#💻┃unity-talk

1 messages · Page 109 of 1

eternal gate
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what is the time complextity of gameobject.findwithtag ?

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and how can i find time complextity of all functions ?

potent geyser
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What functions counts towards your "all functions" lol

eternal gate
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anything

potent geyser
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Oh okay, you can find the "anything" list in the docs.

eternal gate
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you sure ?

potent geyser
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As for FindWithTag, it doesn't do anything special, it will just go through each object one by one until it finds a match.

eternal gate
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i didnt se

potent geyser
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It was sarcasm

potent geyser
#

Okay so then, guess what the time complexity of a function ithat iterates through each object would be 🤔

eternal gate
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i think complextity is log2(n) but maybe there is an algoritm which i dont know find faster like O(1)

eternal gate
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by the way i cant see in docs

eternal gate
potent geyser
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The docs don't give a breakdown of built in functions and their time complexity. What problem are you actually trying to solve here?

eternal gate
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I just tryna optimize update function

potent geyser
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For fun?

eternal gate
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Nope i am standing on my business

copper gust
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profiler time

potent geyser
#

You shouldn't be running any kind of Find in your Update function in general.

eternal gate
potent geyser
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Cache your references

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If you need to find something, find it once, store it in a variable.

eternal gate
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Thanks

round badger
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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?

open lynx
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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

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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 ()

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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?

stuck flower
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Or just delete the file (and its associated .meta) and see if it either functions fine without it or re-downloads it on startup

river arch
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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

sweet tartan
worldly cave
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or?

stuck flower
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!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

vagrant rootBOT
worldly cave
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well then after you stop doing it... just move it forward with the same velocity lol

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i dont understand what the issue here actually is

river arch
worldly cave
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well no?

fathom ingot
worldly cave
copper gust
worldly cave
fathom ingot
worldly cave
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so nothing of actual value

fathom ingot
open lynx
worldly cave
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let me guess this is some copy or fangame of a popular vr experience 😩

fathom ingot
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i mean its going to be a simple game anyways

copper gust
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im sorry but you won't find anyone

stuck flower
worldly cave
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yeah because thats simply not how real life works lol

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to assume that anyone would even say yes is painfully arrogant as well

fathom ingot
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plus you'd still get paid so either way its kinda a win win

stuck flower
fathom ingot
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dont make profit = ownership make profit = paid

stuck flower
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My recommendation: Learn Unity and make it yourself.

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!learn

vagrant rootBOT
copper gust
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a majority of games make no profit

fathom ingot
charred fog
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@fathom ingot You've been directed to the proper place already.

copper gust
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do you have what they didn't have though

charred fog
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No need to argue that here

charred fog
fathom ingot
charred fog
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If you have actual Unity related question, then ask here

fathom ingot
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i didnt know

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guess i shouldve checked tho

charred fog
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You've been told that already

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!collab

vagrant rootBOT
# charred fog !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**

open lynx
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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"

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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

balmy kettle
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unit tests should be in their own testing assembly that is excluded from the build

open lynx
feral palm
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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.

hexed gate
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Is switching from unity to godot the best option

worldly cave
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the best option for what

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also dont crosspost

hexed gate
worldly cave
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i dont think ive ever seen a question itself be wrong before

copper gust
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godot has less features and more limitations compared to unity

worldly cave
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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

hexed gate
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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

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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.

dusky forum
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How is Unity more difficult...

hexed gate
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The interface

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I actually spent time finding the inspector tab

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Cause i closed it somewhere

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Its like im controlling a nuclear reactor room , where buttons are close and small

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With no labels , you have to hover so i have to hover each i terface in unity which is kinda annoying

copper gust
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fair

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there is a lot going on for a new person

dusky forum
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Okay. Well, release a few games with each engine and you ought to get a good idea about the limiting factors of each engine.

tall hearth
hexed gate
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I spend a few mins finding the inspector tab and its annoying 😭

tall hearth
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Ima need an example cause i've used unity for 2 years now and dont recall seeing this once

hexed gate
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No i solved it by resetting the layout

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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 .

tall hearth
hexed gate
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Thanks , 🙏

wooden radish
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what are y'alls thoughts on my UI so far, i just started today so its still pretty early

civic jetty
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This bit is weird but that is it.

wooden radish
civic jetty
civic jetty
wooden radish
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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

wooden radish
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theres jusrt a bunch of space now...

