#š»āunity-talk
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one everything else
but the player and enemy one has a yellow background even tho i set it to uninitialized, or set up an overlay
Uninitialized
Does not initialize the color buffer. Choose this option only if your Camera or Camera Stack will draw to every pixel in the color buffer.
Sounds like that isn't the right choice here? (I don't urp)
Since the camera is not writing to all pixels
I could be wrong tho
Well its extremely cumbersome to deal with, and not very agile. Not to mention the amount of code and setup you need to write to get thing going,
Are there no framework that does it better? Do people use use bare Uitoolkit to do their ui?
also @worldly cave
I use the "bare" uitoolkit for my ui without issues honestly
What if you set the background to Solid color and set a background color with 0 alpha
there are no "issues" it works yea, but you need to do alot just to get something decent.
i'm not sure what "agile" would even mean here
just shows up as grey
i also dont know what kind of overhead you think the toolkit has but it really doesnt
What should it show as then
how does people make tools for unity? is there a sdk for it or smt?
"tools for unity" ?
thats vague as hell
you write scripts that run in the editor!
Editor tools?
e.g. you create a custom kind of Overlay, or a new EditorWindow
Theres a pretty huge ecosystem around editor tooling
hey guys how could I learn to code movement in c# for my BEAN in unity??? I am guessing brackeys is old???
It doesnt ? writing ucss/uxml and script all to have a simple UI and then bind it ..
its like back 10 years in web tech - js/hrml/css
learn basics first pinned in #š»ācode-beginner
Yeah he's probably over 30
Bro's an unc
like i heard some people made custom lightning. i wonder how it is possible with c#
surprisingly he is only 22
depends on what you mean by custom lighting
in its current form uitoolkit, is very similar to how webdev use to work, like 10 years ago before frameworks/SPAs, like react angualr and the likes.
shoutout to Dear IMGUI as well š
https://github.com/ImGuiNET/ImGui.NET
The built in physics hasn't really changed so older tutorials should be fine (just don't multiply mouse input with delta time...)
I dont think that chat will help? where can I learn the basics. I understand basic code like variables and containers just I am having a hard time knowing where to start
in a very old school literal definition of the word that mouse input multiplication issue is technically a meme
Worst part is it leaked into chatgpt and now we'll never get rid of it
chat? I said check the pins. there are resources..
training from the best !
It is challenging to get a foothold, yeah
im sure if you search that in github repos there are dozens
for example, to make a simple menu with clickable buttons that would perform some action .. or change some values on the screen.. that alone is a whole process
if you need to find specific element you need to query them just like old JS/jquery..
not to mention working with tables.. which is a total disastre
honestly if your building something simple to begin with just use UGUI
so if you have a better solution make an asset and sell it. Not sure what you're pitching here
be the change you want to see in the world
@near wigeon I am not trying to pich or sell it, there's a reason i put it free and open source on git
Its just very weird to me that people rather use the stoneage way, rather something much simple, thats why i was asking if there are other platforms that streamlines this process
you can share it in #1179447338188673034
I am not really going to gain anything from it, other then hopfully making some people's UI dev live's easier is all
@worldly cave I already posted it in dev-logs. it got so little attention that made me question the entire idea. maybe there's just something better i am not aware of. and i shouldn't have made it to begin with .. no idea.
curious to see how your solution might outdo dedicated engineers who design these systems
I'm just waiting for PanGUI 
brackeys is not 22, that would mean he's only 13 years old in this tutorial lol https://www.youtube.com/watch?v=THnivyG0Mvo
Let's create a shooting gun with muzzle flash, impact effect and force.
ā Sci-Fi Weapons: http://devassets.com/assets/sci-fi-weapons/
ā Medieval Arena: http://devassets.com/assets/medieval-arena/
ā Western Props: http://devassets.com/assets/western-props-pack/
ā¤ļø Donate: https://www.paypal.com/donate/?hosted_button_id=VCMM2PLRRX8GU
...
i cant guess how you would like it, i can however guarantee it makes the process of writing UI's with uitoolkit, significantly shorter and more pleasant
I didnt invent this pattern i just ported it over from web
I took a broadly used solution (react) and applied it to unity.
The framework is not new.. and there's a reason its the most used framwork out there.
Dear IMGUI on steroids ?
Similar yeah
i lied for dramatic effect
I guess it would just take time until the first people will start using it, understand it's benefits and word to mouth it.
i still recommend you share it in #1179447338188673034
if its free
Hi
im suggesting #1179447338188673034 for a reason lol
but do whatever you want its your choice
Gta Temu
@worldly cave - Iām skeptical it would help, because people seem reluctant to try new things. - guess I'd have to wait and see and just continue using it in my own project.
Either way thanks for the suggestion, laters for now
I'm using Linux, and it's always crashing after "trying to load from buffer"
native crash? you would need to check this to investigate more.
Feel free to open a thread in #1390346827005431951 if you do
Yeah, it's debugging "trying to load ggmp-tiny.bin" then "trying to load from buffer" then the editor crashes
open the editor log to get the crash stack
!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
hello there? any one knows some update about the hight ammount of memory usage on 6.3+?
i just opened my project with 6.3.13 today and let for some minutes opened without play any time, and reach 6GB RAM usage.
even on small prototype project without any asset iut“s easy to reach and stay with more than 2GB or more.
how much ram do you have? sounds pretty ordinary
Unity is asking for a code from my authenticator app to sign into my account. I never enabled this setting. I can't sign in.
I fixed it!!!
This is something you'd wanna contact unity directly or try again later , nothing anyway here can do anything
Inspector of canvas is greyed out and not editable. pls help
thats because canvas sizes is based on the screen.. Hence the name Screen Space
only world canvas can be moved / resized etc. cause they are world objects
canvases are default on screen and do not move / resize unless you change the screen
what it is exactly you're trying to do ? cause touching the canvas sizes/position aint it
reading hard
the issue is that the textmesh objects which i manually place on the bottom left corner of the canvas is moving from their position themselves, I have set the box like looking alignment setting to bottom left as well. I though the issue might be due to the canvas issue.
changing anything on the canvas itself wont fix it, you have to make sure to properly anchor the object
check out Christina Creates Games on YT they provide very good info on anything UI based
kk, i'll check it out. Thanks
Hi, is this a good place to try to get help for something? I'm dealing with unitys input action system atm, I'm trying to figure out how I could get it to where an input action can take the player pressing any random number and then I can grab that number as an int value, would anyone be able to help with that?
