#💻┃unity-talk
1 messages · Page 110 of 1
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
I see...
okay, well one other question, then.
I seem to be unable to select my prefab now that the type is rigidbody2D
restrictions of prefabs are just restrictions of assets as a whole
does the prefab have a rigidbody2d in the root object?
yes
oh if you're using the selection window, idk how that really works with component types tbh
the typical workflow i know of/have heard of is drag & drop
ah
ive often found that the selection window is not super ideal for a lot of cases tbh
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.
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
isn't there a button for this on the component
overflow behavior or wrap behavior
something like that
there is both
oh what
i thought it'd be one or the other lol
but yeah you should be able to configure it there
!paste
There's no command called
paste.
what paste site is good
!code
📃 Large Code Blocks
Use links to services like:
https://paste.mod.gg/, https://hastebin.skyra.pw/, https://paste.ofcode.org/, https://paste.myst.rs/
📃 Inline Code
Surround code with three backquotes. Not quotation marks.
To format as C#, add cs to the first line:
```cs
// Your code here
```
Add a comment with a line number if there is an error message.
i keep changing text warpping to normal
but it keeps changng back
like its possessed
Thanks
the options are explained here
https://docs.unity3d.com/Packages/com.unity.textmeshpro@3.2/manual/TMPObjectUIText.html#wrapping-and-overflow
it striahgt up dont let mem change
are you changing it in playmode
im changing it while not running
ok so that'd be a no
are there perhaps options on the inputfield that are overriding this?
idk if there is smth like that but im not touching the imput with any script more than for moving it
also it is a olive color i put it
but when it moves wiht the script
it becomes a lighter tone of green
like more transparent for some reason
like it moves it has a bit of delay and bum is semi trasnparent nwo
what are you referring to here exactly?
like i put on the input field a color
and after it moves it becomes semi transparent for no apparent reason
when running the app
how it moves ?
with rect transform
and then += (0 .800)
RectTransform rt = TextoAdvertenciaEliminar.GetComponent<RectTransform>();
if (modo)
{
rt.anchoredPosition -= new Vector2(0, 800);
which color mode did you put it on , Tint ?
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
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
you shouldnt be changing the color here but on the inputfield component one
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
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
yea
alr i ll be back soon tell if worked
this is what controls the Image component tint, that should stay white
not saying thats the exact issue but you have to let the component change the tint not you directly on Image comp
it became worse
now is almsot fully transparent
HAHAHHAhA
before it was some greeny and now is worse
this is an Inputfield text ? 🤔
yes it is
Unity has a Splash screen that you can control. this is what shows first (or not at all if set not to in 6+.) you can make this your 'loading screen' for the game. as far as loading screens for levels, probably just check the Unity Asset Store for free or paid assets to do so easily.
i use input field as an output
adn just set interactable to false
adn the 2 buttons are other assets
they are just 2 indepent buttons
why not just use a regular text ?
i use input bcs it has more options to ocnfigure than normal text
why inputfield? you're seeing the disabled color
no the what is shown it self i have. the issue for me is the architecture. should we have a seperate scene or maybe just put it into the scene that we are on when making a change
that is a design choice, in the end. i couldn't tell you.
there is a learning site, and also, be aware of this:
https://unity.com/resources
i don't see how any of the extra options would be useful if you aren't using it for input
are you actually using anything on the inputfield?
@latent meadow are u a mod?
no
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.
you might want to talk to #1390346827005431951 . the main thread is a 'live room'
ah, alright.
also, check this out
https://unity.com/resources/level-up-your-code-with-game-programming-patterns
it is free from Unity
is there a particular section that would be relevant to guiding me to a more idiomatic approach or is this a general reccomendation?
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'
Okay, thank you. I didn't mean to sound dismissive of your suggestion, this looks very handy for future reference.
not at all. yw, good luck
Actually, I'm fairly familiar with most of these. Still, having a guide to how one would apply these patterns in unity is handy.
indeed. still best to talk to the programmers in the linked room though.they would be the ones who know, regarding your specific question
hi guys?
On scale from one to ten, how laughable is my graphic stats for a 3D fps game I'm working on?
Alright I give a hint. The batch count
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
hello guys , am fresher to game programming...
And then I have a part of the map where Navmesh is not utilized
this is your stats on a basic level with some cubes and planes? yeah that's bad
I see. Its for webgl intended
If your bullet decal system depends on GameObject tags, then you indeed cannot combine different types of surfaces together
I've thought about grouping all the metal and wood ones into separate gameobjects tho
How it looks
not bad bro...🙂
Thanks @wraith wagon
@worthy jetty r u new to game programming? how much experience u have..?
how do you have 1k batches here?
A few years but I'm not very good at level design.
