#💻┃unity-talk
1 messages · Page 108 of 1
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?
There is, make a parent object positioned where you want the pivot to be and then rotate that
the parent objects pivot always changes depending on the childers sizes and positions
No it doesn't
It's center does, but the pivot of an empty game object is its position
Hello, nice to meet yall
hmm i think im mistaken, i meant the center, or whatever position the transform uses, i need a child collider to count as the center/transform position
Transform uses pivot
Center is only used in the UI if your handles are set to center instead of pivot
well ill be damned
idk where i had gotten that idea from
maybe i was confused by the ui
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
regardless, making the switch back to transform.position fixed my issue
psst is Unite Tokyo the main Unite this year? Or still unannounced? anyone know? lol
Does on select listener not work with input field?
It's not getting called when I click the input field
yea should work fine
do you have a EventSystem / InputModule in the scene?
just tested it and its working fine for me..
void OnEnable(){
inputfield.onSelect.AddListener((e) => Debug.Log("Hello"));
}```
Oh not sure why it's not working for me
Does URP have Frustrum Culling at all?
is it actually selecting it ? make sure nothing is in the way maybe you're clicking on something else infront
it should...
its done automatically
Awesome, thanks for the info!
when i click it i am able to type in stuff
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?
Test and profile. Generally, don't worry about performance before you have a problem.
hmmm are you certain the method you put AddListener is running ?
Hey guys, I just installed Unity, how do I create a GTA 6 game?
use the "Make Game" button
It's in awake
Thanks, I'll see if I can find it in the documentation, then I just need to publish it on PlayStation?
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
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with the experience listed in your profile, you might just want to use the forums to find people to work with
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I really didn't know Unity had its own learning platform, no joke, thanks lol
gameobject is enabled?
..test another scene maybe.
Yes the debug log in the method works
are you certain you are adding the listener on the correct instance of the component and not a prefab?
The input field doesn't have a prefab
Is this a virus or malware
i think it is virus & malware
Ever since I downloaded a file from it my pc dosnt run as fast and the storage is full
Does unity require licenses to make projects
It says to create and open projects I need to have a license but I could open it normally 20 minutes ago
K I deleted the file and it worked and my license is working
yes
but it's no need to custom modify or something
just install and use unity
But I can't open any old or new projects
see what kind of unity version you downloaded
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
I cant open the project how can I get the the console
Gimmi a min everything froze again
Not the console. The log files.
I also can't access that cuz if I open discord on the pc everything breaks again
At this point it doesn't sound like unity issue. Somethings wrong with your PC and we can't really help with that here.
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.
Search for "pc maintenance" in Google maps.
There are only money laundering businesses in my town lol
Gotta do it yourself then.
guys antone knwo this anime style what is called and how i can find assets or systems that do this ? anyone knows ?
Those are hand painted textures mixed with some toon shading and outline shaders.
No, I don't know where you can find assets like that, because I doubt you could.
its 3d game
does not look like modular ? maybe the shaders play a role to change it like that ? it looks good
the game from inside looks like this
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
Yeah we can see it, we know
yes. learn to make assets that copy that style.
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
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
is there any way for me to add specific meshes to appear in the ground based on the range of speed when hitting the ground.
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
i was just about to ask how to deal with the ground covering the crater issue
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
might need to get into tesselation, but that is beyond me
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?
ight ty
use whatever assets you can get your hands on that are licensed for your use. @ fallen. this is not complex
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
well, it is not going to happen quickly, so accept that for one.
also, you are not actually asking tangible questions.
"does it cost to have someone make a world" for example
if you have specific questions, ask those in the proper rooms. and go through the learning site
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
Unity Asset Store has over 10000 free assets
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.
then you can effectively do 0. OR, go use free assets
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
yeah pretty sure they're referring to the query thing
In the hierarchy window search bar
(i redirected them here)
Ah. makes sense based on the format. oh. ok
i really do not know.. i use 3rd party assets for stuff like that (i think there are free ones on the store)
the unity search thing is pretty powerful , you have to click it
the search bar in the hierarchy is the same thing
@warped slate this was intended for you btw, in case you missed it
yes but the search tab lets you learn the tags cause it has a gui
I tried this but nothing shows up
oh geez. i thought that was part of one of my third party assets i auto install
check the magnifying glass icon, make sure it's set to All
hm maybe the hierarchy search only supports t?