I know how to get other values with actions like vectors and stuff but I have no idea how to get it to something like an int
You're not going to get an int, you have to parse this yourself
using an actionmap and you have 1-9 for example, maybe something like context.control.name; and then parse it as int from there
does anyone have the standard assets for unity 5?
i use the version out of sentiment but there's no tutorials whatsoever
which prompted me to use the standard assets, and the ones i found didnt work
Is there something specific from them you want?
there is this still floating around, you need to change all the old APIs in each script so it don't error.
https://github.com/jamschutz/Unity-Standard-Assets
the FPcontroller, i cannot find ANY tutorials on how to make it myself
but agree in most cases what you need already has updated versions like the unity starter assets
FPS controllers are a dime a dozen lol
i used those and got errors, the other ones wouldnt even import
and im halfway sure i got a virus
the errors is from the Old apis in certain classes
They came out with a newer more modern one: https://assetstore.unity.com/packages/essentials/starter-assets-firstperson-urp-196525
iirc the standard assets was also a rigidbody based, kinda of annoying to work with than character controller (starter assets)
i'll just make my own i think
im too stupid for all of this
and way too stubborn to use a new unity ver
you just drop a prefab and its done mate
the only challange comes with adding extra features to it, so you need to study it a bit for that but otherwise easy pz
im using unity 5 š¢
Yeah... why lmao
that's like using Windows XP at this point
sentiment
AFAIK it's not even captable of building for many modern platforms.
what is unity 5? the version before 6? meaning unity 2022 ?
no. it's the version before Unity 2017
meaning Unity 2016
not even close, its like pre 2017
It's literally over a decade old.
you cant even use Textmeshpro n shit
did i mention im stupid
you're really holding yourself back
and stubborn
Anyway - a first person controller is pretty simple.
there are many tutorials around
it will be the least of your problems
look at just how beautiful the ui is
it feels like shit because it is shit
lol everything was gradient based. yuck
but we're all different
also no darkmode š¤®
nongradient buttons suck ass
imo
i hate them
okay nevermind this is literal cancer
sentiment is over
the best tools are unity 2017 + at very least
wanna make a cool and easy cutscene ? No Timeline *
want your text not to look like shit esp at high DPI ? no textmeshpro
etc.
looks like Blender
hilariously s&box straight up ripped this design for themselves
and i cant blame them
or at least something very similar
much better play/pause placement than the first image
it is infuriating that there is literally no way to vsync or limit FPS in Scene view on linux nvidia wayland combo
game mode vsyncs fine, or at least limits fps
i think a solid 5 hours i have tried every possible thing that i am aware of, from Args, to mangohud, to gamemoderun, to gamescope, to countless scripts that Should have worked (all while testing with different combinations of 'sync to vblank', vulkan, opengl, etc)
vsync game view while playing. gpu using 35 watts. scene view, unable to vsync, moving the camera an inch, gpu using 170 watts
I started my 3D modeling journey not long ago, and right now Iām working on a newspaper texture as a prop. Two of the images I used are AI generated for the sake of the gameās lore - do you think thatās okay? It would be almost impossible to achieve the same result otherwise, unless I spent an entire week creating a realistic 3D scene of a crowd, which would also require a much higher level of skill... and even then, it probably wouldnāt be very noticeable in-game, since the newspaper itself is just a small prop.
I just treat it as a tool, itās just a small object on the even smaller object⦠but I wonder what do you think, I donāt want gamers to be mad at me, Iām not taking shortcuts.
thatās okay in what way?
don't seek legal advice on discord
I donāt seek legal advice, but more like ethical advice.
use whatever means gets you there, as long as you have permissions to use
alrighty, what do you think about the newspaper texture btw? I think I nailed it, but Iām the very beginner.
you can use #1180170818983051344 and to a lesser degree, #šādaily-win to get input
I can tell you right now, you almost certainly wont have permission to use the new york times logo and branding in your game
Its also kinda uninspired? Like youre doing all this great worldbuilding but you stop at coming up with a name for a fictional newspaper?
I mean, I never thought of that, youāre right.
The Metropolitan Ledger etc.
Iāll call it The New World Times
'The Old Spork Tines' - Sticking it to global news, with stabbing commentary
my game is about world falling apart due to lack of oxygen
I mean uh, thatās not what my game is about but thatās what its hidden lore is about. Sry Iām so sleepy.
the game itself is a cozy āworking at an oxygen factoryā simulator.
what about stuff like āNew Yorkā (article about real city) or āS&P 500ā (article about stocks)? can I use it? Iām not from U.Sā¦
last time. do not seek legal advice here. do your own research
I did but I was just checking to see if maybe other people had this problem. I found out it was a system update for users that were also publishers. They now require 2fa.
I'm not sure about that last part, I'm a publisher and user no 2fa. But it is more secure so prob worth it at the end of the day. Could be an organizational policy maybe
It's interesting.
Man some days I feel like the code gods love me
I only had 2 bugs in 300 lines of code
That I wrote in one sitting
Thank you code gods
I learned how to code this section 4 hours ago
And it works
(Sorry everyone I know is asleep and I needed to rant about how happy I am that the code worked)
sorry. A bit too late. but can we avoid this 1mb limit somehow for localBrowserStorage
Save to a (virtual) file, don't use playerprefs. If you're trying to store more than 1mb to playerprefs you're doing something wrong anyway
did you look at the linked IndexedDB storage limits from that page? Even if Unity caps your IndexedDB usage (and I would test it to see if that's still true), you can access it yourself or use one of the other storage strategies mentioned which seem to have much larger capacity

hey guys i finished this yesterday and i havent recieved my badge, does anyone know why?
it says 100% complete, the project has been published aswell as a screen recording etc
iv also recieved the xp for it just not the badge
I may need some help! My wifes avatar gestures stopped working after she changed the hair color then re-uploaded it. But her other avatars gestures work fine. What would cause this issue?
We tried everything, google, youtube reddit etc
!vrchat
Join the growing VRChat community as you explore, play, and create the future of social VR! https://discord.com/invite/vrchat
is it okay for a multiplayer game to place the Play/Ready button on a second screen (that you have to click into), instead of having it immediately visible on the main screen? im wondering if this affects clarity or the players experience
i mean do u have a single player too or does ur multiplayer have multiple modes
either way it doesnt matter its ur choice, whatever u think the player will prefer
also is there a way of using the terrain tool to form geometry terrain?
idk what else to call it, what i mean is i want to create slopes like this:
sort of like a straight slope going down with smoothing on either side
but terrain tool unless im missing something makes it nearly impossible, i feel like there should be some sort of tool you can create a rect and select ur beginning angle on 1 side of the rect, and ur finishing angle on the other side of the rect
and it creates the slope
then u can just simply smooth out either side of the slope
just a quick n00b q for everyone here, with colliders - I can't use a mesh collider as it has to effectively be moving, (kinematic I think is the term?) is using several box colliders like this efficient? obviously wanting it to follow the form but don't want to go overkill for such a basic asset, and afaik there are no cylindrical colldiers
theres lots of spline landscaping tools that might be able to achieve this sort of uniformity better, or make your own, that would be an undertaking!
yeah i looked at the whole editor thing i ended up making my own
the terrain tools in Unity as i understand definitely lean towards painting more
what did you end up doing?
i ended up finding a snippit of someone elses solution which was not what i was looking for, but i didnt realize you could make little editor addons, so i used his snippit and made my own tool that allows you to create a decline or slope based on the rect you create by dragging in the scene viewer
thats cool!
dont know if this correct channel to ask
i am trying to set up CI with gameCI/unity-actions, and it requires a Unity license file
i do not have one and cant manually activate bc i am using a Personal license
mb someone has experience solving this?
Why does that stop you from activating it?
bc unity changed what type of license you activate manually, and personal not in the list
it now requires serial number to be activated
Just to make sure, you're following these instructions? https://game.ci/docs/github/activation#setting-up-your-unity-license
You might want to ask on their Discord server
Works for me
huh
what is their server name, GameCI?
i wanna try to find through discovery page
yes
found it, thanks
me making airplane game
That is fine. You can also use multiple convex mesh colliders if you need it to be more accurate/rounded. Or ~7 box colliders where every other one is rotated 45 degrees
hi how u doing
hi, this isn't a hangout server https://nohello.net
if you'd like to ask or discuss about unity you're free to do so, but this isn't really a general chat
oh oke
(if you want to show off your work/progress you can do so in #šādaily-win or #1180170818983051344 btw)
but me will work
found solution
just sign out of Unity Hub and sign in
then add the license manually through the License menu
and license file will automatically be put in C:/ProgramData/Unity/
Hi everyone, Iām having a two way authentication issue. I never set up the two-way authentication and now Iām not receiving the code for my school account (educator license). I tried my personal license and when I get a code for that account, Iām getting an error and ask to try again.
