#💻┃unity-talk
1 messages · Page 112 of 1
slower as in performance?
i do not recall a significant performance hit with a very small camera/low res
You could definitely have some shader that checks some masked area of the screen against the light/shadow map or something else and outputs a signal easy to interpret on the cpu. It's just that in the end it does involve shaders.
if the shadows are stationary, you could even just use trigger boxes
Yep. That's probably the first approach to consider.
yea either well placed or compute some grid of data to mark shadows
indeed
does anyone know why the child (white square) needs an offset of -0.08 (check transform) to be perfectly sligned with the parent? (box with an arrow)?
Can anyone help me? My reflection probes aren't working
i don't know, but my first thought is Pixel Perfect Camera not present? beyond that, probably ask #🖼️┃2d-tools
talk to #1391720450752516147
whats the Pixel Perfect Camera?
also is there no way to select 2 objects and center them
you should probably google.
i do not work in 2D, and pixel perfect probably only applies to Game Mode, so best to talk to the linked 2d room
Hii, Can anybody tell why does windows it blocking some features of unity editor?
I an using unity (6000.3.11 f1) LTS
Have you tried the "learn more" button?
yeah, it redirect to this page: https://support.microsoft.com/en-us/windows/smart-app-control-has-blocked-part-of-this-app-0729fff1-48bf-4b25-aa97-632fe55ccca2
You need to check the path of that suspicious dll
guys i need someone to help
like there's an issue that i cant seem top fix no matter what
in the scene view when i want to hover around in 3d mode to edit my map and that im stuck in like a 2d scene for some reason i tried every fix there is im still stuck in a 2d viewing scene
anyone know stuff about ps2 style games? I’m making a horrorcore underground type game I know basics but ykkk
@lavish wraith sorry for the @ but i kinda need to fix this issue to continue working on my univeristy project
it was working fine before but now in scenes im stuck in a 2d view for some reason ( i tried rmb / wasd , PadNum5 , locking with F then hovering , checking for 2d settings) but none worked
it was working fine before now for some reason its stuck like this
i tried to close the project without saving hoping that it would reset without saving the change that might have caused this but it still didnt work
or anyone that can help
pls
ive been stuck on this issue for the past 2 hours
wait nvm i think i found a fix
no it didnt work fkkk
nvm it worked
omg i panicked for a sec there
Don't ping random people, please
yeah my bad
i was wondering on another thing if u can smh help
im building a map
and i have road prefabs
but using ctrl d and ctrl mouse to place them takes way too much
Please write a single full sentence. You're acting incredibly rushed
is there like a faster way to do it?
Just ask your question here or in the proper channel, explain the issue, and there will be people at some point that can help you
alright
Since I dont think others mentioned it, you could also raycast from the point to near light sources. This uses colliders, not actual render geometry, but thats often good enough.
What do you need it for? Stealth mechanics?
With large light counts you'd probably need some spatial structure or just use physics overlaps to detect the near lights. Directional light would always be included. I think it'd way more performant than extra rendering + doing an async gpu readback and probably easier to implement too
(This is all assuming it is for a gameplay mechanic like stealth)
chat, is this affiliated with Unity or is this trademark infringement?
cuz like
that's a modified
logo
well unity rewards and unity coins do seem to be real
https://unity.com/legal/unity-rewards-terms
(not a confirmation that the app is legit though)
instinct says, ai slop/scam
since you have the links to it, i would report it to Unity Support
all these are valid/correct fwiw, and the privacy policy mentions a unity rewards app existing
tbh i do agree with this but all the verifiable stuff does seem to check out
(note that this still isn't definitive proof of it being legit though, i haven't found any direct reference to this play store page or corresponding imagery from the unity site)
Oh hold on
also some information can be spoofed, not sure if this field is one of those
yeah, i surely would not use it without contacting Unity, but i am usually doubly cautious
you need the play store page?
yeah, go ahead
i still say, ai slop/fraud/scam, but i am going on instinct, not research
it does come up if you just search "unity rewards"
same tbh
this could also be Unitys pattern of scatterbrained design. i mean, we used to have unity3d.com unity.com i think unity2d.com, etc, etc
it Seems to be legit, but there have also been many customer complaints, according to my 30 seconds googling
googles AI insists it is legit, even when challenged multiple times
it does feel like a scam from the images and such, but from what i gather, it seems explainable?
the meta links are valid, unity acknowledges this system, the app, and unity coins existing
"Unity Technologies Rewards" could possibly be a division within unity publishing and managing it
but i didn't find any matching imagery or links to this app from known unity sites
This is a scam
That’s a interesting idea though. Neat way to give reach to Unity game devs
(Not the irl money part, the gallery of games)
It’s good but very mixed in with engines from all angles
Maybe other indie Devs have same problem, you slowly accumulate unique concepts and want to try, but have game in middle of development
i am so busy with what i Want to do, that i end up doing very little. so i never get to the middle of development where i am worried about changing things ups 
I want to only make maybe small project to see it in action, but all time takes game I want to publish.
Okay, so I asked about that shady app store link, and it was verified by Unity themselves that it is, in fact, legit. 🤔
The feedback was sent that the non standard account is confusing.
is it possible to script in c++ instead of c#
You can use native code but there isnt any unity apis in other languages anymore
So you can use native code as a library and use it but dont expect to say move a gameobject from cpp
do people actually do that
Depends on the situation, I have though in the past
Nope, godot is quite unique in that engine apis exist in cpp, c# and gdscript
i see
Learn more: https://docs.unity3d.com/6000.3/Documentation/Manual/plug-ins-native.html
One thing you can do actually is interact with unitys shader compilation from a native lib
Cool thank u
do anyone know any resources to learn Compute Shaders in depth? I dont just want a tutorial on how to generate a mesh or something, since im not even using the compute shader for that.
100k downloads and it has been around for while, it not scam
What are you looking to do with compute shaders?
Compute shaders are HLSL
i wanted to do gpu instancing with a grid culling thing for grass. I already know hlsl, there is just a lot more stuff with compute shader
A beginner crash course for ShaderLab/HLSL in Unity 6.0 and above. - daniel-ilett/shaders-hlsl-basics
thank you
I don't know of a compute shader specific guide but if you have specific questions feel free to ask
(Is #1390346776804069396 still the place for that?)
Apparently
I'd also look at how compute buffers are used. For example, RWStructuredBuffer
Just so you know what tools/types are available for you
you'd need to talk to #🏃┃animation
Yeah I will do, just checking if theres any like obvious standing out stuff that could be caught
I will ask in there
I'm still having problems with designing the main character and his purpose could you critique?
Heya guys, is it just me or is the HIDE button in hierarchy completely broken in 6.3?
Even in a new project it doesn't do anything
Enable that
weird question can anyone link me a guide to networking for a 2d game in unity? I created my game but possibly want to make it multiplayer and havent really done networking.
-
You can't just tack on multiplayer. You're essentially rewriting things from the ground up
-
Being 2D has no relevance to how multiplayer works
-
Unity's own YouTube channel should have overviews for working with the built in multiplayer package
thanks never knew any of that. i mean i’ve heard of people redoing the game to correct it. guess i’ll get it done.
have a good one 🙂
do you know if any AIs can help with it ?
Ais can help or they can hinder. it varies based on what you know, what you ask, and what they know, and oddly enough, their mood. there is no substitute for human learning. AI often costs more time than anything else. It is a double edged sword.
awesome thank you for the information.
I looked over some of your older questions and it occurs to me, you might not be aware of the learning site. there are some nice 2D tutorials there, and Unity also has networking example projects. When you have a bit of the basics down, there is always the #1390346492019212368 room. here is a link to the learning portal
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Over 750 hours of free live and on-demand learning content for all levels of experience!
Ahh... for some reason I dont see that option.
you can expose all channels, or setting id:customize should do it
Thank you!
any idea on how to rotate the racket around the agent and implementing a swinging mechanic?
(yes, i know the collider doesn't match, I'll learn probuilder later)
the swinging mechanic needs to be an animation?
I plan to make agent able to rotate the racket x wise and rotate around it so the ball doesn't go only forward.
