#💻┃unity-talk
1 messages · Page 115 of 1
the render pipeline you're using. if you're unfamiliar with that term, you're probably using whatever you set when you created the project. what template option did you select when you created the project?
They do have concurrent ones that also run equally to it.
There is a second layer of Job A and job B zone, A and B run equally and have their own entire daisy chain.
does the thing that sets the bool, run at the same time as the thing that reads the bool
universal 3d i think or yk, something like that it said
Then unless you have a package for it, urp has no built in volumetric effects
No, I made sure there is a slight gap for race conditions.
so they aren't running at the same time
Can i change from urp to hdrp?
they should be designed in a way to not have race conditions to begin with, a dependency check, not a time gap
You can, but its faster and far simpler to make a new project and just bring your assets over
And will nothing break?
Exactly, they are nearly running at the same time, but I keep it slightly off. That is the key I learned for burst code, from my prior experience. A dependency is also what I do use, they are all dependent on the last math to be finished.
A lot of things will
Mostly your materials and shaders
I am running a simulation hot loop that never turns off for the entire gameplay. The only reason I use burst code in this area is for ensuring I get almost zero down time of loading.
anyways, the front page for the burst docs has an example of using nativearray of length 1 as an output for a job, so i do suspect you do need a nativearray for that
Oh okay!
What else would i iss on urp?
it's important to remember why you do things, and to not prescribe them for unrelated situations
I agree
you shouldn't be keeping it "slightly off" based on time, that's what a race condition is
helooo im new
ty
hi
Well it would fail if they didn't have any wait for the last data. I use a condition to only fire when the data comes in.
System 2 cannot function without data from system 1, it is essential math to have.
(also before i forget, you shouldve mentioned burst in the message where you showed code. you didn't show any usage there at all, man)
I figured it was implied since NativeArray is pretty much entirely used on burst code.
it isn't
you've been leaving out a ton of crucial info throughout these discussions
there's no difference we can see between someone using NativeArray for the heck of it or because their weird uncle described it or because they're using burst, unless it's actually mentioned
Fair enough
Wow theres like 3 free ones
leaving stuff to be implied is not good communication in these spaces where just level of expertise is already wildly fluctuating
Most of the free ones arent even worth using imo
The kronnect assets and Haze are by far the best options
so that just sounds like typical dependency checking to me, not a "gap" really
"gap" to me sounds like a fixed duration wait, which yeah would be a bandaid fix to a race condition
Ye no ye, Idk, Im not buying assets, that sucks, i get folks need money and deserve it, but i am not rlly going to spend money on that. Is it rlly difficult to fix the material and shader problems?
Well, does it help that i have no custom shaders?
Right now I can say I am very confident of working with burst code, getting it operational and clean. That is where I am most confident in skills for unity.
As for my current project, I have built a entire clock system, game save system using CRC32 for data checks, SQLite for data organization and I tend to use a server as authority model with fishnet as my method of communication between host and client.
Like a bit?
i searched for the quiz there, but it's not there
Free tutorials, courses, and guided pathways for mastering real-time 3D development skills to make video games, VR, AR, and more.
I don't see one
is there even a quiz lol
Yes
I've done the Editor, 3D and Audio quizzes
But they aren't in this site, I had to search seperately in a new tab
But I can't find the quiz for the programming essentials
looks like the 6.3 version of the pathway removed them
change to the 6.0 version and they're there in the sidebar
yes
but before you do anything make sure you have version control set up
whats that?
!vc
Unity Version Control
Git
Get the latest .gitignore file from here. It should be placed at the root of your Unity project directory.
to put it simply, basically a way to back up your project
what
So should i get the plugin?
i would recommend Git personally
but you always want some form of version control
its invaluable
just the other day as an example, i was tinkering with my project, and accidentally fucked something up beyond repair, thanks to version control i really only lost an hour of work, vs what could have been wraps for my project
Oh okay, but doesnt Git take like constant backuping, for like every hour of work?
thats the point, youre constantly backing your project up
you just choose how often you do it
but its not the same as like saving an entire copy of your project every time
rather git tracks changes you make to your project, and saves those changes specifically, meaning its really lightweight and fast
so lets say your project has
File A
File B
File C
You decide to change File C, git tracks that change and only "uploads" that change to the repository, it doesnt touch File A or B unless you also changed something there
and lets say you change your mind on the changes you made in C and would like the old version back, well you can always revert a change before you commit
no
git isn't making several backups, it's a single backup with a history
Huh, always figured Im not really persistent enough for git
you decide when to write history
Huh
Huh, it said in the tutorial to do this
uvc has the same workflow as git anyways. it's the vcs workflow, not the git workflow
here
yeah i just linked that to show you what version control is
ohhh
you dont have to use unity version control itself
Uhh i never used Git or GitHub, so i should probably find some tutorial then
the uvc and git listings are separate options, they are separate vcs tools. you should not use both in the same project, to be clear
Okay, yeah, figured, just not used to any vcs, so i have no idea abt git, looking at a tutorial rn
hey!