I have the end of the year showcase and my students canāt access anything.
I submitted a support tickets, but Iām running out of time.
Anyone had experience with this issue? If you did, what was the solution?
Thank you.
Mario
Could someone please teach me how to log in to the UGS CLI? I've correctly configured the permissions in my Service account, but when I try to deploy cloud code during login, it returns code 51. I checked, and code 51 means invalid token, but the credentials I copied from the Unity Cloud Dashboard during login should be correct. It just keeps returning code 51.
ahh yea didn't think of that, could just make mesh colliders in blender import them and set to convex, good idea
Hey guys, I don't know if this is the right channel to ask but, I'm currently working on a game with levels, and I would like to change the background for each level, but I'm not sure how.
Any tips?
can you clarify what you mean by background?
the skybox enviroment?
Yup, I think so, change the camera to a solid colour from the skybox.
wait is this a 2d or a 3d project?
2d
well for 2d scenes you should probably use an actual image/sprite as a physical game object in your scene for the background
just make sure you set its Z value to something distant
Okay, I will try to do that, thank you ā¤ļø
i want to ask I tried opening my older Unity project (from the 2022 version) in Unity 6, but it doesn't work. Why?
there's surprisingly few videos on sniper glint in unity
Hi all. So I was trying to install Unity AI on a fresh project, but I get 999+ errors...
any idea how to remove the T ?
it's a gizmo, there's a menu to disable it
iirc there are separate menus for the scene and game view gizmos? could be wrong though
oh shit i spent 20 min trying to fix it but stupid m enabled gizmo in playmode right
because its a relatively simple thing, its just a billboard sprite with emission combined with bloom post processing
Ohhh, i was trying that stuff with a point light
I just ran into this issue trying to purchase an asset. I have a feeling there is at least a regional outage or backend issue on their end. I hope it clears up automatically, because these flash deals are important to most of us on a budget ><
Good luck with your time-critical situation š
i want to ask I tried opening my older Unity project (from the 2022 version) in Unity 6, but it doesn't work. Why and whats the problem ?
it doesnt work is vague, how can anyone provide a reason š¤
"i tried putting this old gpu into a new computer, but it doesn't work" there are so many possible answers
i mean you just have some obsolete function warnings, in which way does it "not work" though
so what should i do ?
i'd try installing seperate editor versions for 6.0 LTS, 6.3 LTS and seeing if they open there, firstly. You may have success the older you go (6.4 changes quite a few things)
you still havent told us what "doesnt work"
ok so.... what are the chances of getting Unity Editor to work in SteamOS?
unfeasible
i already tried to open it with unity 2022 version , but still like that
those look like warnings not errors, it shouldnt break the actual game from starting
last week i try to open it in my computer on lab but it works
actually i can see the terrain and the asset
but now i just see the nothing
did you open a scene
will i have to add another tally to the counter
what you have there just looks like the default scene
wdym , yes i open it
a scene?
show the hierachy window (without a search/filter)
Wait, how do i add emmission to a sprite?
like this
when i try using another computer , i can see the terrain and the other thing
you did not open a scene
use a quad
this is count 14 of people thinking their projects are broken because they didnt open a scene
im slowly catching up to digi
that's way too low
i only started counting it recently lol
fair
so running unity in steamdeck's pc mode is probably a no-go?
but its insane how far some people get with projects without ever learning what a scene is
wherever you saved the scene, navigate to that folder and open the scene
A discrepancy might be that you're expecting the Unity environment at your school/lab to be exactly the same as your home setup. You will need to ensure all the proper packages are installed to mirror your lab dependencies. Unfortunately unity projects are not like, say, a steam game that can just be opened up wherever you log into Unity. Hope this helps.
okay , i got it
this is not the cause here
packages are specified within the project
the cause here is obvious: no scene has been opened
they legit just didnt open up a scene lol lets not overcomplicate this
@hallow bobcat literally just open the scene you saved
need help i bought a pack on unity hub but i dont understand shadders please help full build is pink it is a
if its pink it probably means the shaders arent compatible with your render pipeline
which pipeline are you using
its a UDRP build
hdrp?
so youre using hdrp or is the asset made for hdrp?
sry HDRP
crap. the huh site is broken
I did Game jams, even VR Projects (in Emulator only) and webgl builds
huh, how?
click pink materials
leads me to shader errors
Really! well shoot. and/.. now it is working again. hiccup in the server it seems
it says Original Unity version
6000.0.38
okay third times the charm
HDRP
are you positive your project is hdrp?
that wat it says
there is some strange things goin on the past few hours... might be regional. Originally reported 3.5 hours ago from somebody. Currently I just got locked out entirely (before I was just getting this on store asset purchase)
I have no clue wether or not this is a good place to ask but my unity 6.4 isn't installing. It is fully downloaded but doesn't want to actually install!
the linked site (unity.huh.how) actually has nothing to do with Unity official, it is a site vertx made. But, yes, there have been issues since the start of the sale with the official store site. also, other sites as well, something global is most likely happening
(everything was fine for me yesterday, purchasing/etc)
i honestly do not think i have seen flash deal sale yet that did not bog the servers š
i'm not fretting too much, my current projects are fine at the moment. But damn, I really really want to buy this before it goes to 60% randomly for flash items vs the current 95% off it is > <
they generally extend the flash deal if they are aware of the issue
i would send a support ticket now, explaining you want this asset, but cannot buy due to server issues, and request the price be honored when servers are functional
these 95% off glitches are special case though, I routinely see 95% off initially in flash sales, then they revert back to 70 then 60% a few mins to hours later
(just a tip to keep in mind for your future browsing)
i noticed that too. the few minutes thing is almost definitely an error, but the flash deals are 12 16 or 24 hours, iirc
sometimes the glitch literally turns them free, if you're super lucky
i'd be careful with that one š might come back to haunt you, or might be the old 'bank error in your favor' from monopoly board game
no offense to unity.. but the way i've been treated on silly things like buying the same thing twice by accident, and not getting reimbursed for an extra purchase, because I already downloaded it. I'll call it even š
or my absolute favorite.... submit a ticket for refund "sorry our queue is taking a long time" and resolution finally comes 30+ days later with "sorry your window of refunds within 7 days has elapsed! bye bye"
i would press that issue. i have been outspoken about their return policies in the past
truat me, i've pressed it, as a power user with nearly 100k$ worth of assets, they do not care about anything.
i do not know exactly what occurred, but i would be in contact with a lawyer. i simply do not tolerate businesses with practices like that. but, this is just in general. i have no idea of the details of your situation
I wish I had the time for that. I'm happy with Unity.. no beef other than these silly one-offs. They obviously are skimping in support. But my overall point. If they are showing free/95% off items offically, I'm always happy to purchase them. Not my problem, just as my problems are not their problem, apparently..
morally, perhaps. legally, who knows
shrug, i'm using the asset store 100% normally.
current situation for anybody new coming in on this (10:22am pst/west coast usa)... Unity is having a log in issue either for main account, or on purchasing assets after clicking "proceed to checkout" from a cart.
