#💻┃unity-talk

1 messages · Page 110 of 1

clever kindle
#

Hmm.
This is an ideology I'm not used to, but I will do my best to accept

storm patio
#

assets and loaded objects aren't really separate concepts to begin with
unity Objects can be transient or persistent - eg Sprites, you can make these in memory, or you could also save these to assets
that idea is also applied to GameObjects - those in scenes are just created in memory, but prefabs are gameobjects that have been saved to assets

clever kindle
#

I see...

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okay, well one other question, then.

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I seem to be unable to select my prefab now that the type is rigidbody2D

storm patio
storm patio
clever kindle
#

yes

storm patio
#

oh if you're using the selection window, idk how that really works with component types tbh

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the typical workflow i know of/have heard of is drag & drop

clever kindle
#

ah

storm patio
#

ive often found that the selection window is not super ideal for a lot of cases tbh

clever kindle
#

I think I actually tried referencing a component directly and found that the "Asset" tab was empty, which is what led me down the gameobject route...

#

well, thank you both, regardless.

remote summit
#

how can i make a TMP_input field overflow? like i have a big ass tmp imput field with a big text but the text overflows and goes outside the inputfield and cannot be seen ( to the right direction ) i tried following AI steps to make it not overflow and continue in the next line but aint working

storm patio
#

isn't there a button for this on the component

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overflow behavior or wrap behavior

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something like that

remote summit
#

there is both

storm patio
#

oh what

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i thought it'd be one or the other lol

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but yeah you should be able to configure it there

remote summit
#

i suppose it must be here but yea

wraith pasture
#

!paste

vagrant rootBOT
wraith pasture
#

what paste site is good

latent meadow
#

!code

vagrant rootBOT
remote summit
#

i keep changing text warpping to normal

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but it keeps changng back

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like its possessed

wraith pasture
remote summit
#

it striahgt up dont let mem change

storm patio
remote summit
#

im changing it while not running

storm patio
#

ok so that'd be a no

remote summit
#

but whenever i run the app it changes back

#

to preserver whitespace with no wrap

storm patio
#

are there perhaps options on the inputfield that are overriding this?

remote summit
#

idk if there is smth like that but im not touching the imput with any script more than for moving it

storm patio
remote summit
#

also it is a olive color i put it

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but when it moves wiht the script

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it becomes a lighter tone of green

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like more transparent for some reason

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like it moves it has a bit of delay and bum is semi trasnparent nwo

storm patio
#

what are you referring to here exactly?

remote summit
#

like i put on the input field a color

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and after it moves it becomes semi transparent for no apparent reason

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when running the app

remote summit
#

with rect transform

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and then += (0 .800)

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RectTransform rt = TextoAdvertenciaEliminar.GetComponent<RectTransform>();
if (modo)
{
rt.anchoredPosition -= new Vector2(0, 800);

near wigeon
#

which color mode did you put it on , Tint ?

chrome scaffold
#

waht is the best way to load my game. i want to load my game with a loading screen when starting the game and also when going into the game scene BUT idk what the best aproach is. copilot is saying that i shouldn t make a new scene for this but also i want your guys opinion

remote summit
#

idk where can i see whawt color mode but i setted it throught the inspector and asides of that is a normal TMP inputfield like i didnt touch anything else but the colorhere

near wigeon
remote summit
#

to give u more context is a warning sign that says are u sure u wanna eliminate so i have it outside the map and it moves in the center

near wigeon
#

btw no need to GetComponent on RT you can just cast a transform to it
RectTransform rt = (RectTransform)TextoAdvertenciaEliminar or (RectTransform)TextoAdvertenciaEliminar.transform if its gameObject

remote summit
#

here u mean?

near wigeon
#

yea

remote summit
#

alr i ll be back soon tell if worked

near wigeon
#

this is what controls the Image component tint, that should stay white

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not saying thats the exact issue but you have to let the component change the tint not you directly on Image comp

remote summit
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it became worse

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now is almsot fully transparent

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HAHAHHAhA

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before it was some greeny and now is worse

near wigeon
remote summit
#

yes it is

latent meadow
remote summit
#

i use input field as an output

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adn just set interactable to false

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adn the 2 buttons are other assets

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they are just 2 indepent buttons

near wigeon
#

why not just use a regular text ?

remote summit
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i use input bcs it has more options to ocnfigure than normal text

near wigeon
#

why inputfield? you're seeing the disabled color

remote summit
#

oh

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that make sense

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easy solve then HAHHAHA

chrome scaffold
latent meadow
storm patio
#

are you actually using anything on the inputfield?

sacred moon
#

@latent meadow are u a mod?

storm patio
#

no

clever kindle
#

Hmm, I have a conundrum
I want to implement an upgrade system. All upgrades require a name and description.
However, I would in an ideal world, I would like upgrades to have a script for their implementation instead of representing all upgrades with data.

My original idea was to make each upgrade inherit ScriptableObject, but that sounds incorrect.
A workaround I thought of was instead giving the Upgrade ScriptableObject for each upgrade a MonoScript reference to the script they are meant to use, but this would mean each upgrade would still need both a script and Upgrade ScriptableObject in addition to sounding like an even worse idea
If I let the upgrade scripts decide their name and description, they would still require a ScriptableObject instance to represent them, unless I were to reference them via MonoScript...

Is there something I'm overlooking? None of this sounds like a good idea.

latent meadow
clever kindle
#

ah, alright.

latent meadow
#

it is free from Unity

clever kindle
#

is there a particular section that would be relevant to guiding me to a more idiomatic approach or is this a general reccomendation?

latent meadow
#

it is essentially, the different ways things are done, in general. you are asking a question that would benefit from this knowledge. it can frame it so you go 'oh, i see, those three things together and the way i think make the most sense' sort of thing. it is fundamental

#

otherwise, a lot of wasted time 'reinventing the wheel'

clever kindle
#

Okay, thank you. I didn't mean to sound dismissive of your suggestion, this looks very handy for future reference.

latent meadow
#

not at all. yw, good luck

clever kindle
#

Actually, I'm fairly familiar with most of these. Still, having a guide to how one would apply these patterns in unity is handy.

latent meadow
#

indeed. still best to talk to the programmers in the linked room though.they would be the ones who know, regarding your specific question

pastel bough
#

hi guys?

worthy jetty
#

On scale from one to ten, how laughable is my graphic stats for a 3D fps game I'm working on?

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Alright I give a hint. The batch count

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I got a fairly basic level with cubes and planes for walls, ground and ceiling. Now using a Mesh combine tool to put these together, but I feel overwhelmed because I will lose something on those objects. Metal and wood for example have different tags, so when combined they both feel like a generic material. No different bullet hole particles on them

wraith wagon
#

hello guys , am fresher to game programming...

worthy jetty
#

And then I have a part of the map where Navmesh is not utilized

modest meteor
worthy jetty
#

I see. Its for webgl intended

gray frigate
worthy jetty
#

I've thought about grouping all the metal and wood ones into separate gameobjects tho

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How it looks

wraith wagon
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not bad bro...🙂

worthy jetty
#

Thanks @wraith wagon

wraith wagon
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@worthy jetty r u new to game programming? how much experience u have..?

modest meteor
worthy jetty
worthy jetty
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My programming is 🆗 but I cant do multiplayer stuff

storm patio
#

this is not really what this server is for

modest meteor
storm patio
#

please do not solicit DMs, and this isn't a social space

wraith wagon
#

sorry

worthy jetty
#

I'm not sure. This probably get too technical for #💻┃unity-talk , sorry.
But I also want to mention Motion Vectors on each cube are set to Per Object Motion.

