#💻┃unity-talk
1 messages · Page 109 of 1
What functions counts towards your "all functions" lol
anything
Oh okay, you can find the "anything" list in the docs.
you sure ?
As for FindWithTag, it doesn't do anything special, it will just go through each object one by one until it finds a match.
i didnt se
It was sarcasm
i know lmao
Okay so then, guess what the time complexity of a function ithat iterates through each object would be 🤔
i think complextity is log2(n) but maybe there is an algoritm which i dont know find faster like O(1)
O(n)
by the way i cant see in docs
but there is an special algoritm binary search maybe yu knov
The docs don't give a breakdown of built in functions and their time complexity. What problem are you actually trying to solve here?
I just tryna optimize update function
For fun?
Nope i am standing on my business
profiler time
You shouldn't be running any kind of Find in your Update function in general.
Can you tell an alternative?
Cache your references
If you need to find something, find it once, store it in a variable.
Thanks
I've set up a unity project and there is a git repo that me and a friend are using for version control and collaboration. I've invited him to my org but he still can't see the project in the unity hub?
I don't know where I should be asking this question.
I cannot make a build of my game because I get this error : "An asset is marked with HideFlags.DontSave but is included in the build"
I tried looking for solutions online, and could only find one that recommendd having unity re-generate the library folder. I did that but it changed nothing
Complete error:
An asset is marked with HideFlags.DontSave but is included in the build:
Asset: 'Packages/com.unity.ugui/Editor Resources/Gizmos/TMP - Font Asset Icon.psd'
Asset name: TMP - Font Asset Icon
(You are probably referencing internal Unity data in your build.)
UnityEditor.EditorApplication:Internal_CallDelayFunctions ()
Now, i suggest this has something to do with my assemblies and the fact I tried to create editor tools in this project. But do you guys know of any way to pinpoint where that "wrongful inclusion of an editor element in build" comes from?
I'd suggest checking that file it's pointed you to and see if there's any import settings that you don't want. You could also uninstall and reinstall ugui and see if it fixes it.
Or just delete the file (and its associated .meta) and see if it either functions fine without it or re-downloads it on startup
How do I make an object orbit another object? I tried using Transform.rotatearound, but the poblem is when I stop doing it, it doesn't get the force preserved. Instead when I make it no longer orbit the object, it should retain the velocity it was rotating with
try searching for it: Window -> Search -> New Window, turn off query builder mode at the top, paste this p: ref=<$object:"Packages/com.unity.ugui/Editor Resources/Gizmos/TMP - Font Asset Icon.psd",UnityEngine.Texture2D$>
like after you stop doing it, it should move forward tangentaly with the same velocity?
or?
!collab but "Make my game for me and I might give you some money if it becomes super popular" isn't a good business model
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Yeah
well then after you stop doing it... just move it forward with the same velocity lol
i dont understand what the issue here actually is
Yeah but I would have to calculate the velocity smh
well no?
i never said make it for me just help me out a little and i said if it doesnt make profit then ill give full ownership so it would be yours
so what are you contributing to this project
people would just make their own game
can you show me in code how you are currently rotating it please
send it in #💻┃code-beginner
a map and what ever else i might need but i dont know how to script
so nothing of actual value
in the end it could end up being your game
I removed the file. But I get an new error that is clearly linked to assemblies now. I have to figure out how to see those in Rider. Especially the default assembly cretaed by Unity
let me guess this is some copy or fangame of a popular vr experience 😩
i mean its going to be a simple game anyways
im sorry but you won't find anyone
You wouldn't want to edit assemblies in rider, if you have assembly definitions in unity, you could modify them there
yeah because thats simply not how real life works lol
to assume that anyone would even say yes is painfully arrogant as well
plus you'd still get paid so either way its kinda a win win
Again, if someone with the skills to make a game wanted to be credited and own a game, they'd just make their own
dont make profit = ownership make profit = paid
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a majority of games make no profit
what if they didnt have what they needed plus im just asking i never said you had to do it
@fathom ingot You've been directed to the proper place already.
do you have what they didn't have though
wym
No need to argue that here
This is a help channel, there's no off-topic
oh really? thanks for the feedback
If you have actual Unity related question, then ask here
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ok, I realize that the problem might very likely come from the Tests implemented by the friend who helps me out.
He added tests based on NUnit. But apparently those try to get exported in the build, as the build error contains "Failed to resolve assembly: 'nunit.framework"
Makes sense that the unit tests getting put in the build would collapse the whole thing, if taht's really what's going on. Question is now how do i stop that
My friend had done that. But I think I figured it out. There is a using of the NUnit package/assembly from a runtime script.
Brand new to everything!
Do you folks have any good recommendations for keeping notes on things?
For example just went for a walk and saw how two mechanics could interact in the future. I would probably want to note down that idea for later, but wondering if there are any best practices or systems for it.
Maybe try obsidian
Is switching from unity to godot the best option
Best option for game development with many features to add without many limits
i dont think ive ever seen a question itself be wrong before
godot has less features and more limitations compared to unity
not of the opinion that godot or unity are somehow better or worse than each other at "adding features without limits" more so the nature of the question itself
Ill try learning unity and compare with my godot experience that way its easier for me to pick the game engine thats more comfortable for game development
I actually like godot for its simplicity but your right , it has less features and more limitations that I want to add,
Unity is complex and hard for me a beginner.
How is Unity more difficult...
The interface
I actually spent time finding the inspector tab
Cause i closed it somewhere
Its like im controlling a nuclear reactor room , where buttons are close and small
With no labels , you have to hover so i have to hover each i terface in unity which is kinda annoying
Okay. Well, release a few games with each engine and you ought to get a good idea about the limiting factors of each engine.
Can i ask what you mean by "no labels"?
On some buttons it has no labels or text you have to hover on what it doees
I spend a few mins finding the inspector tab and its annoying 😭
Ima need an example cause i've used unity for 2 years now and dont recall seeing this once
No i solved it by resetting the layout
You can close tabs with the 3 dots right I did that and now I dont know how to get it back i checked everywhere cant seem to find hwo to make it pop back so i just resetted my layout .
right well for future reference there is a label (button) that's called Window if you click it, it opens a dropdown of many other menus the General tab has the Inspector window in there.
Thanks , 🙏
what are y'alls thoughts on my UI so far, i just started today so its still pretty early
Nice
This bit is weird but that is it.
yeah, its a square map panel, i'm gonna make it more defined later i think
Nice
I finally got my APIs working with an account system to make an ban system which is good.
I should fix the To appeal bit if it's not appealable anyways.
nice
can anyone help with a small issue? my canvas or something randomly changed size and now i see the outsides of the UI and it is so weird
Ctrl z?
didn't work first thing i tried
theres jusrt a bunch of space now...
what the hell man
nope
i fixed it for now i guess by forcing the canvas scale factor to a really specific number
but that was... really weird
You saved ealier?
i did yeah but i guess it got overwritten
the size of the canvas and its contents are based on a few factors like the resolution and aspect ratio of the game view window, make sure this is set to the aspect ratio you are targeting rather than free aspect
also how you have your UI set to scale. see the pinned documentation in #📲┃ui-ux to learn how to correctly anchor and scale your UI for different aspect ratios
ah yeah it isnt scaling properly, that should fix it?