Keep refreshing, i've been at least let back in from my complete lockout, but still unable to purchase assets from store.
been intermittent for at least a few others for the past 4 hours now
oh i meant actually using the editor to work on projects when im in flight
Yes, i used the Editor. But with Mouse and External Monitor.
Hey, guys! What is the different between normalize and normalized?
Are you talking about the Vector3 methods?
do you read docs
Vector3.Normalize is a static method that takes a vector and returns its normalized form
Vector3.normalized is a property that gives you the normalized form of that vector
they have the exact same meaning
Normalize doesn't return anything, it mutates
Normalize modifies the value directly, in-place
ah, there's both a static method and an instance method
var barVec = Vector3.Normalize(fooVec);
i was thinking of the static method
wait, that's horrible
Oh the static one is new
Ish
instance normalized -> modified
instance Normalize -> mutate
static Normalize -> modified
wonderful
Welcome to Unity!
peak api design š
it makes perfect sense though
properties are generally non-mutating
that would be extremely confusing
Or other way around?
Old docs:
https://docs.unity3d.com/2021.2/Documentation/ScriptReference/Vector3.Normalize.html
I though the instance method was the older one š¤
if you normalize a variable, you're clearly changing it
each one makes sense, i don't think the mutual existance makes sense
whilst passing it to a method should not mutate it
I mean both of them
I know that normalized property it converts the vector to have a fixed magnitude of 1 unit
what about the Normalize()
it converts the vector to have a fixed magnitude of 1 unit
dude did you not read any of the previous convo, nor docs?
Normalize() is the one that converts it.
.normalized returns a brand new struct that is the normalized version of the original
We already discussed this, there's a static method Normalize and an instance method Normalize
Static one returns a value, instance method mutates it
I did wdym
the answers have already been given (both in docs and in convo)
if you're still asking i'm inclined to believe you didn't actually read any relevant content
you really gotta get better at reading. this has been quite a clear pattern with you
"what's X"
"X is [whatever]"
"ok but what is X"
docs doesn't have any useful meaning I think I have to either watch a tutorial or get a proper answer with a visualization and proper exaplanation because docs only have the description
the entire previous convo was content from docs
docs doesn't have any useful meaning
docs only have the description
you're already contradicting yourself there
docs are semi-technical documents, reading and comprehending them is kinda a skill unto itself. you won't get better at it if you neglect it
If there's terms that you don't understand in the conversation or in the docs, just ask about that
Its just the concept that is hard like Maths never meant to be easy
Vector3.Normalize
public void Normalize();
Normalizes the magnitude of the current vector to 1 while maintaining the direction.
Note: This method changes the current vector.
this is straight from docs
if you think maths is never easy then it'll never be easy to you.
That is not an explanation I will have to do my own research in understanding the math logic behind normalized
and other concepts in Game Math
The methods do the same thing
the concept isn't hard. it might be foreign, and that might make it hard for you - that's normal
but if you think the concept is hard in itself, you won't be able to actually internalize it
if is bigger than 1, make it 1 otherwise player goes diagonal at 1.7
No I mean its hard and I wont get proper answers just by reading docs
Math requires practice like anything else not only theory
and also deep understanding
it's an adequate explanation in the context it's in. it's not here to explain the entirety of vector math. that would make for unnecessarily long docs.
if you don't know what "normalize" means just as a term, then ask or google about that
no-one's saying to just read docs
reading docs is the starting point
you don't seem to be using them at all
there are many MANY excellent YT videos on game math
can you recommend one?
brackeys I think he has and code monkey
as well
SpeedTutor there is as well I think
I think SpeedTutor is in the server btw
I have seen this guy here
freya holmer has great explainers
Do you understand what the "length" of a vector means?
So how do you not understand that normalize makes the length 1
and that wasn't explained in the code docs, was it
I honestly recommend avoiding vectors all together, they cost way too much byte data. A int3 is cheaper and usually better for whatever you need done.
its the line on the coordinate system that represents a vector and its length no
they take the same amount of space
Wrong
explain then
inb4 "int is 2 letters shorter than float so it takes less space"
try it:
Debug.Log($"Vector size: {sizeof(Vector3)}, int3 size: {sizeof(int3)}, float3 size: {sizeof(float3)}");```
hold on they're prompting chatgpt for a strawman response
I just cant understand wht it means vector magnitude of Unit 1
Unit 1 what is it?
1 on all the axis
Yeah, especially the visualizations would probably help understand it
right, and this is a math concept, not a code concept. you wouldn't be looking, nor asking for what the Normalize method does, you should be asking about what "normalize" means in math (and you can ask google about this as well)
I was wrong on the value, you are correct in saying int3 and vector3 are equal.
@boreal river do you know what a "unit circle" or "unit sphere" are?
Even if int3 was smaller, you couldn't use it the same way as vec3
no
do you know what "unit" is
big dog walking down the street. Absolute Unit! ... ... i'll show myself out
I thought I was going to code today but apparently not, since someone forgot that they accidentally broke visual studio 22 and needed to update to 26
(trying to find more basic concepts that you already understand to analogize these more integrated concepts)
I usually only use byte data and avoid all unity given values.
that's... a bold decision to make for someone who doesn't know how much space Vector3 takes
what does that even mean honestly lol
but.. why? there is no need for that, IF you even could
so you also just, don't serialize anything?
Vector3 and vectors come from the unity library. I avoid using any unity library systems if possible.
i mean, Object is also a unity given value?
Yeah why though
I mean "vectors" are just a math concept
and implement them yourself?
they probably think it is faster since"unity is c#"
c# has prebuilt options, I just prefer c# options over unity options
You're definitely basing this off some misconceptions
isn't int3 also unity
in fact the System.Numerics.Vector classes take MORE memory than Unity's. They use double
or is there also a system one named that
No
System math from c#
yeah ok, unity also has one named int3
no
Ok actually I was wrong about this it's also using float
even in like. meter, feet, pound, etc?
You're going to end up costing yourself performance doing this beause it means extra computations to convert back and forth, since all of Unity's APIs use the Unity types
oh wait this unit yes I know
they're the same one
This is how you utilize the c# system, in my opinion for extreme optimization it is essential to use c# library system of byte over all else.
when there's no relevant unit to specify you just say it's "units"
eg 4 units, 4 square units, etc
you are basing this off some misconceptions.
it's not unit 1 of the vector
Which is?
the vector is of length 1 - not 1 meter, not 1 foot, 1 unit
of byte
everything is in bytes. what is this even about
I frankly have no idea because I fail to understand what optimization you're getting.