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For Dynamic Occlusion you see

modest meteor
worthy jetty
#

I have 5 different textures, shared across the level.

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simple 1024px tex

wraith wagon
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can u show?

modest meteor
worthy jetty
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is just normal right

worthy jetty
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But together, all their faces take too much

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I have no super high poly guns and props. In fact, my player gets spawned when scene starts.

modest meteor
worthy jetty
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I have just grouped most corridors into a separate gameobject and then baked Occlusion without assigning any new Occlusion Area or Occlussion Portal component.
This is in-game now

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Is the tris and verts still important?

modest meteor
worthy jetty
latent meadow
#

a quad is triangulated by the renderer. one side of a cube is 2 triangles

worthy jetty
#

Prob have to disable props per section to see which causes that

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Sorry my ball knowledge only goes as far as Quad in 3D object

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And I never use that

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The reason I don't use Plane for walls is because the shadow won't be rendered properly (its empty at the other side)

latent meadow
#

as far as your hideous triangle count, i am going to assume that is not a Unity Terrain, but a mesh you brought in as land. regardless, that would count as triangles too.

modest meteor
worthy jetty
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I have no terrain at all. I use plane and cubes for all surface, including two ramps

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lol

latent meadow
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what is that?

worthy jetty
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"wow nice terrain bro"

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thats literally the skybox with a mountain layer edited onto it

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Ok but at least we made some good progress, guys. I had 1000 batches in the beginning of this chat and now I have 500-ish

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I'll look more into it tomorrow, since you guys seem afk. Thank you

latent meadow
lilac night
#

hi all, i'm having trouble with my tracks, as the sleepers are not evenly spaced out, how should i fix this? i am still relatively new to unity

fierce axle
#

Is there anyone here who has a lot of experience with platformers (either development or simply playing them) that could give me some insight/opinions?

potent geyser
#

?ban 1363653921066848390 bot

novel scarabBOT
#

dynoSuccess nicoletayle9 was banned.

fierce axle
violet thunder
fierce axle
acoustic pollen
#

Hello there, since i’m on linux? I was wondering about is vulkan is better graphics api for unityhub than using openGL?

fierce axle
#

In situation A, if I come from the top (I land on the ledge), my collider whill bounce backwards and fall. In situation B, I am jumping up on to the ledge but don't quite clear it - causing me to slide and then fall.

acoustic pollen
#

thank you sir

latent meadow
fierce axle
#

I plan on having ledge grabbing, so that might cover situation B - but I was just curious what people thought would be a good solution or have good game feel in general.

acoustic pollen
#

Okay

fierce axle
#

For clarification, I'm not looking for implementation help, just opinions.

latent meadow
#

well, that may be your answer right there.. play it and see what feels right

fierce axle
#

I'm more or less asking what do you, as the player, expect to happen in both of those situations? Just gathering opinions, that's all.

inland river
# fierce axle I'm more or less asking what do you, as the player, expect to happen in both of ...

your cases have a lot of variations how exactly the capsule hits the edge and there is probably a threshold where one outcome switches for the other (falling vs grabbing). if you arent making a high-end ARPG the natual behaviour of a capsule hitting that edge might even be sufficient. in any case "grab" is basically a "break fluidity of motion and (optionally) force another player input to climb". in that sense its a recovery or "slow down" event. --> playtest will tell.

tranquil crane
#

how bad is the people asking how to make a gtag fangame issue over here

copper gust
#

fairly

tranquil crane
#

and how many actually are competent devs lol

potent geyser
#

Zero

tranquil crane
#

lol

copper gust
#

competent devs wouldn't be asking those questions 😛

potent geyser
#

It's about 100% requests and no actual action or progress .

tranquil crane
#

has there been a single project from them that has looked even remotely good lol

potent geyser
#

There as never been a single project to showcase

blazing vale
#

not sure why they archived the entire lighting channel... but in a new unity 6 project any reason why adjusting the shadow split isn't working in scene view at all? (yes I have the correct URP setting selected and even in rendering debug mode the setting have no effect)

tranquil crane
#

and they were almost all single player lol

blazing vale
#

ugh really they changed it to a "post a thread" mode? thats where conversations go to die.... i much preferred the stream of consciousness of the older help channels.

copper gust
#

theres a gen thread

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which might help

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but yeah

blazing vale
#

the only thread i see there is VFX

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errr channel

copper gust
blazing vale
#

oh uh... hmmm okay

novel venture
#

guys im tryng to create a weapons system but i ahve a little problem

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i have the gun prefab that has this gameobj called attackPoint, and i have this scripteble obj where it needs to get the transform of this obj when it's on runtime to the player class, but i ahve to use find

#

there is a better method to do that?

undone monolith
#

Why is my GroundCheck LayerMask not working even though my Plane clearly has the Ground Layer?

{
    Vector3 spherePosition = transform.position + Vector3.down * (characterController.height / 2);

    isGrounded = Physics.CheckSphere(
        spherePosition,
        groundCheckRadius,
        groundLayer
    );

    Debug.DrawLine(
        spherePosition,
        spherePosition + Vector3.down * groundCheckRadius,
        isGrounded ? Color.green : Color.red
    );
}```
inland river
# novel venture there is a better method to do that?

reference the scriptable object and attack-transform from a Weapon monobehaviour. then setup Weapon in Start/Awake to do what that particular weapon as defined by the SO should do. including passing the attack-transform to the methods that need it.

tulip warren
#

!learn

vagrant rootBOT
fierce axle
undone monolith
fierce axle
#

its related to what i asked

#

about how a capsule hemisphere should respond to edges/ledges

dusk lichen
#

how do you make both sides of a cube show?
like, say you've removed a face of a cube because you want to hollow it out, if i flip normals then the inside of the faces show, but the outside now doesnt render

plain dagger
#

e.g. blenders solidify operation

dusk lichen
#

tyvm, worked

inland river
dusk lichen
#

how do i make the mesh collider double sided too?

#
Your script will need to make a mesh collider with an interior. Or you can enable ‘Queries Hit Backfaces’ in the Physics settings and then when the player attempts to move your movement script can do a CapsuleCast or a rigidbody SweepTest to detect if there’s anything ahead and stop the player.
#

😐 box collider it is

slow dirge
#

Where did you get that "make a mesh collider with an interior".
Mind to explain the actual issue + some context?

plain dagger
#

That only works well if your mesh is "solid" with faces both sides and its static

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the llm response is dumb

dusk lichen
slow dirge
dusk lichen
#

unity forums..?

slow dirge
#

Can you provide a link then? This is no where enough context to answer your question.

dusk lichen
#

i have this object, i have taken the face off the front of it to make it a "shelf", but because of the mesh collider the player can clip through it if they walk into it

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so i was wondering if there was a way to also make the mesh collider double faced

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but googling, there isn't

slow dirge
# dusk lichen

That's better.
"make a collider with an interior" in this case means just that. Either add primitive colliders inside the sliced one to describe whatever shapes there are or use a mesh collider with a mesh that models the inside as well.

dusk lichen
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yeah i mean none of this was productive i already got the answer

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nor required any extra context

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thank you anyway

slow dirge
dusk lichen
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yeah but the issue is when i have stuff inside the shelf

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its also going to interact with the collider no?