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what the hell man

civic jetty
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Try that

wooden radish
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nope

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i fixed it for now i guess by forcing the canvas scale factor to a really specific number

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but that was... really weird

civic jetty
wooden radish
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i did yeah but i guess it got overwritten

balmy kettle
wooden radish
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isee i see

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ty

wooden radish
wooden radish
balmy kettle
civic jetty
wooden radish
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shadows are if you are on the dark side of a planet

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your solar panels stop working

civic jetty
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So helpful render

lethal mason
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how can i keep my vfx effect from spawning on effect

wooden radish
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there is something so unnerving about the navicomp going down, i love it

latent meadow
cold sky
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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?

copper gust
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its not a simple thing to answer

civic jetty
latent meadow
# cold sky out of curiosity, why is transparency is such an issue in games? the issue main ...

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)

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also, you can use the Profiler to do real-world tests to see the cost for yourself, on your hardware

river arch
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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?

latent meadow
desert pivot
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umm hi
where can i talk about shaders?

it seems that the channel is archived

latent meadow
desert pivot
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ok thanks

fallow steppe
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hi i have a big issue

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i somehow messed up my camera

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and i dont know how to fix it

vagrant rootBOT
fallow steppe
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this is what it was before a couple days ago

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but now it looks more like this

river arch
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How do I make a circle with a dashed outline and no fill?

pearl oyster
fallow steppe
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the width is smaller now

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but the height is fijne

pearl oyster
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The camera is the same aspect ratio as the game window

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You'll have to expect that players have different aspect ratio screens anyway

fallow steppe
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my map is kinda being cut off rn

pearl oyster
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Resize the editor windows so that the game window is the same ratio as before

storm patio
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or set the game window to be a specific ratio

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there's a dropdown where you can configure it

pearl oyster
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It won't affect the built game

fallow steppe
storm patio
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they're the windows in your editor

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eg scene, game, project, hierarchy, inspector

fallow steppe
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appreciate it

storm patio
fallow steppe
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how do i know

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like what the size is gonna be for every1

storm patio
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you don't

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the 16:9, 16:10 stuff will be a good baseline for typical monitors at fullscreen

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but in general you should try to make it work for most ratios/resolutions

fallow steppe
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i have my tile map but i lowk dont want some people to have a cut off grid

fallow steppe
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@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

storm patio
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you would not hope that it works for everyone because it definitely won't

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test with some other ratios

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decide what you want to support

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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

tawdry nebula
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everything in my game manager is getting un assgined when i load the game from my home scene

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i have 2 scencs sample (main game) home (just the home screen )

fallow steppe
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that will be the like

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the standard

storm patio
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what about people who want to play windowed?

fallow steppe
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wish it could just like

storm patio
fallow steppe
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scale yk

fallow steppe
storm patio
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that's what i'm trying to tell you lmao, you gotta make it at least work for normal-ish ratios

fallow steppe
storm patio
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realistically - you could just develop for 16:9, and worry about it later - but it would not be "hope it works"

fallow steppe
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i cant get my cam to fit my grid

storm patio
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your grid appears to be 45x22, that's not gonna fit perfectly in 16:9

fallow steppe
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Lowk shouldve tought about this before i did all of this

storm patio
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i did not say your tiles were 45x22

fallow steppe
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OH

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wait

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mb

fallow steppe
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rightt

pearl oyster
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Why do you need to fit the grid exactly in the camera? Grid-based games don't usually do that

storm patio
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you could just make the camera follow the player

fallow steppe
fallow steppe
pearl oyster
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No of course not

storm patio
fallow steppe
fallow steppe
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only 3d and not even in unity

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lol

storm patio
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undertale, stardew valley

storm patio
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use those as reference points, not just your own experience making games

fallow steppe
storm patio
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do they fit the entire grid into the camera, typically?

pearl oyster
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It would be a good idea to at least play the type of games you're making to learn what the conventions are

storm patio
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exactly

fallow steppe
tawdry nebula
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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 )

storm patio
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are the references all from the home scene?

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this lacks quite a bit of context

tawdry nebula
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sending a video

storm patio
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it doesn't seem like the gamemanager in samplescene would be used at all

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you're just using the one from homescene, no?

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but yeah seems like gamemanager is doing way too much, a lot of scene-specific stuff, even though it's DDOL

tawdry nebula
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game manager from sample scene has scripts that the home scene one doesnt

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do you know of any way to fix this

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or use another way to not have this happen

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i need to submit this in day

storm patio
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it kinda seems like you've built up 2 unrelated things that you're trying to have be the same thing?