All cubes
My programming is 🆗 but I cant do multiplayer stuff
this is not really what this server is for
why arent they getting batched together?
please do not solicit DMs, and this isn't a social space
sorry
I marked all of it as Static.
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.
For Dynamic Occlusion you see
do you have a unique texture on each cube?
also if they're static you can just bake occlusion
can u show?
then all your cubes should only be 5 batches, not 1k
is just normal right
Yes I use 3D Object > Cube
But together, all their faces take too much
I have no super high poly guns and props. In fact, my player gets spawned when scene starts.
are you assigning materials to the cubes via script?
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
Is the tris and verts still important?
also where are all the tris coming from? if you only have cubes
That is a good question.
a quad is triangulated by the renderer. one side of a cube is 2 triangles
Prob have to disable props per section to see which causes that
Sorry my ball knowledge only goes as far as Quad in 3D object
And I never use that
The reason I don't use Plane for walls is because the shadow won't be rendered properly (its empty at the other side)
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.
i thought that was the skybox texture, not a terrain
I have no terrain at all. I use plane and cubes for all surface, including two ramps
lol
what is that?
"wow nice terrain bro"
thats literally the skybox with a mountain layer edited onto it
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
I'll look more into it tomorrow, since you guys seem afk. Thank you
Ah. i was not paying attention to their ranting noise since they got here, so did not catch that. just looked up and made a guess based on the numbers. thanks
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
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?
?ban 1363653921066848390 bot
nicoletayle9 was banned.
Thank you ❤️
Do you have a concrete question that people can answer? Or just asking for general advice, because that's really vague
Little bit of column A, little bit of column B. https://cdn.discordapp.com/attachments/1394446232851583159/1492967445907112187/image.png?ex=69dd41c9&is=69dbf049&hm=04ccb2a5e8e4ecb5ab831a207ff042209ed38ac7a1d99d9f2c1804c0d68d44bf&
I'm working on a character controller for a platformer, just wanted some insight on how to handle the capsule collider's hemisphere when it comes to ledge contact.
Hello there, since i’m on linux? I was wondering about is vulkan is better graphics api for unityhub than using openGL?
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.
in my opinion, yes.
also, for future reference, there is a #🐧┃linux room
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.
Okay
For clarification, I'm not looking for implementation help, just opinions.
well, that may be your answer right there.. play it and see what feels right
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.
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.
how bad is the people asking how to make a gtag fangame issue over here
fairly
and how many actually are competent devs lol
Zero
lol
competent devs wouldn't be asking those questions 😛
It's about 100% requests and no actual action or progress .
has there been a single project from them that has looked even remotely good lol
There as never been a single project to showcase
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)
#1390346776804069396 it got consolidated in here
As a person who used to like gtag and has played a bunch of gtag fan games, there has been like 4 actually good ones and all of those were made by actual game devs and they were all in studios lol (there is over a thousand on the meta store btw, its absurd)
and they were almost all single player lol
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.
oh uh... hmmm okay
guys im tryng to create a weapons system but i ahve a little problem
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?
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
);
}```
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.
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
Semi related to this but I was just testing in mario sunshine, oh my god the ledge snap is crazy
I thought off topics are not allowed in this server
its related to what i asked
about how a capsule hemisphere should respond to edges/ledges
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
enable drawing both sides on your material or correct the mode to be "solid"
e.g. blenders solidify operation
tyvm, worked
goes to tell that planning/expectations often turn out different in playtesting
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
This sound like a poorly prompted Ai answer..?
Where did you get that "make a mesh collider with an interior".
Mind to explain the actual issue + some context?
That only works well if your mesh is "solid" with faces both sides and its static
the llm response is dumb
what lol
Where is that quote from then?
unity forums..?
Can you provide a link then? This is no where enough context to answer your question.
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
so i was wondering if there was a way to also make the mesh collider double faced
but googling, there isn't
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.
yeah i mean none of this was productive i already got the answer
nor required any extra context
thank you anyway
You can just use a box collider fit to the shape here.
yeah but the issue is when i have stuff inside the shelf
its also going to interact with the collider no?
like i need a collider only the player cannot phase through
i guess i can do something with layermasking for that
or tags
Not necessarily. You can use different layers+ layermasks to configure what collides with what.
will that stuff be affected by physics? if no, then there will be no "interaction" at all
stop using double sided rendering, have a solid mesh and use a mesh collider with static
yeah but im using pro builder
Also that👆
Don't add or enable colliders on stuff that doesn't need to collide actively.
blender is too pro for me rn
then pro build a better mesh
idek what it even means to build a better mesh ngl
i just built a cube and removed 1 of the faces
Better mesh means a mesh with actual volume. So, on example of your shelf, every side of it should have front and back faces.