What is an Shrdow?
doesn't that say Shadow?
see the pinned documentation in 📲┃ui-ux to learn how to correctly anchor and scale your UI for different aspect ratios
I need another pair of glasses
all good LOL
shadows are if you are on the dark side of a planet
your solar panels stop working
I'm currently changing my DB since mongo DB is bit annoying to work with.
So helpful render
how can i keep my vfx effect from spawning on effect
there is something so unnerving about the navicomp going down, i love it
#1180170818983051344 or a thread would be the place to continue. @wooden radish
out of curiosity, why is transparency is such an issue in games?
the issue main issue is making it both working and optimized?
how poor for performance would be a shader where each pixel decide how to render through several layers?
its not a simple thing to answer
Why would it shutting down all reading all only geting compass position and where it is?
you'd do best to talk to #1390346776804069396 , but part of it is, normally with opaque, there is a depth test. if a Sphere has 4 smaller Spheres behind it, these are most likely culled by the renderer. no major resources used to draw them. in the case of transparency, it Does have to draw the things behind it. not to mention many issues with depth testing, but, this leads to what is called overdraw. this is an expensive things to do. this is just a tiny example of some of the issues (and not a super accurate one, perhaps)
also, you can use the Profiler to do real-world tests to see the cost for yourself, on your hardware
I want to create a circle where I specify a constant and it draws a circle with the same center and the constant as a radius. I could do this in the start function in the script, but I want to see it in the scene before I start the game. How do i do so?
talk to #💻┃code-beginner but i THink you can do that in Awake, with [ExecuteAlways] or [ExecuteInEditMode] . they should know
umm hi
where can i talk about shaders?
it seems that the channel is archived
ok thanks
hi i have a big issue
i somehow messed up my camera
and i dont know how to fix it
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How do I make a circle with a dashed outline and no fill?
You'll have to point out what the messed up part is
sorry
the width is smaller now
but the height is fijne
The camera is the same aspect ratio as the game window
You'll have to expect that players have different aspect ratio screens anyway
true, but how do i revert it?
my map is kinda being cut off rn
Resize the editor windows so that the game window is the same ratio as before
or set the game window to be a specific ratio
there's a dropdown where you can configure it
It won't affect the built game
where is the editor windows? sorry im new to unity
also consider doing this to make your life a bit easier
yeah im taking it off free aspect
how do i know
like what the size is gonna be for every1
you don't
the 16:9, 16:10 stuff will be a good baseline for typical monitors at fullscreen
but in general you should try to make it work for most ratios/resolutions
i have my tile map but i lowk dont want some people to have a cut off grid
ill prolly work in 16:9
@storm patio if i wanna add a house that fills the player's screen would i just use 16:9 and hope that it works for everyone? idk how it works
you would not hope that it works for everyone because it definitely won't
test with some other ratios
decide what you want to support
you can also use letterboxing to force an aspect ratio, but that might be to the detriment of some ratios that you haven't accounted for
everything in my game manager is getting un assgined when i load the game from my home scene
i have 2 scencs sample (main game) home (just the home screen )
as long as people are on 1920x1080 it should be fine
that will be the like
the standard
what about people who want to play windowed?
uhm, yikes i have no idea 😭
wish it could just like
scale yk
yeah its so over 😭
that's what i'm trying to tell you lmao, you gotta make it at least work for normal-ish ratios
so for some people the tiles might be cut off. i just noticed that. that might be a problem
realistically - you could just develop for 16:9, and worry about it later - but it would not be "hope it works"
true
i cant get my cam to fit my grid
your grid appears to be 45x22, that's not gonna fit perfectly in 16:9
my tiles are 48x48
Lowk shouldve tought about this before i did all of this
i did not say your tiles were 45x22
so im assuming i can just adjust it
rightt
Why do you need to fit the grid exactly in the camera? Grid-based games don't usually do that
you could just make the camera follow the player
really? people dont do that?
wait lowk smart
No of course not
no this is just.. typical
Thanks, that made me feel better
never made 2d games before sorry.
only 3d and not even in unity
lol
undertale, stardew valley
have you seen/played 2d top-down games before?
use those as reference points, not just your own experience making games
yeah ofc
do they fit the entire grid into the camera, typically?
It would be a good idea to at least play the type of games you're making to learn what the conventions are
nope
exactly
ye ive played a bunch of them but i wasnt rlly thinking of the mechanics of it. but ill pay more attention to that
everything in my game manager is getting un assgined when i load the game from my home scene
i have 2 scencs sample (main game) home (just the home screen )
sending a video
Watch Untitled by iron_booii and millions of other Screen Recording videos on Medal. #screenrecording
it doesn't seem like the gamemanager in samplescene would be used at all
you're just using the one from homescene, no?
but yeah seems like gamemanager is doing way too much, a lot of scene-specific stuff, even though it's DDOL
game manager from sample scene has scripts that the home scene one doesnt
do you know of any way to fix this
or use another way to not have this happen
i need to submit this in day

it kinda seems like you've built up 2 unrelated things that you're trying to have be the same thing?
do those gamemanagers even have anything in common that needs to persist between scenes
if yes, have those be the ddol singleton whatever
yes the player stats get carried over
anything that isn't shared, that's specific to the scene, they need to be in the scene, not in the singleton gamemanager
it's a gamemanager, not a scenemanager
should i just make the home page thing in the same sample scene
is 47MB that big !!???
is 47 million a big number
anyways this is a unity server
😭
hi
Depends what you do with it. Just loading it into memory is fast. But doing operations on 47MB of data can take a lot of time 
and imagine being gdrive where a million people a minute, and a billion bots are all trying to use the servers/cpu cycles. combined, it is astronomical.
making ctrl+s into muscle memory is probably easiest lol
Okay I added it to my assets, now what?
IDK, RTM. I just pointed you to an asset. Edit: sorry, i entirely misread that for some reason, see below.
or just do what Chris said and press ctrl+s, habitually
oh.. i misread that. you have to open package manager and install it to your project.
if this is not something you are familiar with, you need to do the Essentials Pathway on the learning site
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@rigid knot
Ughh so , I decided to do game development with godot instead of unity , im actually more confortable using godot as it provides what im looking for and thus its lightweight and doesnt lag a bit and it doesnt actually needs vscode in which unity uses cause its a hastle on code completion and godot already does that for me its more comfortable and its easy to implement mobile development and much more comfortable doing ui editing , anyone want to change my mind?
hello can someone help me with a silly thing :D?
i have 3 buttoms with custom PNGs, since i put the PNGs on i cannot click on the one that is on top in the left, all fo the 3 images have that thing of target raycast off and they are in row in the hierarchy like buttom1 buttom 2 buttom 3 so they dont have other images in the middle
and im basically sure the few images i have also raycast target off. is there any way to debug it?
Why? You're perfectly capable of making your own decisions. If you prefer that tool, go for it
Just want opinions with people with experience
Unity has more launches. Godot is getting more since many devs switched over during the runtime fiasco. Both engines are good, and depending on specific needs, you might prefer one over the other
use what you want, trying out many things is pretty typical to get general experience and mental models and to figure out what's comfortable for you
if you're on godot, and your game turns out to be a success, you can't port it to consoles.