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do those gamemanagers even have anything in common that needs to persist between scenes

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if yes, have those be the ddol singleton whatever

tawdry nebula
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yes the player stats get carried over

storm patio
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anything that isn't shared, that's specific to the scene, they need to be in the scene, not in the singleton gamemanager

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it's a gamemanager, not a scenemanager

tawdry nebula
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should i just make the home page thing in the same sample scene

storm patio
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no clue what you're asking there

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i already told you what you should do

hexed gate
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is 47MB that big !!???

storm patio
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anyways this is a unity server

quartz sky
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😭

stone bolt
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hi

sly lake
latent meadow
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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.

river arch
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How do I enable autosave?

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Unity crashes a lot for me

storm patio
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making ctrl+s into muscle memory is probably easiest lol

river arch
latent meadow
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or just do what Chris said and press ctrl+s, habitually

latent meadow
vagrant rootBOT
#

:teacher: Unity Learn ↗

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

edgy shoal
#

@rigid knot

latent meadow
hexed gate
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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?

remote summit
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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?

unkempt anvil
hexed gate
unkempt anvil
storm patio
inland river
inland river
# hexed gate 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.

storm patio
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is that not the same with unity?

inland river
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unity provides full integration and SDKs for all relevant platforms

storm patio
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oh so like, you do need a deal, but unity already provides that deal

inland river
storm patio
hexed gate
inland river
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you only understand the value of an engine like unity once you actually make a successful game that needs to support multiple platforms.

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godot is nicer to get started, its not nicer to actually launch a game with

hexed gate
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But its never impossible to do console support tho in godot

inland river
unkempt anvil
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That's the point, you should pick an engine that simplifies what you want to accomplish

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You can build anything from scratch

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but you shouldn't want to (unless shipping isn't your goal)

hexed gate
inland river
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you can do whatever you like, whether you use the information you asked for is up to you.

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nobody here cares what you choose.

hexed gate
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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

remote summit
storm patio
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so you just replaced the Image of the button?

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and you marked it to not be hit by raycasts?

remote summit
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ye i marked all fo them

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this is the one not being pressable and its same for the others

storm patio
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seems to me like you'd want these to be raycast targets...

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how is the hierarchy set up?

remote summit
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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

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the hierarchy itself hasnt changed and it was working before

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but when i put the new pngs it stopped working

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and why do i want them raycast ? i dont know much about unity but AI always told me to deactive it

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alr for some reason putting raycast on fixed it

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lol

storm patio
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yeah so just ditch AI, it's not going to help you learn lol

remote summit
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idk why only one was not working with it off

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but i put it on the 3 and now the one missing working

storm patio
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i'd guess you set it up incorrectly

remote summit
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the hierarchy doesnt matter

storm patio
remote summit
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it laways was the left one

storm patio
remote summit
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even if i moved htem

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i mean in my scenario

hexed gate
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I feel alien here

remote summit
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bcs however i ordered them

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it would still be the same one giving problems

storm patio
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didn't you say you were a beginner

remote summit
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but ye is fixed now wiht the raycast

storm patio
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why are you so adamant on this lmao

remote summit
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dont get u

storm patio
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why are you so confident that it's not the issue 😆

remote summit
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bcs i tried reordering them and it would still be the same problem

storm patio
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it's not the order i'm talking about

remote summit
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so i can say that is not the factor

storm patio
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it's the tree structure

ashen gull
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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

remote summit
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i tried moving them 3 also to the top of the hierarchy

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and not just the order between them

storm patio
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ok if you're just gonna ignore what i have to say i think we're done here.

remote summit
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¿?

storm patio
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you come here wanting advice, yet you refuse to accept it

storm patio
remote summit
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bruh u asking and i answering but okay keep ur head on that rofl

storm patio
remote summit
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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

storm patio
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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

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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

remote summit
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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 ).

cunning oyster
#

Hey can someone help me please ?

storm patio
vagrant rootBOT
# storm patio !ask

:thinking: Asking Questions

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

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

remote summit
#

and for more information it fixed itself after i put back raycast target on the 3 buttons

storm patio
remote summit
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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

storm patio
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after you put the new image and disabled raycast target...?

remote summit
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yep

ashen gull
remote summit
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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

storm patio
# remote summit yep

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

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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

remote summit
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so things are interactable through its sprite in general?

storm patio
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for UI elements, yeah

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anything that extends Graphics, i believe

remote summit
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i see then makes sense clickable things need the raycast