As for the swing, either a fast forward rotation, a back then forward rotation, or modify the physic to make the shots much accessible
I think Osteel was asking like... what is the control mechanism intended here? Is this a VR game? Are you expecting to just press or hold a button, or a joystick... or what?
oh
im using ml-agents. I plan to add 2 action spaces specifically for the x rotation and "around" rotation
so its not a vr game and neither a human input
If you're actually trying to make a tennis swing and hit the ball in a reasonable direction mechanic here - I don't think trying to rely purely on physics is the right approach.
it's going to be way too chaotic and uncontrollable.
Something more like an animation (with ik probably) paired with manually setting a new velocity on the ball at the right moment would be more typical
true
Yeah, you'll likely want to bake in the swing so it's always the same swing, end position, etc. so your agents can actually learn how to use it.
but I wouldn't like to hardcode the directions
right
That said, it would be nice to procedurally control the swing with numbers so you can tweak the design of it without having to reanimate keyframes.
And the agents would just use those design values for their swings. You can even have different configurations for a underhand, overhand, light or heavy hits of each.
So they can start picking the best one in their given situation
like, control how much time the swing takes?
Yeah, something like that. How fast it swings too, the angle of the swing.
As for how to move your racket around, I would set the pivot to be where you would hold the racket, then position it away from the capsule by its radius + padding. Then you can just rotate the racket about its pivot and it'll look more or less correct.
Hey, guys! Is there a way to actually keep singletons and other objects alive lets say without the use of any Additive Scene because DDOL and Bootstrap Scene are both added additively when changing scenes?
it either must not be a MonoBehaviour, or you must use some sort of extra scene (like DDOL) to prevent it from being destroyed when the scene it starts in is unloaded
and if it isn't a MonoBehaviour then it won't be in the scene
The correct way is to use a Root scene 🤷♂️
No, I mean can you actually keep them alive without any additive scene like only using Single
DDOL is an additive scene by default from Unity
Where would they be "alive" in, if not without an additive scene?
At that point, don't use SOs and save your data. Then load what you need, when you're opening a new scene.
I dont think thats the answer
all of the gameobjects in the scene are destroyed when that scene is unloaded. the only way to prevent that is to move the desired objects to another scene before that scene is unloaded
If I want to keep singletons alive and also keep be able to assign my references across scenes
thats what I mean
without breaking anything and having nulls
you can't because any references you have to in-scene objects that are unloaded will be lost when that scene is unloaded. you cannot get around that
We know what you mean, and we're telling you how you have to do it 🤔
you just need to reassign the references when that scene is loaded again
Let's use this hypothetical to explain what happens:
We'll pretend your hand is a Singleton that is also DDOL (so it doesn't get unloaded when the scene does). Imagine you are holding a glass vase in that hand. That vase represents a reference to an object in the scene.
When you unload the scene, that vase is destroyed. shattered. completely useless and becomes essentially nothing.
You cannot prevent that because that is what happens to all objects in the scene as has been explained to you multiple times now.
You decide to load a new scene, so there is a new vase, but it isn't in your hand yet. So something needs to put that new vase into your hand when the new one appears
static variables will not prevent the vase from being shattered if the vase is one of the objects that must be shattered
I know what is happening when Unity loads a new scene and what is happening when we use DDOL etc. The question was about how to actually do DDOL without using DDOL or Bootstrap Scene because both of them act additively there isn't a way to actually do it with single scene right?
Listen
i will reiterate this very important point because i know you're not going to grasp it:
The only way to prevent an object from being destroyed when a scene is unloaded is to make sure that object is not in that scene
the only way for an object to not be in a given scene is for it to either be in another scene entirely or for it to not be a component that must be in a scene
ok
If you're going to repeat the exact same question, then go back to your first one and reread the conversation.
But to put it plainly, you cannot.
Listen. We have a project in College alright? It says that
Only one active scene is allowed at a time (no additive scenes).
I have started using DDOL for my Singletons and now I am just assuming that maybe I didn't have to use DDOL because it is actually an Additive scene. We are going to ask our Coordinator about it because that's what the project brief says.
If you cannot have a Root scene, which is the proper way to handle this, then you have to DDOL your manager object containing these singletons. That's it.
DDOL doesn't count as an additive right?
that's something you'll need to ask your instructor about, we don't know the specifics of why they put this restriction in place and whether they would consider the DDOL scene to be an additive scene
Strange restriction but dont forget prefabs exist if you dont require baked light
I doubt they would be considered that. DDOL just keeps the object around when the scene is unloaded to be used in the next.
the absolute purest way to honor that restriction is to just serialize all "singleton" runtime state to disk and load it again. The wording itself is strange btw: you can only ever have one active scene anyway, so by the context I assume multiple loaded scenes
custom player loop to use a plain class and load everything via resources/addressables
tbh if you just need "update" you can already do this easily with async
!collab 👇
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Thnx fam
thx
hi guys
But in a literal sense it is additive scene loading
But also every unity project is using it because of the HideAndDontSave scene
So it would be fine
Hi there, I am currently trying to get logged in to the version history (running 6.4 on Apple Silicon) but it keeps saying that "User does not exist," even though I am logged in in the top corner and on Unity Hub. I have Rosetta installed, so I was wondering if there might be another solution?
I also can't seem to download the Visual Studio Code either... not sure why exactly
well normally I think Unity's IDE integration is through Visual Studio, not VSC, although there's probably a way to do that too
idk if that would help you in your case
Sounds good. I uninstalled the editor and am currently reinstalling it to see if that helps, if not I'll have to try and figure out some debugging (whether with Unity or with my Mac itself haha). I was just following the tutorial for "Create With Code" on the Unity Learn page, and it said to download VSC. Possible the tutorial is out of date, however, as the names and layouts are slightly different
Theoretically I know I can use Github for my versions but since it's integrated I thought I'd at least try and use Unity's first, but I worry that this might be a deeper problem that I don't want to deal with during development
Okay after some reading as well VSC is the Mac version, Visual Studio is for Windows! Thanks though!
vsc is universal, vs is only for windows
Oh awesome, good to know! Thanks!
vs for mac used to exist (but was not actually a port of vs, it was a completely different app)
Interesting, what was the reason for that?
Just integration?
Like as to why it's not a thing anymore
well im not a microsoft employee so i wouldn't know
but i'd guess it was too much work to maintain (completely separate ide) for too little benefit (not enough market share) to be worth it
That's fair. Interesting though! I guess I'll see if it actually decides to download this time around. If not, should manual installation (through VSC website) solve my issue?
uhh i just got here, what was the original question/issue?
unity can integrate with both vs and vsc, just that vsc utilizes the "visual studio" package in unity
I see
Ahh, never mind. I wonder if my Unity Hub is acting weird, but after reinstalling the editor and then attempting to open an old project, it required me to install a slightly different version (6000.4.2f1) but alongside VSC, and now VSC is downloading.
I'm not really sure what happened there haha
I had originally installed 6000.4.3f1, which I thought was the most recent version, but the VSC module kept saying "Validation Failed"
🤷♂️
hmm i don't remember what the proper troubleshooting path would be for that
but sounds like you just tried again and it Just Works™?
Yep hahaha
Not sure why, but if it works it works and I'm not going to question it
Only thing left to see is if I can finally get the Unity Version Control working, it kept saying that "User does not exist"
Original issue
Issue resolved, kinda dumb but needed to make a UVC free subscription...
Anyone know why my materials arent importing with my model?
im using unity 6 it does this with every model, i import and the textures dont import im using URP
What should i do there?
its just when i import an external model for example polyhaven sketchfab etc
Anyone know why a synced animation layer with the same frame count has offset timing towards the end? They start out mostly the same, but even with the "timing" option in the layer settings it just makes no difference.
I'd rather not have to adjust the keyframes by duplicating the animation if possible
K, guys. This is my good bye. I've to quit for being Unity Developer. I've to become a YouTuber for my job now.
Asset Store still needs to be fixed. When browsing mid-assets or just reading the description it goes to log-out page immediately
Hello, guys! Unity has changed the source control provide options menu?
I want to create a new project and I am using Github. Do I have to choose it?
Yes it is weird
I am using Github Repo remotely and I can have a clone on my Github Client
Why do I have to choose Github from this menu?