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like i need a collider only the player cannot phase through

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i guess i can do something with layermasking for that

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or tags

slow dirge
balmy kettle
plain dagger
dusk lichen
#

yeah but im using pro builder

slow dirge
#

Also that👆
Don't add or enable colliders on stuff that doesn't need to collide actively.

dusk lichen
#

blender is too pro for me rn

plain dagger
#

then pro build a better mesh

dusk lichen
#

idek what it even means to build a better mesh ngl

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i just built a cube and removed 1 of the faces

slow dirge
plain dagger
#

Thats the thing, you want to bypass learning how to make a good model

dusk lichen
#

so many assumptions man

plain dagger
#

pro builder is not a good way to get started with this

dusk lichen
#

im just prototyping

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i care more about the code than what anything looks like

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and things actually working

plain dagger
#

im sure you care if shit functions too

slow dirge
#

Then you probably don't need complex collision scenarios either.

dusk lichen
#

yeah but i still want the general thing to actually work

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like it doesnt need to look pretty

plain dagger
#

see

dusk lichen
#

it just needs to work

slow dirge
#

Use a box collider and be done with it.

dusk lichen
#

its just idk box collider in my brain is screaming its hacky

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cuz id need a box collider on every wall

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and ceiling

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for the thing to still be interactable and not like super static

slow dirge
#

No. What I meant is one box collider covering the whole thing.

dusk lichen
#

maybe i should just learn blender

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do blender colliders move over to unity

slow dirge
#

No.

#

Unity uses meshes for complex shape colliders. There's a mesh collider component for that.

dusk lichen
#

maybe i should actually read some docs and watch some videos instead of trying to guess myself

#

ima go do that i guess

stuck flower
sinful summit
#

Not sure where to ask but I wanted to ask about the legitimacy of RealityJam (Specifically their UK Industry Access Program) It is on the unity website ,but I still have many questions about it especially since they request we pay £5000 on a 12 month training program before we get the job

dusk lichen
#

lmao what a backwards process

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usually the job pays for the training

stuck flower
#

Never take a job that asks you to pay money before you earn any

#

In any industry. Ever.

sinful summit
#

yeah thats why I'm super cautious about it, they insist "You would be making money while training working on one of our MMOs" but I see no game that's released (or if it is surely it isnt popular enough to fund the 50 slots)

slow dirge
#

I think it's an educational program that guarantees you job afterwards.

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With that mindset you don't need universities and colleges either.

dusk lichen
#

you actually dont

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if you have discipline

sinful summit
#

thats why im not outright against it but realistically

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im not trying to throw more money at courses

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i already got a degree

slow dirge
dusk lichen
#

no yeah i agree

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if you dont possess self discipline, they are good at forcing it

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you dont "need" it though

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eh im wrong

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some people do tbh

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with the exception of some fields ofc, if ur working in medical, you need it

slow dirge
sinful summit
#

if it were a company i heard of i wouldnt be sceptical

dusk lichen
#

sounds like ur paying to work on their game

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feel like if they were successful they'd just pick people based on interviews and train them up at their own expense

#

sounds like a startup

stuck flower
sinful summit
#

exactly what im thinkin

dusk lichen
#

ok ive learned about mesh colliders

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nobody has mentioned anything at all about making them double sided

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also unity docs says

#
Faces in collision meshes are one-sided. This means objects can pass through them from one direction, but collide with them from the other.
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so id have to make some weird collider that goes inside on itself or something for it to work

stuck flower
#

Or just use a couple of box colliders

#

Faster, easier, and more consistent

dusk lichen
#

i guess some things in game dev

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are just hacky

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its not uniform like pure programming

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sometimes u gotta do weird hacky stuff to make it work

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like ur code still needs to be somewhat uniform but the scene itself has alot of hacky collider stuff

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well its not even hacky if its the correct way i guess

gray frigate
#

so the resulting physics calculations are both faster and more accurate

pallid forge
#

Is the multiplayer hosting up and running on Rocket yet? I couldn't find anything on their website other than the announcement

left glen
#

hello guys i need help in my simple project for 2d animation and i would like someone to guide me

stuck flower
#

If you have a question you should probably ask it, but I'd recommend doing so on #🏃┃animation

pastel onyx
#

I was kinda curious about something

#

Is there anyway that I can make an animation UNCANNY in unity?

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Let's say I have a zombie walking animation.
But instead I want that animation to be glitchy and messy that looks kinda eerie?

rancid raptor
#

<@&502884371011731486> could you please get @surreal vigil banned? I'm dealing with the perp in another server for sending unsolicited friend requests without any backup activity beforehand

#

And to multiple accounts

sage basin
rancid raptor
#

Got it

ashen timber
#

Hello Uniters how are you?

#

How does Unity handle databases these days? 6.4 version

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I know EFCore SQLite wont be a thing until 6.8 probably/

pastel onyx
ashen timber
#

Same, got excited when I saw UI Toolkit as I struggled with doing it manually for a long time and gave up

stuck flower
#

You still animate them the same way

near wigeon
ashen timber
rancid raptor
ashen timber
#

or whatever the comemrical was for their store advertisements in the 80s

rancid raptor
#

Thanks for the pointers

stuck flower
ashen timber
#

Discord has had a uptick of spammers, scamers and weirdos lately

#

anyway this isnt unity related so moving on

#

Which channel can I ask about databases in for Unity?

pastel onyx
#

I remember one time I accidentally messed up a walking animation

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Because I changed some settings in the animation settings of unity

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I wanna do that again

rancid raptor
ashen timber
hasty tinsel
#

Hey guys, quick question for the UI peeps. I’ve been working on a 'Visual Grid' tool for Unity that works like Photoshop guides (dragging lines from the axis, magnetic snapping to UI elements, and a toggle to switch between fixed pixels and scaling percentages).

​I know Unity has Layout Groups, but this is strictly a visual guide for when you want manual control without the layout group restrictions. Is this something people actually find useful for their workflow, or is the built-in stuff enough? Just wondering if it's worth the effort to polish the last 10% and release it for free or just use myself. Before closing its just a visual guide for UGUI. Thanks!

sacred moon
#

Is using ai as a teacher fine ? Because I can’t find tutorials

#

Why may I ask?

storm patio
storm patio
cyan lion
cyan lion
latent meadow
cyan lion
#

I have used ai a bit and what i feel is the more i use ai i loose control cause i don't actually know what is happening in code

copper gust
safe garden
#

hi guys, I have a cloth mesh, basically a flag banner draped and it should be moving or swaying in the wind, is there any simple cloth dynamic function that can do this, anything on the asset store? doesn't need to be complex, its just some slight movement

latent meadow
#

i use paid assets, like magica cloth, but i think there are cloth physics built in to Unity. perhaps talk to #⚛️┃physics , and just search the asset store/google for github stuff. others may have a direct name

#

@safe garden

gray dirge
safe garden
#

thanks for the recommendation guys

#

trying now

lament adder
#

Hey everyone. I made the models for this and assembled in unity but for some reason the ground is reflecting the sky even though i have a ceiling and the light is very equal across the space and not 'really' being reflected off of anything. Is there a tutorial you can recommend to fix this?

latent meadow
supple bone
#

Hello everyone, I'm Ronald, I am very new to unity, the only thing I can do is move a 3D game object and add Raycast, pls how can I learn more

latent meadow
#

you'd use the learning site

vagrant rootBOT
#

:teacher: Unity Learn ↗

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

latent meadow
#

the Pathways are the best start

supple bone
#

Another thing, does it Include how to move a 3D human figure?