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ye im talking bout

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buttoms input fields output texts

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mostly

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and then some random image

storm patio
storm patio
#

making even a simple game without prior experience within 24h is kinda a longshot ngl

ashen gull
#

Hmm okay, we're actually 4 (game jam) what's realistic for us then ? sorry, we're totally beginners

storm patio
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mm that "totally beginners" part is probably the biggest constraint

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i think for that timeframe and experience, you're going to have to stick to less involved ideas

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that doesn't mean uncreative or stuff that already exists, just that you have to be very careful about the scope

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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

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and honestly, be prepared to fail. it's not inevitable, but it's a strong possibility. timeframes are kinda hard lol

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and if you do fail, there'll always more gamejams to participate in

ashen gull
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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

storm patio
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you could always take this idea beyond the timeframe of the gamejam as well

ashen gull
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yeah of course

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but we still need some working stuff to present too

hidden blade
#

How do I change WASD to ZASD?

worldly cave
#

can you clarify? Change it for what

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the editor? your game?

hidden blade
worldly cave
#

i dont think you can rebind that

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unless its under edit -> shortcuts you cant directly change it

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are you using an azerty keyboard?

hidden blade
hidden blade
near epoch
#

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?

clever kindle
#

is full rect mesh type on sprites generally preferable for 2D games?

hidden blade
#

In C# there are no pointers and references, so everything is done by the garbage collector, is this better for games, in any way?

upper oracle
#

Damn i almost didnt even change anything to my game, and now play console marked something in my new release as "undeclared data collection"

clever kindle
#

manual memory management is a hassle though

hidden blade
quick zinc
#

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 ? (╥﹏╥)

plain dagger
clever kindle
#

perfect, thanks.
makes me wonder why Tight is even the default...

modest meteor
stuck flower
worldly cave
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im assuming they meant "it's importing"

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i.e the importing of models is what will make them quit or whatever

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what im curious is what an "insane game designer" is

stuck flower
#

I shouldn't debug right after waking up

latent meadow
plain dagger
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I think it changes when it gets too long

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I have seen it myself recently in 6.4

latent meadow
#

that makes sense

near epoch
latent meadow
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i won't use 6.4, so couldn't say.. still beta to me

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i just noticed, there is this too
that hover to see full path

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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

tropic oyster
#

Would it be possible to host an API out of a unity server?

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Does unity allow inbound web connections?

pearl oyster
#

Wouldn't be much of a server if it didn't allow connections

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What do you mean by a Unity server exactly?

plain dagger
tropic oyster
pearl oyster
#

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

plain dagger
#

sounds like a good ol http server to me

tropic oyster
#

that's the idea

hidden blade
#

Can I talk about C# here?

plain dagger
#

Not sure what options exist in c#. Last one I did was boost websockets in c++ for a sourcemod server

tropic oyster
#

I was hoping to find like the C# equivalent of express.js

hidden blade
#

or in Code general

storm patio
storm patio
latent meadow
tropic oyster
#

so like I can hit the /players endpoint and it will give me what players are online

storm patio
#

just for future reference, the way this convo went kinda falls into https://xyproblem.info , you probably shouldve led with that lol

plain dagger
#

And yea you need to be specific in future what kind of "server" you mean

tropic oyster
#

apologies

echo rune
#

Hi guys, is this normal?
Posting this bcoz well, it's a package by unity

balmy kettle
#

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

gusty abyss
#

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.

latent meadow
#

if you know how, a bit. if you don't, very

#

AKA, no one can answer that.

balmy kettle
#

how difficult
any question that starts with that can only be answered in one way: itdepends

gusty abyss
#

I am new to Multiplayer so I don't know much about it.

hidden blade
#

how do I add texture to terrain?

latent meadow
vagrant rootBOT
#

:teacher: Unity Learn ↗

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

hidden blade
#

I found out though

cunning oyster
#

doing a map is so hard wtf

#

everything i do is horribl

wooden stirrup
#

Same user, Ghostlight Production. Last account got hacked on Discord.

