fierce shuttle
#

thanks for bringing it to my attention

hushed hamlet
#

Once you get to like 200 or 250, you pretty much can just archive old stuff at that point

fierce shuttle
#

yeaaa

#

next step is attempting to upload to steam

#

will try and use steamcmd or something

uncut parcel
#

Is it expected behavior for a protected override class component on an object to be automatically re-enabled when the class instance is called?

#

Don't really know a better way to explain it

balmy kettle
#

what does "the class instance is called" mean?

trail talon
#

what's up everyone, what's the best learning resource to learn 2d game development with unity, preferably a youtube series like that of brackeys.

vagrant rootBOT
trail talon
uncut parcel
#

I guess I'm confused about the NameToLayer method but can it not be used in a switch statement? My usage of it is apparently wrong

switch (hit.transform.gameObject.layer)
{
    case LayerMask.NameToLayer("Default"):
        stepSound = stepStone;
        stepSoundClip = stepStone.clip;
        break;

    case LayerMask.NameToLayer("FloorWood"):
        stepSound = stepWood;
        stepSoundClip = stepWood.clip;
        break;
}```
#

from what I gather it's supposed to return the layer index as an int, which is what that switch statement needs. Would I have to cast it as a local variable first or something?

#

I could just do it by number but that seems a little inconvenient

slow dirge
uncut parcel
#

It claims "The type name 'NameToLayer' does not exist in the type 'LayerMask'"

#

is there a library to include with a using statement?

slow dirge
#

Actually, cases might need to be compile time constants.

uncut parcel
#

so I guess I do need to cast it first

slow dirge
#

No. If I'm right, you can't use any method in there at all.

uncut parcel
#

for now I'll just do the layer numbers then

slow dirge
#

The compiler needs to know the case value when it compiles the code.

rigid cipher
#

I dont get it, why does the scene load correctly the first time but not the second? and yes I did save it

undone monolith
rigid cipher
#

how do I do that?

rigid cipher
#

thank you

real agate
#

is it possible to force stop unity from doing the self intersecting polygon deletion error

#

its doing it for no reason

#

yes ive cleaned up my mesh

#

still throws it up

real agate
#

im tired of stuff with simple solutions not working for me

#

wtf is the damn issue

storm patio
#

is this AI

#

• Don’t post unverified AI-generated responses in questions or answers; check for accuracy, and state what’s AI-generated.

real agate
sage basin
# real agate its doing it for no reason

This is almost certainly not true.
If it keeps appearing after you've cleared the console warning each time it's imported, then the mesh has a self intersecting polygon.

real agate
#

resizing the door to a smaller size soit doesnt touch the frame at all isnt doing it eithe

#

idk if its a mesh thing but maybe its something with the armature

#

idk what to do

#

this part of the pack will be on the back burner then

#

internet solutions also dont help

#

flipping normals recalc reset clear geometry etc etc nothing does it

uncut parcel
#

it might be more of a question for #⚛️┃physics but can anyone verify if it would be more consistent between Rigidbodies of different damping values to obtain a "movement speed" value by comparing its position difference from one frame to the next (as opposed to velocity.magnitude/linear velocity etc.)?

#

I don't know if that would be a less efficient way of doing it, but what I do know is that, in practice, two objects using the same class script return different velocities, and I think it's because the linear damping is different between them. I don't want that disparity to be a thing

storm patio
#

well, damping affects velocity, so if damping is different, velocity would be different...?

uncut parcel
#

that makes sense yeah

storm patio
#

i'm confused what disparity/issue there is here

uncut parcel
#

well I'm essentially looking for a way to have stored linear movement speed be consistent between different objects regardless of their properties. I guess I'll try the current VS last position approach I mentioned

north terrace
#

Trying to install graph toolkit on unity 6.4 but "install package by technical name (com.unity.graphtoolkit)" results in "Unable to find the package with the specified name. Please check the name and try again.". Am i missing something here?

uncut parcel
#

just wanted to know if it was a good idea or not

storm patio
#

i don't really think it is, since.. that's what velocity directly affects

storm patio
#

that is expected

#

what are you trying to achieve here?

uncut parcel
#

I think you're misunderstanding the context of the problem because I didn't really give any but don't worry about it, I'll test some things out

storm patio
storm patio
#

one possible discrepency would be that FixedUpdate runs before the internal physics update, but i wouldn't know if that's relevant because you haven't actually given any info