Why tho?
because platform integrations cannot be provided for free and cannot be made open source. you would have to custom build all that with zero support an no access to the actual APIs unless you have a deal with the first party provider to give you access.
is that not the same with unity?
unity provides full integration and SDKs for all relevant platforms
oh so like, you do need a deal, but unity already provides that deal
no, unity already provides a verified and proven pipeline to export to any platform it officially supports. godot supports none of those.
are you trying to click the images, or what exactly
Its okay its better to learn how it works tho
you will not learn how it works. its not something you build in a few months.
you only understand the value of an engine like unity once you actually make a successful game that needs to support multiple platforms.
godot is nicer to get started, its not nicer to actually launch a game with
But its never impossible to do console support tho in godot
everything is possible if you have the money, time and skills to do it
That's the point, you should pick an engine that simplifies what you want to accomplish
You can build anything from scratch
but you shouldn't want to (unless shipping isn't your goal)
Im determined on what I have even if it has a lesser community its the first game engine that made me comfortable to chose to
you can do whatever you like, whether you use the information you asked for is up to you.
nobody here cares what you choose.
Thanks , with your information you strengthened my intention to use godot more than unity I do like unity a bit but It lacks a thing that I mostly need
Is a button with instead of qhite background i put a sprite i made with chatgpt so it looks pretty and just one of them i cant click now
so you just replaced the Image of the button?
and you marked it to not be hit by raycasts?
ye i marked all fo them
this is the one not being pressable and its same for the others
seems to me like you'd want these to be raycast targets...
how is the hierarchy set up?
i have 3 Game Objects that are like 3 groups that contains many others inside and the one containing theese buttons is the middle one
the hierarchy itself hasnt changed and it was working before
but when i put the new pngs it stopped working
and why do i want them raycast ? i dont know much about unity but AI always told me to deactive it
alr for some reason putting raycast on fixed it
lol
yeah so just ditch AI, it's not going to help you learn lol
idk why only one was not working with it off
but i put it on the 3 and now the one missing working
i'm asking specifically about the hierarchy with the buttons
i'd guess you set it up incorrectly
the hierarchy doesnt matter
what object are these images in
it laways was the left one
it does, actually
I feel alien here
didn't you say you were a beginner
but ye is fixed now wiht the raycast
why are you so adamant on this lmao
dont get u
why are you so confident that it's not the issue 😆
bcs i tried reordering them and it would still be the same problem
it's not the order i'm talking about
so i can say that is not the factor
it's the tree structure
I'm lost, I wanna do a game using my computer to render the game and two phones to play (remotes/controller) , on one phones I also wanna render part of the game, the other is just like a ps/xbox controller
i tried moving them 3 also to the top of the hierarchy
and not just the order between them
ok if you're just gonna ignore what i have to say i think we're done here.
¿?
you come here wanting advice, yet you refuse to accept it
what's the question you have exactly?
bruh u asking and i answering but okay keep ur head on that rofl
ok, imma be blunt here.
bugs come from incorrect assumptions. you've made some incorrect assumption. you're refusing to challenge your assumptions. i can't help you if you don't accept help
ok enlighten me whats the correct assumption wiht that the hierarchy is not the problem if i tried to alter order between them and also moving them across the hierarchy to see if other image was the problem
i didn't say the hierarchy was definitely the issue, but it's my best guess given the limited information. given that you're a beginner, i don't trust that you've actually completely eliminated that possibility
if you want to cooperate and give me some more info about the situation, eg actually showing the hierarchy (specifically on these buttons/images) and describing what components each object has, we can figure out what the original cause was, so you can avoid it in the future.
if you're not interested in that, i can't help you further
there's no "correct assumption" here, just that assuming something isn't the issue, and being confident to the point of refusing to recheck it, is not a good assumption
these 3 are the buttoms. They dont have anything but the sprite modified and a function attached to the On click no extra components just a standard buttom out from when u create a new one ( it has also teh text but that comes with the buttom ).
Hey can someone help me please ?
!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.
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:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
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and for more information it fixed itself after i put back raycast target on the 3 buttons
to clarify - no extra components as in you didn't add any, and just modified the Image component that was there?
yep no extra components i just modified the image sprite from white background to the new image. and the problem came as i told u only after i put the new image
after you put the new image and disabled raycast target...?
yep
hmm, is that feasible? actually we have 24h to do so
i tend to disable raycast bcs i generate them with AI and it makes gigantic empty backgrounds that are not fit to the image itself so it covers large invisible areas normally and im lazy to cut them myself so i put it off
so disabling raycast target means you can't actually click the image, but the text box is still clickable. i'd guess you probably were just clicking the text box
disabling raycast means you can't interact with it via the mouse/pointer, because the mouse/pointer detects what UI element it's over by raycasting
so things are interactable through its sprite in general?
i see then makes sense clickable things need the raycast
ye im talking bout
buttoms input fields output texts
mostly
and then some random image
yeah raycastTarget is a prop on Graphic
if you don't have prior experience, definitely not lol
making even a simple game without prior experience within 24h is kinda a longshot ngl
Hmm okay, we're actually 4 (game jam) what's realistic for us then ? sorry, we're totally beginners
mm that "totally beginners" part is probably the biggest constraint
i think for that timeframe and experience, you're going to have to stick to less involved ideas
that doesn't mean uncreative or stuff that already exists, just that you have to be very careful about the scope
plan ahead a lot, figure out what tasks you need, decompose into smaller steps to get a sense of how long it'll take, and then triple that amount of time
and honestly, be prepared to fail. it's not inevitable, but it's a strong possibility. timeframes are kinda hard lol
and if you do fail, there'll always more gamejams to participate in
Thank you for your opinion! yeah we're probably gonna fail but we don't really have much more time than that and that remote phone part is a constraint
you could always take this idea beyond the timeframe of the gamejam as well
How do I change WASD to ZASD?
For the editor please.
i dont think you can rebind that
unless its under edit -> shortcuts you cant directly change it
are you using an azerty keyboard?
Yeah. Indeed
Yes. Thank you so much!
Is there any way i can make the Project Drawer in Unity6 list my folder path like in previous unity versions, where each directory is a clickable button?
is full rect mesh type on sprites generally preferable for 2D games?
In C# there are no pointers and references, so everything is done by the garbage collector, is this better for games, in any way?
Damn i almost didnt even change anything to my game, and now play console marked something in my new release as "undeclared data collection"
it's easier for you, generally
garbage collection is a process that takes a nonzero amount of processing, so technically speaking it makes it "worse"
manual memory management is a hassle though
Ok. Thanks. Because in C++ I needed to do the memory management manually
hi everyone a got idea of becaming insane game designer was thinking making cripts for game will make me quit but no ITS importing models to unity even tho i baked textures it wont load them on it idk
could anyone help me ? (╥﹏╥)
Yes unless overdraw is crazy impactful to your performance
perfect, thanks.
makes me wonder why Tight is even the default...
show us what you tried and what the problem is exactly
but importing models is just dragging an fbx into unity. and also dragging your textures into unity and making a material for it and assigning that to your model inside unity
ITS importing? Is that some weird proprietary format for something?
im assuming they meant "it's importing"
i.e the importing of models is what will make them quit or whatever
what im curious is what an "insane game designer" is
Oh that makes more sense.
I shouldn't debug right after waking up
doesn't it? what version? this is 6.3
that makes sense
It's 6.4.2f1, but it seems to have reverted after an editor restart.
i won't use 6.4, so couldn't say.. still beta to me
i just noticed, there is this too
that hover to see full path
oh, mouse is hidden. i was hovering over the eye, near the slider, bottom right. but yes, not as convenient as the path display you mentioned
Would it be possible to host an API out of a unity server?