#

@rough schooner

charred fog
wooden stirrup
civic jetty
#

I need more ram.

charred fog
#

@civic jetty There's no off-topic here. Do you have an actual question?

civic jetty
charred fog
latent meadow
#

try godot.

charred fog
#

!ask

vagrant rootBOT
# charred fog !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

pseudo coyote
#

YALL I NEED HELP

#

I cant find a way to fix it : (

latent meadow
#

!install

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

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

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

make sure a firewall is not blocking it

pseudo coyote
river arch
#

I've created a new button. How do I change the text from "Button" to smth else

vagrant rootBOT
#

:teacher: Unity Learn ↗

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

mental pulsar
#

!logs

vagrant rootBOT
# mental pulsar !logs
📝 Logs

Documentation

Editor logs

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

Unity Hub

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

charred fog
#

@mental pulsar You can just use the search feature to see the "logs" post. No need to spam it every time.

latent meadow
#

it's also listed in the pinned messages

past gate
#
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

balmy kettle
#

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

past gate
#

it will fly also

balmy kettle
#

i feel like you didn't bother reading the entire message

past gate
balmy kettle
#

well i don't like playing guessing games, so if you don't understand something then you need to ask clarifying questions

balmy kettle
#

right so i'm done here now

past gate
#

i dont know the reasons for thats so 🙂

charred fog
#

@past gate You should start with physics movement tutorials on Unity Learn. Or better yet proper courses there.

#

!learn

vagrant rootBOT
past gate
# charred fog <@943060099293917187> You should start with physics movement tutorials on Unity ...
Unity Learn

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...

charred fog
lilac totem
#

Is there channel for doing Collab work? Want to do one interesting game demo. Maybe few weeks on project and nothing else.

worldly cave
#

!collab

vagrant rootBOT
# worldly cave !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**

latent meadow
clever kindle
#

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?

balmy kettle
#

!collab
also nobody is going to do that for free

vagrant rootBOT
sand harbor
#

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

clever kindle
balmy kettle
#

no, the message i responded to was deleted

clever kindle
#

Ah

safe stirrup
#

bros

#

the other thing that said G U Y S is apparently blocked from the server for some reason??

#

try it urself

balmy kettle
#

you should read the information presented to you when things like that happen instead of immediately telling everyone else to try spamming nonsense

safe stirrup
#

who knows how to make a gtag copy

balmy kettle
balmy kettle
#

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

safe stirrup
#

bot

pseudo coyote
#

Idk why are yall arguing

clever kindle
#

Is this worth calling the moderators over..?

safe stirrup
#

nope

pseudo coyote
safe stirrup
#

who knows how to make a gtag copy??

#

dm me if you do

balmy kettle
clever kindle
#

<@&502884371011731486>

safe stirrup
#

bruh this server sucks

#

im leaving fuck yall

balmy kettle
#

it's probably going to seem like every server sucks until you decide to stop spamming

clever kindle
#

And there they go...

potent geyser
#

!kick 1489288517107322920 See ya

vagrant rootBOT
balmy kettle
#

they already left

clever kindle
balmy kettle
#

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

plain dagger
#

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)

clever kindle
plain dagger
#

If how "attacking" works is generic enough to do many things already then its easier to let upgrades alter it

river arch
#

Why do I receive the error? I have all my scenes there

balmy kettle
#

check your spelling

river arch
frail parcel
#

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.

frail parcel
#

To search for what? It doesn't tell me what the script was.

civic jetty
frail parcel
#

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.

civic jetty
#

right click it and edit the script.

frail parcel
#

Nothing happens. Nothing in Unity or in VS

charred fog
#

Also it helps to name the object after a component.

frail parcel
#

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.

charred fog
#

As well as using Version Control to check what it was.

plain dagger
#

As long as the meta file is renamed as alongside the .cs file and the class name it will work fine

frail parcel
#

I have version control, but since this is a scene file, it's not easy to figure out.

plain dagger
#

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!

charred fog
frail parcel
#

Says on Mar 16th, this was the change to the scene

#

I have no idea what that script was

plain dagger
#

git bisect or similar to locate what commit has the bad rename?

frail parcel
#

Bad rename to which file though?

plain dagger
#

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

river arch
#

How do I make an object collider of the same shape and size as the sprite?

plain dagger
#

poly collider

frail parcel
#

No, this is a "manager" object where I have multiple scripts

charred fog
#

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

frail parcel
#

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

charred fog
#

Pretty sure it's not Unity related.