latent meadow
#

there are some animation tutorial sections in Creative Core Pathway, at least. perhaps more. it is a massive site, and often times things are a bit hidden

supple bone
limpid hollow
#

im trying to zip my project's folder to send to my pc i heard i could delete some files so the zip file is smaller

#

idk which files tho

latent meadow
#

delete the Library. it is a cache that will rebuild on next launch. this is generally safe.

limpid hollow
#

tysm

safe garden
#

random q for the chat - I know there's probuilder for primitive creation and blockout, is there anything to do stuff like hanging cables in unity? guessing it would be doing it in a 3D app first, then importing, but always wondered if you can model and add stuff like this in engine

EDIT: just saw this https://assetstore.unity.com/packages/tools/modeling/spline-mesher-pro-338468

Get the Spline Mesher | Pro package from Staggart Creations and speed up your game development process. Find this & other Modeling options on the Unity Asset Store.

storm patio
#

linerenderer and splines do exist, i guess you could use that for blockout?
kinda confused what this is for though. if it's decorative you wouldn't need it in the blockout, if it's functional you'd need more than a blockout

latent meadow
#

there are also several free cable/rope system assets in the store

safe garden
#

its just stuff like placing cylindrical cables in tunnels, I can just do it in Blender but its sometimes nice to add it and place in engine so you can gauge how things are looking quickly

gray dirge
#

I'm sure there are (tools in the store). Catenaries are simple mathematical shapes which can be easily modelled mathematically. If you used a modelling tool, it could be hard to achieve the exact physically correct shape. Tools dedicated for that probably do better job at that

#

Blender actually seems to have support for catenary curves built-in

crude stratus
#

I been away from the unity studio for a long time

sly lake
#

It’s not very performant though so I’d advice baking the mesh

worthy nimbus
#

i plan to get in game development starting from 2027
should i possibly use unity as a broke solo dev with no experience for my project
(i plan to make multiplayer games)

latent meadow
#

sure.

shrewd zenith
#

is brand image a thing for indie games? lets say you think you a game that has a shot at being a top selling game. is the gameplay you show for feedback or just ro create some traction important?

#

will things like this make a difference? also the type of unprofessional comments you make that other people see

potent geyser
#

Of course?

shrewd zenith
#

more on the topic of the quality/look of your game when you show gameplay videos

potent geyser
#

If you're asking if you should show progress videos, people do that all the time.

#

If you're asking if you should show low effort nonsense that will turn people off from your game or offend people, then obviously it makes a big difference. That shouldn't have to be explained.

wary adder
#

I have my project basically for test run, but I wanna know how do I put collide onto my walls and stuff but how do I know that I already have them?

latent meadow
#

... can you try rewording that so it makes sense

#

if you are askihg how to see if you have colliders on your walls, then you should go through the pathways on the learning site

vagrant rootBOT
#

:teacher: Unity Learn ↗

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

worthy depot
#

Anyone having an issue like me the login link won’t work for unity?

vapid moss
#

guys what do i do if i saved my project to onedrive and i reopened it and my stuff i did is gone (its for my college assessment 💔)

storm patio
#

don't save it in onedrive

pearl oyster
#
  1. don't save projects to Onedrive, 2) make sure you have the scene that you worked on actually open, 3) if nothing else, Onedrive has a limited version history you can use to recover old versions of files
vapid moss
storm patio
#

you don't need onedrive

#

you can use proper vcs instead (eg git or uvc)

#

onedrive is for sharing files, not for sharing work

vapid moss
gray dirge
vapid moss
storm patio
vapid moss
storm patio
#

good time to learn then

gray dirge
vapid moss
vapid moss
storm patio
#

choose between git and uvc, and then look up tutorials

vapid moss
fair cove
vapid moss
gray dirge
#

Just make sure to make OneDrive not back up your folder anymore when you start using git. It will eventually mess up things badly once your project gets large

vapid moss
storm patio
#

cut onedrive out of the equation

#

it's not going to help

#

just use version control

vapid moss
storm patio
#

version control

#

if you mean where on your pc, wherever where it won't be fucked over by onedrive

viscid raft
# vapid moss so for my last college assessment would i still be ok saving it to onedrive and ...

Have a look at this video, explaining version control with Git, storing the project on GitHub, and combining the two with GitHub desktop: https://www.youtube.com/watch?v=8Dd7KRpKeaE

Beginner-friendly, step-by-step guide to learning Git, GitHub, and GitHub Desktop.

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▶ Play video
vapid moss
storm patio
#

this wouldn't fix your current issues

#

if you can't restore what onedrive nuked then that's just gone (again, nitku told you what to check before) 🤷

#

this is just what to do to avoid the issues that onedrive would have

vapid moss
storm patio
#

you're just going in circles at this point

#

recover what you can and ditch onedrive

vapid moss
storm patio
#

if you're here for help, maybe actually read the things we say.. i've mentioned niktu's response like 3 times already

viscid raft
wary creek
#

alright so i'm back with my inquiry about using the profiler in general, so finally have access to a lower-end machine so it's easier to see what's causing the performance issues

my question now is how do i read this and take action? i can understand if it's a script issue, but it doesn't seem to be a script issue, more of a rendering issue if anything

bleak sable
#

hello does anybody know why this happends?

wary creek
#

(more context here)

bleak sable
fair cove
# wary creek alright so i'm back with my inquiry about using the profiler in general, so fina...

I would suggest looking up a tutorial on how the profiler works, Jason Weimann has a good video about it but theres many others and 2 main ways to read the profiler (as you have shown both with your screenshots) - in terms of "taking action" it depends on what is actually causing the specific problem your looking for, the specific goal your trying to achieve and if you are looking at a "red herring" or a editor overhead, I often google the names that are listed in the hierarchy breakdown so figure out what engine feature is causing that specific call, you can also expand the hierarchy even further and go into "deep profile" if needed or try using the Frame Debugger if its a rendering/draw call problem

wary creek
#

alrighty thanks a lot, i'll start cracking at it

vague cairn
#

im trying to edit the weight of the IK bone to be 0 so it doesnt move but for some reason its still having a weight of 1

#

its extremely weird

rare cliff
#

Friends, my game project currently resides on a Windows PC; however, I also own an iMac. How can I set up a live sync for this same project on macOS? Both systems are running the exact same version of the Unity Editor—2022.362f3—but I would like to be able to work on the project interchangeably across both platforms using these different devices.

#

Windows PC - MacOS ??? 🤔

#

@potent geyser

#

@charred fog

potent geyser
#

Please don't pull people into your question, we're not on call for you.

potent geyser
#

And no, you can't create a live sync. The normal development workflow is to use version control to push/pull changes.

#

To be clear, live syncing as in "real time" you're seeing the changes happening in both. Version control is "live sync" in that you can work between multiple machines as long as you're actively pushing and pulling those changes.

rare cliff
#

However, both platforms share the same version, and since this file is large...

potent geyser
#

Your project isn't a single file, it's a collection of files

rare cliff
potent geyser
#

That's a topic I'm not going to explain in full because it's big. You need to:

  1. Create a repository (I suggest making an account on Gitlab and creating a repo there)
  2. Access that repo through some software (I suggest using Fork)
  3. Pushing your project to that repo via Fork
  4. Cloning that repo on your mac via Fork
  5. When you're working, push your changes via Fork. When you switch to your other machine, pull those changes via Fork and vice versa.

You can find tutorials on this, it's not a Unity specific thing.