Nobody's forcing you
I know
I mean Unity actually created this menu for devs to be able to create repo within the Unity Hub on Github?
yes
anybody down?
you can post in #1180170818983051344 if you want to make a devlog
otherwise this isn't really a place to advertise
i’m not adverting
just asking if anyone wants to try it out
i mean you can if you want
but it’s pc only
it’s made via python
ok, then it definitely does not have a place here, this is a unity server
what do you think advertising is, man...
i used unity for models
either way, this isn't even the right channel to advertise in any capacity lol
@final rapids That's not how Game Marketing works bro XD. In this channel, there are learners not people who are willing to play your game. There are specific Servers that have Channels for Advertising/Promoting your game or whatever. You won't find people interested in playtesting your game here.
I would recommend starting with Kickstarter
That sounded like jessie from breaking bad.
or maybe try reaching your friends
I haven't seen that one
Its a movie or what?
Does anyone need voice actors in the development cycle?
No but I saw your LinkTree. You have a Studio?
DM me
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Thanks!
<@&502884371011731486> likely malware/scam
mediafire is crazy 😭
does not belong here #📖┃code-of-conduct
what if it is a scam
!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
@lethal brook Create a browser build and use appropriate channels for project showcases
ok
Im trying to add Mac Build Support to the engine but its been stuck at 34% for atleast 20 minutes now
!install - If it's stuck restart it. Might also want to check the logs, link in the message.
- Make sure you have enough space including on
C:drive. - Check that it's not being blocked by antivirus/security programs.
- Look through the logs for a real reason why the setup fails they are pinned [here](#💻┃unity-talk message).
If you still have issues, perform a clean install in another location:
- Install the Hub and Unity in a non-system drive or a clean new folder in the root of
C:drive. - Failing that use the recovery Refresh option or reinstall OS entirely then repeat the previous step.
I don't recommend Raider at all
Personally talking I dont like it at all
Visual Studio is the top IDE
Go with Visual Studio or VS Code
Does anyone know how to make the shadow brighter? now it is black and its not realistic
Add any kind of ambient light
thank you 😄
and another reminder to use the learning site, and the #1391720450752516147
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Hey, I’d like to get your opinion. I’ve found a good animation package. I’m thinking of buying it, but do you think it’s really worth the price? Could you please give me your thoughts?
wasnt really planning it for anything. i was just kind of thinking about the concept since i dont think there is any built in system like that.
The main question is if you would need to use it in a shader (gpu) or in game logic (cpu)
They assumed it was gpu, I answered for cpu
(Oh, dlich did mention raycasts)
For baked lighting, you can sample your light probes
I did that, along with raycasts, to measure light levels for a stealth system
does anyone here have a very simple guide i can use to make a beam effect with line renderer? i have a raycast/circlecast for an attack but i don't know how to give it an actual visual effect outside of Debug.DrawRay
What do you mean by a visual effect?
sounds to me like you need to combine the vfx graph or some particles with whatever you are doing with the line renderer
the line renderer has a pretty simple limit in terms of visual flair
i just want to make a line from point a to point b, pretty much. i don't really know
i'm neglecting visual quality for now so my only focus is on making things clear
you basically decide how many vertices the line will have, and you set their positions
alright
i don't know a lot about that but i will give it a go
would it work if i only make two vertices, one at the beginning and one at the end?
yes
It’s not. Or at least yet. Use free animations on your game and finish your game before dropping a bit of money
More sales will come back
I’ve finished the core mechanics of my game. I’ve got about an hour’s worth of gameplay ready to go. I’ve now moved on to polishing it, so I’m looking for suggestions.
what is the best way to smoothly rotate an object in an axis?
Quaternion.RotateTowards? Slerp?
depends on what you need exactly
whats a vector
ohh ok thats what i thought
is that like hard though
cuz arent vectors like calculus
not really
oh ok
vector math is its own thing
it's not really too complex though
or distance with directions, depending on how you look at it
i like to think of reals as the same thing as 1d vectors though, i feel it makes a lot of vector math stuff easier to internalize
Hey, I don't know where to ask, what is the channel where we are allowed to post about a steam page launch for people to check and wishlist?
Guys, how do you make retro fog with pixel particles?
where can i get some help on my xr socket not working im a student thats fairly new to this kind of stuff
#1180170818983051344 , though note that it's not intended for drive-by advertisement
make sure your IDE is properly configured
yea i think it is
i downloaded the
sdk
restarted my computer
c# dev kit
i think thats all the boxes
you will know for sure if its underlining errors and showing suggestions for Classes, Functions etc
yea it does that
wsp
Hello, I just wanted to ask: what should i do if i want to make game? Like how should i start or progress in things? ive tried to but ive always failed, and before you ask i have some expeirence so im not completly new.
in what way? this is kind of a vague question
i can only give a vague answer for a vague question, but if you already have an idea for what you want to make then all you have to do to start with is make a square or a cube and make it move. then, when you have it moving, you can make it shoot or punch or whatever it is you want it to do and keep working on it until you've filled off the checklist of things you want
it's definitely not as simple as that, but if you just want to start out and make stuff then you need to do the easy parts first
once you're more confident with what you're doing, then you can move onto more ambitious stuff
would recommend looking at the unity learn courses
alright, will do
yo do most tutorials from brackeys still work?
not the best coding practices, but functionally yes
especially ones with mouse fps he puts deltaTime on mouse input which is very wrong
Is there a way to generate a cubemap from a reflection probe?
set a small goal, like they said, i'll make a ball that moves, etc. then once you achieve it, set another small goal, like I'll make pins that fall over when the ball hits them, etc. before you know it you'll have a functioning game interaction:)
this might seem a bit silly of an ask x3 but uhm when im trying to add a contact receiver i dont seem to see a "sphere" of where itd be :< im not sure exactly what im doing wrong but can stream if that helps someone help
me!
i'll check it out thank u:)
go ahead and make a quick video, and upload it to this room. make it avi or mp4 so it embeds. you probably have widgets display off, but i am reinstalling the OS right now, so i cannot screenshot to show you
for reference im trying to look for the sphere in the first image!
Join the growing VRChat community as you explore, play, and create the future of social VR! https://discord.com/invite/vrchat
its not about the vr stuff yet unless its just a vcc thing 😭
the issue is... its obviously a thing specific for their sdk that most of us here know nothing about... theres no such thing as a contact reciever in base unity
and the folks over in the vrchat server would be working with that, and they would have the necessary expertise to actually help you. we don't.
so we cant help you
ah okok im still new so i didnt know :>
also im gonna go on a whim and assume whatever issue you have is probably related to that unmissable red error in your inspector
so dont ignore that.
and as always rtm
Hi everyone,
I’m working on a 2D mobile project in Unity with a map that is larger than the screen.
I’d like the player to be able to:
-drag with one finger to move around the map (by moving the camera),
-zoom in and out using a two-finger pinch,
However, I’ve tried multiple tutorials (YouTube or in websites), and none of them seem to work in my project. I never managed to have any movement on my map.
I’m still new to Unity, so I might be missing something fundamental.
Does anyone have a reliable tutorial, or advice on how to properly create this kind of mobile camera control?
Any help would be greatly appreciated. Thanks!
touch/mouse to drag is simple but two finger zooming takes some extra effort. What do you have working yet?
nothing
Either trying to create my own code or copying a tutorial, I never got a single result
fellas im stumped.
my cubemap generated fine (left)
my skybox material is rendering one face and its zoomed in / blurry.
What could I be doing wrong? I'm using Skybox/Cubemap as the shader and I have the cubemap set to Auto. I tried 6 Frames Layout as well.
There is a different between a cubemap and an sphere map
I exported it from my reflection probe so I believe it just renders 6 faces around it
First step is to get touch to move your camera.
You need to either respond to a touch action or read input and translate the camera transform by the "touch delta"
seems to working fine except its just blurry as hell
Easiest way is the new input system I guess ?
so this one
Yes, the seven year old, “new” input system
Yes. For example make an action that responds to touch or check the current touch screen primary touch
https://docs.unity3d.com/Packages/com.unity.inputsystem@1.19/api/UnityEngine.InputSystem.Touchscreen.html#UnityEngine_InputSystem_Touchscreen_primaryTouch
Once you have a delta (the change since last frame) that can be used to directly translate the camera
As you care about when someone has touched and moved their pointer
Hey guys
Hey
I'm trying, thanks for the advices !