Does unity allow inbound web connections?
Wouldn't be much of a server if it didn't allow connections
What do you mean by a Unity server exactly?
If the platform allows use of tcp/udp ports then yea you can host any "server" in a unity program
like a dedicated server. I want like a maintenance web ui and would need an api
makes sense
If you mean the dedicated server build, it doesn't include any networking features by itself. It uses whatever networking library you've included in the game
sounds like a good ol http server to me
that's the idea
Can I talk about C# here?
Not sure what options exist in c#. Last one I did was boost websockets in c++ for a sourcemod server
I was hoping to find like the C# equivalent of express.js
or in Code general
Okay, thank you
if it's related to unity sure, for stuff like winforms or console or whatever use the c# server
where does the "unity server" part come in? it kinda sounds like you just want a server?
Unity C# can be discussed in #1390346827005431951
well I want it to be integrated with my game's server
so like I can hit the /players endpoint and it will give me what players are online
just for future reference, the way this convo went kinda falls into https://xyproblem.info , you probably shouldve led with that lol
And yea you need to be specific in future what kind of "server" you mean
apologies
Hi guys, is this normal?
Posting this bcoz well, it's a package by unity
it's a known issue in some versions of the editor. update to the latest patch for that version and it will be resolved
alternatively you can just ignore it because it doesn't really change anything
How difficult do you think it would be to make an Attribute & Ability System in Multiplayer using Unity's Net code for Game Objects? I am contemplating on making my game Co-Op.
how difficult
any question that starts with that can only be answered in one way:
I am new to Multiplayer so I don't know much about it.
how do I add texture to terrain?
#⛰️┃terrain-3d , and also check the learning site
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thhank u !
I found out though
Same user, Ghostlight Production. Last account got hacked on Discord.
@rough schooner
Why are you announcing this here?
Can't even dm so just telling my friend here.
I need more ram.
@civic jetty There's no off-topic here. Do you have an actual question?
like why does unity takes so much ram.
If you don't have a Unity related question, don't spam the channel.
try godot.
!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
!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.
make sure a firewall is not blocking it
already tried
Research your issue first https://www.google.com/search?q=unity+download+failed+socket+hang+up
I've created a new button. How do I change the text from "Button" to smth else
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Over 750 hours of free live and on-demand learning content for all levels of experience!
!logs
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
@mental pulsar You can just use the search feature to see the "logs" post. No need to spam it every time.
it's also listed in the pinned messages
can someone tell me why the all doing that? i dont know if its rotate or something
using UnityEngine;
public class ballmove : MonoBehaviour
{
void Update()
{
float speedForward = 20f;
float speedSide = 5f;
if (Input.GetKey(KeyCode.W))
{
transform.position+=transform.forward * Time.deltaTime*5 ;
print("W");
}
if (Input.GetKey(KeyCode.S))
{
print("S");
transform.position -= transform.forward * Time.deltaTime*5;
}
if (Input.GetKey(KeyCode.A))
{
print("A");
transform.position += transform.right * Time.deltaTime*5;
}
if (Input.GetKey(KeyCode.D))
{
print("D");
transform.position -= transform.right * Time.deltaTime*5;
}
}
}
i done know also why its flying
if i had to guess, you probably put a dynamic rigidbody on it and it's depenetrating after you teleport it into another collider by moving it via transform.position instead of using the rigidbody to move
shouldnt i use it?
it will fly also
i feel like you didn't bother reading the entire message
or i didnt understand it 🙂
well i don't like playing guessing games, so if you don't understand something then you need to ask clarifying questions
so what you want to know 😂
right so i'm done here now
i dont know the reasons for thats so 🙂
@past gate You should start with physics movement tutorials on Unity Learn. Or better yet proper courses there.
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
should i finish this one first? https://learn.unity.com/pathway/junior-programmer/unit/player-control/tutorial/1-2-move-the-vehicle-with-your-first-line-of-c?version=6.0
Overview:
In this lesson you will make your driving simulator come alive. First you will write your very first lines of code in C#, changing the vehicle’s position and allowing it to move forward. Next you will add physics components to your objects, allowing them to collide with one another. Lastly, you will learn how to duplicate objects in...
Junior Programmer is a more advanced course, you want to start with Essentials first.
Is there channel for doing Collab work? Want to do one interesting game demo. Maybe few weeks on project and nothing else.
!collab
:loudspeaker: Collaborating and Job Posting
We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
• ** Collaboration & Jobs**
no. you would need the forums mentioned above ^
if you just want to have fun, there are #🕹️┃game-jams
Say I were to make a modular upgrades system for some projectile.
My thought process is upgrades are ScriptableObjects that have a callback when a bullet is fired by the player. If I wanted to, for instance, make the bullet apply a damage over time, I would give said bullet a ApplyStatusOnCollide MonoBehaviour that listens to a message sent by Projectile at which point it then applies the DoT to the collided
Is this a sensible architecture?
!collab
also nobody is going to do that for free
: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**
Hi yall, i just added a few models into the assets of my scene and the project closed and wont open, all the files are fine that's whats weird
Are you talking to me?
no, the message i responded to was deleted
Ah
bros
the other thing that said G U Y S is apparently blocked from the server for some reason??
try it urself
you should read the information presented to you when things like that happen instead of immediately telling everyone else to try spamming nonsense
who knows how to make a gtag copy
#💻┃unity-talk message <- this still applies
and #📖┃code-of-conduct
we in unity talk dumb f**k
instead of acting like a petulant child, you should consider reading information that is presented to you. that is clearly a link to a specific message and not just a link to the channel
bot
Idk why are yall arguing
Is this worth calling the moderators over..?
nope
idk
#💻┃unity-talk message <- this still applies
and #📖┃code-of-conduct
-# again
<@&502884371011731486>
it's probably going to seem like every server sucks until you decide to stop spamming
And there they go...
!kick 1489288517107322920 See ya
User is not in guild.
they already left
Anyway, um, I still would appreciate an answer to this.
I'm not nessicarily looking for an airtight solution, just some general guidance on what the idiomatic way to construct something like this would be in Unity.
i mean, there's many ways to skin a cat.
if that is what came naturally to you, go ahead and give it a shot. if you run into trouble with that setup then you can always ask for specific help
Your initial design description isnt bad though
Allowing "upgrades" to modify what happens when an attack/thing happens works as long as things are designed with this in mind
e.g. before an attack is executed upgrades can modify it (e.g. add status effects and/or change damage in some AttackInfo object)
Oh good, okay
Thank you
If how "attacking" works is generic enough to do many things already then its easier to let upgrades alter it
Why do I receive the error? I have all my scenes there
check your spelling
Thanls
OMG I am so annoyed when a script goes missing in a scene and I have no idea what it was.
Worst part is that it does not even throw errors when that happens, just a warning. So easy to overlook for days or weeks.
And then there is no easy way to figure out what that script was.
use that search bar...
To search for what? It doesn't tell me what the script was.
Show me the error
And I don't even know when this happened, since it only shows a warning instead of an error message. Could be a week ago.
right click it and edit the script.
Nothing happens. Nothing in Unity or in VS
You should not rename files outside of Unity, Unity manages updating names and references otherwise.
Also it helps to name the object after a component.
I promise you I never do. But I have seen this issue happen at least a few times a year. Not enough to make me give up, but each time it takes days to figure out what that script was.