One thing you will need to do is include the Unity git ignore file in the root of your project folder before you include your Unity files:
https://github.com/github/gitignore/blob/main/Unity.gitignore

stuck flower
#

Push from one when you're done on it,
Pull from the other when you start on it

rare cliff
#

I've heard that GitHub handles this task.

rare cliff
#

However, my question is: since my projects amount to 30–32 GB, will I need a subscription for them?

#

Gitlab

potent geyser
#

Your project, right now, likely includes your Library folder which accounts for the majority of space taking. The gitignore file makes sure not to include those folders (among others).

#

If your project is STILL excessive, then yes, you'll have to pay money if it exceeds the free repo limit. And if file sizes are large, you will have to look into Git LFS (large file storage). But I would just try making the push first. It will tell you if there's anything too big.

rare cliff
potent geyser
#

That's not what I'm talking about, I'm specifically talking about the Library folder in Unity

sand harbor
#

Does anyone know how how to render a camera space canvas through a RT cam?

latent meadow
#

oh man. the Unity Spring Sale has brought the Store to a crawl

ashen timber
near wigeon
ashen timber
#

not multiplayer but i do need a database because it is a full sim, not 3d like but it will have history, stats, shows, titles, roster, so much

sacred moon
#

How to get servers for free

#

🙂

near wigeon
near wigeon
ashen timber
#

cheated? IT'S A SINGLE PLAYER SIM

#

there is no 'cheating'

#

its a SIM

near wigeon
#

people can still cheat in single player ? they modify the stats

ashen timber
#

like this

#

and?

near wigeon
#

if you don't mind go for it

ashen timber
#

do youk now what a sim is?

#

lol

#

its meant to be modified

#

its a booking sim 😂

latent meadow
#

stop being rude. what is the point when someone is giving you their time

ashen timber
#

fine. sorry but tired of people acting like everything must be on clouds or servers.

#

i asked about a damn database and got a lecture

#

i had one person say 'USE AI TO MAKE YOUR GAME' last night

stuck flower
near wigeon
#

lecture?

stuck flower
#

They're saying "Why bother with databases if you're not using a server"

ashen timber
near wigeon
#

You can just put this in a file like JSON or something then

ashen timber
#

JSON would get too big tbh, it's a lot of data.

near wigeon
#

if you want to use SQLite then go for it

ashen timber
#

I'm not making a game where you pet a donkey or dig holes like indie devs do

stuck flower
#

You can get away with just writing files to disk in whatever format the serializer gives you

#

then you don't need to worry about converting it

ashen timber
#

That wont fly on json

#

imagine trying to scroll all that 🙁

near wigeon
#

not everything needs to be stored in one giant file

stuck flower
ashen timber
#

A lot of wrestling sims use databases or encrypted serialized containers (coughWWE2Kxxcough*)

#

but maybe im thinking about it wrong

near wigeon
#

but if you're fixed on SQLite no one is stopping you. Its fine for local storage databases so at least you don't have to install an entire system on a players PC

ashen timber
#

i dont know what i want i guess :\

#

also sorry @near wigeon not trying to be rude, i just am not into redoing a project 10 times like I tried in 2022.

#

its not personal

#

But yeah even this sim relies on SQLite

#

It's why I brought it up

#

Now If I had $50M and I was 2K, I would hire people who could make a proper storage system

near wigeon
#

many apps use SQLite

ashen timber
#

Yeah

sacred moon
#

I am confused by c# please help

ashen timber
#

If I was doing multiplayer, which there is no point as it's all text. I'd use Firebase or MongoDb or something server sie.

#

I was just curious on proper sqlite setup for Unity as it's not a native plugin or part of engine

near wigeon
ashen timber
#

🤗

near wigeon
sacred moon
storm patio
ashen timber
# near wigeon use a wrapper or make your own app to launch with the game that is a traditional...

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silent mica
ashen timber
sacred moon
near wigeon
hushed marlin
#

how to disable this uglyass directional light thing?

ashen timber
near wigeon
#

EFCore is easiest, but like I said you need to do some double app type of thing which can get annoying.
SQLite-net is also an option

ashen timber
ashen timber
#

So we will have EFCore SQLite by then, might take a year or 2

near wigeon
#

hopefully so, we've been waiting forever on it

inland river
ashen timber
inland river
#

in what way?

#

i mean, does your data need to be relational for any specific reason or would you also be able to work with an object graph?

ashen timber
#

You have a global roster, championships, networks, shows, etc, and you have promotions which then have shows, championships etc which it can use from the global pool. You also have title reigns, history basd on what wrestler id etc

#

Yes it does need to be relational

#

its a wrestling sim and the goal is to have a lot of data on it

#

thats whati m getting at

inland river
#

so you need stuff like query optimization?

#

and your database is too large to keep in memory?

ashen timber
#

here's an example from a wrestling sim i found on Steam

inland river
#

thats all fine, but this is just one projection of the data, it doesn't need to be relational, it just happens to be

ashen timber
#

It needs foreign keys

inland river
#

tbh this looks more like a structured document database encoded as tables

ashen timber
#

That's like saying a car engine doesnt attach to the rest of the frame

#

I don't know anymore :\

inland river
#

a foreign key is just a pointer to another object

ashen timber
#

maybe il wont make anything

#

1 min, i got a better example

#

maybe im wrong i dunno

#

The funny part about my life is, no matter what I want to do, I'm told "don't bother"

#

I ask "Why?" then I get "because what you want to do , exists"

#

if no one made their own versions of 'existing' stuff, it would be boring

balmy kettle
#

crashing out because someone is trying to help you figure out the best way to approach what you are doing is definitely a good indicator that you'll finish this project 👍

ashen timber
#

nah I'm not crashing out, I just am tired of the same song and dance ever since i was a kid

#

I mean yeah we have 50 wrestling sims, but we also have 100 hero shooters/battle royale games and people flock to them like crackfiends xD

#

but yeah i guess maybe i can start with a smaller database or data set in binary format instead

#

I don't even know how far I can go with my skills tbh

#

I love all innovation and people's take on things, that's always a great thing. I just don't know what to 'make' for a game as everything exists.

#

I always wanted to do a wrestling sim since 2007 but I was too stupid for 23 of those years and never got to it.

#

You're all great people so don't worry ❤️

ashen timber
#

Gonna poke around and come up with something, it doesn't need to be AAA quality, just for fun.

sage owl
#

Hello can someone help me? I want to buy an asset for an organization i just created but when going to the checkout, the organization changes automatically. I already tried changing it where the guide says, but it doesnt work

wraith pasture
latent meadow
#

when these sales go on, the store gets bombarded. odd things do happen. just talking as a customer myself. i am actually waiting a couple hours to buy anything since the site was so slow

small yacht
#

This is why I hate unity but love it at the same time

plain dagger
untold breach
#

How do I start learning whatever is necessary to make this effect in unity?
This is from a Geometry Dash level
Is it shaders? Splitting each pixel into the three colors?

latent meadow
storm patio
#

it could be shaders, mapping the brightness onto the brightness of each cell, maybe. i'm not a shader guy though so idk

#

just, definitely not splitting pixels.

mellow wagon
#

!ide

vagrant rootBOT
clever kindle
#

Performance wise, how bad is GetComponentsInChildren/GetComponentInChildren/GetComponentsInParent (et. al)? Do they have a near-constant or linear time complexity?

Since GameObjects need to be deleted or instantiated fairly regularly (compared to individual components, anyway), there would be times in which the previous array from these methods would be either full of nulls or not contain all components. Now, I could write a system to only call this method whenever necessary, but I'm unsure if this is even something that would be necessary under any "regular" engine use.