Do navmesh agents by default walk on top of the actual navmesh surface? I dont think ive ever noticed this before... i always thought they just respected whatever Y position they had at the start and offset it accordingly...
which is odd because my scene has the surfaces at varied heights for whatever reason... which means that they are either floating above the ground, or in the ground 
can you clarify?
what do you need help with specifically
Going to bump this in case anyone knows
you might have better luck in #🏃┃animation
We're making a game that receives signals from the Earth; red lights will flash in random places but we haven't been able to make them work yet.
the theme is connection
im using translate sorry im in so much stress now
yes but what do you need help with in particular
we cant help unless we know the issue you are having
the red lights from earth doesnt work we tried everything
im sorry if im being stupid
okay... ill say it again if you arent being specific we cant actually help you
none of us here have any clue how your game works, we dont know what your "red lights from earth" are
we need the technical context before we can actually help
We want small, random red lights to flash across the globe at specific intervals. If you just explain how to do that, I'll understand; it's a simple thing, I don't think I need to be too specific.
Okay that still depends on a lot of factors
you said it "doesnt work" meaning you already tried an implemenation?
yep
can you share what you tried, how you tried, what happened and what was expected to happen
be detailed, be specific
I'm still trying for my map issue as said here, but I made a few progresses.
-I'm using the input system, drag, delta pointer to try on computer and build n run mobile
-It works when trying on my computer
-When running on my phone, my screen does not show at all what my camera sees. And dragging does not work.
What i see vs what I should see
I've tried that but it's not very active and nobody replied so I thought I'd try here
Okay buddy
Ah maybe I'm also in the wrong channel ?
Okay I'm even more confused now.
-I tried changing the map, what I see on my mobile doesnt change
-I checked if i'm loading the wrong scene, I am not
-I tried uninstalling and reinstalling, did not work
-My scene only has one camera, in the center of my tilemap.
Does anybody have an idea ?
Would anyone like to take a look at my project im working on? would like some feedback.
share it in #1180170818983051344 !
well there is no guarantee you will get a response either, so yeah patience is key
if someone is interested they will respond just keep posting more to your thread and wait
Yeah, sorry once more. It Wont happen again.
yup
nah you dont have to apologize to me lol im just letting you know :)
Haha, alright alright
so, stuff like dynamic bones or magica cloth have the dynamic component, and slots for colliders in it. is there a way to see what component has a reference to another component?
can you clarify what you mean?
i use magica cloth so i could be of help
ok so. simple example. in mc2 you put a cloth component on an object and give it some root bones to make it wiggle. then, to keep it from wiggling where you don't want it to, you put colliders on like, leg/butt bones for a tail, for example, and then slot those into the mc2 component's collider list. maybe at some point I put a collider on something but never actually used it. I'd like to find game objects/scripts which are not referenced by anything else.
so you want to find all game objects that have a certain component on it?
that's part of it. I know that part, t:componenttype or so. but if I (or someone else, if I'm inheriting a project) put a collider on the foot of the model (unity humanoid) that's not 'used' anywhere, I want to find that specifically.
That was fast lol
write a script for it.
Get all colliders.
Get all cloth components and the list of colliders they reference
Find the Set Difference between them
Yeah that could work. Was hoping something already existed
notably, HashSet has a variety of methods for combining two sets
such as taking the set difference
good point! Is looking at the unity scripting API a good idea aswell?
Maybe use it when you come to a point where you need to look up a specific utility. It's a bit big if you're thinking of it like a user manual. APIs are more like dictionaries than guides.
Not sure where to ask but, I've really been slamming into this very frustrating problem with my Mac build of my game.
So I export a version of the game for Mac, and run it on my own machine. It runs perfectly. I send it to others to playtest. They can't get it to work. One of them says it's "damaged" the other one says it "can't open."
But I know all about this, I tell them to go into their security settings and click 'open anyway'. They say they don't see it there.
I tell them to run it using the quarantine hack on terminal. They say it can't run that way.
I then realize something, and download my own game from my google drive. And yes. Of course, MacOS won't run it. I can run my own game if I transfer it locally. But if I download it from the internet (my google drive) Mac won't run it.
I'm trying to figure out why this is happening, and how I can make it work for this playtest.
Also yes. App works perfectly on Windows & Linux.
Mac is the only one I'm slamming into this problem.
how do i get rid of this seam in the middle?
Is there a way to find who's real one !
Got an issue that pops up in the build version of my game that doesn't occur in the editor. Tldr for the issue but there is a multpile choice test portion of the game that is set up with an array and with a randomized order on Start(). Everything else is fine but every so often despite the answers and questions being correctly randomized the questions and answers displayed are stuck on the question and answer for one question. Any ideas on things that could be up with the build setting or things I could check for the cause of the issue?
anybody want to help me?
!ask
:thinking: Asking Questions
:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
-# For more posting guidelines, go to #🌱┃start-here
Curious. did you build the game on Windows or Mac?
Was it there on the original model? It's likely a problem with topology and not Unity
I built it on Windows
Look into DMG Packaging for mac if you haven't already. I'm not personally a mac user but thats what I find people using between macs when theyre sending Unity built stuff
Hey I just got this message when I tried to build my project?
I don't understand why I am getting this message because I made this project on my computer should I not already have an ID?
looks like you had/have Unity Version Control setup? should be fine if you just press Yes
its just saying it wont be linked to the cloud
7800x3d cpu could handle making high end 2d games?
is there a channel where I can ask for help? Suddenly buttons are missing from my unity UI and I'm going crazy
most channels here are help channels, try #📲┃ui-ux for that question
even if it's about the unity UI and not a game?
like an entire menu just disappeared and it's the only place I can turn off camera acceleration
what do you mean "not a game"
its a unity menu
what exactly is the context here?
In the editor, you move a around with a camera through a 3d game
that camera, is accelerating in speed
the only menu where I could turn that off, vanished
oh are you referring to editor ui?
this menu, I don't have it anymore
it randomly disappeared, the entire row of 3 buttons there is just gone
and I have been looking for that option "camera acceleration" for 45 minutes now
this channel would be the place to ask then
is it perhaps hidden? try pressing grave (`) to see a list of menus
(so yes this is editor ui, to be more specific)
oh my god u madlad
thank u so fk much
jesus christ
damn i haven't heard that word in ages
Thanks, I'll look into that.
im a complete beginner and im making a game like can anyone help me scatter grass in my ground ps its not terrain its like a mesh ive imported from blender T^T
!ask
:thinking: Asking Questions
:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
-# For more posting guidelines, go to #🌱┃start-here
what issues are you encountering?
if it is not a terrain then you´d have to place the grass prefabs manually. if you still want to do that here is a small tool to make things easier https://github.com/FrayedFunction/Prefab-Palette
which is good yt tutorial video about lighting? It seems complex how did you guys learn it
if (enemy._last_enemy)
{
gm.Execution();
Instantiate(_bullet, _shoot_point.position, Quaternion.identity);
_main_camera.enabled = false;
rb.AddForce(_shoot_point.forward.normalized * _bullet_velocity, ForceMode.Impulse);
}```
Can anyone help me figure out why the bullet doesnt move?
#💻┃code-beginner but rb is unrelated to the instantiated bullet
I dont think the problem is code, I just sent it for to show how i got it set up, cause #💻┃code-beginner said its good code, so i reckon it's the way stuff's set up, thats why i sent it here, i reckon code begginers is more code focused than component focused
This is a code issue
it is the code as Nitku said, you are not applying AddForce to the rb of the instantiated object
If the setup is the same as earlier, you have to do GameObject bullet = Instantiate(...) and then bullet.GetComponentInChildren<Rigidbody>().AddForce(...)
(quick fix, not necessarily the best way to do it)
the rb is in the inspector defined as a rigidbody of the prefab, but i reckon i can try that way too
Yes that's exactly the problem. If you apply force to the prefab, it does nothing. You have to apply force to the instantiated bullet
Instantiate creates a copy of the original and places it to the scene. rb then points to the original prefab and not to the copy that's actually on the scene.