#

if that's the issue you're trying to solve, comparing the previous position would not solve it

uncut parcel
#

Well, if this helps any, it's a discrepancy between the values returned from the player VS an NPC. The player's Rigidbody component moves differently ofc because of other factors like the character controller and what not, while the NPC just transforms forward and is affected by its own Rigidbody properties. The code that checks for their current speed doesn't work for both because of what we've already established about the velocities being different (it's currently checking the velocity magnitude)

#

hence why I'm just going to get an overall "speed" by subtracting the new position from the last position of both and then use it as a return value

storm patio
uncut parcel
#

it might be but I can work with it

storm patio
#

you should not be touching the transform if you have an rb, they will conflict

#

i'm like 70% confident it's the issue you're trying to "work around" lmao

#

the rb will try to control the transform, if you modify the transform yourself, the rb will not update properly, it will desync

#

if it has an rb, use the rb

uncut parcel
#

so do you suggest I just add force in the forwards direction?

storm patio
#

sure, or set the velocity, for a dynamic rb. for a kinematic rb, use MovePosition.

uncut parcel
#

alright I'll look into updating it, thanks for the help

storm patio
#

if it's a dynamic rb, setting the velocity would be most analogous to transform.Translate

#

(though keep in mind that velocity is in worldspace)

storm patio
storm patio
north terrace
#

it doesn't. i even tried adding it manually from the manifest.json

sage basin
#

Degenerate dissolve and delete loose are the kinds of things you would run

real agate
#

as i said its doing it because it wants to annoy me

#

idk what else to do wanna look at it?

north terrace
sage basin
real agate
#

what do u recommend i do ive heard that when bones are at -1 that unity wont get it and render it the way i got it

#

the anim is already baked

#

i can rebake since i have the pre bake anim

#

weird problem ugh and i made extra sure that the copied armature was single standing with no relation whatsoever to the other one

#

its really weird because for the other versions of this mesh with doors its varyingly either normal flipped or not the door there is always flipped though,

tawdry nebula
#

anyone know how to fix this im trying to import fonts from external sources
front from dafont
using font asset creator

ember needle
#

Hello everyone. Can someone tell me how to make actually a good game. Especially if you stupid as me?

late token
latent meadow
#

not the worst idea ^

uncut parcel
ember needle
#

Now I'm going to start from C#

vagrant rootBOT
#

:teacher: Unity Learn ↗

Over 750 hours of free live and on-demand learning content for all levels of experience!

sage basin
#

Took me a while to figure out as I'm unfamiliar with blender's weirdness

ember needle
late token
# ember needle Understood. Thanks

I am also trying to make a good game but it seems like every good game has alread been made. So I just decided to remix popular games😔

uncut parcel
#

you can try what I've been making for a few years and make a game that's like a love letter to other games that you love

#

mine is an original creation but the DNA for so many other inspirations is in this project

ember needle
ember needle
#

I think you mean i should just take the best from it

uncut parcel
#

pretty much yeah

latent meadow
#

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

late token
ember needle
#

I guess i just should go to work

uncut parcel
ember needle
late token
storm patio
#

what doesn't it fail at

latent meadow
#

hallucinating. it is very good at that

ember needle
real agate
#

hats off sir

sacred moon
#

Can anybody like tell me who to follow on YouTube to learn c#

#

Please

#

Pleaseeeee

vapid dock
# sacred moon Can anybody like tell me who to follow on YouTube to learn c#

me personally started learning it a few weeks ago and in my opinion all youtubers explaining C# dont do It basic enough for beginners because for them it is natural to read code like a book. I went trough this course https://www.w3schools.com/cs/index.php and used https://onecompiler.com/csharp to test stuff out, try to understand why stuff brakes and what can be changed. tho it is not unity focused C#, it gives a great understanding on how ot works. also I used ChatGPT to ask unanswered questions I had. This compination helped me learning at least the basics in a pretty short time

storm patio
#

i would strongly recommend against using chatbots to learn

#

you do not have the experience necessary to filter out the bs

storm patio
vapid dock
storm patio
#

you do not have the experience necessary to filter out the bs

#

i've seen so many beginners coming in here saying "chat said this but it doesn't work" and it's completely wrong, or even when it does "work" but causes downstream issues

real agate
#

or did u have one more step

sage basin
#

I didn't check or take note of that issue

real agate
#

alright:))

glass quest
#

Hey! I'm one of the maintainers of PixiEditor, an open-source 2D graphics app. We're looking for 2 people to test out our new Normal Map Generator workspace (check out the attached video). We'd love some feedback on what works well and what could be improved. DM me if you're interested!