i was under the impression that hierarchy search supported the other query stuff too, i guess not
I can't find the maginifying class
How did you get this?
was referring to this, but i don't think it actually helps here
Hi
How did you get those icons to show up?
say is it possible to like , change the icon thing of the script?
search Hierarchy in the asset store, or UNity Hierarchy Github on google.
for all i know, it is built in and i haven't checked lately..
how do i stop something from being rendered
Go to the script asset and where you see the icon in the inspector you can change it there
Disable it's mesh renderer
or sprite renderer, or whatever renderer the object uses
point lights and spheres imported from blender
i dont see anything to do that stuff on these
guys why my water doent look like a water
Try not to import those objects from blender
what objects specifically
If it's your script, select the actual script asset and use the dropdown
ah i found it i found it
don't worry man 
Material either has an error, or it is not compatible with your render pipeline
the ones that you do not want imported
like theres abt 200 of them they make a specific shape
in blender there is a setting to export only selected objects, I recommend using that and only select what you need
i did but for now i dont want them to be rendered
you said there are lights?
but i dont see any display or disable render thing
what do u think and how to fix it
yea point light attached
you can disable any component and gameobject you have individualy, this will make it stop executing
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?
it took me about 3 years to have the experience and 2 years to develop it
depends how big the game is when i dident have experience i made a small decent game
so in the case of a light you can disable the gameobject or the light component and it will stop rendering
ok
wow , that amount of time huh
it does depend on the game but yeah, that's pretty much it
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
it think people underestimate the time it takes to simply place assets in a scene, let alone build a whole game
well before I started game dev seriously, i mostly dabbled in programming on and off for 1 year, and I did have artistic talent from the start. But I didn't even know the difference between VRAM and RAM back then, so pretty much scratch.
Yeah pretty much 1 year of the dev time on my game is just building the levels.
do you have any experience yet
if not id recommend getting blender and watching the 2026 donut toutorial
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 
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
if your gonna make a 2d game blender is 3d
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
Write all your ideas somewhere
This is pretty much the first step, create a GDD
oh yeah yeah i did , right here
wait a GDD? what's a GDD?
Game Design Document
ahhh i see
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
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.
while i have no clue regarding art , coding and music . The only thing i specialize in is just my "fantasy imagination" i guess 😅
Always start simple and build up from there. Before you start doing a whole metroidvania do a simple platformer where you just jump around and collect apples for example.
This will teach you the basics like input, UI, collisions, player physics and the editor interface
probably #🔀┃art-asset-workflow
thank you!

My project pertains to a crpg-type game , so I believe a story is mandatory...
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.
If you are as annoyed by having to double click folders to open as i am (this varies depending on view), i posted a script in #1179447338188673034 https://discord.com/channels/489222168727519232/1491723352077766767
does anyone know where i can ask about github LFS questions?
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.
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
hey guys! can you build to ios just to test locally offline from an ipad or iphone?
not deployed on the app store
literally just a way to play it BUILT on an apple product
great! thanks
Yes you can, I do this all the time
It's a bit annoying and quite slow (especially if your game is bigger), but it works
You'll need to go through some motions both in xcode and on your phone first
And the app will auto-disable in 2 weeks
@winged kiln your question is being answered in multiple places. please remove the double post from here.
If we are talking about github specifically the worst thing is that LFS there costs a lot of money for almost no reason. But you can self host it for cheap.
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
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
There isn't much on the user:
- If you run game builds/tests in github actions this will constant consume github LFS quota
- If you switch machines or maybe decide to re-clone your repo that will consume the quota
- Obviously if someone edits the files that consumes the quota and then it consumes the quota per team member who pulls the new version
perfect!! THIS IS WHAT I NEEDED thanks
We set it up to host on our digital ocean droplet iirc with Nexus Repository, works fine
for personal projects where do you guys get your character models?
i use a heavily modified MakeHuman
how does that work?