Huh, that makes sense, but it still dont work for some reason
if (enemy._last_enemy)
{
gm.Execution();
Instantiate(_bullet, _shoot_point.position, Quaternion.identity);
_main_camera.enabled = false;
_bullet.GetComponentInChildren<Rigidbody>().AddForce(_shoot_point.forward.normalized * _bullet_velocity, ForceMode.Impulse);
} ```
This should work then, shouldnt it?
Ohh
Guys why is my collider rotated and why do I have to write such huge numbers for it to increase in size?
Oh its fixed the moment I change the UI to the world instead of the camera
But now I cant use it if it is not attached to the camera no?
that's a 2d collider, are you sure that's what you're going for
Guys i deleted my unity file hélp ne pleas
the .unity file, as in the scene?
which is good yt tutorial video about lighting? It seems complex how did you guys learn it
What file?
hi anyone?
I want help in AR releated
I am having this issue in my AR app build for android
and i ask AI to help me but still i am stucked
from the past 3-4 hours
anyone knows how to resolve this can you please guide me
perhaps ask in #🥽┃virtual-reality
guys how do i get rid of the seam in the middle
ya sure you applied the mirror modifier if you're using one
the unity file?all?
i did
the unity project?
merge by distance too already
ah wait not op, whoops
theres extra diffuse where the seams touch too
recalculate normals then try smooth shading again
idk, seems more like mirror still not applied
I remember Unity has a self-repair function for missing files. you delete everything?
could be an issue with texture dilation too if part of the black background is caught in the UVs
ah, yeah could be some uv problem
let me delete the black and see
may imply some texture compression or smoothing problem?
well the texture would need to expand past the UVs ideally to fill in any tiny gaps between seams
either way not really a Unity issue
i deleted the black and its transparent now seems to have solved it
it could be compression problem because then you might run into some precision issues
but you should always island a little bit and paint a bit beyond the uv seams if possible
thank youuu:3
Hi, I'm creating a 2D isometric game in Unity, where there will be a story, finding hidden rooms, solving puzzles. Maybe also upgrading and so on. But the map seems small to me. I can't figure it out.
What's your opinion?
Hi yall, could anyone give me some advice on hot to make enemies stand out more?
Well, low res does complicate things. I'd just stick to a more nosier color that doesn't blend with everything else
Okay, Ill try, but the way this specific low res works is itll try to blend near pixels which sucks
thats why i really need more advice on how to keep the enemies not looking dumb, but still be able to see them yk?
make the environment less contrasty and colorful (less vibrance/saturation) and, as you said, less noisy, unless that what your gameplay needs. If finding enemies should be difficult, "noisy enviromnent design" is a balancing variable.
Could i usea light that only affects enemies layer?
It doesnt work for some reason though
Did you read the big text box in there which explains the culling mask vs the rendering mask?
The rendering mask is just a bunch of light layers
In unity, where do I find the quality matrix, it doesn't show when I go into project settings, then quality
or I can't find the A part of the picutre, all it says is Pc and Mobile
Hay guys what's the best place to ask for programming help, I'd like to trade my art skills in 3d and help someone art side for some programming help.
#💻┃code-beginner would probably be a good place to start
maybe talk to #🖱️┃input-system or #1390346827005431951. oh, that last issue.. maybe talk to #📱┃mobile if even loading a map is not changing on the phone
Does anyone know how to upload a gif onto my steam page? I always seem to be getting an error when I try this?
what does the error say
@latent meadow you're right, sorry !
Hey guys, i have a quick question, how do you get a job as a C# coder in game development in an indie studio, "medium sized" studio or AAA studios?
apply for it when you have the skills, just like any other job..
But what do you do to get the skills so that you can apply for them cause i haven't found yet some tutorials speaking about it.
you go to college. a 'tutorial' is not going to give you enough skills to answer basic questions during an interview.
#📖┃code-of-conduct not the kind of work we can help with
not allowed here.
You don't have to do college. You can learn yourself, maybe to some courses, build some simple games, maybe work as a freelancer a bit. Depending on where you live, things to show(portfolio/past projects) can matter more than a degree.
In anycase it all starts from learning and gaining experience in the field.
Could i get a job between 6-12 months?
Like is that possible
that means, you should remove the message
What does that mean? Between 6-12 month from today? Or a job that lasts 6-12 month?
Yeah between 6 to 12 months from today
and you have no experience at all?
It depends on you. But if you start from 0, I'd say it's unlikely.
Tiny bit of experience
close enough to 0 then
It's just barely enough to make a project that you could showcase. And learning to be able to make it is gonna take as much time at the very least.
how much experience do you think a welder, carpenter, machinist, sculptor, writer, etc could get in 6-12 months, starting from nothing? would you trust them with a large project? what about a paid job?
I don't know that's why i am asking, just searching for info
this doesn't need any job experience, just life experience and scales of time
realistically, it is a competitive field. there are Many people competing for the same job. .. i would not spend a lot of time considering someone with 'i studied for a few months' vs a professional with verifiable, testable knowledge, if i was the one hiring
programming is a skill like any other
if you can learn quick and have results to prove your efficacy, then sure, you could get a job in that timeframe
without that, no-one's going to trust someone with no connections or experience (from the company's point of view) with paid work
Then would the freelance path be a better alternative?
6 months seems like a quick route to burnout though
Or it's kinda the same?
i mean, same idea really. if you don't have any proof of your efficacy, why would someone trust you with a paid project
do you see artists just asking for jobs, or artists that show their portfolios to showcase their results?
If you make like lets's say your own games could that show your efficency plus on top of that explaining your logic behind your decision from a code standpoint?
you don't just need experience, you need enough experience to prove to others
(note that i'm talking about efficacy, not efficiency, 2 different things - efficacy is like effectiveness)
sure, and those things take time to learn and make. 6 months from scratch is not impossible, but it will be a significant mental burden and you may just burn out
i mean, you'll still need time learning
but realistically you could probably start making showcaseable stuff with less knowledge? it's not as big of a commitment. probably larger job market too
Unity jobs usually consist of slot machines or military contractors
The hard truth :p
military contractors?!
ah, seems about right.
mobile games too!
which i guess are slot machines 
the slottiest of machines
....wait, no
Can anyone help me figure out why there aint no shadows?
did you change the max distance of your shadows?
Nope?
if its 0 put it back to defaut > 50
Wait where is that??
Assets → Settings → PC_RPAsset
Assets -> settings?
Project file
Oh wow, Im sorry, yeah its at 50 but its not working. Might be having 2 lights at different layers but that just seems stupid
Is anyone able to help me with making a first person with maximo character??
we can help with an issue if you're stuck but this isn't the place to make ppl do the wrk for you
Who can be my dev
read the #📖┃code-of-conduct
: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**
When is Unity gonna fix the "index 0 null" thing lol
it's annoying having to restart and build the game again everytime
ah yes "THE" index 0 null thing. super descriptive
gonna have to be a bit more specific than that
index 0 of virtual memory is typically nullptr by design, idk what bug you're talking about 
Guys what do you think is the best order to study game dev?
learn the basics, just start making things
or go to school for it, and learn from a structured class
i think most do what nav said, at first, at least
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
I'm so screwed 😭
I, for some reason, decided to make a game for my Final, which is due in 2 days
This is gonna decide whether or not I fail this class 😭

why ask if you are going to do what ever you want anyways? (from deleted message)
could help?
do not ping me. as you have been told already, read the #📖┃code-of-conduct. if someone can/wants to help, they will. you'd do yourself a favor by explaining what the actual issue is, to the room.
A really good rule for life I learned was "give yourself time to achieve a goal, not to complete a set of tasks"
If you decide to make a game in 2 years, it will take you 2 years.