Thats the thing, you want to bypass learning how to make a good model
so many assumptions man
pro builder is not a good way to get started with this
im just prototyping
i care more about the code than what anything looks like
and things actually working
im sure you care if shit functions too
Then you probably don't need complex collision scenarios either.
yeah but i still want the general thing to actually work
like it doesnt need to look pretty
see
it just needs to work
Use a box collider and be done with it.
its just idk box collider in my brain is screaming its hacky
cuz id need a box collider on every wall
and ceiling
for the thing to still be interactable and not like super static
No. What I meant is one box collider covering the whole thing.
No.
Unity uses meshes for complex shape colliders. There's a mesh collider component for that.
maybe i should actually read some docs and watch some videos instead of trying to guess myself
ima go do that i guess
The actual shapes of most video game colliders would shock you
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
Never take a job that asks you to pay money before you earn any
In any industry. Ever.
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)
I think it's an educational program that guarantees you job afterwards.
With that mindset you don't need universities and colleges either.
thats why im not outright against it but realistically
im not trying to throw more money at courses
i already got a degree
That's debatable. Point is, they exist as a valid pathway for many people.
no yeah i agree
if you dont possess self discipline, they are good at forcing it
you dont "need" it though
eh im wrong
some people do tbh
with the exception of some fields ofc, if ur working in medical, you need it
That does sound fishy to be honest.
if it were a company i heard of i wouldnt be sceptical
sounds like ur paying to work on their game
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
Unless their MMO is named Final Fantasy, World of Warcraft, or RuneScape they ain't making any of the money back
exactly what im thinkin
ok ive learned about mesh colliders
nobody has mentioned anything at all about making them double sided
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.
so id have to make some weird collider that goes inside on itself or something for it to work
i guess some things in game dev
are just hacky
its not uniform like pure programming
sometimes u gotta do weird hacky stuff to make it work
like ur code still needs to be somewhat uniform but the scene itself has alot of hacky collider stuff
well its not even hacky if its the correct way i guess
Primitive colliders are much easier to reason about than a mesh collider
so the resulting physics calculations are both faster and more accurate
Is the multiplayer hosting up and running on Rocket yet? I couldn't find anything on their website other than the announcement
hello guys i need help in my simple project for 2d animation and i would like someone to guide me
If you have a question you should probably ask it, but I'd recommend doing so on #🏃┃animation
I was kinda curious about something
Is there anyway that I can make an animation UNCANNY in unity?
Let's say I have a zombie walking animation.
But instead I want that animation to be glitchy and messy that looks kinda eerie?
<@&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
DM @karmic maple with some evidence and it'll be considered
Got it
Hello Uniters how are you?
How does Unity handle databases these days? 6.4 version
I know EFCore SQLite wont be a thing until 6.8 probably/
Pretty good so far
Same, got excited when I saw UI Toolkit as I struggled with doing it manually for a long time and gave up
Yes by making animations that look like that
You still animate them the same way
its fine, depends what your goal is
Make them do the pathmark can can dance
In the absence of a picture of the request due to having dismissed it, I have sent a chat log where both myself and another person were talking about having it happen
or whatever the comemrical was for their store advertisements in the 80s
Thanks for the pointers
This isn't mod mail and that's still not evidence
Was he doing something bad? Like bad bad? I can post the NCMEC report link if needed
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?
That's one way
I remember one time I accidentally messed up a walking animation
Because I changed some settings in the animation settings of unity
I wanna do that again
No worries, I'm moving on for now (but will follow up if it happens again)
Which channel is best for me to ask about Databases in Unity dev? #1390346827005431951 ?
Yes.
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!
if you need to go to the BS machine, are you really suited to teach that thing lol
what are you trying to find tutorials for?
Whats the point of a teacher when students can just use ai?
Also why are you appointed as a teacher if you don't already know what you are going to teach?
the Unity ai thread is here. aside from that, really, no one wants to have this conversation for the 3 millionth time
https://discord.com/channels/489222168727519232/1352599815770341479
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
i dont think thats what they meant
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
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
If it doesn't need to respond to any physics and you just want to have a visual waving effect, then you could use a vertex shader based distortion which is usually really cheap solution. If it needs to have proper collisions, then some cloth physics component is needed
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?
perhaps talk to #1391720450752516147
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
you'd use the learning site
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
the Pathways are the best start
Ok thanks you
Another thing, does it Include how to move a 3D human figure?
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
No problem, I will check it out, thanks
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
delete the Library. it is a cache that will rebuild on next launch. this is generally safe.
tysm
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
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
there are also several free cable/rope system assets in the store
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
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
I been away from the unity studio for a long time
There’s an official spline system in the package manager
It’s not very performant though so I’d advice baking the mesh
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)
sure.
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
Of course?
big or small difference?
more on the topic of the quality/look of your game when you show gameplay videos
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.
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?
... 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
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
Anyone having an issue like me the login link won’t work for unity?