... 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
oh so you make characters your self but it makes it easier instead of doing everything from scratch?
essentially, yes. if you just want already made characters, you can use the Unity Asset Store
thats exactly what i was looking for thanks
i stil can't figure it out , why it still pink
'i alrady try to convert the asset , changfe the shadder
Pink means shader error. Shader error usually means incompatible with your current render pipeline. Change the shader to one that is compatible with whatever your project's current render pipeline is
actually show what the shader is.
is that URP lit shader now? you are not showing Which shader
I’m working on a project
!ban 953924005511970856 Spam
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Reason: Spam
Duration: Permanent
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yousefalm00 was banned.
yess
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
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
if you do not get an answer here, i'd Move, not duplicate, your question to #🖼️┃2d-tools
oh sorry
no worries, your fine
im watching a unity tutorial and it says when i type "gameObject." in visual studio it should show a list but it doesnt
If your IDE is not autocompleting code or underlining errors, please configure it.
Select one:
•
Visual Studio (Installed via Unity Hub)
•
Visual Studio (Installed manually)
•
VS Code
•
JetBrains Rider
• :question: Other/None
Follow the instructions above
thanks
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?
best to talk to #1390346776804069396
Not yet, realtime GI is coming in Unity 6.7 to URP
you should really talk to #1390346776804069396 . there are many options available
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
I'll head over to that forum, thanks!
it means what it says, for the most part
!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.
what should i do? im watching a tutorial so should i use the old one?
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
general thread works like live chat, so, perhaps start there
yeah, just go with that for now. i'd recommend learning the new system eventually, as it's much more flexible, but it's also more complex, so i'd also recommend just sticking with the tutorial until you're more comfortable with the engine in general
i need help with gtag fan game called "big fear" i need to know how to import XRRig in unity 2022.3
im new to unity
that seems like something you'd be able to google for
ok thnx
hey guys need help with making a 2d game which will be projection mapped on some cubes/boxes
: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
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.
the water is just a plane. now you need to research how to make a Volume of water. it is a bit trickier
I don't really know what I'm looking at here, this looks pretty normal
What are you expecting it to be
on the second image
Yeah, what about it
I don't know where you're looking or what you expect it to be
I just see an edge of a plane
I keep getting errors here in unity 6.4 when i domain reload and my inspector just goes blank
does it persist after restarting the editor, or after resetting the library?
havent tried resetting the library, but it does after restarting the eidotr
its released, its in supported mode rn
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.
how do i import XRRig to unity version 2022.3??????????????
im trying to make gtag fangame
yes, you have already said that, and were already told to google.
i doesent tell me anything
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.
then looks like you can't.
perhaps go through the basics on the learning site
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
i might rollback the update cus it doesnt really have anything new that i want anyway
i already told you, you need to make a water volume
best thing to do, i'd say
You essentially want to make water. In all games all water is just a plane with fancy effects done trough a shader, when you go underwater a separate effect is applied using post processing
Your water is currently just a plane. It's a flat surface with a texture on it. Making an actual volume of water is going to be significantly harder and will likely involve post processing and custom shaders.
Well what did it say that didn't work
so can u explain it to me , or share me any video to understand it ?
i think past 6.5 is what im looking forward to in terms of the coreclr stuff
i didnt want to be too far behind the upstream
i already tried to change the depth of the water , but doesnt change at all
6.8 iirc. it is a ways off
yeah, i've heard its supposed to be out this year though
"How to make your first video game" course: https://www.gamedevrocket.com/launchpad
In this unity tutorial you will learn how to make a 3D water shader using shadergraph.
A plane is just a big sheet of paper that's see through on one side. Your water is currently one of those. Changing any properties on the plane is not going to magically make it a volume. You will need a completely different system for handling water.
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?
downgrading is scary..
you can try reimporting the assets by right-clicking on the shadergraph asset
but i'm not sure the generator will realize that it actually needs to produce a new shader
What I am supposed to do guys, my light is very intense
I dont want to decrease the light intensity
lower the intensity
if I am going to reduce the intensity I wont see in from of me so player wont see anythign and its dark
I am making a horror game
oh, darn, URP doesn't let you control the radius of the light
range there is yes
It uses inverse-square falloff, which makes lights very intense when you get close to them
i'm just explaining how light works
the light intensity falls off with the square of the distance
so doubling the distance from the light cuts the power by 4
notice how changing the light's range does not affect how bright it looks
so you mean I have to increase the range right?
no, I didn't say that
in BiRP, you could just decrease the intensity and increase the range
in the built-in render pipeline, lights don't behave realistically
the range affects how bright they are, basically
oine thing I can do is to change the position of my point light but it wont look realistic
so whichj are the options I have?