vapid dock
#

any ideas on why that happens? the fence (and any other tiles) have a Tilemap Collider 2D and the player has a Box Collider 2D attatched. sometimes they get stuck and I dont know why

storm patio
misty shell
#

where do you guys get good cursors for your game?

storm patio
wise yacht
#

Hi - I know my question isn't very specific/detailed but my cliff here has some weird shadows going on. I made it in blender and its meant to be a low poly cliff but it looks a bit weird and jagged. Is this a common fixable problem (that someone may randomly know the answer to)/

shrewd cosmos
#

!learn

vagrant rootBOT
minor sandal
#

hello @everyone i am trying to download unity on my laptop ,but am encountering an "install failed, installation failed " error. Could someone please provide a solution for this? anyone please help!!!

shrewd cosmos
#

are you installing on unity hub?

minor sandal
vagrant rootBOT
# storm patio !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.
shrewd cosmos
# minor sandal yes

ohh that same error happened to me what i did was install unity on the unity install archive

#

and you run the exe

storm patio
#

i'd recommend using the hub installation.

shrewd cosmos
#

yeah but that didnt wrok at all for me

storm patio
#

makes it easier to manage versions and modules

storm patio
shrewd cosmos
storm patio
#

you can't manage modules for externally installed editors in the hub.

shrewd cosmos
#

yeah ig

shrewd cosmos
#

yeah but i just externally installed modules

#

like mvs

storm patio
#

yes, the external editors work. i'm not saying they don't. i'm still recommending hub installs.

shrewd cosmos
#

yeah alright i get you

gray dirge
# wise yacht Hi - I know my question isn't very specific/detailed but my cliff here has some ...

Low poly and shadows usually don't go too well together. Flat shading in general causes issues due to how normal bias basically separates the triangles from each other. One "proper" solution would be to have two meshes, one flat shaded, the other smooth shaded. You could then use the smooth shaded object for shadows only (from the mesh renderer) and disable shadow casting for the visual object itself

minor sandal
storm patio
#

that just means you didn't install modules

minor sandal
gray dirge
# wise yacht ah I see thank you

Well the first thing to try should be to enable double sided shadows. That usually minimizes the problems a lot but smooth shading is probably the most visually accurate one

wise yacht
#

i'll give that a go - i'm not sure of the performance impact of using the smooth shaded ones

storm patio
# vagrant root

@minor sandal have you tried just troubleshooting the hub installation

mossy flame
#

yo I just started Unity and I’m struggling to get smooth movement and a third-person camera, can someone help me?

wise yacht
#

could just be that theirs is in blender and i took mine to unity

shrewd cosmos
#

but does anyone know how to start learning C#

gray dirge
wise yacht
#

Makes sense yeah

mossy flame
#

yo I just started Unity and I’m struggling to get smooth movement and a third-person camera, can someone help me?

storm patio
shrewd cosmos
#

alr

vagrant rootBOT
# storm patio !ask

:thinking: Asking Questions

:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.

-# For more posting guidelines, go to #🌱┃start-here

storm patio
#

what's the issue you're having exactly?

minor sandal
gray dirge
# wise yacht i'll give that a go - i'm not sure of the performance impact of using the smooth...

What exactly are you worried about in that? Surprisingly rendering objects smooth shaded is actually better for performance than rendering flat shaded. That is because flat shaded requires more space due to the edges having to be split for the vertices to have multiple normal vectors at each corner. The difference is marginal though. The only thing I would think that makes a difference here is that you would have to use two objects instead of one (for visuals and for shadows) but I don't think that would make a huge difference either, the objects need to be rended separately to the shadowmap regardless whether you have the object and it's shadow separated or not. Of course that then requires two 3D models per mesh but those are really small in file size, especially for low poly style

wise yacht
gray dirge
wise yacht
#

Yes will do

#

this is with smooth shading shadows

#

this is without

#

they both still have a lot of dark patches that stand out weirdly

#

I assume i'm doing the shadows right (smooth shaded one is set to shadows only, flat shaded one is set to no shadows)

gray dirge
wise yacht
#

yeah its just bits like this that im like why is the rock difference colours

#

when the faces are the same direction

gray dirge
wise yacht
#

fair enough

gray dirge
#

Low poly games often use quite strong ambient lighting so they would both look bit brigther and the contrast would likely not be that high

wise yacht
#

yeah I was wondering if ambient lighting could help

#

i'll look into how to set that up

#

I also think maybe not having square style rocks and having taller ones could help a bit too

gray dirge
#

Post processing can also do wonders

wise yacht
#

true

#

like this kind of style would be ideal but i'm no professional modeller lol

gray dirge
# wise yacht this is without

These are the kind of leaking problems that flat shaded shadows cause. Enabling double sided shadows can help with that a lot if you haven't enabled that yet. Likely many low poly games just use flat shaded shadows with double sided and live with the little minor issues

wise yacht
#

fair enough - thank you! Im gonna try improving the model a bit and then livingwith the minor issues

grim epoch
#

can anyone help me import something on unity im quite new to unity

onyx stratus
#

@me if you have a fix or reply

latent meadow
#

questions about lighting/shadows would be asked in #1390346776804069396 . please do not double post. remove from here

dry lantern
#

is there a specific place i can ask about the unity learn course? im experiencing a problem while following the course

sand harbor
#

Is unity offline?