#

Especially if the engine caches the result or keeps archetype hashsets internally

latent meadow
gray frigate
#

Explain how you're going to be using those methods!

#

(in either of those channels)

brave ridge
clever kindle
#

Yeah that's true. I mean, Array pushback is a bitch, but what can ya do

proper cairn
#

These methods are slow and also allocate memory, they are ok to use in smaller hierarchies occasionally, just don't call them every frame

brave ridge
brave ridge
#

Calling it once a frame isnt gonna do anything noticeable to your performance, if it were done hundreds of times, maybe.
The major thing is its just poor design

#

But yea if you need more specific discussion, we can continue in a code channel

hardy spruce
#

Does anyone know the newest version of xr hand control (action based) in the 6.4 unity I’m watching tutorial from 2022 and don’t know the equivalent? And I’ve done like 4 hours of research

brisk anvil
#

oh god I fell for it

That insane URP water asset for 2$ really winked at me,
That was the opener which cracked the Dam, my wallet is now praying

worldly cave
#

this is almost certainly not the channel or even server for this kind of thing

#

i also realize i might just be talking to a bot

worldly cave
#

well then, this isnt the channel for self promo, this is a help channel

storm shuttle
#

Where should I put this?

worldly cave
storm shuttle
#

ok, sorry. Just trying to network

worldly cave
#

you kinda picked a bad server for that lol

#

this place is explicitly not a social space

#

more so an elaborate help forum

storm shuttle
#

it's a unity server

worldly cave
#

with no general chat or off topic

storm shuttle
#

I am onboarding to unity based studios that said I should promote to unity devs

worldly cave
#

so yeah I reiterate... you picked a bad server lol

stuck flower
storm shuttle
#

do you know of a server that would be good for this?

tall hearth
#

why does unity not like me using float2x4 ~_~ tried using it for something and it cause a huge memory leak (or least what i assume is a memory leak)

storm shuttle
#

google pointed me here

gray dirge
storm shuttle
plain dagger
#

e.g. fat ass collection still in use

tall hearth
# gray dirge I don't think that alone could cause any leaks (unless you did something very wr...

profile dont work cause it freezes unity in it's entirety but fairly certain as all i added between it working and not was the existence of the Scale, and Offset loops are pretty small 1,400 total CreateConnection calls

for (int y = 0; y < VerticalConnectorCount; y++)
{
  for (int x = HorizontalRailCount; x > 0 ; x++)
  {
    CreateConnection(x, y, z, Scale.c3.x, Scale.c3.y, Offset.c3.x, Offset.c3.y);
  }
}
private void CreateConnection(int x, int y, int z, float HorizontalScale, float VerticalScale, float HorizontalOffest, float VerticalOffest)
{
    int3 ConnectionPoint = new int3(y, x, z);
    var Connection = Instantiate(Connector, TerminalContainer.transform);
    Connection.transform.localPosition = new Vector2(x * HorizontalScale + HorizontalOffset, y * VerticalScale + VerticalOffset);
    Terminals.Add(ConnectionPoint, Connection);
}
plain dagger
#

line 3

#

wtf

gray dirge
#

definitely something wrong in there

tall hearth
#

uh yes? never used the float2x4 before

gray dirge
#

...that's for loop

tall hearth
#

oh

#

nvm

#

crap my bad i'm blind 😭

plain dagger
#

haha glad you got it

tall hearth
#

makes sense why it would eat so much ram now ~_~

#

i am curious what it was doing with my drive though (was using 100 MB/s)

tall hearth
#

ahh maybe i think i have 16GB commited through the ssd (that or 48GB not sure how to read it)

plain dagger
#

Yea windows may have started using the page file more to make space

#

I presume the loop kept going till x underflowed

tall hearth
#

ignore the 2133MT/s im too scared to mess with bios again

plain dagger
#

If this is a desktop do you have xmp/expo enabled?

worldly cave
#

that 2133 does not look like it has xmp enabled lol

tall hearth
worldly cave
#

litterally even how did you manage that lol

plain dagger
#

if you have an AMD ryzen it helps a lot

worldly cave
#

you will at some point have to update your bios as well... which is far scarier than something like enabling faster ram speeds

#

so you might as well bite the bullet* now and get over the fear lol

plain dagger
#

I have 6000 with mine

tall hearth
# worldly cave litterally even how did you manage that lol

i enabled rebar and DOCP and it would boot loop after loading windows, so i removed the cmos battery and that did nothing so i took apart the pc and rebuilt it turned it on while the battery was still out and it'd boot but the cpu was at a fixed 3.8 GHz and it bitched so i tried putting the cmos battery back in and it stopped booting again so i bought a new one and then it ran fine.

#

in that process i broke the sli connector on my gpu from throwing it

worldly cave
#

how many sticks is that

#

i got 2x16gb

tall hearth
plain dagger
worldly cave
#

ddr5?

#

i got lucky and bought mine right before that price hike

plain dagger
#

yep. purchased well before the current crap

worldly cave
#

close call lol i just wish my old ass mobo supported ddr5

plain dagger
tall hearth
tall hearth
plain dagger
#

Hopefully your mobo manual states more

tall hearth
#

sounds like too much work, but setting the memory clock speed in bios seems to have made it work

plain dagger
#

if you just changed that and only that with overclocking settings its probably unstable

#

anyway interwebs has plenty of info on this

tall hearth
feral marsh
#

@tall hearth

dusk lichen
#

if i 9 slice a square sprite

#

then resize it to a rectangle

#

will the sides be longer than the top and bottom still?

#

assuming its a border sprite

storm patio
#

maybe draw some lines yo clarify what part you're referring to

mellow hound
#

I have a general question about creating mobile games in unity - specifically level design. My levels are simple and small and the player interacts physically with the faces in the map. What is best practice for leveldesign in this case? SHould i create individual modular peices that snap together like legos (in something like probuilder) or can i build out an entire level in something like blender or nomad sculpt and export it as a single .fbx? Are there performance tradeoffs in meshing/colliding an entire level as one peice?

tall hearth
mellow hound
#

interesting ok that makes sense. is there a best practice when it comes to creating modular level objects or is it really just about making the vertex's pixel perfect? I know probuilder has things like weld, merge, bridge etc but im new to Probuilder

tall hearth
#

no idea, only full game i've made was 2d and didn't have a "world" to it. The other was something with random mesh generation so i haven't really handled modeling a world

mellow hound
#

ok np ty!

pliant nacelle
#

Hi

#

Let's have a conversation.

storm patio
pliant nacelle
#

Yes!!

#

All right

granite lava
#

Can't colliders detect collision when Kinematic?

balmy kettle
#

colliders don't even collide when their associated rigidbody is kinematic because kinematic bodies are not affected by physics

granite lava
#

You're the second person to tell me something like that and I can't help but think that certainly was not the case before
Did Kinematic colliders use to collide at some point in the past? Is my mind playing tricks on me?

#

Hmm, maybe I'm misremembering transform.Translate with Dynamic bodies?

#

Hmm, yeah that could be the case then

#

Well, thanks anyways

balmy kettle
#

if you're using 2d then there's the useFullKinematicContacts property which I believe will allow collision messages to be produced (they still won't collide), i don't think there's an equivalent for 3d

vivid cedar
granite lava
#

I see, thanks for the info guys

storm patio
plush horizon
#

Hey everyone! 👋
I’m trying to better understand how developers work on their projects.

I have a few short questions and would really appreciate your input:

– What usually takes you the most time when working on a project?
– What’s the most frustrating part of your workflow?
– Which tools do you use the most?