The real way to optimize your code is to use Unity's job system and DOTS
you are going to have to explain what on earth "library system of byte" means
could anyone help with a build something i have to show then tell
@boreal river this was intended for you btw
You can use byte data which cost a total of packed bits instead of a int or a float
That is in the runtime, not in the data cost.
what is this "data cost" you're so concerned about.
also consider - how long is a meterstick/yardstick?
you're talking about storage for saved game data?
packed bits
...a byte?
ok. none of this even belongs in this room and it is almost trolling
a "unit vector" is any vector whose magnitude (or its 'length') is exactly 1
The name actually doesn't come from "unit of measurement"
"unit" just means "one"
like how you might say "unary operator"
Ok but the discussion we were having earlier was about using types in general. If you have some extreme special requirements that's not really relevant for most games.
pretty sure unit of measurement does come from that
they share the same words, but that's why we call a normalized vector a "unit vector"
not because it has a length of one foot or one meter or whatever
anyone wanna choose the Steam poster for my game? Iām losing my mind each time I do post processing.
to be clear this is the analogy i'm going for
- when units are unspecified, the unit is often just called "unit" rather than having a bare number
- meterstick/yardstick are sticks that signify what a meter/yard is, so they're 1 meter/yard
- a unit circle, unit vector, etc are sizes that signify 1 unit
Wrong place.
not really what this channel is for
"unity" itself means "one" (:
it has a length of one unit
i am pretty sure you were told yesterday to use the proper rooms #1180170818983051344 and to a lesser degree #šādaily-win '
I mean Iām making a game in unity so I thought itās like general chat here.. sry
this is primarily a unity discussion/help channel
I am saying doing this has made me learn how to lower data cost to extreme levels. I am merely stating that using a int, float, or other simple values is less optimized then using a byte. Example being this
Cost 12 bytes
Vector3 position = new Vector3(1f, 1f, 1);
Cost 3 Bytes
byte3 voxel = new byte3(1, 1, 1);
You can essentially multiply your base numbers to have even more precision with same byte cost.
Youi are definitely not getting "more precision"
you are getting 8 bits of precision vs 32
you are making a tradeoff
which is fine if that's what your game needs, but it's certainly not a free lunch
ok, you get less info that way. there's still no reason to choose float3 over Vector3 or int3 over Vector3Int (aside from consistency if you're also utilizing byte3 for similar purposes)
You can then multiply the same equation until you reach the same base value in a vector, which is essence a extreme precision
this is not how information theory works
that does not make any sense whatsoever
You lose the ability to represent all the in between numbers
you only have 255 possible values for each dimension
(2^8)^3 values cannot map 1:1 onto (2^32)^3 values
you get pigeonholed, indeed
I am tempted to share my code but I feel like this is a useless debate
i think you either are vastly misunderstanding information theory, or you have some tangentially related point that you are articulating poorly
correct
I am just suggesting to use bytes over all else if possible, not every case but in some cases it works perfectly. In a controlled setting where you know you do not exceed a certain threshould per area you can cheaply lower byte cost.
in some cases where you don't need Vector3 yes
You are suggesting complete nonsense
no-one's saying to use Vector3 for everything
It only makes sense when you have very specific requirements:
- Storage bound
- don't need good precision
I literally use this daily, it works
if you need to store integral values in the range 0..255, then yes
you can use bytes
everything in programming is about making tradeoffs to suit your requirements
works ā makes sense
it may very well work and make sense for your particular use case, but it won't in general
yes, if you have bounds you can use types that correspond to those bounds.
in this case the bounds are infinite, so you need floating-points
It does work with precison if you use it in a format of chunks or parts. You are essentially treating this puzzel piece like a complete picture, it takes many of the bytes to make it work.
so, reinvent floating-point half-precision?
well, yes, if you store multiple coordinates, you can address many more values
notably, you can use four byte3 coordinates to exactly represent all possible uint3 values
then you're right back where you started. You use 4 "low precision" chunks to make up the same original precision. The benefit you get is higher granularity but it's at the cost of higher complexity and higher computational cost.
so again it's a tradeoff, which might make sense in some conditions
Those who want to create their dream game in Unity but can't find a developer to work with can get in touch.
or four byte3s for all of float3, what a deal
!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**
Computation cost never goes up with using bytes, they go down instead. The computer actually prefers these over ints and floats since what your doing is getting as close as possible to machine code.
okay we're veering directly back into nonsense
computation cost goes up with using bytes.
if you're doing floating-point arithmetic, then use floatingpoints
your cpu has instructions for that
no - because almost all operations in modern CPUs work in chunks of 8 bytes. SO you waste a whole cycle doing with one byte what could have handled 8 at once
i was about to say that this kind of scheme makes sense if you're doing some kind of hierarchical data structure (a grid of grids of grids)
it does not have instructions for your custom reinvention of floatingpoint
also if you're processing bytes yourself, you are not taking advantage of the wordwidth of the cpu, modern ones can process 8 bytes at a time
Which is essentially a endless world, going back to what I was saying. This entire discussion is just me explaining why I believe using bytes is a good idea over all else.
and the rest of us are trying to stop you from giving bad ideas to beginners
We all know this is not a beginner tier discussion
you were just trying to sell int3 over Vector3
that does not account for padding and alignment
Nothing I am saying is for that level of code, this is for absurd levels of optimization. I was just chiming in to say I suggest learning about bytes when he has the chance, since they are useful.
you've demonstrated that you do not understand what you're talking about
which is somewhat alarming
In what regard am I wrong
this statement is pure fiction
alright, let's talk absurd levels of optimization then.
processing 2 longs is faster than processing 16 bytes, unless the compiler optimizes for that, then they're equal.
processing floats as floats is faster than processing bytes acting as floating-points, because the cpu actually supports that.
This is all obvious stuff
for real performance i would work towards a data oriented approach, and have your data sized and ordered in a way its less likly to have cache misses
right so why did you claim computation cost always goes down when using bytes
I was wrong on this one, I had to look it up to verify
This was my misconception, I was wrong on that part.
integral coordinates makes sense if you need the space between the closest possible pairs of coordinates to be consistent
floating point, naturally, varies with the magnitude of the number
(which is why we call it "floating point")
kinda unfortunate we don't really have fixedpoints anymore
i mean, integers are fixed point numbers š
...it's just very firmly fixed on the right side
ive only seen it as a stepping stone for explaning floatingpoints, and for a custom file format (aseprite)
if you want to learn more about this type of stuff i would heavily recommend looking at Mike Actons and Andrew Kelleys talks on Data Oriented Design
floating point has some very nice characteristics (e.g. the ratio between adjacent numbers is consistent)
are bigints floatingpoints, because the point can keep moving to the right lol (/s)
the ratio between two integers gets smaller and smaller as you go towards the maximum integer
(becoming the largest as you go from 1 to 2!)
(i am ignoring division by zero)
i guess they'd've stuck around if they were significantly worthwhile to keep around over floatingpoint
You can absolutely design your game's data structures to "play nice" with your processor
it's a really interesting subject
(floatingpoint doesn't smh)
e.g. if you're going to be accessing field X from many things, then field Y, then field Z, it's better to store X, Y, and Z in separate arrays
always a fun time explaining why 1/0 and 0/0 aren't the same but 0/0 and Infinity/Infinity are
that way, you make excellent use of your cache
yeah Dots tries to automate a bit of this for you, but stuff like some of zigs comptime features for struct of arrays takes it further too.
this also opens the door to vectorized operations
still needs to be cosisderd well at design time though
where you can operate on many values simultaneously
yeah even if not using this stuff to go wide onto more cores, where it opens up possibilities for simd and the less cache misses makes it a lot faster even for single core perf
I don't want to shut you down from talking about this stuff, but I do want you to understand that you have some major misconceptions right now.