As well as using Version Control to check what it was.
As long as the meta file is renamed as alongside the .cs file and the class name it will work fine
I have version control, but since this is a scene file, it's not easy to figure out.
If you forgot to rename the meta file too its probably gone
Ah then you can just checkout the old meta file and rename that!
You can stash changes and checkout the previous commit.
Says on Mar 16th, this was the change to the scene
I have no idea what that script was
git bisect or similar to locate what commit has the bad rename?
Bad rename to which file though?
to a monobehaviour .cs file i presume
If renamed without also renaming the .meta file unity will delete the old one and give the "new file" a new guid
How do I make an object collider of the same shape and size as the sprite?
poly collider
No, this is a "manager" object where I have multiple scripts
You might want to figure out what moved or renamed your file as well. Don't keep it in the cloud enabled folders as well.
or deleted .meta file
Happens every few months. And it's always a pain to figure out. I have to usually restore the scene file from backblaze, but understanding when it went bad is a long process
Why is it such a hard task for unity to keep component/script names tied to the objects so even if there is a rename, it can tell me which script/component went missing
Pretty sure it's not Unity related.
I've never seen it happen in all years using Unity.
I assure you this happens to everyone. Searching on google for this will tell you.
You need to break serialization references outside of Unity for this to happen.
It may not be Unity related, but Unity needs to help keep track of what went wrong
wow. i just tried 6.3 for a while. that is a major mess of breaking API changes. it is what it is, and that is fine. just surprised me
Unity does not care about file names whatsoever here.
it stores the GUID+FileID of the MonoScript asset that the component is based on
Unity's serialization is already tracking all the changes. Going out of their way to hunt down every script in the project through the system would be unreasonable
It would be nice if it stored that extra data, though
However, this kind of thing really shouldn't be happening in the first place
It means that you've either:
- discovered a fatal bug with unity's asset database
- moved files in a way that causes the .meta file to get lost
renaming an asset will not cause this kind of breakage
I mean, keeping actual name of the thing would be nice, but it would be an additional bloat and rebuild time increase
It'd add a non-trivial amount of exdtra serialized data, yeah
Maybe giving an option to store than metadata someplace for those who want it.
for example, VRCFury (a tool for building VRChat avatars) stores the names of assets along with the reference, because it's very common for people to be missing random assets
If you google for that error "unity - the associated script can not be loaded" you'll see it's not just me
It would be reasonably easy to write a tool that just writes down every guid-filename pair somewhere
definitely doable, but I feel like it comes up infrequently enough to not be worth it
(you'll see tons of instances of that error happening because so many people use unity, especially novices)
avoiding the issue entirely is even better, indeed 😉
I have everything in git, but the last change shows this
And I have no idea what that file/component is
So not really helpful
Like I've mentioned previously. Stash - checkout previous commit. And just look at the script in Unity
If there was no commit where the component existed, then you're out of luck there
You have a time machine
this commit is adding the component (there will be a corresponding block later in the file for the component's data)
Oh, but that is probably not the case here
presumably the component was valid when that commit was made
if you want to do this by hand, instead of just checking out the commit and inspecting in unity, you can:
- locate the newly-added component in the YAML file
- copy its guid and use
git grepto find the relevant .meta file
And in the last 25 days, I have probably 50 commits, and no idea which file would break this
i snoop around in the serialized data pretty often
if you have a long range to search over, consider git bisect
you mark "good" and "bad" commits, then repeatedly answer whether the current commit is good or bad
Which brings to another point. Make incremental commits often. It doesn't cost you anything and better logs progress.
Anything I can do with the VS IDE instead of common prompts ?
late to the convo but if the thing is still in a missing script component state stuff like this can work https://assetstore.unity.com/packages/tools/utilities/ng-missing-script-recovery-102272
quite a tagline there
I don't really interact with Git outside of the terminal, so I'm not sure! (I also don't use VS)
I have tried it previously, but it just tells me to pick the correct script. If I knew what the script was, I would drag & drop
I do, one little feature and commit
it's pretty easy to use!
git bisect BAD_COMMIT GOOD_COMMIT
Then, it will repeatedly check out commits. Each time, you check if it's good or not and do either:
git bisect good
git bisect bad
You repeat this until it finds the commit across which the breakage happened
I have never seen it auto pick up in the years I have used it
so you might do git bisect HEAD HEAD~25 to scan the last 25 commits
the number of tests is logarithmic, so 25 commits would need around 5 checks
(this is incredible for finding breakages in very large codebases; i've used it for Blender before)
How does it find a bad commit?
I only every commit if build works and I have also play tested my changes
You're telling it if the commit is good or bad
in your case, "good" means that there is no missing component
and "bad" means there is
so you'd look at unity and see if there's a broken component
if there is, you run git bisect bad
otherwise, you run git bisect good
(this process can be automated if you can use a script to tell Git if a commit is good or not, but this is a manual case)
So I have to restore my changes to each of my previous 50 commits, and look in Unity to see when that component actually broke?
to analyze x commits, you need log2(x) tests
you're trying to find the first bad commit
if starts in the middle; if things are broken, then the first bad commit must be earlier
otherwise, it must be later
that's why it's called "bisect"
How do I update the polygon collider when I update the sprite?
each test cuts the number of commits to check in half
whoops, that's not the right link
I'm not sure if you need to "clear" the collider first
I am sorry, this is going over my head. Let me look it up ton understand what I need to do step by step
thanks
you might have heard of a "binary search" before
hello 🙂
that's all this is
of course, this won't be as useful if you go from "good" to "bad" repeatedly
but it will find one example of going from good to bad
i just want to make a presentation for a huge event happening at my college, so i must consult with someone
and you are doing that in Unity?
Vscode says it cannot find the method. I am on unity 6.0 because of a person whoo doesn't contribute there anyways. When was it added?
oh dang, that method just showed up in 6.2
you can tell by looking here
I bet you can use SetPath to set the path based on a sprite's physics shape
yeah, this is a bit awkward, but it'll still work
What if I destroyed it and readded it? Would that work?
Possibly! I don't know if that setup process is editor-only
Give that a try and test it in a build
If that doesn't work, it looks like you can use https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Sprite.GetPhysicsShape.html to get a list of points from a sprite
automod is destroying me today 
yes because i want to make one in a unique way. to make it interactive
: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
coll.pathCount = sprite.GetPhysicsShapeCount();
List<Vector2> points = new();
for (int idx = 0; idx < coll.pathCount; ++idx) {
sprite.GetPhysicsShape(idx, points);
coll.SetPath(idx, points);
}
This should do the trick.
It copies the physics shapes over one at a time
One thing I'm unsure about is how this'd interact with, say, mirroring the SpriteRenderer
That was old bot this time as well. Don't have access to that to tweak. Put multiple links in the same message to avoid.
!Learn - Your best bet is to start with Unity tutorials. Courses would be better, but you can modify any walking sim tutorial with locomotion to turn it into a gallery showcase in a pinch.