storm patio
#

if there's no specific channel you can find, you can ask here

storm patio
latent meadow
dry lantern
sand harbor
#

Address?

storm patio
latent meadow
sand harbor
#

Oh, I was importing a proj from my usb, did the downloading editor stuff that u need to open an imported proj and it happened

dry lantern
storm patio
#
  • what are you trying to do?
  • what's going wrong?
  • how exactly is it going wrong? (error, unexpected behavior, no behavior?)
latent meadow
storm patio
dry lantern
latent meadow
# sand harbor

there is a folder called Library in your project folder. did you bring that too on the USB or not

sand harbor
#

Yeah, I brought the entire project folder

storm patio
latent meadow
sand harbor
#

Yeah

azure grove
#

use same version and don't copy the library folder over, just delete it and let unity regenerate it

latent meadow
# sand harbor Yeah

the usual first things are make sure you have all the requirements installed, I.e. the same things in the package manager you had installed on the other computer, or whatever.
the other is delete the Library and let it rebuild. it is just a cache

sand harbor
dry lantern
#

thanks for ur help Chris! :D

boreal river
#

Hey, guys! Do you have any idea why my shadows are getting off and on when I move my player, because I have real time shadows on my game and what I have noticed is that when I change the range of the lantern light to 10+ I see those shadows appear and disappear but when changing it to a lower value like 5 lets say I dont see any shadows. So, how I am supposed to have the range value at 5 and see shadows, as well as make my shadows live because at this point on the video my latnern shadows disappear

#

probably something is happening with my URP settings but if you have any idea I will appreciate it.

vapid dock
storm patio
# vapid dock whats that good for? never heard of it

not sure about the "why" but sometimes when the tilemap collider builds the geometry it kinda misaligns, so tiles that should align perfectly end up having a lip that you can get stuck on
adding a composite collider makes it so it's all a single collider with a uniform surface

vapid dock
vapid dock
storm patio
#

composite operation merge in unity >=6

vapid dock
cursive abyss
#

Hey just a short and small question.
How to i set the Canvas that i will perfectly fit for any resolution and second question what is the diff between normal ui stuff and ui toolkit?

latent meadow
storm patio
vapid dock
latent meadow
#

this is an English language server. please use a translator.

gray frigate
#

Shadows require Unity to render the scene from the POV of the light

latent meadow
gray frigate
#

just like normal rendering, there is a near and far clip plane

#

In this case, I'd consider moving the near plane out a bit, so that the light doesn't wind up casting shadows from the lantern at all

latent meadow
#

this is an English language server. please use a translator.

stuck flower
#

C'est un serveur de développement de jeux vidéo.

violet lily
#

wazzup, can someone help me with VRM Blend shapes? its not showing anything at all.

stuck flower
#

What object do you have selected currently

violet lily
#

its supossed to look like that, but i get nothing instead

empty grotto
#

Guys, do i need to connect to steam services for just demo?

Like player auth or profile data. I dont plan to include them in demo.

vivid cedar
sand harbor
#

Hey yall, how would i be able to split these things up? I cant use the anims bc theire together

vivid cedar
#

They're all grouped like that because they're all being imported from the same asset file. But there's no reason you can't use these animations.

sand harbor
#

Really? I dont know, why, but i cant even preview the anims

vivid cedar
sand harbor
#

For now just previewing them

vivid cedar
#

looks like it's previewing?

sand harbor
#

Huh, its there? Im so lost, i havent touched unity in so long

loud lily
#

I am having some problems with occlusion culling, more specifically, the visibility lines simply go through objects. I have played around with the settings, but no matter what I set, it always stays the same.

All the objects are static, I created an occlusion area which wraps the while level. Yes, the assets are modular, but there are no gaps between them.