If you make a game in 2 days, it will take you 2 days.
it won't be the best game, maybe not polished, bad looking, but you will make one
so I wouldn't think of it as screwed but maybe a good oppertunity, think of it as a game jam 😁
which brings up a good place to get experience. #🕹️┃game-jams
I had planned on it taking 4 days, then 2 days later I still haven't started 😭
I am going to rely heavily on the asset store for a lot of this 😅
sometimes it takes to just do the first task in order to start
pick something small and keep building up future small tasks
Also a game with asset store assets is still a game, no shame in that at all
Im in high school 
And im tryna learn everything not just coding
Modeling
Sound design
Music
i am not sure what you are expecting to be told beyond what was already said.
there is not a 'magic course' to teach you everything you want to know to be super-indie. as mentioned, just start learning. pretty sure i linked the learning site, which is your best start for general stuff
games may share core structures but they are very different.
just practice every day and you will naturally learn new stuff
Start with the most basic of examples, and keep developing more until you can make complex stuff
game jams, websites, youtubers to follow, community will build you up on your way
how to see 16-30?
press load
oh so that refresh thing must be pressed as well
So just follow up on what i need in my process?
not always. must have been an interuption @glass saddle
how to even delete a package? for example I dont need this anymore
iirc, you kind of don't. perhaps someone knows a trick
so assets stay in my pc indefinitely? that's kinda dumb, especially for those single use thing
there's not even an option to download a package directly to a project
or just like delete the downloaded stuff in cache folder..
you dont have to keep all the assets you own in download folder..
asset store stuff is still utter shit to manage later 😐
let me try if I can find that
I have loads of junk that I havent used for like years
i misunderstood. i thought they wanted it gone from the list
I agree to this, cant even unlink an asset in account... best theyy offer is "hide"
I want it gone from my pc and list
yeah its a little stupid but ig its preventative measure for accidental deletion
I cant see why that would be a problem when you can always download them (at least for majority of assets). I hope they at least make a button that points out where they downloaded it so I can delete it myself
Anyways, I'll be hunting them in my drives now, thanks!
default folders
Windows: C:\Users\[UserName]\AppData\Roaming\Unity\Asset Store-5.x\[PublisherName] Mac: /Users/[UserName]/Library/Unity/Asset Store-5.x/[PublisherName]
https://support.unity.com/hc/en-us/articles/210112873-How-do-I-download-an-asset
your current is listed in preferences, in case it was altered
oh thanks much
I accidentally messed up some stuff and saved my project, does anyone know how to access an older version of my project?
Is there a backup saved anywhere?
let that be a lesson to learn Version Control
so there's no way without version control?
no there isn't autosave or anything
Hi, I had a problem where I couldnt add any new image or files to my unity project. In trying to resolve it, I deleted the Library folder to potentially fix it, and now every single files, materials, images, etc, show up like this and I can't interact with any of them.
I have a backup but I'd like to know how I can solve this.
deleting library is safe. You have provided only a very clipped screenshot so my assumption is you have some kind of filtering turned on based on the presence of the submeshes which are normally associated with a particular file
basically here is what happens when I add any file inside my project. I cannot click on them nor can I interact with them at all
you have provided another screenshot that has cropped the important stuff out
use the screenshot maker to blur out what you do not want seen/shouldn't be shared
have you tried closing the project window and opening a new one?
if you have VRChat installed, this might be related. they change core things
yes, didnt work. And now that I've clicked back on my Scene, all of my prefabs are gone
You mean the SDK? I can try and uninstall/reinstall it, but doubt its the case
i would not uninstall and reinstall it. i would ask their discord if deleting the Library with it installed causes this. they may be .. misusing it for storage
that doesn't look like you deleted library. All the meta files are gone or regenerated
Possible.
Even then, I had this problem before deleting the Library, deleting it just destroyed the rest of my files too aswell, instead of just new ones
hey do collisions not register if one object is a static collider and the other one has a kinematic rigidbody?
if it is not related to vrchat, and Not user error (you deleted the wrong things) then you should start looking to hardware failure issues
if you do not get an answer, talk to #⚛️┃physics
It's definitely very weird because it's the only project that it's happening to.
alright thanks
I used my backup and somehow it works now on this one.
Not solved but it's whatever, thank you still
Just a reminder to always do backups 😄
i would seriously look to HW failure or malware, from the very limited information i've seen
Hello .
I'm new to Unity and to Game creation in general . I've started a month ago and i'm working on a tiny project to learn the step of the creation of a Game . I'm make a 2d survival isometric game and today I tried to make item drop of a tree when it's cut . I want to make the item pop out and fall on the ground , but I don't know how to simulate a gravity for an isometric world . If I add a Collider to the Tilemap , nothing can move , not even my player . And if I don't the Item just fall into void . Someone knows a way to make that ?
so you know, there is a #🖼️┃2d-tools room, and a #⚛️┃physics room
you would probably benefit from the 2D courses on the learning site, if you have not done them yet
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
Sorry I didn't see the physics one and I thought 2d tools was for art only
no worries
I haven't done it
Thanks
they might have your answer within them
I asked in the Physics channel as well in case
well, you need to make sure to not cross-post.. pick one room per specific question
for future reference
Okay Thanks
anyone knows why its showing bloom only in scene view?
probably disabled on the game camera
how do i enable it?
its part of Post Processing
Hello I don't know if this is allowed here , am looking for game developers . Thanks
Please just dm me
!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**
it is not.
set a goal and set steps to reach that goal.
if it's just to be a game dev, then you need to make a game.
Now the steps to make a game are to get an idea, try going for something super simple at first, like rolling a ball to holes with wasd and when you score the console prints "yay!"
try to figure out what you need for each project (a ball, a way to move it around, building a level using cubes and how do I make a hole in the floor?) these are steps.
Then execute until it's ready, look for communites and ask ai and eventually you are pro without noticing
is there a general marketing channel here?
Like on tips on how to market and stories on what made a game blow
or just general sharing and learning marketing specifically for Unity games
Not specifically, but if you do not think it fits correctly directly in the room, you can make a Thread and discuss there
also, you may want to look at #1157336089242112090
that seems to be it lol, thanks
👍
For me, I started with coding. I learned the basics first and then I challenged myself to build stuff on my own using what I've learned and let my curiosity guide me to try and learn new things. Then later on, because I am the only one working on my RPG game, I learned 3D modeling, working with shaders, improving my animations, and then creating VFX. And then I wanted to add some multiplayer functionality to my RPG game, so I learned FishNetworking and how to work with databases, mainly PostgreSQL.
Everyone learns differently, so there is no ‘best’ way of order to learn game development.
Should I create a 2d or 3d game as my first game?
depends on what you want your future games to be
I've been using Unity for almost 9 years now and I barely ever touched 2D
both are fun to get into though, and have great tutorials online
is 3d or 2d easier?
id guess 3d but i might be wrong
The only issue with 3D is im not the best at modeling
Many people claim 2D is easier but I really doubt it matters,
in both you take objects and use code to make the behave in different ways
are you a professional 2D designer? mspaint doesn't get you far.
eventually you become really good at what you are doing and can find assets for anything
There are a bunch of really good assets for starters on the asset store even for beginners for free,
And you have sketchfab with millions of high quality stuff which are commerically free and perfect for first projects
Though I'd start with basic shapes, roll a ball, take a model of rocket and make it fly, slowly advance forward to the direction you want
yo so hey my team just added me to the unity and i am very confused im just a coder not used to unity im stuck here how di i load main game
if you are new to unity it's probably best to first see a video showcasing the very basics of what each window in the editor does and how to work with unity
ask them which "scene" is the first one, and then press the play button at the top
alright im used to other game makers but thanks!!
you can also go to file -> build settings and see which scene is the first and open that one
Welcome to Unity!
I also came from another engine, and watching the most dumb youtube "how to work with this computer software" tutorial was the best decision I have made.
Strongly recommend brackeys.
alright thanks!
there is an Essentials Pathway on the learning site
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
they both have their challenges. the consensus, last time it was largely discussed here, was that 3d is probably easier. this of course varies from person to person. as far as 3d assets go, there are over 10000 free assets on the Unity Asset Store, and myriad on the Sketchfab site, etc. even rigged 3d characters are 'easy' to come by, for free. on the other side, you could probably utilize AI to make a lot of 2D assets. also, the 3d being easier was a while back. 6+ has added much to the 2d workflow
No, yeah the asset store does have some good stuff but I want my stuff to be made by me because it feels a little bit "cheap" to just get stuff off sketchfab or the assetstore. I think ive been doing things to complicated before, I tried making an entire realistic horror game which i realized is hard because im a solo developer and lighting, textures, and everything like that is really difficult for me.