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Over 750 hours of free live and on-demand learning content for all levels of experience!
i get worried about time though. the presentation is due friday. i can make a visual example of what i want to do. so if theres anybody to walk me through it
if you're learning unity from scratch, this does not sound practical
the main things that come to mind, though:
- Cinemachine makes it easy to do nice camera transitions, which you'll probably want
- You can use 3D TextMeshPro objects to display text in the world without needing to create a canvas-based UI
- You can build a URP project (which is now the default rendering system) for WebGL and play it in a browser
thanks !!
heres an intro i made for the presentation when the application/website opens
please try to sell your latest gimmick or look for a job elsewhere
it's me, John Unity
you won't really need to create any complex gameplay systems here
this could be a good place to use Timeline
a presentation built in unity could very well just be a bunch of Cinemachine cameras that you switch between
do you mean it in a way where the ui and menu is 2d?
thats what im going for, like to create a menu similar to one of those classic phones with a really cool one. let me search for it rq
You can DM the @karmic maple to make a ticket.
Okay
You could use a Canvas-based UI for the controls
I'm imagining that you'd be moving around in 3D space for each "slide"
if this is just a close approximation of a slideshow then i would not do it in unity
where else would i do it?
what are you actually trying to create here?
sorry for saying much im trying my best to be more easy 😓
so i want to make an exe file so i can have it on a usb so i can plug it in a laptop at my college. so heres an order: [[[ mp4 of intro ]]] [[[ loading animation on corner ]]] [[[ first names to appear on who was responsible for the making of the presentation ]]] [[[ a start menu ]]] [[[ a menu where it leads to the orbs that takes you to the slide we are looking at ]]] [[[ and a finishing touch with a thank you message 🙂 ]]]
and i also want to know how i can animate the menus. like the stepmania menu when your choosing a song. i dont want to bloat the app with extra things like scenes
so this is the specific way i can explain. if theres anything you would want me to look into 🙂
to make this less overwhelming, i just want to do the mp4 of intro first. ill ask for the rest later
Unless you buy an asset that already does that for you, this brings us back to Unity Learn link. You can find a tutorial for everything you listed there.
alright !
ill try my best to make it. and ill come here if i have any issues with the app
thank you all
Consider starting with Pathways Essentials first, to understand the engine.
alright. its just menus im making. ill try to do what i see there
It's not just menus. It's understanding how objects, components and referencing works. How animation systems work. How UI works. Each of those are a sizable topic.
Not to mention scripting it all together.
aw thank you. i needed to hear that animation system thing
alright, i think im good to go. again, thank you all 🙂
Hey everyone, I'm from Brazil but I understand English perfectly and I wanted to know if any of you know how to create 3D games in Unity. I want to create one.
speaking for him here, anything for him to start off on? i think he just needs to know how to make a menu first
best start is the Pathways on the learning site
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Over 750 hours of free live and on-demand learning content for all levels of experience!
well on what specific thing though? lets ask him first on what the game starts off with
do the Essentials first
you feel free to do as you will.
making games is like art. it takes some time to learn how to create things. so what does the game start with? an intro? startup menu?
Man, I'm trying to make a game like Dark Souls, but I don't know how to do the camera behind the character or the movement system.
You guys are very lucky to be born in the United States, it must be great there. Here in Brazil it's horrible, it's a country full of corruption and nobody cares about anything, that's why no engine is from here.
Brazil is a horrible place to live.
well you gotta learn how to have leadership skills. cant just throw a book on their desk and expect them to know how to read it, or even know where to start off on. people are different. and if its something complex they want to learn, of course theyre gonna ask a human with experience to teach them. you have that knowledge, so lead them on where theyre supposed to start
i wouldnt bring that up here. lets keep things on topic
Sorry, bro.
its alr, i get expressive too
ok, let me inform you. i have had you blocked for a while, so there is no need to direct messages at me. you have fun now, ya hear
? what did i do to you
whenever somebody asks me to teach them art like "i want to learn how to draw!!!" of course ill lead them through it. i have 5 people in my life that takes lessons from me
its only ever bad if theyre fully dependant on you. but even so, thats the only way they know. provide them something specific to take on. making emotionally charged decisions like blocking me even though i didnt even message you at all shows how thin your skin is for me to crawl under, and i didnt even try to do that
this is self reflection for you. take some time to daydream about it. i take psychology classes fyi
i'd say to unsend these messages. so our minds can be safe 🙂 👍👍
This is also a problem when teaching people on the programming or math side of things as well, people can become "dependent" on you as a teacher, because they either may not understand the basics that helps them work through their specific problem, or they may not understand the technical skills like how to properly research and parse the info they find that leads them to an answer, so there is also a consideration of how you help, it may not always be to directly answer the question asked but help them understand the skills for something similar questions, which in turn also (indirectly) answers their questions, with less dependency as they understand those basics and research, at least this has been my experience with teaching
well for this case, i do give my students like basics to do, and 3 of them are already searching up the things on their own, only coming towards me about my techniques. its like teaching them how to fly. i was never able to get onto art at first because even doing my research, i was pretty much lost in the unnecessary details. i'd say its good for them to be dependant because they need it, not when it becomes the usual to develop the skills on their own. communication skills and not seeing through the persons head clearly is what was missing here
like how many of us tried to learn blender for the first time. i tried to do the donut thing lmao
and again, people are different. like me today, im really new to unity. i came here because i just want to know how to do some certain things. not a lot
I think this is a bit different, if you already have technical skills and your just learning a new software or you intend to use that software for very specific goals and not actually learn the software in its entirety, then you can look up specific content and practice that - for example, I only really use Blender for correcting export settings, and occasionally creating animations with tools that are already setup for me, I dont really have a need or interest in learning rigs, and UVs and all the modifiers just cause I dont plan to use the software to its fullest - if I were to become a 3D modeller or animator, then it would probably make more sense to start with understanding the basics of the software, how to navigate it, then the most common ways other artists use those basics and modifiers to achieve specific goals - I do agree though that people all learn differently and use various software for different goals, and sometimes it makes sense to "meet someone where they are at" even if that point initially feels like "hand holding" for a bit, as long as that hand holding isnt something that can be learned in the basics (or when the basics are only taught in a way the student does not learn best)
Also I just realized how detailed this conversation could get, so maybe it would be better for us to continue in a thread if you did want to discuss it more - I didnt think explaining our thoughts would end up with such lengthy messages lol my bad
!logs 👇 did you check the logs to see why the project isn't opening
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
So from what I understand the newest versions of Unity don't let you open a settings dialog on game launch anymore? I just want to give people the option to choose which monitor it displays on without them having to make a shortcut with a launch argument
seems like something they should have left in until they replaced it
I think the reasoning behind this is that what comes before the game is launched, is not the game, so a game engine shouldn't handle it. You can totally implement your own launcher with external configs for your own game. It's just not done via unity now.
I guess I can understand that but it's definitely inconvenient
You can always go back to the old unity version that had the external config 
those kinda settings windows sucks in some situations though (eg. steam deck)
something pretty easy to add yourself tbh
is there at least a player setting in the build options somewhere to set the displayed monitor?
I don't even really need game options beforehand, just that much would be fine
it likes to open on my second monitor for whatever reason even though it's not my primary display
I have an object that the player can drag around that I want to add a little flavor to. I want the chess piece to kinda dangle while the player is holding it so that it tilts around a pivot point on the object. The object moves to the cursor by grabbing the mouse's position and setting the transform position, shown in the 2nd picture. I thought I could do this by adding some sort of physics to the object, so that it naturally sways with the momentum of dragging the object around, but I'm not completely sure that would work. Is there a better way to do this?
doesn't sound like a normal thing, did you ever launch the game in 2nd monitor or something ? it might've saved that setting
I don't think so
is it in window mode?
try set fullscreen mode to Exclusive fullscreen
I'd rather just set it to windowed and then drag it over tbh if that's what it takes
if you do that close it on primary monitor then it should save that for next launch afaik
that's probably what I'll do
Hellooo
I was wondering if anyone could help me? I wanna start using unity for more realistic album covers and movies, but I can't figure out how to change the lighting and do the camera stuff
Maybe start animating in the future?