#

I've never seen it happen in all years using Unity.

frail parcel
#

I assure you this happens to everyone. Searching on google for this will tell you.

charred fog
#

You need to break serialization references outside of Unity for this to happen.

frail parcel
#

It may not be Unity related, but Unity needs to help keep track of what went wrong

latent meadow
#

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

gray frigate
#

it stores the GUID+FileID of the MonoScript asset that the component is based on

charred fog
gray frigate
#

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

charred fog
#

I mean, keeping actual name of the thing would be nice, but it would be an additional bloat and rebuild time increase

gray frigate
#

It'd add a non-trivial amount of exdtra serialized data, yeah

frail parcel
#

Maybe giving an option to store than metadata someplace for those who want it.

gray frigate
frail parcel
#

If you google for that error "unity - the associated script can not be loaded" you'll see it's not just me

gray frigate
#

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)

charred fog
#

Considering Version Control as well

#

Which basicaly serves just that

gray frigate
#

avoiding the issue entirely is even better, indeed 😉

frail parcel
#

And I have no idea what that file/component is

#

So not really helpful

charred fog
#

Like I've mentioned previously. Stash - checkout previous commit. And just look at the script in Unity

gray frigate
#

If there was no commit where the component existed, then you're out of luck there

charred fog
#

You have a time machine

gray frigate
#

this commit is adding the component (there will be a corresponding block later in the file for the component's data)

gray frigate
#

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 grep to find the relevant .meta file
frail parcel
#

And in the last 25 days, I have probably 50 commits, and no idea which file would break this

gray frigate
#

i snoop around in the serialized data pretty often

gray frigate
#

you mark "good" and "bad" commits, then repeatedly answer whether the current commit is good or bad

charred fog
#

Which brings to another point. Make incremental commits often. It doesn't cost you anything and better logs progress.

frail parcel
#

Anything I can do with the VS IDE instead of common prompts ?

copper gust
gray frigate
#

quite a tagline there

gray frigate
frail parcel
copper gust
#

ah sorry to hear that

#

sometimes it can auto pick it up

frail parcel
gray frigate
frail parcel
gray frigate
#

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)

frail parcel
#

How does it find a bad commit?

#

I only every commit if build works and I have also play tested my changes

gray frigate
#

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)

frail parcel
#

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?

gray frigate
#

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"

river arch
#

How do I update the polygon collider when I update the sprite?

gray frigate
#

each test cuts the number of commits to check in half

frail parcel
gray frigate
#

oh right, i can't send gifs here

#

):

gray frigate
#

you might have heard of a "binary search" before

peak helm
#

hello 🙂

gray frigate
#

that's all this is

gray frigate
#

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

peak helm
#

i just want to make a presentation for a huge event happening at my college, so i must consult with someone

latent meadow
#

and you are doing that in Unity?

river arch
gray frigate
#

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

river arch
gray frigate
#

Possibly! I don't know if that setup process is editor-only

#

Give that a try and test it in a build

#

automod is destroying me today Nooo

peak helm
vagrant rootBOT
gray frigate
#
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

charred fog
charred fog
vagrant rootBOT
peak helm
gray frigate
#

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
peak helm
#

heres an intro i made for the presentation when the application/website opens

paper hawk
#

Who's in charge of this server

#

I have something to discuss with the owner

latent meadow
#

please try to sell your latest gimmick or look for a job elsewhere

gray frigate
#

it's me, John Unity

gray frigate
#

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

peak helm
#

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

potent geyser
paper hawk
#

Okay

gray frigate
peak helm
gray frigate
#

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

peak helm
#

where else would i do it?

gray frigate
#

what are you actually trying to create here?

peak helm
#

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

charred fog
peak helm
#

ill try my best to make it. and ill come here if i have any issues with the app

#

thank you all

charred fog
#

Consider starting with Pathways Essentials first, to understand the engine.

peak helm
#

alright. its just menus im making. ill try to do what i see there

charred fog
#

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.

peak helm
#

aw thank you. i needed to hear that animation system thing

#

alright, i think im good to go. again, thank you all 🙂

fringe escarp
#

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.

peak helm
#

speaking for him here, anything for him to start off on? i think he just needs to know how to make a menu first

latent meadow
vagrant rootBOT
#

:teacher: Unity Learn ↗

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

peak helm
latent meadow
#

do the Essentials first

latent meadow
peak helm
fringe escarp
fringe escarp
latent meadow
#

please stay on topic.

fringe escarp
#

Brazil is a horrible place to live.

peak helm
# latent meadow you feel free to do as you will.

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

peak helm
fringe escarp
peak helm
#

its alr, i get expressive too

latent meadow
peak helm
#

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

peak helm
fair cove
# peak helm its only ever bad if theyre fully dependant on you. but even so, thats the only ...