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 💔)
don't save it in onedrive
- 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
i kinda need onedrive so i can work at home and college 💔
you don't need onedrive
you can use proper vcs instead (eg git or uvc)
onedrive is for sharing files, not for sharing work
if i reopen my project at home will my work be there 🥀
Use proper version control and it will. OneDrive is horribly slow and buggy for unity project kind of deep file structures
r u saying i need to restart 💔
if you set up vcs properly, yes
i didnt select version control bc idk how to do it 💔
if you lost all your work, probably. check for file history like nitku mentioned
good time to learn then
No, I'm saying to use version control. If OneDrive already broke your project, it will depend what you can recover
it js didnt save what i did in my canvas
how do i use version control then
choose between git and uvc, and then look up tutorials
i guess i’ll choose git since i already have github
Have you seen this guide?
https://unity.huh.how/info/git - otherwise, any tutorial on YouTube should work just as well
Source control is necessary to avoid data loss, and provides powerful tools like project history.
i have not seen that guide, thank u
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
so for my last college assessment would i still be ok saving it to onedrive and using version control? (my last assessment doesnt start until january next year)
so where would i save my next project
version control
if you mean where on your pc, wherever where it won't be fucked over by onedrive
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.
💻 LEARN TO CODE 💻
MY COURSE:
🟢 Responsive Design for Beginners -- Learn how to build a website from scratch -- https://coder-coder.com/responsive
RECOMMENDED RESOURCES:
Tools and resources I use myself and highly recommend, with exclusive discounts (...
watched like a 2 min tutorial on how to do it but my progress didnt restore 🥀
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
do u think its best if i just restart my project 😭
how do i recover it tho 😭
if you're here for help, maybe actually read the things we say.. i've mentioned niktu's response like 3 times already
Yeah well I guess it was already answered, but this is prevention for future mishaps. It won't solve your issue as it is currently.
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
hello does anybody know why this happends?
(more context here)
nvm fixed it
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
alrighty thanks a lot, i'll start cracking at it
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
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
Please don't pull people into your question, we're not on call for you.
ok, sorry
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.
However, both platforms share the same version, and since this file is large...
Your project isn't a single file, it's a collection of files
But how do I do it, and where can it be done?
That's a topic I'm not going to explain in full because it's big. You need to:
- Create a repository (I suggest making an account on Gitlab and creating a repo there)
- Access that repo through some software (I suggest using Fork)
- Pushing your project to that repo via Fork
- Cloning that repo on your mac via Fork
- 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
Push from one when you're done on it,
Pull from the other when you start on it
I've heard that GitHub handles this task.
ok, but
However, my question is: since my projects amount to 30–32 GB, will I need a subscription for them?
Gitlab
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.
Yes, I am aware that every library has its own specific build process.
That's not what I'm talking about, I'm specifically talking about the Library folder in Unity
ok i'll try
Does anyone know how how to render a camera space canvas through a RT cam?
oh man. the Unity Spring Sale has brought the Store to a crawl
To store data for a wrestling game
are you looking to use a server because otherwise no point of using a database.
if its on server, you can just use asp.net / core to make the EFCore app and communicate the API. This is usually how things are handled
it is a local game
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
You don't really need an entire database system for that. Also keep in mind anything stored local can be modified / cheated. if you're okay with that go right ahead.
you can still use a seperate app to handle the database / efcore if thats what you're comfortable with and launch it with the game or use SDKs that are compatible with Unitys old 4.x .NET or 2.x Standard
Get a provider that offers free tiers
people can still cheat in single player ? they modify the stats
if you don't mind go for it
stop being rude. what is the point when someone is giving you their time
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
Nobody is saying that you need a server? Quite the opposite in fact
lecture?
They're saying "Why bother with databases if you're not using a server"
Because SQLite isn't a server.
You can just put this in a file like JSON or something then
JSON would get too big tbh, it's a lot of data.
if you want to use SQLite then go for it
I'm not making a game where you pet a donkey or dig holes like indie devs do
Again, why use a database if it's not for a server? The thing that databases do effectively is querying over a network, file IO is much faster
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
And what happens when the data gets too big? I'm expecting 50,000 rows minimum
That wont fly on json
imagine trying to scroll all that 🙁
not everything needs to be stored in one giant file
That's like, what, 10 megabytes? That's not really that big
A lot of wrestling sims use databases or encrypted serialized containers (coughWWE2Kxxcough*)
but maybe im thinking about it wrong
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
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
many apps use SQLite
Yeah
I am confused by c# please help
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
you need to ask a question for someone to help
🤗
use a wrapper or make your own app to launch with the game that is a traditional efcore app
Yes, what are the sources to learn it
there are resources pinned in #💻┃code-beginner
https://www.youtube.com/watch?v=A5GICs6yTxM How is this?