Oh okay
you can't jump from 0 to 100 in a single project
It's fun and great when you do that, but start small, and eventually you will have the opportunity to do that all on your own. but doing everything at once is overwhelming and usually gets you overburned pretty quickly
yeah i realized
Im not great with coming up with ideas though
I want to amke something that isint to hard but not extremly simple either
because i have some experience
watch some brackeys and learn.unity.com stuff and you'd come up with some on the way
okay
The question is, which one are you interested in? You could pick the one that is “easier”, but if you aren't interested in 2D or 3D games, you'll most likely give up at some point. But then again, some have no interest at the start but start loving it as they go. So it is only up to you to decide and not others
Hey all - very new to Unity. Have a question that may be stupid haha.
I recently bought a low poly scene for something I want to make (https://www.fab.com/listings/df946d23-476a-4d79-adc1-4dc6ba1b3870). However, it looks completely different and frankly worse in my Unity compared to the showcase photos they have as well their Youtube video.
Not really sure where to start in trying to get the quality up to what they are showcasing. Is this a shaders thing in blender? rendering? post processing.
Would really appreciate any help. Was not expecting to run into this problem. Thanks!
Well, it could be many things: shaders(in unity), lighting, post processing. All of it needs to be configured in unity. Blender shaders can't be used in unity.
Generally, you should expect that they will present assets in the best environment. You should not expect the same picture by default. They only sell models. Not everything else.
Appreciate the advice. Would configuring those things be too difficult? Or could I just mix and match until something sticks.
Also which of those do you reckon is the most important in terms of making the environment look the best
Well, generally you need to understand what you're doing. Tuning settings randomly without understanding never leads to anything good.
As for the second question, all of them. It's impossible to give a general answer to that question. It needs to be considered case by case/ in the context of your specific project/scenario.
Thanks again. You mind if I Dm you?
No dms please. Let's keep it on this server.
Would you be open to work with trying to up the quality on that scene? I can provide the asset. Happy to comp you for your time.
we don't do paid/1:1 work here
we're here to help, not do stuff for you
No. I have full time work and don't really have any spare time beyond that.
Also what Chris said. For recruiting/collab refer to the forums:
!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**
If you're up to learning and fixing it yourself, I'd recommend posting #1390346776804069396 with all the details.
ah
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
does anyone have info about "Fantasy Monster Megapack" by studioEZ?
Its a deprecated asset.
I want to contact the creators to get it, but they are 'gone'
https://assetstore.unity.com/packages/3d/characters/creatures/fantasy-monster-megapack-35522
I don't think anyone is going to dox a asset creator if they're no longer on the store.
A month on a support ticket and STILL no response, this is so unprofessional considering I have assets up on the asset store I need to update and add 2 more new asset packs which I can not do until my issue is resolved........ I have no idea what I can do, or no direct contact with humans any more is beyond crazy. Sorry for venting but I am quite angered by the lack of support with Unity.
Don't support tickets have a long wait time in general? Somebody vented here before and I'm pretty sure it visualized the ticket as not getting resolved for a good while
But a MONTH? This is beyond bad, almost to the point I am considering moving away from Unity al together to be honest. I have been here since Unity 1.0 when David was running the ship now that ship has sunk.
Sorry I obviously can't help you. I just though it was worth noting that I'm pretty sure it's quite normal
I see some tickets taking literal months. I assume it depends on priority
Well that's shitty. Sorry you're having to deal with that.
Appreciate that, the issue was I let my pro license expire which I did not use as it was for a meta start project. So I wanted to go back to personal and I get nothing but errors about my organization blah blah blah, preventing me from activating a personal license
Oh, one of those kinds of things. Hopefully it's something that can be sorted out using Unity's support tools.
Can someone recommend me a good yt channel that practices good efficient codes and explains it clearly?
What kind of stuff are you working on. You mean clean C#?
Yes
Im currently working on a game
Android game
2d
When you talk about efficient code, what exactly are you thinking of?
Ah, we could move this conversation over to #💻┃code-beginner . I see you posted there, too.
Idk bro when i was first learning to code and some devs looked at my code he was like thats such a bad way to implement it and i was struggling to add stuff to my game because how bad my code is and had to remake some stuff
Hi guys
don't crosspost please
kinda inevitable with inexperience ngl, but at least you know what to improve now that you're aware
hii does anyone know how to help me make a texture like this in unity?
It’s from blender! but not sure how to replicate it in unity
model i already made. Just the texture that’s left
It's pretty difficult to tell from that picure what kind of texture it is. It just looks plain white to me
Maybe if you showed how the texture is made in Blender someone could better tell how to replicate it (in #🔀┃art-asset-workflow)
ok!
Hello there
I wanted to ask which method is best for saving persistent data on webgl.
#🌐┃web but pretty much all the same ones as on other platforms. The filesystem is virtualized so all the methods that save to a file work out of the box. Browser storage is more volatile though so cloud saves are the most reliable for long term storage
Hi all. This may be a trivial question
Some of u probably have heard of the "group by relevance" and "group by type" approach when organizing assets
Most people, and the seniors, would say that "group by relevance" is better, and i agree and am not arguing about which one's better
But i still have this type of asset, namely the .prefab, that i end up putting in its own major category
In the pic, the _Prefabs contains prefabs that are ready-placed assets to be put in the scene
These prefabs consists of buildings blocks that comes from the Arts/ folder, (or some other major folder like Audio/ , Narrative/, and of course Scripts)
Often times the _Prefabs here just represents the final combined prefab, and it kinda could as well be a part of the corresponding building blocks in the Arts/ or others
So what is the best way to follow this Group by Relevance approach, specifically in this case?
Hey guys, my primitive objects are flashing like this only during play mode. I have no post-processing or any lights aside from the directional light. Thoughts on how to fix it?
Everything in my scene is a Unity primitive object. 🙁
With default textures too :(.
🤔
I switched platforms from Windows to Android. Would that do it?
It only happens in play mode, and the lights flicker like crazy. It's like hyper disco mode.
Turn off directional light
That fixed it. Is it something like a cursed directional light? I haven't changed its settings at all.
Normals. So either some shader modifying them or there is an object that isn't unity primitive
Those colorful dots look like some serious bug either in the pipeline or with your GPU. I have never seen wrong normals causing those either
yeah I was assuming those dots was some shader
but if your gpu is fried I didnt think of that lmao
The weird thing is that I've done the whole Unity Learn programmer and Creative Core pathways and never encountered this.
Hm... how could I check my GPU? Just boot up some random itch.io thing?
update drivers, and maybe another unity version if it still happens
I have the latest Unity version -- 6.4.
Thanks for that, guys.
I give you both one thousand goodness points. 🙂
Can you expand that material there and show me it's not custom tho
To pinpoint what exactly is causing that, I would consider the differences between the scene view and the game view. Only game view has MSAA and post processing depending on the sceneview settings. Disabling either could fix it though that is not supposed to happend anyways
Yeah, I am worried it'll happen in other projects.
I'll make a new one to see whether it happens in that new one too.
(I'll get back to you guys later on that -- work calls. Thanks again!)
We actually had very similar problem here earlier and concluded similarly that it is probably a GPU/driver issue. For them I think it also only happened in a specific project so it could be a unity bug too. It seems they never updated on the cause of the problem afterwards. #💻┃unity-talk message
Hi guys is there a way to make custom tilemap prefabs (like rooms) and in runtime have a floor be generated from the predifined tilemap room prefabs? I want everything to exist on the same grid but i cant have a prefab of a tilemap without its seperate grid.
Can you point me in the right direction for implementing such a system?
you can use Unity's Grid class to give you a infinite worldspace grid
oh are we talking about 2D
https://docs.unity3d.com/6000.3/Documentation/ScriptReference/Tilemaps.Tilemap.SetTile.html
Like you can use some of those methods from the API to do it at runtime
In what context?
In the context of making them, just as an 3D animator has the 3D and animator roles, what role does an SFX maker has? (in this server).
Generalist? Or maybe I'm wrong, idk.