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

peak helm
# fair cove This is also a problem when teaching people on the programming or math side of t...

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

fair cove
# peak helm and again, people are different. like me today, im really new to unity. i came h...

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

brisk drift
#

I have problem. Unity project wont open

#

Also I don't a appdate folder

balmy kettle
#

!logs 👇 did you check the logs to see why the project isn't opening

vagrant rootBOT
uncut parcel
#

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

slow dirge
uncut parcel
#

I guess I can understand that but it's definitely inconvenient

slow dirge
#

You can always go back to the old unity version that had the external config thinksmart

copper gust
#

those kinda settings windows sucks in some situations though (eg. steam deck)

near wigeon
uncut parcel
#

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

keen elbow
#

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?

near wigeon
uncut parcel
#

I don't think so

near wigeon
#

is it in window mode?
try set fullscreen mode to Exclusive fullscreen

uncut parcel
#

I'd rather just set it to windowed and then drag it over tbh if that's what it takes

near wigeon
uncut parcel
#

that's probably what I'll do

native barn
#

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?

vagrant rootBOT
native barn
near wigeon
#

whats unclear?

#

if you want to learn how the editor works you go through the courses that teach you the basics of the editor

native barn
near wigeon
#

its pathways, you start with the essentials and move up

uncut parcel
#

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

hushed jolt
#

Hey, does someone know if and how you can use ai sprites in a video game that you want to commercialize

near wigeon
copper gust
#

does it

vivid cedar
hushed jolt
#

Yeah you know I realised as I asked i should rather ask an ai

vivid cedar
#

it's complicated - ask a lawyer basically 😛

near wigeon
copper gust
balmy kettle
hushed jolt
#

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:

  1. 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.

copper gust
#

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

uncut parcel
#

lmao bro

river arch
#

How do you draw a circle with a dashed outline

near wigeon
#

I'd use shadergraph

copper gust
#

a linerenderer can do it aswell

river arch
copper gust
#

well you'd use some code to get a list of positions in a circle

#

and you'd use a material with a dash

river arch
copper gust
#

a texture

storm patio
#

you could also do like, an n-gon with every other line missing, couldn't you thonk

#

said from the perspective of someone with no experience with materials or textures or shaders

storm patio
#

though if this is meant to be a sprite (doesn't need to be super dynamic) you could also draw it as an image

river arch
storm patio
#

you don't need much artistry to draw a circle and erase half

river arch
near wigeon
#

gimp

storm patio
copper gust
#

aesprite

near wigeon
river arch
#

I forgot that I already downloaded a png from internet

storm patio
river arch
#

But if I try to use it, it will just display one sgment

storm patio
near wigeon
#

its sliced?

storm patio
#

set it to sprite mode single

near wigeon
#

unity assuming we always import sprite maps lol

river arch
near wigeon
#

what silly ass change

storm patio
storm patio
balmy kettle
#

pretty sure it does auto slice when it imports as multiple for the first time

near wigeon
storm patio
#

i don't recall it automatically slicing anything, just setting it to multiple (and making it unusable until sliced)

near wigeon
#

ya at least for tilemap it never did for me idk

balmy kettle
storm patio
#

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

river arch
#

How do I make the color of the circle changeable?

balmy kettle
#

make the sprite white instead of black. the color property only tints the sprite

real river
#

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

near wigeon
wraith pasture
#

When I click on getting started it says page not found

#

Where is the correct page?

spare galleon
#

does the lateupdate() run in the prelateupdate or the postlateupdate loop ?

spare galleon
near wigeon
spare galleon
#

i dont see the lateupdate loop when i print out all the playerloop

#

i only see the pre and post lateupdate

near wigeon
spare galleon
#

PlayerLoopSystem

wraith pasture
#

ohh

Note: The Unity Editor for Embedded Linux is available under separate terms. For licensing and download information, contact your Account Manager or the Unity Sales team.

near wigeon
spare galleon
#

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

near wigeon
#

no idea what you're talking about sorry

spare galleon
#

alr fr

near wigeon
#

you kinda just asked without giving any context of what u trying to accomplish

spare galleon
#

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

near wigeon
spare galleon
#

alr bet but i dont have any code to show

near wigeon
#

thats fine..its still a coding topic

river arch
#

How do i know whats's the exact error?

ripe furnace
storm patio
river arch
#

WHere is the modules folder?

#

Is it like in unity's source code?