Tired of using PlayerPrefs in Unity? 😤 Learn how to build a real save system with SQLite in this beginner-friendly tutorial!
In this step-by-step guide, you’ll learn how to:
✅ Set up SQLite in Unity
✅ Create a GameData model for saving points
✅ Load and save data using a local .db file
✅ Replace PlayerPrefs with a...
This stuff is pretty easy to swap out later on. I would start by loading a single file in memory and changing it if need be.
That is a fair point as well.
Thank you so much!
eh not going to watch an entire video lol
its up to you to determine that, if it does what you want go for it.
( personally not a fan of using raw SQL is cumbersome so I prefer using a wrapper)
how to disable this uglyass directional light thing?
yeah i hate raw sql,t his is 2026 not 1993
certainly someone made some type of .net wrapper / easy to use SDK that interacts with it for unity compatible versions
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
oh yeah, for sure, it's 2026, orm's arent new
I hear Unity 7 or 6.8 will have .NET Core support finally
So we will have EFCore SQLite by then, might take a year or 2
hopefully so, we've been waiting forever on it
did you specify above why you need a RDBMS besides filesize?
Table relationships are very important imn this regard
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?
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
so you need stuff like query optimization?
and your database is too large to keep in memory?
thats all fine, but this is just one projection of the data, it doesn't need to be relational, it just happens to be
tbh this looks more like a structured document database encoded as tables
That's like saying a car engine doesnt attach to the rest of the frame
I don't know anymore :\
a foreign key is just a pointer to another object
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
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 👍
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 ❤️
Gonna poke around and come up with something, it doesn't need to be AAA quality, just for fun.
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
idk but it seems kike the site is kind of unstable/slow right now
this is not something anyone here would be able to help with, at all.. Perhaps try again later, or contact Unity Support directly.
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
This is why I hate unity but love it at the same time
First is just android things. You have to read the whole error to find the gradle build error
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?
talk to #✨┃vfx-and-particles
i don't think this is actually splitting pixels. if it were, the source pixels for eg the left circle there would be cyan on the very left edge and then yellow and the center would be white with random specks of cyan and magenta and red
this just looks like pixel art with elongated and pre-colored pixels
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.
!ide
If your IDE is not autocompleting code or underlining errors, please configure it.
Select one:
•
Visual Studio (Installed via Unity Hub)
•
Visual Studio (Installed manually)
•
VS Code
•
JetBrains Rider
• :question: Other/None
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
You shouldn't really need to use either tbh. You can always design around not needing it where you manually add or remove from the list
Yeah that's true. I mean, Array pushback is a bitch, but what can ya do
These methods are slow and also allocate memory, they are ok to use in smaller hierarchies occasionally, just don't call them every frame
I dont know what you mean by pushback, that doesnt seem like an actual term. Regardless its just simpler to add objects through a central component instead of allowing anything to add objects, then always trying to scan if new objects were added
gotcha
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
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
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
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
definitely not a bot
well then, this isnt the channel for self promo, this is a help channel
Where should I put this?
i guess #1179447338188673034 ?
ok, sorry. Just trying to network
you kinda picked a bad server for that lol
this place is explicitly not a social space
more so an elaborate help forum
it's a unity server
with no general chat or off topic
and no self promo outside of #1179447338188673034 or #1180170818983051344
I am onboarding to unity based studios that said I should promote to unity devs
in fact i dont think you can promote anything in #1179447338188673034 that isnt free
so yeah I reiterate... you picked a bad server lol
Maybe #1080140002849214464 ? But it's not really on the asset store
do you know of a server that would be good for this?
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)
google pointed me here
I don't think that alone could cause any leaks (unless you did something very wrong with it). Are you sure it's that and not something else? The memory profiler can probably reveal the leak to you. You could also have some code that just continuously allocates more and more memory, it may not necessarily be a leak
I'll just try somewhere else, I'm trying to share something I created while helping a unity dev and he said I need to share and network because there is nothing like it
Its a managed struct so you cant "leak" memory really. you probably just allocated a shit ton of stuff and it cant be collected yet
e.g. fat ass collection still in use
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);
}
definitely something wrong in there
uh yes? never used the float2x4 before
...that's for loop
haha glad you got it
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)
virtual memory?
ahh maybe i think i have 16GB commited through the ssd (that or 48GB not sure how to read it)
Yea windows may have started using the page file more to make space
I presume the loop kept going till x underflowed
ignore the 2133MT/s im too scared to mess with bios again
If this is a desktop do you have xmp/expo enabled?