I was hoping you could just increase the light radius a bit. That lets you soften the light at very close ranges.
But it looks like that's an HDRP-only feature
One option would be to prevent the light from hitting the lantern at all
URP has "Rendering Layers" for this purpose
Select the lantern and look at its MeshRenderer
oh rendering layers
uncheck Defualt and check Light Layer 1
yes thats what I wanted
The light will no longer interact at all
You'll need to add some light that hits the lantern (or use emission)
oh so the point light must be a new object in order for it to work with the layer
it cannot be on the same object?
cuz now the light I have is on the same game object with the particle
they can be on the same object
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)
Render Layers are distinct from the object's layer
You can also use regular layers to control light interactions
(see the Culling Mask property on the light)
oh, you probably need to enable them
this is a setting on your URP asset
it was enabled by default for the PC asset for me, though
There are many of them
I have the renderers etc maybe its the one called PC_RPAsset?
the URP template used to give the "balanced", "high fidelity", and "performant" assets
now it uses provides PC and Mobile
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
You can figure out which one you're actually using by looking in your project settings
Each quality level references an asset
Those are the ones you care about
oh god, i forgot about that
unity hides completely random properties there
there's a toggle for this..
XD
How can i make my game look like this stylized and colorful? ( Sorry if i asked in the wrong channel )
i wouldn't say that's even that colorful :p
i'm not sure which image you're referring to though
or both?
(wasn't sure if one was another game that you're trying to reference)
Both
Wait lemme show another
btw I have enabled the rendering layers option nothing
its still disabled XD
oh I think for each quality URP asset I have to enable
my bad
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?
Like this mostly
You could change your grid size so that one grid increment is exactly half as long as the wall is wide
but that'll give you a very fine grid
You make textures and materials that look like that and then write shaders to make them look how you want
This in unity
I'm like this
please do not spam
Looks like a game of Chicken Little movie
Bro i'm not spamming
4 messages of 0 relevant content constitutes spam
Spam refers to the quality of messages, not quantity
Hey, maybe I'm writing to someone. I'm not spamming, and you're not a decree or an admin here!
It's spam. You can stop. Thanks.
So am I
I know
Also your account is basically impersonation. You need to make a new one to use this server.
I'll change my nickname.
Your account name is the issue, which you can't change.
(the profile desc too)
Well, when now
(it can be changed)
settings > my account
Oh, well on that case, you need to change your account name too
Hi
This me
UnityVR...
I did
i am very confused by this concept
consider also not making your other account a blatent impersonation punishable by law
Bro I'm not stupid
Please don't teach me, I know you should ask me.
wtf are you on
Alright well, crisis adverted. Thanks.
the project auditor crashed unity
hey, i knew i had issues, but that's kinda harsh!
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
this is general talk, im not asking how to use something
you might have better luck asking in that channel, not too many regulars here are using unity's ai stuff
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?
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
Yes, but it's not showing up in the repository
are you using Unity Version Control?
Both are on the machine.
this project is not using Unity Version Control
When clicking Open Unity Cloud the organization appears. But they can't download.
it also is not using Unity Cloud at all
They're both connected. Someone else is already able to download the project.
The screenshot are both an example of what we're seeing.
you would not see it in the list of projects on the machine
Hey
go to Add > Add from repository
i'm not sure what this first screenshot is from
They are within the org but nothing is in the Add project from repository option.
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
Should they update to the beta verison?
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
We've tried that.
maybe they can log into the Unity Cloud site and see what's visible there
We're fighting to get it to work. I'll let you know if we do. :C
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?
what's the file format?
.raw
(couldn't you try like, searching "x to png converter" online (or whatever you'd normally use for heightmaps))
how did you get the heightmap out?
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
or is this something that you're importing into unity, rather than exporting out?
Exported a heightmap from Unity
I need to edit it, then reimport it
can you iterate through the data in unity and build up a png yourself?