Thanks a lot 🙏

storm patio
#

procrastination, procrastination, and git, probably

#

analysis paralysis is also a strong contender for the first 2

rough field
plush horizon
rough field
plush horizon
rough field
# plush horizon When things start getting messy, what usually causes that? And how much time do...

Unforseen scale and complexity requirements, for example if you start working on a new system, you plan for what you need now and design the whole architecture based on that, but if in the future you start adding more and more to said system based on other unplanned needs, it will reach a point of scale the original architecture was not designed to handle, so it requires refactoring which can take a few days even weeks depending on system complexity.

plush horizon
hushed hamlet
plush horizon
hushed hamlet
#

I like people and I'm good at it. Just if I had a choice...

rough field
plush horizon
#

Thanks, that’s really helpful 🙏

In your experience, what usually makes it hard to predict how a system will evolve or scale over time?

And can you think of a recent situation where you ran into that?

rough field
plush horizon
#

That’s really interesting 👀

Just one last question from my side:
What usually triggers those refactors for you?
And roughly how much time do they end up taking?

#

Thanks a lot for all your answers, I really appreciate it 🙏
If I can ever help you with something as well, feel free to reach out!

rough field
grizzled shell
#

I'm currently using Unity 2022.3 and was wondering if there’s any way to connect MCP with Codex or Claude in this setup.

latent meadow
#

check for assets on the store that enable it. IDK if any are 2022. actually, IDK what MCP is either, but that would be the place to find it. or google for possible github projects

grizzled shell
latent meadow
#

pretty sure i just literally said IDK what MCP is.

#

IDK = i don't know

wary adder
#

need help when i make a world i cant upload it to vrchat please help

latent meadow
#

there is no vrchat support here. you'd need to ask their server

sly lake
torn flume
#

Chat, I’m currently learning Development on Roblox but recently been considering moving to Unity or fullstack webdev due to the absolute lack of care and lack of good updates, they now require you to be 18 AND have an active Roblox Plus subscription just to publish your game which completely throws away all teenagers that find Roblox development as a source of output and as a hobby like myself, the fact that they give you a free database, multiplayer, character models (avatars), chat service, servers, all of that for free is really nice but I don’t want to be supporting a company that is actively digging its own grave, if you have any thoughts or opinions to help me decide what path to follow then PLEASE reply.

abstract umbra
#

Download server doesnt count

torn flume
brave ridge
torn flume
#

It’s security so somebody can’t make an alt then publish a (I can’t say what the name of the game is but it’s a NSFW game used by nvm I won’t say)

torn flume
brave ridge
#

If you are legally barred from roblox due to age restrictions, talk to your parents or trusted adults about working with them to do it. Tbh id assume youll find the same restrictions on any site. Steam requires your identity too

latent meadow
#

basically, all of that is included in Unity too. there are over 10000 free assets on the store. up to a certain amount, chat server, etc, is free through #1390346533127458889 (unity gaming services). they do not have a 'free server' for actual multiplayer.

#

oh. i think you need to be 18 too. NM

torn flume
#

Aw

proper cairn
torn flume
#

Shucks

brave ridge
torn flume
#

Anyway. Thanks for your help guys

brave ridge
# torn flume Yeah I understand

realistically look into just getting someone older who can help you. Idk many places where people publish games but even steam requires a $100 usd deposit (which you get back if the game makes decent money)

abstract umbra
proper cairn
#

dislike unity but keep using it
That's a valid opinion to have tbh if you consider that this doesn't mean there is a better alternative just lying around

torn flume
#

Have a great day everyone (OR NIGHT)

arctic portal
#

i got this tunnel model that will be instantiated over and over for an infinite road. whats the best way to go on about the lighting? there will be moving cars so i will need shadows and i would like to save performance where i can too

slow dirge
rose junco
#

Hey guys, I'm trying to learn Unity, but is it friendly for low-end devices?

#

Because my six-year-old laptop is very weak now, with just an R5 3500U and 8 gigs of RAM.

slow dirge
rose junco
#

I use an igpu called "vega 8"

abstract umbra
slow dirge
#

You're probably not gonna have great time with an igpu.

arctic portal
rose junco
slow dirge
rose junco
#

Ok, thanks

slow dirge
hidden panther
#

hey I have a really hard time recreating the post processing I used on global volume after switching to URP, does someone have this struggle? I need advice

abstract umbra
#

Dont you have it already installed? If not just install and see how it works, its free

arctic portal
copper gust
#

why doesn't spot and point help?

arctic portal
slow dirge
arctic portal
slow dirge
#

Depending on what platforms you target and how high fidelity of a project you intend it to be, hdrp might be an option.

arctic portal
slow dirge
copper gust
#

area lights are baked only yeah

slow dirge
#

Ah, actually the docs say that.

arctic portal
#

is it coz my version?

#

oh

slow dirge
#

Well, then you don't have too many options. A lot of overlapping spot/point lights or give up on shadows and just use ambient light.

latent meadow
ancient phoenix
#

i have a question about importing a mp4 into a scene

#

rn i have imported one but its stuck to the camera view is there a way to place the video down somewhere or only play it at a certain point?

pastel onyx
#

Hey guys

#

Good news

#

I finally made my first ever unity engine tutorial video

#

Episode 1 obviously

#

Where do I put the link?

potent geyser
pastel onyx
#

For the people of my country

potent geyser
pastel onyx
#

60% native 40% English

errant trout
#

yeni başladım bende

potent geyser
errant trout
potent geyser
#

Then use a translator

errant trout
potent geyser
#

I wouldn't know, I'm not Turkish

errant trout
#

Can you tell me about the roles I can get here? @potent geyser

potent geyser
tropic oyster
#

what's an efficient data format for a data layer that corresponds to tiledata coordinates?

#

ie
chest at 1,4 has these items
furnace at 4,6 has these items

tropic oyster
# rough field 2D array

negative values pose a problem. and I was more so talking about the underlying data, if the structure is variable

vivid cedar
tropic oyster
vivid cedar
#

Contents would be a class

#

don't confuse the storage format you use for serialization with the runtime type

#

the data type you need there really depends on the domain of possible things you could store there

unkempt anvil
#

also chests content lookup definitely is not a hot loop, don't overthink it

tropic oyster
#

I guess I'm ultimately trying to create a scaleable world data format. I'm thinking there is a dict that maps coords to string (used for metadata lookup). And then coords mapping to the actual data itself

#

so if I had 1,5
there would be a map that says "there is a chest" here and the static data and behavior of chest would be in a lookup. but the dynamic data idk how to format

vivid cedar
#

well the chest would likely just have an ID, and yeah the contents of various inventories could simply be another dictionary of those IDs to "inventories"

tropic oyster
#

I guess I'll probably need a dictionary for every type of state data, to store IDs and stateDataType

vivid cedar
#

what is "state data"? Also maybe we should make a thread

tropic oyster
#

or did you mean thread somewhere else lol

soft brook
#

If anyone is interested in the current offer, they can go ahead and buy it

modest meteor
stuck flower
#

Sales

soft brook
latent meadow
#

that is the sale that is going on. they show you the original price, then the discount that you actually pay

soft brook
#

Still 2.25$

latent meadow
#

for about 9 more minutes i think

soft brook
knotty igloo
#

oh that. thats fun

#

wait wrong game engine

#

till fun to look at

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**

west canopy
#

hello

near wigeon
severe oxide
#

Why can't I load anything on the unity asset store? Logged out it works fine, but once I log in, I can only see main pages and no product pages.