So the context is roles
Yup
There is no role specifically for that
tech artist <-- vfx/shaders
So i always get this error when i load the project, however i can compile and run it without issues. Even plugin that uses Windows for file dialogs is not having issues:
https://gist.github.com/Zaflis/cde0f126d52535f37adbd82e517f6885
there are #💻┃code-beginner and #1390346827005431951 you can ask in
I just don't think this is about code but Unity behavior in general.
what version
I can't even know which library or file this would refer to, latest stable Unity (6.4).
it is very likely a unity thing then. they call 6.4 stable, but it is very much error prone. much has been changed in it and 6.3
if you just want to keep working, i suggest using 6.0
Yeah the non-LTS releases are basically a beta :/
But it is the currently recommended version :/ "Supported"
yes, they recommend you use it, so they can get more feedback and repair issues 😅. i am pretty annoyed with Unity for this one.
Meh, I stopped reporting bugs a long time ago because it takes a lot of time and they generally get put on the backlog somewhere
i've found a couple original bugs, so i keep reporting as i can, but yeah, it is an annoyingly long process
I have an update! It only happens when I switch the platform to Android. Here's an error message that I got too:
I'm tagging you too because I figure that you'd like the update. 🙂
uh, I'd imagine it's using a different graphics API in that case
That sounds very bad. Would you mind testing a blank project like mine on your machine for Android to see whether you get the same issue?
Yeah I wouldn't be too worried about those warnings. Could be the GPU drivers for Vulkan being broken
The problem goes away when I switch back to the Windows platform though. It's development-breaking for me. 🙁
Windows platform probably uses DirectX. GPU drivers have implementations for each of the graphics APIs separately (Vulkan, DirectX, OpenGL etc.). I would definitely start by updating your drivers if you didn't do so yet. You could have a bugged Vulkan implementation. The good news is that it works on other graphics APIs so it's likely not a problem with your GPU hardware but software rather
Just tested and Vulkan works just fine for me (on 6.3.7f1)
I don't think I have 6.4 installed
I appreciate your time there. I'll update my drivers and get back to you guys later. I have to get my kiddo to bed, so I might respond tomorrow. Thanks again!
Hi! Is the idea of using a cylinder with mesh collider good if I want to cover the racket accurately?
The box collider covers the outside of the racket, the sphere doesn't work without modifying racket's transform and direct mesh collider is inefficient
did none of the other 20 suggestions work?
if the mesh collider, that you make (not the generated one, see the extensive previous advice discussion), that is low poly is too inefficient, perhaps it is a computer issue.
#💻┃code-beginner @rose flicker
how to fix this
only install the editor and docs and VS in the first round. add others after
- Make sure you have enough space including on
C:drive. - Check that it's not being blocked by antivirus/security programs.
- Look through the logs for a real reason why the setup fails they are pinned [here](#💻┃unity-talk message).
If you still have issues, perform a clean install in another location:
- Install the Hub and Unity in a non-system drive or a clean new folder in the root of
C:drive. - Failing that use the recovery Refresh option or reinstall OS entirely then repeat the previous step.
see the logs for actual fail reasons
fucking shit
where is logs?
!logs
Editor logs
Windows: %LOCALAPPDATA%\Unity\Editor\Editor.log
MacOS: ~/Library/Logs/Unity/Editor.log
Linux: ~/.config/unity3d/Editor.log
Unity Hub
Windows: %UserProfile%\AppData\Roaming\UnityHub\logs
Mac: ~/Library/Application support/UnityHub/logs
Linux: ~/.config/UnityHub/logs
OH MY FUCKING GOD
im turrned off antivirus
i opened unity with administrator rules
logs
idk what is this
ok so is unity best for top-down 2d game dev?
It's suitable and often used for that. If it's best is a matter of opinion and preference
Are Toyotas best for driving?
unless you're making a game that will bring in more than $200k a year xD
Oh no you might have to spend $1,000 of your $200,000
its a joke bro
JOKE
Jokes usually have an actual, y'know, joke to them.
This is just being stupid on the internet
🤓
2D Isometric Tilemap yes!
Has anyone else experienced this bug in Unity 6.3+,
Since upgrading, if there are compilation errors when I create a new file, after giving it a name and pressing enter it disappears from the editor but exists in file explorer.
I get the warning File is not part of any project: {PATH/Filename}
And it's only fixed after deleting it's .meta and reloading
so.... what i can do?
request timeout means network issue. once the editor's done, just work on the ide - try again, try a different network, or just download an ide separately
and this?
this error
consider sending it properly, i can't view it
i doesnt have discord nitro
i didn't say to use nitro and send the entire thing as a wall of text
is the error message itself 4kb?
exactly this
I personally feel godot is better suited to 2D games as a whole, but that's just because I got used to its workflow for 2D games(plus the few features unity lacks or doesn't support well kind of makes it hard for me personally to switch to it for 2D), and am still used to unity for 3D projects
I feel like any of the major engines except unreal can do most 2D games just fine if you're willing to work against their weaknesses for their strengths
!install
- Make sure you have enough space including on
C:drive. - Check that it's not being blocked by antivirus/security programs.
- Look through the logs for a real reason why the setup fails they are pinned [here](#💻┃unity-talk message).
If you still have issues, perform a clean install in another location:
- Install the Hub and Unity in a non-system drive or a clean new folder in the root of
C:drive. - Failing that use the recovery Refresh option or reinstall OS entirely then repeat the previous step.
i'm not going to go through an entire 400kb file for you mate
i think that makes three times they have been given the bot and directions. they are just not taking the time to search for Error in the log file
wonderful
im maked all
you sure? even the "reinstall OS entirely" part?
no
reinstall os just for unity?
how about searching for ERROR in the logs
How about looking through the logs for things that say "error" and share those
but dont finded solution
may we see it?
hey guys, where do i post about seeking help about improving performance (in regards to rendering, as it seems to be a rendering issue than a script issue)
the #1390346776804069396 forum?
pretty much, yes. the #1391720450752516147 is a 'live' chat
just send the error
you've sent the entire log file
we are not going to dig through this for you
Look at the contents of the file, this is ONLY an error.
{"timestamp":"2026-04-20T07:03:17.529Z","level":"info","moduleName":"CloudConfig","pid":1972,"message":"Succeeded to refresh data from https://public-cdn.cloud.unity3d.com/config/production"}
this is not an error
each line there is 1 log
some logs are errors
you are supposed to find and send just the logs that are errors that are relevant to your issue (they also have a timestamp you can check. they're in utc, denoted by the Z)
the most recent logs will be at the bottom/end
{"timestamp":"2026-04-20T06:55:14.550Z","level":"warn","moduleName":"UnityInstallStepsWindows","pid":1972,"message":"An error occurred while installing D:\\Games\\Unity\\UnitySetup64-6000.4.3f1.exe Error: Command failed: \"D:\\Games\\Unity\\UnitySetup64-6000.4.3f1.exe\" /S /D=D:\\Games\\Unity\\6000.4.3f1\n\n at genericNodeError (node:internal/errors:985:15)\n at wrappedFn (node:internal/errors:539:14)\n at ChildProcess.exithandler (node:child_process:417:12)\n at ChildProcess.emit (node:events:508:28)\n at maybeClose (node:internal/child_process:1100:16)\n at ChildProcess._handle.onexit (node:internal/child_process:305:5) {\n code: 2,\n killed: false,\n signal: null,\n cmd: '\"D:\\\\Games\\\\Unity\\\\UnitySetup64-6000.4.3f1.exe\" /S /D=D:\\\\Games\\\\Unity\\\\6000.4.3f1',\n stdout: '',\n stderr: ''\n}"}
its dont error?
that's technically a warning level log, with an error stack as its message
hey guys i was wondering how would you guys recommend i find a bunch of people to do a game test with. its a functionallity test and also a gimick test to see if the game idea is fun. i need 32 people
"level":"warn"
Are you trying to run the installer directly from a file instead of through the hub?
from the unity hub
the log is about installing the setup executable so i think this is reasonable to assume it's in the hub
It's trying to run the file D:\\Games\\Unity\\UnitySetup64-6000.4.3f1.exe. Does that file exist?
!collab make a post there, or make a #1180170818983051344 here and ask. the post on the forum is better