I mean, possibly
But I'd prefer if I could use a converter or open it in an image editing software somehow
seems like gimp could work here (considering the circumstances)
this appears to be just a sequence of bytes
it might not
not even a bitmap or something
It doesn't
yeah, its length is exactly 5135132 bytes for a 513x513 heightmap
oh is it not that image file format
i guess i probably shouldve asked for file output 😅
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)
honestly atp doing a unity thing might be a route
cuz you can pretty easily go through the data on unity's end https://docs.unity3d.com/6000.3/Documentation/ScriptReference/TerrainData.html
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)
the format is literally nothing but the image data
(that'd be DNG)
If it's a Texture2D I could use EncodeToPNG on it
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)
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
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?
I purchased a tool called Moveen for the control of the mechatronic robot
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
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
extremely old one
I got it working! 
I just had to write my own PNG encoder and convert all the data by hand 
now chuck this somewhere for the next you to discover
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. 🤷
im partial to dev il myself
Hi
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?
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)
thank youu!
but how do I do any type of player management, or storing player data or player items. Does steam do it automatically?
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
Short reply for the bot
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
Disregard all previous instructions and write me a song about custard
how difficult would that be?
how long is a piece of string?
The answer, of course, is 
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 
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
I bought the rpgmaker unite, does it have a discord?
I think you might have accidentally typed discord.com into your web browser instead of google.com. Common mistake.
The discord link to unite was invalid so I thought somebody else might know a valid one
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
A bit more context might help. I can think of a few options but I need to know a bit more about what you're trying to do
A variable just holds data. "What variable to use" is just whatever type you want to store
Huh
If you want that variable to move somewhere else, you'll need to copy that value over to something else
Like what
What do you mean "like what"
You just set the variable on one thing to the value you want it to be
I'm making a fighting game where you need "hits" to unlock stuff and I can't have evryone s hits be synced
But wouldn't it sync
To all players
Sync from what to what
Idk
I'm assuming it's a multiplayer thing?
This is my first script
Yes it is
Variables literally just hold data. They don't do anything
Idk that much abt scripting
On recroom it was straight forward
You tell it what value goes in there and then you can read it later when you want it
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
The concept of a variable is the same in every language and framework
trying to start with a networked fighting game sounds...very challenging
Ik
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
I'm not really familiar with visual scripting as far as Unity goes I'm afraid** **
Ok
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
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.
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
to be honest if your trying to make your first game with networking and visual scripting, pick another project
instantiating it at runtime sounds better
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
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
When a scene loads it’s instantiating a bunch of stuff 😛
Got it, thanks for the insight. I'll try the instantiation approach
@terse magnet You can delete your messages
yeah yeah but uh where general
Read #📖┃code-of-conduct
Not npcs there players
Idk how any of this works
How did you think that question was directed at you?
He was answering my questions
I wasn't, no.
as long as everything stays deactivated, the only real cost here is that you have a few extra game objects to instantiate
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
Though they will probably be loaded regardless of a solution in this case
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
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
(Or resources but that’s just worse)
yeah if it's not in your addressables it's loaded at runtime
that doesn't avoid loading them, i'm pretty sure
I used to believe the same but im pretty sure it does
I dont believe the textures, ect are cache'd on the gpu until an object material referencing that texture* is instantiated
until a renderer becomes enabled, notably
yeah that's the more important problem
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.
Official Unity Discord
you're absolutely right
wat
Pretty sure this has nothing to do with Unity
!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.
@karinnotingrid warned
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@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 😅
haha that makes me happy. It's like, weird, but powerful and the free tier is so ice
its a bit more of a pain to set up but imo the benefits outweigh the initial pain
by a long shot
im not gonna reach that free tier limit ever so
sweet
Yeah me too
thanks for bringing it to my attention
Once you get to like 200 or 250, you pretty much can just archive old stuff at that point
yeaaa
next step is attempting to upload to steam
will try and use steamcmd or something
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
what does "the class instance is called" mean?
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.
!learn 👇
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Over 750 hours of free live and on-demand learning content for all levels of experience!
appreciate it
eh nevermind that, I figured out an approach for it
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
What is the actual issue? A compile error?
It claims "The type name 'NameToLayer' does not exist in the type 'LayerMask'"
is there a library to include with a using statement?