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
yeah it's a little unclear...
whats unclear?
if you want to learn how the editor works you go through the courses that teach you the basics of the editor
Yeah i'm reading it right now, I'll come back if it's still unclear
its pathways, you start with the essentials and move up
Currently working on implementing this idea and I've discovered that apparently instantiating a mesh, even with baked animation data, doesn't really work properly alongside the rig if it wasn't there at runtime. I.e. I can parent them, but they break and don't animate and stay at the world origin.
Wonder how I can fix that
https://stackoverflow.com/questions/58161828/mesh-not-animating-when-parts-are-spawned-from-script
someone in this post claims it needs to be the same name as the original mesh so I can try some troubleshooting from there
Hey, does someone know if and how you can use ai sprites in a video game that you want to commercialize
something you can easily google, not really a unity question.
the answer is it depends, where you distribute it
does it
It's evolving in the courts right now. Basically yes you can, but you won't be able to copyright/trademark it. For example if you make your main character with AI, you don't get to trademark/copyright that character
Yeah you know I realised as I asked i should rather ask an ai
it's complicated - ask a lawyer basically 😛
seeking legal advice on chatbot is even worse
said by people who deserve to run into problems
lmao don't seek legal advice from discord or an AI, especially an AI
ALRIGHT ALRIGHT
So is Gemini really lying then?
The short answer is yes, you generally can, but there are some significant legal nuances you should know before you start shipping your game.
Here is the breakdown of the situation as of 2026:
- Google's Stance on Ownership
Google’s Terms of Service state that they do not claim ownership of the content you generate. This means they won't come knocking for royalties or a percentage of your game’s revenue. You are free to use these images in commercial projects like marketing materials, textures, or character portraits.
we are not lawyers
use gemini if you want
we cant stop you
if your using ai for legal advice honestly reconsider releasing stuff
insane behaviour
lmao bro
How do you draw a circle with a dashed outline
I'd use shadergraph
a linerenderer can do it aswell
can you give me an example?
well you'd use some code to get a list of positions in a circle
and you'd use a material with a dash
How do yyou create a material with a dash?
a texture
you could also do like, an n-gon with every other line missing, couldn't you 
said from the perspective of someone with no experience with materials or textures or shaders
True
though if this is meant to be a sprite (doesn't need to be super dynamic) you could also draw it as an image
The artist of the project is currently eeping ima the only awake
you don't need much artistry to draw a circle and erase half
True but like i don'nt even have a draving program
gimp
svgviewer.dev (vector)
piskelapp.com (raster)
ms paint (raster)
powerpoint (vector)
draw.io (vector)
aesprite
I forgot that I already downloaded a png from internet
aseprite has a relatively high barrier to entry. i'm intentionally avoiding that
But if I try to use it, it will just display one sgment
you set it to multiple and autosliced, didn't you
its sliced?
set it to sprite mode single
unity assuming we always import sprite maps lol
Where? I don't see the option
what silly ass change
i don't think unity automatically slices? or did they recently change it to do that
in the texture import settings
pretty sure it does auto slice when it imports as multiple for the first time
I didn't think it did on multiple but mig've i havent used new versions
i don't recall it automatically slicing anything, just setting it to multiple (and making it unusable until sliced)
ya at least for tilemap it never did for me idk
at least this is the behavior i've been seeing recently where people are wondering why they only see part of their sprite, though i haven't tested it myself
maybe my import presets messed with that
the issue/question that stands out more in my mind is "sprites" not being usable because they're set to multiple and haven't been sliced
How do I make the color of the circle changeable?
make the sprite white instead of black. the color property only tints the sprite
hi, was the asset store discount code from the student plan discontinued? tried to use my code and it said it was expired. the student plan page also doesn't mention it anymore
it only says Synty packs, so probably
When I click on getting started it says page not found
Where is the correct page?
does the lateupdate() run in the prelateupdate or the postlateupdate loop ?
thank you
it just said lateupdate
prelateupdate / postlateupdate isn't a thing 🤔
i dont see the lateupdate loop when i print out all the playerloop
i only see the pre and post lateupdate
wdym "all the player loop"
PlayerLoopSystem
ohh
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what do you mean you don't see it ?
what i dont get your point
im saying i only see the pre and post lateupdate in the default playerloopsystem
which one the lateupdate() run on
no idea what you're talking about sorry
alr fr
you kinda just asked without giving any context of what u trying to accomplish
you know the lateupdate() right?
but inside the default playerloopsystem there is only pre and post lateupdate i just want to know which one it running on
I know lateupdate, I never touched the lowlevel stuff so dunno . probably best ask in #1390346827005431951 | #1390355039272439868
alr bet but i dont have any code to show
thats fine..its still a coding topic
How do i know whats's the exact error?
damn
does the details box not give more info?
WHere is the modules folder?
Is it like in unity's source code?
Wait isn't unity propertiary?
im confused where you're getting that lead
Hey everyone. Trying to get a trim sheet which includes a glass material into unity. Both the model and the texture is mine. I'm exporting from substance as Unity HD Render Pipeline and using BaseMap, MaskMap, and NormalMap with HDRP/Lit material set to Transparent. It's looking like this. I shouldnt be able to see the inner side. How can i fix this?
In the debug window
Here
i'm referring to the details box at the bottom of the console
that's not the debug window
Whathever
Whathever
What I need is help to import the window
so is there any extra info in the box at the bottom
You mean this?
no, at the bottom of the console, like i said
nothing
alright well given it's in .cpp i would guess this is an internal error or the file is invalid or corrupted somehow. have you tried googling that filepath?
I think it’s because u use transparent for both. U need to have two material set list in substance painter and have two material with the same texture but one on transparent for the glass and another for the non transparent stuf on opaque and put it in your mesh renderer with the two materials set list afer reexporting your object
Lmk if it’s clear
are you able to open/view the mp4 directly, outside of unity?
what OS are you on?
loonix
ah, that'd do it
yeah there's a lot of forums about mp4 having issues on linux
something about codec patents
yo
So should I convert the video to some other format using ffmpreg?
guys i am making a multiplayer vr game using a backend so it cant be modded
shooter game
The problem is the wall is transparent too so you see though it
i verified my org so i can upload my game too applab on the meta store
seems like it
https://discussions.unity.com/t/error-importing-mp4-file/750762/5
https://docs.unity3d.com/Manual/VideoSources-FileCompatibility.html
(also it's ffmpeg)
what stuff you guys making with unity?
- What format is ideal
- It is ffmpreg and you won't convince me otherwise
@potent fossil this isn't a space for chitchat, btw
Code Help?
i'm not super familiar with video formats, but webm would probably work, wouldn't be able to say it's better than the other 2 though
Unity development topics & questions not covered by specific channels.
There is a setting called Transparent Depth Pass. That was causing it. Since the panels arent closed meshes, it didnt know if the part that overlapped with the transparent part on camera was transparent as well. I turned it on and its fixed now
Ok cool i did not know that good to know
also does anyone know of an easy udim workflow for unity? shader or directly material?
i dont want to lerp / smoothstep all 5 of tiles for each map 😂
Hi
the tragedy of realizing that if i actually want to see my game get completed, i do in fact have to work on it
who could have done this to me
How do I delete something from the default volume profile?