Which are?
well, there was the one that was just disputed
i don't know all of what conceptions you have, so i can't say what else you might have (unless it comes up in discussion)
but i would suspect there are more, and this seems like a good oppurtunity to challenge them
https://www.youtube.com/watch?v=rX0ItVEVjHc
https://www.youtube.com/watch?v=IroPQ150F6c
not directly applicable to unity or even C# but these are pretty much the best talks when it comes to thinking in a way that works well with data oriented design and ecs
http://www.cppcon.org
Presentation Slides, PDFs, Source Code and other presenter materials are available at: https://github.com/CppCon/CppCon2014
The transformation of data is the only purpose of any program. Common approaches in C++ which are antithetical to this goal will be presented in the context of a performance-critical domain (cons...
Copyright: Belongs to Handmade Seattle (https ://vimeo.com/649009599). I'm not the owner of the video and hold no copyright. And the video is not monetized.
In this video Andrew Kelley (creator of Zig programming language) explains various strategies one can use to reduce memory footprint of programs while also making the program cache friendl...
IS anyone else having issues installing unity 6.4 even after downloading it?
how can i fix this? i have steamworks in my packages folder
we're coming upon nearly at least 6 hours of intermittent back end issues regarding login/auth/handshaking/install and asset store
But I have had this since last week
may or may not be related then, ymmv.. sorry and good luck
(i did personally update to latest 6.3lts with no issues last night) A good test is to see if lower versions install for you. I"ve definitely had that issue often, usually clears up with the next rev update on the line you're hoping to install
Okay thanks
also use this to back install or test if need be, and clear out install dirs/temp/%appdata/whatever to clean slate/file caches as much as you can: https://unity.com/releases/editor/archive
Will do when I get the chance, thanks again
Brilliant move Unity! i've been trying to update my info for two years and it never holds. and now, without warning or consent:
Since you did not let me update info, this goes to a phone number i no longer have!
welcome to the club, hunanbean >< this is what's been reported at least 6 hours ago now š hope it clears up soon
indeed
definitely try not to mess with any account settings.. it's 100% something borked on their end
it is, i am sure. email sent to support. also, messages sent to people who can do something about it too
thank you, on our behalf
tbf im thnking about using old unity to replicate the old shitty horror game feel ngl
Or a render pipeline that replicates old rendering https://github.com/pastasfuture/com.hauntedpsx.render-pipelines.psx
i mean...
There should be other cool options too and new unity offers the render pipeline functionality...
hi
i just feel it still wouldnt feel the same
i saw you talking about old unity earlier... what are you on about...
Okay go try unity 5 and suffer
What sort of behavioural differences are you expecting?
im the biggest unity 5 lover
if you're trying to get people to validate your Unity 5, use good luck
I started with unity 4.5 and I think id rather not go that far back anymore
we can't offer much advice or input if your design requirements are "I need to use Unity 5"
it's a tautology š
i mean, when i think of janky horror games, I think first of a wonky IMGUI menu
and that remains perfectly usable in Unity 6.x
I need some help with Unity
I am watching a tutorial from Code Monkey and I am having trouble loading the assets into Unity
He said to drag and drop this file into Unity
Assets -> Import Package
And I downloaded the assets, but it wont let me drag it in
i was getting errors trying to drag into 6.3 and 6.4. i stuck with 6.0. also, a lot has changed with 6.3+. i hope the assets still work 100%
ight thanks it worked
Hey guys I want to make a cardboard cutout of a sprite for vr anyone have a tutorial or can help?
This is some example code I actually use with real purpose hidden by chatgpt. So you can see how I would use bytes and other forms of data.
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
use #1180170818983051344 or to a lesser degree #šādaily-win
hi
What is this
this is just a bunch of variables?
Like, what is this supposed to prove other than you can ask the pointless slop machine for more pointless slop
they are trying to justify a position from an earlier conversation
BRO I ONLY PUT A PREFAB IN
how the fuck can i fuck up so badly with something i didnt even make
shit aint for me š
Consider reading the error messages
I really cannot say anything besides I cannot explain how I do things without exposing my core code which I cannot expose without using chatgpt to hide what it really does.
Then, if you still need help, plug some of those words into your favorite search engine
There's no purpose to this code. This is just a bunch of poorly named variables
If your intention was to show it being useful, you've failed miserably
i cant even read
I'm 17
Then act like it
Read the messages in front of you
i just dont know how to access player settings š¢
Let's not start with the bickering.
you are supposed to go through the Essentials Pathway on the learning site before starting anything
:teacher: Unity Learn ā
Over 750 hours of free live and on-demand learning content for all levels of experience!
i didnt know what it was
thank you
yw, there are other pathways there too, for after that one. good luck!
also
will need it, im brand new to unity, i always kinda adored the shitty horror games made in it (they had a charm ifykwim) and i decided that there's something about the engine itself
that i just
really love
and wanted to make horror games for myself
albeit hopefully something more akin to nun massacre
tyty
Hopefully not a weird question but does anyone know why would text move itself after closing unity?
what text? (it matters)
move how
Text mesh pro
perhaps you changed the location while the game was playing., these things are not saved when you exit. aside from that, a script would have had to move it. or in scene view, you changed size of the viewport, so the Anchors moved things accordingly
It only happened when I closed unity and reopened it. I definitely don't have any in script that would move them :/
Or you tied it to pixel-space screen coordinates and the window got resized
It seems like every time I open this project, something else gets cooked lmao
you can always delete the Library and let it rebuild
I can't exactly, this is due in 12 hours
library is just a cache, but is may take a few minutes to rebuild
although a safe procedure, make sure you have a project backup first or source control
I have back up on my external thankfully
https://www.youtube.com/watch?v=SKZBJeheNRg by the way, what is the type of this camera handling called?
In this tutorial, Iāll show you how to add a simple torch (flashlight) to a horror game in Unity.
Weāll:
- darken the environment using lighting settings
- add a spotlight to the camera to act as a torch
- tweak its position and rotation for a handheld feel
- toggle the torch using the new Input System
- add a sound effect for turning it o...
in your Projects folder, there is a Library folder. delete it, with the project closed. start the project again and it will rebuild. open your Scene after it loads in
that is a first person camera. beyond that, IDK what you mean
yep. you can google that directly. first person camera smoothing
maybe i should be living off more than one hour of sleep.
cool deal
wait people make maps etc in blender...? im watching some stuff about unity on yt and someone just said they do
there are generally 3 ways to do anything. maybe even 300. you need to pick what works for you. you have a Lot of learning ahead of you, so just take your time
People typically use a combination of blender and probuilder
Doing good today... just still working on my MMO project... trying to get things working well and at least a bit more visually underway...things are looking good though, but a bit of a challenge.... next step is to try and get my aliens to take over zones and place their own structures there and take over hehehe š
One of the hardest parts I feel though is just marketing.... that is where I struggle a lot...
Does anyone know what can be done about error CS2006, command-line syntax error, missing <text> for -define. Can there be something done about it? Or just forcefully take down unity in hope that my project would be okay?
that shouldnt be happening so yea you can kill unity and re open and see
your project files are fine if you dont mess with em
It gave me the same warning as before.
if it still compiled i guess its fine, i dont think we can alter compilation args š¤
So I'm locked out of the project?
I can access the safe mode but that froze me last time.
Can you share a screenshot of the error?
Rn im starring on warning about safe mode tho.
Do you maybe have an empty(maybe space only?) keyword/define in project settings?
Scripting define symbols/additional compiler args
if you havent, make a backup of the project first
all you ever need is just the folders : Assets, Packages, Project Settings, User Settings
Its this, right?