Also, the assets are from Synty.

latent meadow
#

Anyone else getting this when dragging in a .unitypackage 6000.0.73

ReleaseButton expects buttonId >= 0
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) (at /home/bokken/build/output/unity/unity/Modules/IMGUI/GUIUtility.cs:219)
boreal river
#

Hey, guys! There is a way to actually seperate meshes in Unity?

#

Let's say I have clicked a game object and there are two meshes or more

#

on this single object selected

#

In Unreal Engine there is a tool within Modeling tool it's called seperate if I remember

vivid cedar
boreal river
#

oh so there is an option in mesh renderer or something?

#

let me open unreal

vivid cedar
#

if you want to manipulate meshes directly in Unity, you would use ProBuilder

boreal river
#

yes I know about pro builder

#

here there is a tri select tool within unreal

#

where you are selecting the mesh you want to seperate

#

how to do it with prob builder though?

#

is there a tool similar to that?

vivid cedar
#

you mean you're selecting Triangles within an existing mesh and you want to separate them to a new separate mesh.

YOu would use #🛠️┃probuilder and IDK exactly I'm not very good with it. Ask in that channel

boreal river
#

I am playing with rendering layers in lighting bro

#

You know I have some difficulties because I dont want some of my meshes to be affected

#

and there are objects I have with more than one meshes together

tepid glen
#

i am new to unity, i want to find the value of a variable in the logic script for use in another script but i dont know how?

vivid cedar
finite fox
#

HELLO

#

How to up limit light on urp unity ? i`dont want limit 8 < i want 32

midnight raven
#

Hi

minor sandal
#

@everyone please help me to download unity editor ,when i try to download unity editor from unity hub an error occurs "install failed Installation failed"

stuck flower
minor sandal
#

if you know pls tell me

storm patio
#

have you even checked logs

stuck flower
minor sandal
#

check this

storm patio
#

so have you checked logs

#

did you check any of the things listed in that embed, for that matter

minor sandal
storm patio
#

you're not making it very easy to help you

#

no-one's going to want to help you if you make it hard

round badger
#

Is anyone able to provide a few tips/tricks for a team of two working on a project in Unity? Like any do's/don'ts

craggy oracle
#

thats basic but crucial

storm patio
#

communicate

#

don't check in Library/UserSettings to your vcs

minor sandal
round badger
#

I heard something about not editing the same scene at once or something?

storm patio
vagrant rootBOT
#
<:error:1413114584763596884> Command not found

There's no command called installed.

storm patio
#

whoops

#

!install

vagrant rootBOT
# storm patio !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.
storm patio
round badger
#

Oh right so what's a workaround to that?

storm patio
#

resolving the merge conflict, or not doing stuff that would involve scene merges (eg not working on the same file at the same time, not stashing scenes, etc)

#

it's not an issue that needs to be worked around

#

you either avoid the issue or solve the issue

tall hearth
round badger
#

So you can have test scenes and once you've made something turn it into a prefab and use elsewhere basically?

storm patio
#

i mean i guess, that kinda seems like a pain though

tall hearth
#

It's what i would do though i wouldn't follow my word too much i havent worked on a project with another before

storm patio
#

the only collaboration i've had was just for code so yeah kinda 🤷 too

minor sandal
storm patio
#

they are not solutions

#

they are things to check for causes

#

have you made sure that your c drive has enough space

#

then check the second thing

#

if it's not that, check the 3rd thing

charred fog
#

Start with logs to not play guessing games

minor sandal
#

how do

storm patio
#

the embed tells you how.

tall hearth
# minor sandal how do

You know the message that you've been sent multiple times says how if you gave it a read

stuck flower
# minor sandal how do

If only you'd been sent a checklist of things to do when unity fails to install that contained a link to exactly how to access them. Then maybe if such a checklist existed you could have been sent it four times by now.

sage badger
#

but i need help the coliders dont work when i playtest i go through the boxes\

storm patio
#

well they don't seem to actually have any colliders

#

you need colliders (and a dynamic rigidbody) to actually get collisions

sage badger
#

well how doi add coliders

tall hearth
vagrant rootBOT
tall hearth
#

you'll want to start here no point explaining everything from the ground up

hoary venture
#

Am I dumb? I keep looking through the Scripting API reference on the Unity website and I cannot find the documentation for the canvas based UI. If I do searches it seems like its only coming up with results for UIElements. Why has the documentation gotten so bad?

#

I can find it in the legacy documentation from like 2018 but not the current documentation

gray frigate
#

It was split off into a package back in 2019 or so

#

Google will insist on sending you to the main documentation site (and thus give you very old results)

#

it's a nuisance

hoary venture
#

it is a nuisance since its pretty much a core feature of Unity

eternal gate
#

hello