that 2133 does not look like it has xmp enabled lol
no it's whatever the default bios is cause last time i fucked around in there it forced me to throw away my cmos battery and buy a new one
litterally even how did you manage that lol
that doesnt sound right but you want it on to get better speeds for your RAM
if you have an AMD ryzen it helps a lot
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
I have 6000 with mine
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
i was gonna flex my 3200 😔
how many sticks is that
i got 2x16gb
i mean mine's meant to be 3200 but it dont wanna be 3200 (prolly cause xmp or whatever aint on)
I wanted something good to last me since before I had 8gb ddr3 😐
yep. purchased well before the current crap
close call lol i just wish my old ass mobo supported ddr5
Its possible enabling the profiles caused instability hence the boot looping
I dont think ddr4 goes to 6000 mt/s
Is the DOCP the same as the xmp?
well for amd its EXPO but they all do the sameish thing, enable pre set profiles to run the ram faster. Sounds like DOCP is an asus specific thing 🤔
Hopefully your mobo manual states more
sounds like too much work, but setting the memory clock speed in bios seems to have made it work
if you just changed that and only that with overclocking settings its probably unstable
anyway interwebs has plenty of info on this
never heard the internet be called this in my life, but the speed doesnt really affect me much so if it does end up crashing i'll just revert it back
@tall hearth
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
9-slicing means the corners don't stretch, the sides stretch in one direction, the center stretches in both directions
i'm not sure what exactly you're asking
maybe draw some lines yo clarify what part you're referring to
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?
having it be one mesh means things like LODS cannot be used as it's just that one mesh the whole thing is rendered even if it's far off screen
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
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
ok np ty!
this isn't a social server, this is for unity specifically
Can't colliders detect collision when Kinematic?
colliders don't even collide when their associated rigidbody is kinematic because kinematic bodies are not affected by physics
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
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
The table on this page has been unchanged for quite a long time.
I see, thanks for the info guys
this causes rb desyncs, so you wouldn't use this
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 🙏
procrastination, procrastination, and git, probably
analysis paralysis is also a strong contender for the first 2
- Content
- Oddly enough I don't have any, my workflow is constantly evolving with every challenge
- Depends in what context, cuz technically unity itself is a tool, visual studio is a tool, and those are always open when I am working
Thanks for your answer, I appreciate it! 🙏
Interesting 👀
When you say content, do you mean things like assets, levels, or something else?
Also, when you’re working on a bigger project, is there ever a moment where things get messy or hard to manage?
For content all of the above.
For the big projects it can if you let it too, I try to think ahead and avoid possible technical debt and whenever things start to feel messy I take a step back and fix the issue before it becomes a serious problem.
When things start getting messy, what usually causes that?
And how much time do you think you spend fixing those issues?
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.
That makes a lot of sense 👀
When that happens, what do you usually do to fix it?
And how painful is that process for you in terms of time or effort?
For me,
#1 most time is usually close off. Getting final approvals negotiating final decisions.
Most frustrating, uhm maybe needing to balance work with BD.
Finally what tools I use the most. Git. Engines. 3d modeling software. Music software. 2D and vector art software. But visual studio is what I use the most, as I use it for many languages and projects. And blender.
That’s interesting 👀
When you say final approvals and decisions, what usually makes that process slow or difficult?
And how does switching between work and BD affect your productivity?
For final approvals, they always want an extra inch, but the cost comes from somewhere.
For BD, I'm not sure if affects my productivity per say, other than taking up time. I just dont like doing it
I like people and I'm good at it. Just if I had a choice...
Just rethink the architecture based on the current scale and what you can predict for the future.
As for pain it really depends on how you designed the system originally, that's why you have to always make systems modular and easily expandable, so during a refactoring you can just move the existing logic around with as little modifications as possible.
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?
You simply just can't account for everything, you can't know what needs your system will have 1 year from now.
Yeah, my unity package, I had to go through 2 refactorings with it.
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!
It's mostly a feeling, when your code starts becoming more convoluted as you add things and notice ways stuff can be handled better.
The first refactoring took 1 month, mostly because I also swapped to a new API along with redoing the whole architecture, the second refactor was mostly just architecture and it only took 1 week.
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.
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
Thanks! I’m currently using a third-party plugin from GitHub for this. Do you happen to have any recommendations or know of any MCP plugins that work well?
need help when i make a world i cant upload it to vrchat please help
there is no vrchat support here. you'd need to ask their server
UnityMCP is the popular one but honestly it's slower than just doing the damn thing yourself lol
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.
Do you also have to pay for roblox subscription if your game doesnt require a server?
Download server doesnt count
No so basically what the subscription is, is it’s a monthly fee that gives you benefits like free private servers within other games, you also get other stuff but it’s just to publish the game to accessible on the Roblox platform that requires ID and the subscription
Youre asking a unity server. Your suggestions here are gonna be from people who primarily used unity
Its up to you if you want to abandon roblox studio. The most we can really say is that unity will be harder as most of the premade roblox functionalities dont exist in unity by default.