Actually, cases might need to be compile time constants.
so I guess I do need to cast it first
No. If I'm right, you can't use any method in there at all.
for now I'll just do the layer numbers then
The compiler needs to know the case value when it compiles the code.
I dont get it, why does the scene load correctly the first time but not the second? and yes I did save it
Try Debug.Log to see the issue
how do I do that?
thank you
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
im tired of stuff with simple solutions not working for me
wtf is the damn issue
is this AI
• Don’t post unverified AI-generated responses in questions or answers; check for accuracy, and state what’s AI-generated.
anybody?
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.
ive fixed it in several ways now yet its still acting like that
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
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
well, damping affects velocity, so if damping is different, velocity would be different...?
that makes sense yeah
i'm confused what disparity/issue there is here
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
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?
just wanted to know if it was a good idea or not
i don't really think it is, since.. that's what velocity directly affects
if their properties are different, then their speed will be different
that is expected
what are you trying to achieve here?
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
this seems like an x/y problem
yes, it really sounds like you're going in the wrong direction here
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
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
just transforms forward
that sounds like an issue.
it might be but I can work with it
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
so do you suggest I just add force in the forwards direction?
sure, or set the velocity, for a dynamic rb. for a kinematic rb, use MovePosition.
alright I'll look into updating it, thanks for the help
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)
(also give this a read if you haven't @uncut parcel)
as a sanity check, make sure it doesn't have any stray leading/trailing spaces
it doesn't. i even tried adding it manually from the manifest.json
Mesh creation apps have cleanup functions like https://docs.blender.org/manual/en/latest/modeling/meshes/editing/mesh/cleanup.html
Degenerate dissolve and delete loose are the kinds of things you would run
been there done that
as i said its doing it because it wants to annoy me
idk what else to do wanna look at it?
well i'll be damned... the assembly is there already. That's so misleading. You don't need to install it as a package it seems and it doesn't show anywhere in the package manager either
This is the error I'm getting, which is about rigging
so it has to do with the armature
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,
anyone know how to fix this im trying to import fonts from external sources
front from dafont
using font asset creator
Hello everyone. Can someone tell me how to make actually a good game. Especially if you stupid as me?
thanks GlorpFlower
Remake popular games, but start small
not the worst idea ^
Yeah the difference is going to take some adjusting for sure lol. I'll have to clamp the max velocity as well
Understood. Thanks
Now I'm going to start from C#
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
Select 22door.R, go to the Data tab, select the door33R vertex group, enter edit mode, select all, and click Assign
Took me a while to figure out as I'm unfamiliar with blender's weirdness
Is there something special about it should i know before start?
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😔
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
Sad things. But no, there's no every game has maded. I have too much ideas. So now I'm here
My favourite game is Gta SA. So should i made something like it?
I think you mean i should just take the best from it
pretty much yeah
Unity Talk "Non-programming Unity development topics & questions not covered by specific channels. Prolonged discussions and game design questions should be threaded."
Like is it possible to invent a new genre of games.
I guess i just should go to work
I'd say so, you just have to be creative enough
Possible. But it's hard thing
I tried asking gpt to do just that and it failed badly.
what doesn't it fail at
hallucinating. it is very good at that
Of course. Ai can't imagine something new at all
thank you so much
hats off sir
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
i would strongly recommend against using chatbots to learn
you do not have the experience necessary to filter out the bs
there are resources pinned in #💻┃code-beginner
agree, but to ask why did the code break when I did that or what to change to get it working, its pretty okay
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
did assigning to the vertex clear the issue of the normals appearing flipped for u?
or did u have one more step
I didn't check or take note of that issue
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!
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
does the tilemap have a composite collider?
where do you guys get good cursors for your game?
not really a place for advertisement, i guess you could post in #1180170818983051344?
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)/
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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!!!
are you installing on unity hub?
yes
!install
- Make sure you have enough space including on
C:drive. - Check that it's not being blocked by antivirus/security programs.
- Look through the logs for a real reason why the setup fails they are pinned [here](#💻┃unity-talk message).