Can Anyone Help Me I’m New To Unity And I’m Trying To Make a Gtag Fangame
!ask
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Heey, little update after 24h, we did it, it works! With the phones in wifi that serves as remotes and showing things too
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Hi, I'm wondering how in games this can be done for mobile game, in this project i have x4 printer and a table as u can see the printer is spawning papers clone and each paper is a gameobject (cube mesh) very low triangles. In the gif there are about 6400 paper spawned in total right now wich is 130k~ Tris and the game drop from 280 fps ~ to 30 fps
Does anyone know how this can be done ? i want to keep the visual pallet stacking & i don't know if it's done like that (multiple clones gameobject stacking ) or another method
Also i have Enabled Gpu instancing in the paper material and used crunch comprissor quality
The main optimization is that when the papers are in a stack they're replaced by one stack object instead of having each paper be a separate object
so perhaps have the paper stack be a single cube that you keep increasing the height of, instead of actual individual papers
@cursive canopy
You mean i have to render a new big paper that look like 1000 paper (example ) a switch it with script whenever it hit the number to reduce objects and look like it's 1000 paper stacking right ?
in the new input system,
What is the difference between "gamepad" and "joystick"?
they both include controller inputs.
gamepad is for typical known controllers from major vendors
joystick is more abstract and can be used for unknown controllers
basically, yes, but keep in mind what i said.. have a resizeable cube that is the paper stack. you do not need to do much other than change the vertical dimension. set the material up to look like paper edges
perfect thanks
Class Gamepad
An Xbox-style gamepad with two sticks, a D-Pad, four face buttons, two triggers, two shoulder buttons, and two menu buttons that usually sit in the midsection of the gamepad.
Class Joystick
A joystick with an arbitrary number of buttons and axes.
when testing I notice joystick applies to all my gamepads, shouldn't I just always use this?
you can see the supported controllers (that are resolved as Gamepads) here
https://docs.unity3d.com/Packages/com.unity.inputsystem@1.19/manual/SupportedDevices.html#gamepads
if someone would like to go wild and connect a driving wheel controller to his pc, I'm guessing joystick would support it while gamepad won't
if i understand correctly, anything else will be resolved as a Joystick
oh this is exactly what I was looking for
assuming the wheel doesn't report itself as an xbox controller or something, yeah. i don't know how those work at that level
Thank you so much @latent meadow @pearl oyster
Did u know a good extension for vs code for shader i search for a while and i can’t fine a good option for that
hello friends 🙂 Not a programming question but can I use DDS images in Unity ? it's 2026, I hope so. 🙏
seems like it, yeah
there's a DDS entry here 👇
https://docs.unity3d.com/2022.3/Documentation/Manual/BuiltInImporters.html
Ty.
now to find out how to remove the background or add alpha
its a test dds, i have some custom ones I made in Photoshop
check the import settings to see if there are settings for that
Hey, I was wondering if there's some way to use unity fully offline?
I really like the engine, and have been using it for years, but it really bothers me that it requires internet access at least once every 30 days no matter what.
Say I go to my family that lives in a remote place w no internet access for an extended period, I wanna be able to keep working on my project, yet I can't, and that really bothers me.
So I was wondering if there's a solution to this problem or if I should reconsider my engine choice.
you would have to purchase an enterprise license, IIRC
so for indie purposes, no, not really.
I see, and if I was to do that, do I get infinite access offline, or would I still have to check in every once in a while?
AFAIK, that comes with a license File, so no, no checking in. of course, talk directly to unity before doing anything.
Now, as far as what you are saying, if your only issue is connectivity, and not philosophical, just use a cell phone as a hub for a moment every 30 days when Unity insists on a license check
It's both.
I both plan on going to remote places for extended periods of time, but it's also a bit of a what if question.
Sure, lets say I had mobile network where I'm going, what if something happens and I can no longer activate a unity license, not even w network connectivity, what then?
I honestly find the internet connectivity thing really troubling as I'm trying to have a fully local setup, and unity is p much the only thing stopping me from doing that :/
Unity is genuinely the absolute best engine I've ever used, it just feels natural to me, but this 1 aspect of it is really bothering me.
then, the original option, if you can afford it
Just a q about enterprise thing, it seems to be a yearly subscription, so what when a year passes, do I lose the license?
i do not have first hand experience. it would be unwise for me to try to answer
Understood, appreciate all the info you provided regardless!
hello ! is it possible to replace the "unassigned" material directly in unity ? i have the three texture but i just struggled alot with blender recently and i cant seem to assign the texture correctly
click on "what" object and the inspector will show the export menu.
you can then extract the material and change it's colors / assign texture
yes. you would go to the import settings.. bastically, click on the thing you imported. go to the materials section. Extract Materials.
it is best that you go through the basics on the Learning site, and also check out unity.huh.how
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https://unity.huh.how/ is a legendary site
it was made by vertx
ITS WORKING NO WAY ( i'am really dumb i already did this 2 hour ago and i thought this wasnt working becausse i didnt see it was extracting the material i thought i had to assign the texture ) for the last 3 hour i was trying to bake thing and try random stuff on blender and i was going crazy tysm guys
yw. still make sure you do the Pathways or you will run into a Lot of things that do not make sense
oh it just make me think about something , i'am currently saving my texture in my document but i should create a folder in my unity game to stock it in there 😅
it makes sense to keep them separate, yes
really?? what a legend
can't believe I missed it, just noticed his @ is what.how
I'm aware you can use public GameObject prefab to create a serializable field for a prefab you wish to instantiate, but is there any way to limit it to only prefabs? Is there a reason why one shouldn't?
there is not without some OnValidate shenanigans. but also you should ideally be referring to your prefabs by a component on them that you care about rather than just GameObject, that way Instantiate will return the reference to the component saving you a GetComponent call
but is there any way to limit it to only prefabs
not just via types
Is there a reason why one shouldn't?
i don't think it really matters. i could imagine assigning scene gameobjects being useful for testing, as a potential usecase
So fromcs public class BulletShooter : MonoBehaviour { public GameObject bullet; public void Fire() { GameObject bulletInstance = Instantiate(bullet); bulletInstance.transform.position = transform.position; bulletInstance.GetComponent<Rigidbody2D>().linearVelocity = new Vector2(0, 1); } } to```diff
{
- public GameObject bullet;
- public Rigidbody2D bullet;
...
-
GameObject bulletInstance = Instantiate(bullet);
-
GameObject bulletInstance = Instantiate(bullet.gameObject); etc. etc.
Is this what you mean?
Hmm. What I think I don't understand is why Unity insists these concepts should be merged
you would not have that second change
mm no, you would have a slightly different change
the only change on that second line is the type of the instance variable
- GameObject bulletInstance = Instantiate(bullet);
+ Rigidbody2D bulletInstance = Instantiate(bullet);
you'd also remove the GetComponent
Hmm. What I think I don't understand is why Unity insists these concepts should be merged
what concepts exactly?
yeah, that's assumed
some people don't make the connection lol, just making sure
Well, From my perspective, there's a very large difference between "A reference to an instance in a prefab that you intend to instantiate" and "A reference to a component you wish to call upon, manage, or read"
Sure, but why would one want that?