How do I get to those?
Yep. Seems fineš¤
with the file explorer
just search for the folders and copy and paste them into a new folder somewhere on your computer
Did you try deleting the library folder?
you should set up something like github or unity source control
nope
This is worrisome...
just wait. if still running after 12 minutes, mention the speed of your computer
I cannot screenshot with a frozen laptop lol
It can take that long?
if that has your laptop frozen, wait 24 minutes. have you checked to make sure you are above minimum spec to run Unity?
even so, that may have frozen the Unity window, but should not have locked your machine.
I'm creating a prototype for a grid based 2D colony game. For now, I'm generating procedural chunks, but defining the rules has been a problem. Have you ever created something similar?
probably best to talk to #š¼ļøā2d-tools
Still running š
helouda
hello
Hello, I have a question. Could someone guide me or teach me what Unity is? I don't know much about it and I would really appreciate someone's experience.
there is a learning site to use for that purpose. start with the Essentials Pathway
:teacher: Unity Learn ā
Over 750 hours of free live and on-demand learning content for all levels of experience!
if you end up with a specific question you can 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 #šāfind-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 #š±āstart-here
and don't forget to #š±āstart-here
Oh, thank you. Well, I really need to learn that because I'd like to model and make a mini-game. My teacher asked my group to create a game, and I wanted to make a mini-Sonic game, like the Sonic 3 game, for Unity, and I didn't know where to start.
Still running lmao
Should I kill it off with the task manager @latent meadow sorry about the ping
assuming this is not gigabytes worth of assets, yes. there appears to be something quite wrong. are there any other open windows that may have error messages? are your fans spinning high? aka, is it doing something, or not..
Fans are normal and nothing else seems to be out of norm.
yeah, just kill the process
you can search for Error in the logs, or simply try again. what assets is it?
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
Mostly my own sprites, and tiles.
how much data? can you try one to see if it works, or is packed as a unity asset for some strange reason
some are showing up as meta
Its not devastating number of data, but its my graduation projects taht i have to turn in like 8 hours.
So yeah, any lost progress is big hit for me.
ok, and when you do just one to test?
I did test before starting and that was just fine? Sorry if Im missundrestending you.
so, you were able to import a few, then you tried a bunch at once and it failed/froze?
No, I was trying to figure out why my reset button wassnt working, then the error came an dright after crash.
after that I was locked into safe mode.
where the HELL IS OCULUS
ok, so let me see if i understand.
you have been using Unity for a while. been doing a project for school. a 'reset' button stopped working, and you got a cryptic error. you then tried to restart, and it only offered safe mode (which is totally normal when there is a script error), and it started attempting to 'reimport' assets that you had already had there, previously, prior to the error/crash?
Yup
ok. do you have a backup copy of the project?
by completely empty, do you mean the Level/Scene is not loaded, or all things are missing from 'Project' tab?
all thing gone, it looks like brand new project window.
Actually my scripts survived
ok. i assume you are on Windows. Using Explorer, go to the Projects folder, and then into the Assets folder of it
Ohhhh, there are in there.
ok. that is good. i think the .meta files are messed up. go into a folder whos name you will remember and delete the .meta file for three things that you will rememeber the names of. then go back into Unity and see if those three things show up in the 'Project' tab. try to make sure they are things that were missing a minute ago
On it!
also, i forget as i talk to a lot of people here per day. did we have you delete the Library folder?
ok
They showed up!
Nope it opened normally
great
Mostly everything showed up.
very good
I lost mostly tilemaps.
ok, but those are your assets, so you can re-import?
also, go back to the folder in Explorer. if they are physically there, try the deleting the .meta trick for those missing files
if you go to reimport, since strangeness is occurring, try only importing 1 at a time, if feasible
Yup, I will definitely do that
Thank you so much for your help ā¤ļø
Literally life saver
you're welcome š hopefully, it goes smoothly now
I hope so š
when you get some time, i suggest you do a normal Windows maintenance/integrity check.
run sfc /scannow, do a scandisk, defrag, etc (i say this because it looks a bit like a hardware issue)
I will, thank you for the tip.
this is tutorial code for how to declare variables. you don't show "how you use them" at all
also this is a struct..? and note that NativeArray also has an overhead.
if i'm reading this right, you're using a NativeArray<byte> to represent a single boolean? that's definitely not more memory nor processor efficient
instead of using 1 byte, you're using upwards of 48 + internal array size
48 is just the overhead
I contacted support and they were super helpful. Reset my 2FA and Iām good again. What a relief!!
I lost where my question was but does anyone know why guesters would randomly stop working after a upload? My wifes avatar gestures stopped working yesterday after she edited her hair color then uploaded it. Older versions of it work and her other avatars but this one just doesn't. What could ge the problem? We've tried Google youtube and reddit, no luck. (Were both new at this)
can you be more specific as to what you're referring to
what guesters/avatars are you working with here?
The normal face expressions like, smirking, smiling, etc using the quest remote. Like when it does a peace sign or pointing
!vrchat
Join the growing VRChat community as you explore, play, and create the future of social VR! https://discord.com/invite/vrchat
go ask in the vrchat server
...ofc
they'll know how to help
this server is full of gamedevs, we wouldn't be able to lol
But I think it's a unity problem
the folks in vrchat would know how to help.
i barely guessed the context of what you were doing from "quest", i have no idea what "avatar" or "guester" are lmao
no need to be rude
even within gamedev, i could be a unity pro and be absolutely lost in unreal, for example
Unity is unity tho right
vrchat is a wholly separate context from unity, even if it's in the same engine
a lot of what vrchat touches is hyper specific to vrchat
"physics is physics though right? if you're able to calculate the resistance of this circuit you should be able to simulate fluid dynamics"
and the stuff that does overlap would only be overlapping with other pretty specific circles like vr dev or games using pretty detailed model physics/animation type stuff that a majority of people don't touch
respectfully, as you said, you're new to this. you don't know the massive breadth of stuff here lol
You a redditor too?
are you here to peddle that "all IT is the same" or do you actually want help
I mean IT isnt difficult so yes
probably better to just ignore this one
Probably best ngl
you wouldn't ask a database admin to write a game, or a cpu architect to configure a network
Im not gonna lie I got no idea what any of that is but I saw a unity problem so I joined a unity discord for help
that's understandable. we redirected you to people that have expertise in the specific context you're in
They were useless š they sent me back here
Im sorry this is all frustrating and ive been up for 52 hours
then your out of luck im afraid
Ingnore my attitude
oh, best thing you can do is rest then
so many things become so much clearer once you've rested
those 15 hours will be at 5% of your normal productivity
5% might be overestimating it
Why Unity Hub that I just downloaded from Unity to a new PC isn't recognized by Windows? I get the bule dialog "Are you sure you wish to install this?"
screenshot the actual message. there are 3 different messages it could be, and they all mean different things
i am on linux now, so a screenshot it needed to trigger my memory, not just the text that it says
it could be UAC, it could be Smartscreen, it could be Unsigned warning, it could be proactive Defender hueristics gone wild, etc
it is a new version of the software, this means, according to how microsoft does things, it lacks reputation. <- possibility 1. OR, UNity changed their signing signature <- 2 . Neither of these mean it is unsafe in anyway. this is a macroflop over-reaction. you most likely had already turned off smartscreen on the previous install/other computer, whatever @dawn flax
I didn't turn it off. I will wait maybe one day. This is a new PC, I am now curious if it will be "normal" a few days from now
do as you will. in the mean time, you should google what that message actually means.