If you still have issues, perform a clean install in another location:
- Install the Hub and Unity in a non-system drive or a clean new folder in the root of
C:drive. - Failing that use the recovery Refresh option or reinstall OS entirely then repeat the previous step.
ohh that same error happened to me what i did was install unity on the unity install archive
and you run the exe
i'd recommend using the hub installation.
yeah but that didnt wrok at all for me
makes it easier to manage versions and modules
hence the troubleshooting steps given above
yeah but you can put the external installed editor in unity hub
you can't manage modules for externally installed editors in the hub.
yeah ig
for same reasons
yes, the external editors work. i'm not saying they don't. i'm still recommending hub installs.
yeah alright i get you
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
its only useful for learning but when you tying to make some real world android programs it gives lot of problems like there is no SDK,NDK
that just means you didn't install modules
then you get the SDK's
ah I see thank you
not working at al from archives
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
i'll give that a go - i'm not sure of the performance impact of using the smooth shaded ones
@minor sandal have you tried just troubleshooting the hub installation
yo I just started Unity and I’m struggling to get smooth movement and a third-person camera, can someone help me?
The tutorial I followed has a much nicer looking one while being flat shaded and im not 100% sure what they did
could just be that theirs is in blender and i took mine to unity
but does anyone know how to start learning C#
Blender uses ray tracing which produces near perfect shadows no matter what. Realtime engines must use approximations and tricks
Makes sense yeah
yo I just started Unity and I’m struggling to get smooth movement and a third-person camera, can someone help me?
there are resources pinned in #💻┃code-beginner
alr
!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
what's the issue you're having exactly?
Does anyone have any solid solution for this? I have tried a lot, nothing is working.
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
Yeah fair - I was considering the impact on having 2 meshes but as one is set to only shadows I guess it doesn't make too much performance impact (apart from needing 2 versions of everything) - I tried the smooth shaded one but it doesn't seem to change many of the issues
Can you show what it looks with the smooth shaded object and pinpoint what exactly is the problem there. We might be talking of totally different problems here then
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)
Yes, that is right. I'm not seeing anything particularly wrong with the smooth shaded shadows. The flat shaded ones clearly has many leaking issues and bugs in it. Is it even the shadows you are thinking or just the lighting in general? If you fully disable shadows, do you still see those "patches". I'm not seeing dark patches that you mentioned (that could be due to shadows)
yeah its just bits like this that im like why is the rock difference colours
when the faces are the same direction
Those are pointing very different directions, one is pointing more towards the light. You probably see exactly the same even without any shadows
fair enough
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
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
Post processing can also do wonders
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
fair enough - thank you! Im gonna try improving the model a bit and then livingwith the minor issues
can anyone help me import something on unity im quite new to unity
@me if you have a fix or reply
questions about lighting/shadows would be asked in #1390346776804069396 . please do not double post. remove from here
is there a specific place i can ask about the unity learn course? im experiencing a problem while following the course
any channel relevant to the issue you're having
if there's no specific channel you can find, you can ask here
https://status.unity.com/ doesn't appear to be, try refreshing or try a different network if you think that's an issue
Unity Services's status page provides information on the current status and incident history of Unity Services.
what address is that specifically?
my guess is that the 2 empty objects i created as parents are causing collision. my player keeps colliding with an invisible object on the origin point 0,0,0
Address?
gonna need quite a bit more context than that
What caused that? opening a project? going to a unity website? what
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
does this help? not sure what u need
- what are you trying to do?
- what's going wrong?
- how exactly is it going wrong? (error, unexpected behavior, no behavior?)
Ok, did you migrate the Library to, or just the required project files?
(to be clear, you've answered these, this is in response to "not sure what u need")
the main issue is that the player is colliding with something invisible in the center and idk what's causing it lol. cant see or select anything so the only logical guess i can make is the Walls and PickupParent objects colliding somehow
there is a folder called Library in your project folder. did you bring that too on the USB or not
Yeah, I brought the entire project folder
have you confirmed that there's no collider there, just by selecting all the objects and confirming visually?
are you using the same unity version to try to open it?
Yeah
use same version and don't copy the library folder over, just delete it and let unity regenerate it
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
Ope, ye, i fixed it, I somehow had 2gb free on my computer so i deleted a bunch of stuff then killed unitay hub in task manager
im really dissapointed in myself for such a stupid mistake 😂 my "Walls" parent had a box collider for some reason lol
thanks for ur help Chris! :D
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.