near wigeon
severe oxide
#

Same thing, essentially.

near wigeon
#

they most likely having issues. Try back later

severe oxide
#

Yeah it seems that way. Just wondering if anyone else is having those issues, or if my account is borked.

near wigeon
#

the server is 502 so yes.

severe oxide
#

Phew.. not just me. Hopefully they fix it before some of these sales change their prices. >.<

latent meadow
#

next price change is in about 11 hours. they will most likely have it fixed well before then

near wigeon
severe oxide
#

I'm betting someone broke the code for displaying asset pages to logged in users.

latent meadow
#

usually doesn't. i stopped bothering with the status page. genereally shows only half the things, and usually after they are fixed :/

#

it's working fine here

severe oxide
#

Works fine when you're not logged in.

near wigeon
#

ya could be regional, I still cannot get in

balmy kettle
near wigeon
#

dang..hopefully someone gets alerted of this

severe oxide
#

I bet they have logging set up and are going to be alerted of the increase in server errors.

latent meadow
#

oh, i think it was pulling from cache.. i am logged in, but it is now having issues

#

yep: Error: Server Error
The server encountered a temporary error and could not complete your request.
Please try again in 30 seconds.

near wigeon
#

yea for me even not logged same issue just takes longer but worked

severe oxide
#

Oh, maybe it was just pulling from cache when I wasn't logged in. No clue.

latent meadow
#

man, glad i grabbed obi cloth right before it went south

latent meadow
#

interesting. i just learned that alpha clipping falls under Opaque overdraw cost and not Transparent Overdraw cost.

dim wind
#

Anyone ever had anything like this before?

#

Build + run taking so much longer just to test the multiplayer quite frustrating lol

near wigeon
dim wind
near wigeon
#

there is an initial cost of space / loading the clone but after that you can pretty much instantly test the changes / playmode on two or more clients

gray frigate
#

oh, it's not trying to COMPILE 18 billion shader variants

#

Shader keywords are used to compile different variants of a shader for different situations

#

Unity has to at least consider all of the combinations (even if it doesn't try to compile them all)

#

I am still surprised by how large that number is

soft brook
#

Once you’ve left this site, I’ll have a shop too

storm sierra
#

I am going to compile all my code using the Ill2CPP, is there anything I should know from someone who has done this before?

gray frigate
#

wrong page though, whoops; this is just talking about code stripping in general

#

IL2CPP needs to be aware that a certain type will actually be used, or it may not get compiled

#

so if a type is only ever referenced via reflection (or certain code only runs via reflection), you can have problems

vivid cedar
#

so... yeah a lot of people have done it

modest meteor
vivid cedar
#

OK I'm aexaggerating. Il2CPP became an optiobn for desktop platforms in 2018 and became the default in 2021

balmy kettle
#

mono is still the default, at least for desktop projects, il2cpp has to be explicitly enabled

vivid cedar
#

Are you sure about that? Pretty sure it's the other way around for almost 5 years now

sand harbor
#

Does anyone know how why my NavMesh Surface doesnt turn blue when i bake it?

balmy kettle
sly lake
vivid cedar
# sand harbor

it's not detecting whatever surface you're trying to bake. Are you sure you want to be using Render Meshes instead of Physics Colliders for example? You need to check all the settings and the layers

sly lake
#

Has to be installed separately

sand harbor
balmy kettle
#

also yeah, il2cpp isn't installed by default either

near wigeon
storm sierra
sand harbor
vivid cedar
gray frigate
#

it requires separate build support

balmy kettle
vivid cedar
#

Am I getting confused by Android projects or something?

sand harbor
near wigeon
#

iirc its default only for IOS / Android too ?

balmy kettle
near wigeon
vivid cedar
gray frigate
#

no, that is not

balmy kettle
#

nope, that's the one specific for il2cpp. the mono one is default

gray frigate
vivid cedar
#

I see. ok guess I was wrong

balmy kettle
#

i thought mono was an option for android

vivid cedar
#

I still think Il2CPP is pushed/recommended by Unity for most projects, as long as you don't have some hard requirement on Reflection.emit or something

gray frigate
#

i tried it once on my macbook and it exploded in extremely confusing ways

#

i should try again

sand harbor
balmy kettle
near wigeon
#

it has very important tools like grid snap etc

sand harbor
#

I hated not being able to see the camera object

#

Uhh it's blue now, but i dont really understand then why it keeps saying this

"SetDestination" can only be called on an active agent that has been placed on a NavMesh.
UnityEngine.AI.NavMeshAgent:SetDestination (UnityEngine.Vector3)
EnemyAI:Update () (at Assets/Scripts/EnemyAI.cs:41)

near wigeon
vivid cedar
#

I think most new phones are not on armv7

sand harbor
#

I dont even know why he falls through the floor

vivid cedar
#

The green capsule as you can see is still firmly above the floor

#

And that's the part that matters for the physics

near wigeon
#

also you should really not mix rigidbody and navmesh agent unless you lock constraints / kinematic

sand harbor
sand harbor
near wigeon
#

there are cases where its ok, like you can keep a kinematic one and if you need some sort of knockback with physics you'd make it dynamic for a second while navagent is disabled and then reenable again

sand harbor
#

Huh, okay, Imma get rid of it

scenic skiff
#

okay so, quick question. a unity modder I know has argued in favor of using NaN as a blend shape value in a model to "hide" body parts instead of storing them away inside the model itself

#

am I mad for thinking that's a horrible idea?

sand harbor
#

Wait why is he in the ground now???

near wigeon
#

see the bottom of the cylinder

#

you should fix up the offsets, also put your pivotmode thing to Pivot not Center

brisk anvil
#

can anyone try accessing the asset store?

#

The website won't load for me

near wigeon
#

still down

brisk anvil
#

worked fine just 2 hours ago

brisk anvil
sand harbor
#

Ohhh okay, thank you!

near wigeon
sand harbor
#

I did itt

severe oxide
# near wigeon

Slower than usual? I can't even load the purchase pages. 😅

arctic portal
#

what is semaphore.waitforsignal? how can i fix it?

latent meadow
#

good to know the status page says everything is great. i was starting to get worried :/

soft brook
#

Try diffrent browser, but too slow

latent meadow
#

it's literally the website. no amount of browser swapping will change it

tall hearth
latent meadow
arctic portal
#

okay thanks

tall hearth
latent meadow
# soft brook

not that i want to entertain this much more, but go to a page you have not visited before on the site. be logged in

near wigeon
# soft brook

the issue is narrowed down to being logged in, on the left you're not logged in

rustic adder
#

What's the deal with the asset store? I understand the spring sale is going on but damn... I haven't been able to get to the asset pages all morning. I had the same issues yesterday too.

brisk totem
# near wigeon

really, Im legit doing my uni work fucking useless engine

#

ue better then this

near wigeon
brisk totem
abstract umbra
#

@nav You clearly haven't tried to download any of your asseets through the Package Manager today, because it's also hosed.

brisk totem
#

no matter the time. its always slow and crap

near wigeon
#

so go to UE if you think that store is much better, clown

brisk totem
violet thunder
near wigeon
near wigeon
latent meadow
near wigeon
#

I rarely use assetstore assets anyway, so it don't affect me at all

abstract umbra
#

Sure, but you can't blame somebody for being frustrated when it doesn't, especially on time-dependent tasks. Just over here gate-keeping annoynance and shit, lol.

near wigeon
storm patio
#

well, this is an official space that kinda has semi-professional expectations