I understand that it's due to reputation of that file, people didn't use it yet.
Use it much*
Should I make visual novels in Unity or thatās a stupid ass idea
Unity is a popular choice to make visual novels. you can do it from scratch, or use one of the assets on the Asset Store (possibly a free framework), or, GitHub
please don't ping random members.
Just curious, I bought an asset for a project through unity itself. It does say HD RP unit but do I still created in the 2022.322F1 edition
You can make whatever youd like in Unity, the engine is more than capable of handling visual novels but also many other engines are also capable of this, so I think the choice might come down more to personal preference in the engines workflow (although Unity does offer the ability to customize a lot of the workflow through editor scripting) - weather or not its a "stupid idea" might depend on your interest in the visual novel genre, your project requirements, dev experience and goals, it could be something you spend weeks or months on
As long as your newly created project also uses HDRP, then the version of Unity should be compatible with the asset regardless, especially if the asset is art related and not code related to a super specific HDRP API version - you can also add HDRP later as a package if you didnt create the project as one to begin with, but it is easier as a starting point (since theres additional steps for converting a existing project into HDRP)
how can I increase resolution of terrain, is it possible to increase it at all?
In the terrain settings
I haven't used the hub for quite a while. Can anyone let me know whats up with this git setting ?
Did they add some sort of native git version control package? Or does the version control package now support git?
I remember that package only supporting "plastic scm" before
From what I read it just setups your project repo from the start
Would anyone in here would have any free time to look and see what Iām doing wrong to get my rendering in for my project I have been working at this for hours and I have looked up of what to do and everything and itās still not working could please someone take a look at this from my end
Just a way to help with setting up git https://discussions.unity.com/t/now-available-unity-hub-3-17-beta/1712330
Pretty sure Unity's version control package doesn't support git.
Ask in #1390346776804069396 explain your issue and share pictures
Anytime i create a new project with this editor, it starts up with this error. I reinstalled it again today and it still has the error upon project creation. Any ideas on how i can fix this?
Try a different template. What template are you using to create the project?
URP 3D
Hey, is anyone else able to receive 2FA messages on their phone?
It's not working the entire day for me and I can't log in to my account. The messages just never arive.
I've already opened a support ticket
@storm sierra just some advice while it's fresh in my mind i guess-
- using
NativeArrayfor singular fields is most likely not improving perf at all. it's more indirections, and the 48 bytes of overhead i mentioned, and it means the cpu can't immediately cache adjacent data since it's not contiguous - using
NativeArrayin place of managed arrays might marginally improve perf in specific scenarios but i doubt it's enough to matter, and the lack of readability/maintainability far outweighs any improvement there imo, unless it's a really specific and expensive case that would mean it's better.NativeArrayhas the aforementioned 48 bytes of overhead, while a normal array would have 8, and i'd shoot an educated guess that cache lines work about the same.
Hi everyone!
I have a laptop with 8GB RAM.
Can I run Unity for 2D games on it?
yes
And will it be smooth or this depend on GPU and CPU
ur welcome
Could anyone send me the link to the Unity Programming Essentials quiz?
Fsr the links Unity gives me do not direct me properly to the quizzes at all, so i have to manually find them
How do cameras in FPS games actually work? I want my player to be able to look down and see their body, especially as I'm doing a splitscreen game. Currently I have a multi-aim constraint so the player's head looks up/down depending on where they're aiming. When the walking animation and stuff plays, you can sometimes see the players head clipping in and out of the camera, and when you look down you see the players head below you. (The camera is at a fixed position and just rotates to look at a target)
I've thought of/seen a few solutions:
- Parent camera to head (rejected because it causes the camera to wobble around a lot during animation)
- Put head on a non-renderable layer (ideally not because that would be a lot of setup for splitscreen and would limit how many splitscreen players I can have)
Thank you :D
The best way to go is with layers
How would that work for multiple cameras and online players
How many splitscreens do you want to the point layers are not feasible?
You only put the player's own head on a non-render layer?
Yeah, but to have multiple players heads invisible each players head would need to be on a different layer
yes
Well I dont want to limit myself if there's a better solution
Layers seems like the standard way to go but there could be some other solution yk
You're likely already going to have a layer per split screen player as is. This isn't an issue with online players because that's handled on the client side of things.
I mean anything more then 4 splits becomes too small so 4 head layers is completely fine
you need to think how many splitscreens you can allow
Right ok fair, I figured that might be the case - thank you
No harm in a few extra layers i guess
Hey yall, according to a video i found, there should be a volumetric fog 2 option here, but there isnt?
Just tried 6.3 LTS, doesn't work. Gonna try clearing temp appdata
Does unity editor have a hotkey (like unrealengine) where pressing the End key will drop the selected object down to the object below it? (the ground)
basically put an object into scene and press End to snap it to the floor
Are you on urp or hdrp?
anyone?
can you not just go to unity programming essentials and then go to the quiz there
I have been using NativeArray for working with burst in my system, it has seemingly been a very clean way to do it. In my case I use it for struct which is made reference to in throughout a system in my game. Not sure if that is common practice or not tbh
sure, for burst you do need native stuff. that's about all i can say for it since that's about all i know about burst lol
but it's definitely not good advice for "in general", and.. do you really need a native bool array for a single bool? can you not just give burst the single bool directly
almost about 90% of my code has to be in burst to use the multithreaded capacity it has to offer. I am aware I can self write multi threaded code but I prefer to use the unity tool for that part.
A normal bool in a burst is from what I look up on chatgpt is not stable. Also just a fyi I tend to use chatgpt as a proof reader for everything, so that can be where some of my mislead beliefs come from.
yikes yeah don't do that
you're supposed to audit the LLM output, not the other way around
Once I get code working, I give it to a LLM to double check code quality and spot issues I am unaware of. I use it for refactoring.
https://docs.unity3d.com/Packages/com.unity.burst@1.8/manual/csharp-type-support.html
Burst supports the following built-in types:
- bool
- [...]
I am aware burst has the support for all normal types including bool. I was told it was just not as stable, if that is true.
and if you need multiple, bool4 also exists
Except reference types, burst doesn't like anything that is a reference.
arrays that are readonly and static and directly referenced are usable as per the above docs
They work but they have serious issues with data race conditions. You essentially need to be very strict on data control to get them working correctly from my experience.
so i don't have any prior knowledge of burst, and you're taking this claim generated by an LLM with no source/stated reason, so it's impossible for me to dispute this even if it's patently false
I am a self taught dev so I use books and chatgpt mostly to learn topics. I do read the docs but I work in a bubble. I come here to speak with people who know a thing or two to ensure I am not working in the wrong direction š
you're really making me work to imply a lot of things here...
so you mentioned race conditions, meaning these fields are used as output?
Exactly
and they... affect other jobs that run at the same time?
Yes
that seems like poor design that would have race conditions anyway, regardless of how you feed them into burst. maybe using the nativearray is more deterministic, but i still would not want to rely on this logic
Still doesn't work
if A depends on B's output, A and B should not be run at the same time
The jobs are linked together in daisy chain. One cannot run without the other being done, since they compute based on the last value. The only reason they are jobs is it solves the amount of work they need to solve in short spans of time.
Job one ---> job two ---> job three All the way up to like 20 jobs total.