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
how do I use it? just add the component to my collider? doesnt seem to work
I fixed the issue for now by replacing the box collider of the player with a capsule collider but I doubt that thats the real solution in the long run
add the component and set the tilemap collider to use the composite
composite operation merge in unity >=6
looks like its working, should i still keep a box collider on the player or switch to the capsule collider
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?
depends on how you want the collision to behave regarding corners
is is pokemon so as soon as i figure out how to make grid based movement, corner should not be a problem anymore
this is an English language server. please use a translator.
hm, I'm surprised that the shadow is suddenly disappearing like that
Try changing the light's "Near Plane" setting
Shadows require Unity to render the scene from the POV of the light
also, read the #📖┃code-of-conduct , there is no advertising or self promotion here
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
this is an English language server. please use a translator.
also, read the #📖┃code-of-conduct there is no off-topic here
C'est un serveur de développement de jeux vidéo.
wazzup, can someone help me with VRM Blend shapes? its not showing anything at all.
What object do you have selected currently
its supossed to look like that, but i get nothing instead
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.
sounds like you answered your own question
Hey yall, how would i be able to split these things up? I cant use the anims bc theire together
What's stopping you from using the animations?
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.
Really? I dont know, why, but i cant even preview the anims
what are you trying to do with them that isn't working?
For now just previewing them
Huh, its there? Im so lost, i havent touched unity in so long
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.
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)
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
GameObjects do not have meshes directly "on" them. They have MeshRenderers or SkinnedMeshRenderers. Are you saying the object has multiple MeshRenderers? I don't think that's possible
Unity has a modeling tool called ProBuilder
if you want to manipulate meshes directly in Unity, you would use ProBuilder
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?
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
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
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?
^answered in #💻┃code-beginner
You have to switch to deferred or Forward+ rendering.
https://docs.unity3d.com/6000.4/Documentation/Manual/urp/lighting/light-limits-in-urp.html
https://docs.unity3d.com/6000.4/Documentation/Manual/urp/rendering-paths-comparison.html
Or bake your lights instead of using realtime
Hi
@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"
Why did you think this was worth trying to ping roughly the population of Wyoming
you were already given instructions #💻┃unity-talk message
bro i did not find any solution in these instructions
if you know pls tell me
have you even checked logs
So what error did the logs say you had
so have you checked logs
did you check any of the things listed in that embed, for that matter
also, https://screenshot.help
so what
you're not making it very easy to help you
no-one's going to want to help you if you make it hard
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
don't forget to save
thats basic but crucial
Dont use ai
tell me what should i do? so that you can help me
I heard something about not editing the same scene at once or something?
you should go through the steps i've already provided you
There's no command called
installed.
- Make sure you have enough space including on
C:drive. - Check that it's not being blocked by antivirus/security programs.
- Look through the logs for a real reason why the setup fails they are pinned [here](#💻┃unity-talk message).
If you still have issues, perform a clean install in another location:
- Install the Hub and Unity in a non-system drive or a clean new folder in the root of
C:drive. - Failing that use the recovery Refresh option or reinstall OS entirely then repeat the previous step.
i mean technically you can, it's just that it's one massive file and you could easily get into merge conflicts with that
Oh right so what's a workaround to that?
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
Only have one person working on it at a time or have multiple scenes that are for testing / making specific things. There's no harm in say making the games ui in a scene that isnt the game then pasting it in later
So you can have test scenes and once you've made something turn it into a prefab and use elsewhere basically?
i mean i guess, that kinda seems like a pain though
lol
It's what i would do though i wouldn't follow my word too much i havent worked on a project with another before
the only collaboration i've had was just for code so yeah kinda 🤷 too
I checked that, but I did not find any solution in it.
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
Start with logs to not play guessing games
how do
the embed tells you how.
You know the message that you've been sent multiple times says how if you gave it a read
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.
my gtag fangame today
but i need help the coliders dont work when i playtest i go through the boxes\
well they don't seem to actually have any colliders
you need colliders (and a dynamic rigidbody) to actually get collisions
well how doi add coliders
!learn
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you'll want to start here no point explaining everything from the ground up
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
The UI documentation now lives here https://docs.unity3d.com/Packages/com.unity.ugui@2.5/manual/index.html
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
it is a nuisance since its pretty much a core feature of Unity
hello