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)
Yeah so I’m wondering how much harder is Unity if yk what I mean like I just want to if it’s worth
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
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
Aw
True, I should have specified better
Shucks
Theres no quantifier to give you here. Its harder because you need to build systems yourself for the most part. It depends on your goals too
You arent replicating a server client system in unity easily.
Anyway. Thanks for your help guys
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)
Yeah, well, all engines have their pros and cons, but asking in the discord of one of them, its probably expected that we wont send you elsewhere because "we sit here, dislike unity but keep using it 😄 "
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
Yeah ay I didn’t think about that, obviously asking on directions whether or not to move to Unity isn’t going to get the answer that’s in my best interest, anyway, I appreciate the help
Have a great day everyone (OR NIGHT)
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
There's no best way. Just do it the most dumb way, then test and profile. If there's a performance issue, analyze the bottlenecks, come up with a solution, rinse and repeat.
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.
It depends on what project you plan on working on. The most important part that you didn't mention is what gpu you have.
I use an igpu called "vega 8"
https://docs.unity3d.com/6000.4/Documentation/Manual/system-requirements.html
You can check minimum requirements
You're probably not gonna have great time with an igpu.
i was going to bake the emmision material and use realtime lights for shadows. but baking takes 22 business days on my laptop 😭 which realtime lights should i use?
But... that doesn't mean I can't make a game... right?
Probably. Check that it complies the min requirements shared earlier.
Ok, thanks
Baking is only gonna work with static objects. If you're gonna instantiate your tunnels at runtime in different positions, there's not much point
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
Dont you have it already installed? If not just install and see how it works, its free
oh i see. which lights should i use though? directional doesnt help, neither does spot or point
why doesn't spot and point help?
it wouldnt be a smooth singular light right? it would be patchy since i'll have to use more than one
Well, that's exactly what street/tunnel lights look like.
true true but in my case i have straight light right? i'll experiment with them but if i wnt a smoother look how can i achievee it?
Ah, I see. Area lights then.
Depending on what platforms you target and how high fidelity of a project you intend it to be, hdrp might be an option.
isnt it baked only?
I don't think so..? Where does it say that?
area lights are baked only yeah
Ah, actually the docs say that.
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.
aww okay thanks
realistically, you should look to godot engine, or a dedicated lightweight 2D engine
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?
Hey guys
Good news
I finally made my first ever unity engine tutorial video
Episode 1 obviously
Where do I put the link?
i solved it nvm haha
#1179447338188673034 , though I don't think we need yet another series of how to use Unity.
I am actually making it in my native language
For the people of my country
Gotcha, well then feel free to share it in #1179447338188673034
60% native 40% English
yeni başladım bende
This is an English only server, thanks.
ı dont know how to speak english
Then use a translator
I found this place by searching on Discord. Is there a Turkish community for Unity?
I wouldn't know, I'm not Turkish
ı understand thank you
Can you tell me about the roles I can get here? @potent geyser
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
2D array
negative values pose a problem. and I was more so talking about the underlying data, if the structure is variable
Dictionary<Vector2Int, TileContents>
That makes sense. For Contents though, if it is tile level data, should it be json? binary? a data type that has every possible field?
json and binary are storage formats
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
also chests content lookup definitely is not a hot loop, don't overthink it
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
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"
I guess I'll probably need a dictionary for every type of state data, to store IDs and stateDataType
what is "state data"? Also maybe we should make a thread
or did you mean thread somewhere else lol
If anyone is interested in the current offer, they can go ahead and buy it
that's 45 dollars, how did you pay just 2?
Sales
There is come flash sales
that is the sale that is going on. they show you the original price, then the discount that you actually pay
Still 2.25$
for about 9 more minutes i think
yeah thats ture
!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**
hello
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.
have you tried deleting browser cache ?
I've tried different browsers.
Same thing, essentially.
they most likely having issues. Try back later
Yeah it seems that way. Just wondering if anyone else is having those issues, or if my account is borked.
Phew.. not just me. Hopefully they fix it before some of these sales change their prices. >.<
next price change is in about 11 hours. they will most likely have it fixed well before then
strange that nothing showing on https://status.unity.com
Unity Services's status page provides information on the current status and incident history of Unity Services.
I'm betting someone broke the code for displaying asset pages to logged in users.
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
Works fine when you're not logged in.
ya could be regional, I still cannot get in
it won't show up on the status page until unity is actually aware of the issue and working on investigating it
dang..hopefully someone gets alerted of this
I bet they have logging set up and are going to be alerted of the increase in server errors.
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.
yea for me even not logged same issue just takes longer but worked
Oh, maybe it was just pulling from cache when I wasn't logged in. No clue.
man, glad i grabbed obi cloth right before it went south
interesting. i just learned that alpha clipping falls under Opaque overdraw cost and not Transparent Overdraw cost.
Anyone ever had anything like this before?