#

Wait isn't unity propertiary?

storm patio
#

im confused where you're getting that lead

lament adder
#

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?

river arch
river arch
storm patio
#

i'm referring to the details box at the bottom of the console

storm patio
river arch
storm patio
#

there's a window that's actually called Debug

#

names mean things

river arch
#

What I need is help to import the window

storm patio
#

so is there any extra info in the box at the bottom

river arch
storm patio
#

no, at the bottom of the console, like i said

storm patio
#

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?

regal spoke
storm patio
storm patio
#

what OS are you on?

river arch
storm patio
#

ah, that'd do it

#

yeah there's a lot of forums about mp4 having issues on linux

#

something about codec patents

potent fossil
#

yo

river arch
potent fossil
#

guys i am making a multiplayer vr game using a backend so it cant be modded

#

shooter game

regal spoke
potent fossil
#

i verified my org so i can upload my game too applab on the meta store

potent fossil
#

what stuff you guys making with unity?

river arch
storm patio
#

@potent fossil this isn't a space for chitchat, btw

storm patio
storm patio
lament adder
regal spoke
lament adder
#

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 😂

latent meadow
pseudo coyote
#

sadblob Hi

heady gorge
#

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

eager quiver
#

How do I delete something from the default volume profile?

cerulean marsh
#

Can Anyone Help Me I’m New To Unity And I’m Trying To Make a Gtag Fangame

storm patio
#

!ask

vagrant rootBOT
# storm patio !ask

:thinking: Asking Questions

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

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

ashen gull
storm patio
#

!collab

vagrant rootBOT
# storm patio !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**

cursive canopy
#

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

pearl oyster
#

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

latent meadow
#

so perhaps have the paper stack be a single cube that you keep increasing the height of, instead of actual individual papers

#

@cursive canopy

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 ?

brisk anvil
#

in the new input system,
What is the difference between "gamepad" and "joystick"?

#

they both include controller inputs.

storm patio
#

gamepad is for typical known controllers from major vendors
joystick is more abstract and can be used for unknown controllers

latent meadow
storm patio
#

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.

brisk anvil
#

when testing I notice joystick applies to all my gamepads, shouldn't I just always use this?

storm patio
brisk anvil
#

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

storm patio
#

if i understand correctly, anything else will be resolved as a Joystick

brisk anvil
storm patio
cursive canopy
#

Thank you so much @latent meadow @pearl oyster

regal spoke
#

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

ashen timber
#

hello friends 🙂 Not a programming question but can I use DDS images in Unity ? it's 2026, I hope so. 🙏

ashen timber
#

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

storm patio
#

check the import settings to see if there are settings for that

ashen timber
#

didn't see any

#

trying to find docs on the site about dds atm

rigid galleon
#

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.

latent meadow
#

you would have to purchase an enterprise license, IIRC

#

so for indie purposes, no, not really.

rigid galleon
#

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?

latent meadow
#

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

rigid galleon
#

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.

latent meadow
#

then, the original option, if you can afford it

rigid galleon
latent meadow
#

i do not have first hand experience. it would be unwise for me to try to answer

rigid galleon
#

Understood, appreciate all the info you provided regardless!

quartz monolith
#

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

brisk anvil
latent meadow
#

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

vagrant rootBOT
#

:teacher: Unity Learn ↗

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

brisk anvil
latent meadow
#

it was made by vertx

quartz monolith
#

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

latent meadow
#

yw. still make sure you do the Pathways or you will run into a Lot of things that do not make sense

quartz monolith
latent meadow
#

it makes sense to keep them separate, yes

brisk anvil
#

can't believe I missed it, just noticed his @ is what.how

clever kindle
#

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?

balmy kettle
#

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

storm patio
clever kindle
# balmy kettle there is not without some OnValidate shenanigans. but also you should ideally be...

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
storm patio
#

mm no, you would have a slightly different change

balmy kettle
#

the only change on that second line is the type of the instance variable

storm patio
#
-       GameObject bulletInstance = Instantiate(bullet);
+       Rigidbody2D bulletInstance = Instantiate(bullet);
clever kindle
#

ah

#

okay, well... Two things

storm patio
#

you'd also remove the GetComponent

storm patio
clever kindle
#

yeah, that's assumed

storm patio
clever kindle
storm patio
#

stuff in the scene can be Instantiated as well

#

it's effectively a clone

clever kindle
#

Sure, but why would one want that?

storm patio
#

🤷, but it's not really a separate concept. those are separate usages for the same structure

#

you can technically modify/read prefabs too, just that it only "works" in the editor