Build + run taking so much longer just to test the multiplayer quite frustrating lol
1 first time builds always take longer..
2. now days noone makes a build just to test multiplayer..
you either use ParrelSync or unitys built in MultiplayerPlayMode package
its compiling and prepping the exaxt same amount of variants and takes the same time no matter what build # it is, also are those able to run with Photon? i thought i needed to build run everytime to test
ParrelSync does support it afaik
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
oh dear
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
Once you’ve left this site, I’ll have a shop too
I am going to compile all my code using the Ill2CPP, is there anything I should know from someone who has done this before?
https://docs.unity3d.com/Manual/managed-code-stripping.html
this is the big thing that jumps to mind
wrong page though, whoops; this is just talking about code stripping in general
https://docs.unity3d.com/Manual/scripting-backends-il2cpp.html
you'll want to read through the Limitations page
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
Il2CPP is the default in most unity projects
so... yeah a lot of people have done it
i thought mono was the default
you have to install il2cpp separately
Not for like 10+ years
OK I'm aexaggerating. Il2CPP became an optiobn for desktop platforms in 2018 and became the default in 2021
mono is still the default, at least for desktop projects, il2cpp has to be explicitly enabled
Are you sure about that? Pretty sure it's the other way around for almost 5 years now
do you have gizmos on?
i've made projects in versions as recent as 6.4's beta and they defaulted to mono
It’s not even included by default
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
Has to be installed separately
How do i turn them on?
also yeah, il2cpp isn't installed by default either
Thank you for the links, I am reading through them now
I am not sure, I never did nothing with AI
How do you install it then?
it requires separate build support
it's a module
Am I getting confused by Android projects or something?
Where?
iirc its default only for IOS / Android too ?
yeah, android has it by default
go to the 3 dots you probably have to enable the bar (overlay menu)
isn't that the main windows build support module?
no, that is not
nope, that's the one specific for il2cpp. the mono one is default
Android demands AOT compilation, iirc
I see. ok guess I was wrong
i thought mono was an option for android
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
i tried it once on my macbook and it exploded in extremely confusing ways
i should try again
Oh wow, lots of stuff
https://docs.unity3d.com/6000.3/Documentation/Manual/scripting-backends-intro.html
yeah, i knew i wasn't crazy
dang you been working without that on?
it has very important tools like grid snap etc
Yeahh, didnt know that existedd
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)
Armv7 is super old isn't it?
without seeing the setup we can only guess..
the agent is probably not close enough to the navmesh or its disabled somehow
I think most new phones are not on armv7
Does this help a little?
I dont even know why he falls through the floor
Your animation
The green capsule as you can see is still firmly above the floor
And that's the part that matters for the physics
also you should really not mix rigidbody and navmesh agent unless you lock constraints / kinematic
Ohhh, okay, yeah, fixed that, but now what?
So it would be better without rigidbody?
they both fighting control over transform
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
Huh, okay, Imma get rid of it
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?
Wait why is he in the ground now???
thats where your navmesh agents "feet" are
see the bottom of the cylinder
you should fix up the offsets, also put your pivotmode thing to Pivot not Center
still down
worked fine just 2 hours ago
Oh didn't know it was down
Ohhh okay, thank you!
I did itt
Slower than usual? I can't even load the purchase pages. 😅
what is semaphore.waitforsignal? how can i fix it?
good to know the status page says everything is great. i was starting to get worried :/
Yeah mee to
Try diffrent browser, but too slow
it's literally the website. no amount of browser swapping will change it
Care to take a bet?
googling "semaphore.waitforsignal" and reading the unity discussions forum (the first page to show up) seems to suggest it's waiting for a thread from your gpu. so something to do with that
if you have vsync enabled, turn it off and test again
okay thanks
i'd be concerned if their monitor had a refresh rate of 3.57 Hz (1000/ 279.66)
indeed
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
the issue is narrowed down to being logged in, on the left you're not logged in
lets try
Mmh true
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.
really, Im legit doing my uni work fucking useless engine
ue better then this
how does the engine have anything to do with a website for assets ?
stupid comparison
the store has always been crap
@nav You clearly haven't tried to download any of your asseets through the Package Manager today, because it's also hosed.
no matter the time. its always slow and crap
so go to UE if you think that store is much better, clown
Lmao cannot can i ? Im forced to use this ahh engine
Tell your professor that unity servers had problems instead of bitching here
but none wants to hear your whine about it , especially based on asset site
it works 99.7% of the time 🤷♂️
well, crap. that is significantly more annoying than the store being down
I rarely use assetstore assets anyway, so it don't affect me at all
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.
blaming the entire engine based on simple assets site being down is a+ clown behavior , bitching about it here wont do anything
well, this is an official space that kinda has semi-professional expectations
Eh. Fair enough.