Does anyone know music theory
im wondering how this game works, when u choose numbers = 7, balls go down, and what u chose fade away, any idea?
i meant how is it working in unity with game objects
could be any number of things
there's multiple ways to do any given task. we can't answer "how does this game do it" unless it's open source or the devs said so in an interview or post or something
you could for example have an animation that modifies the alpha on a spriterenderer
could be physics, (probably not) could be simply, 'when object '7' is triggered to go bye bye, destroy object '7', the slide down object array 'currentlyshown' to fill the space. 'spawn new random object'.
it is a good idea to use the Pathways on the learning site.
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
this is a Unity Dev server. try an art and music server, perhaps
So you know nothing about music theory
you are off-topic. read the #📖┃code-of-conduct
do you understand the server you are in?
Sir this is a wendys
I understand bro
I had to clear my WHOLE appdata folder for it work, not just unity. And yes i restarted my PC between each delete
So odd
language files messed up ig...
It didn't help
would probably reinstall the engine then
Could this be a problem caused by an old PC?
yeah, it got up in the middle of the night an rewired your new one 😁
but seriously.. you Might be able to recover by following the full uninstall guides. this would include locations you do not normally remove things from like AppData, assuming windows. you'd need to google for one (guide)
my (barely educated) guess is that language files got corrupted, or something along those lines. if it's the base file then it could be due to a dying disk i guess? i'm not much of a hardware guy.
but yeah perhaps look into getting your files backed up lol
also, well.. doesn't look like you can, but lower the pipeline to dx10 to match your old video card
assuming that is possible directly
hi, are the unity quizzes gone? i'm doing the pathways from unity learn, and whenever i click the links from the tutorials, it takes me to a generic page on the pathway module
sorry, due to login issue, i cannot even check right now :/
change the version to 6.0
seems they removed them in the 6.3 version
you don't need to login to use unity learn btw
Oh! I thought the quizzes required login, thanks
oh makes sense, i'm using 6.3, thanks
where do i go to ask for a little help (Someone made me an avatar for VRchat but its got over 500 errors)
and i am a noob an never used unity before
oh im not sure about that, i didn't try that, but at least they show up in the sidebar (and you can view the path as a whole)
if it's a vrchat issue then ask in the vrchat server, we wouldn't know how to help with that
!vrchat
Join the growing VRChat community as you explore, play, and create the future of social VR! https://discord.com/invite/vrchat
oh alright thx
Hey guys!
🙏🙏🙏🙏
It didn't help either...
wow, installing this would double my old laptop's storage
i didnt do anything
but then
-1 KB?
I'll try to download a later version
BRO PARSES PROFILER DATA -1 KB HOLY
yeah idk why
either its actually negative or its positive infinity
or it defaulted to -1
guys im gonna have extra profiler data
just keep profiling, you'll get infinite storage, trust
cancel doesnt work
do you have unsaved work or something, why can't you just force quit
wow, I just woke up...2fa still on, and my blind support ticket is still out from yesterday, and I'm guessing things are still mucked eh? oh well~
wow my storage was 12,3 GB empty but now i have 100GB empty
I am talking directly to the senior community manager. she is actively looking into it
gotcha, thanks for update!
my favorite thing in the entire world is importing an asset and having it move shit around -_-
does anyone know how to fix that from happening again?
Task Manager - End Task
it moves existing asset files around..?
if you're talking a purchased 3rd-party asset, just be more careful and try to get to an online readme or install notes to check if the package comes stuffed with project settings that re-write and routinely needs/expects you to install in a fresh project only. Or the author will instruct which boxes to keep tick/untick for special cases, like existing structures or render pipelines.
yeah, I had a good scene built up, imported a character asset and it moved things around
I only use Unity assets
well, assets from the store
importing means adding an asset to the project. this should affect nothing. Placing an object in the scene should also affect nothing unless there is user error. Explain exactly what happens, or share a video
Another good practice is only preview and check out new assets in a "bomb-proof" generic project meant for pre-emptive randomness. It's a better habit to have 0% worry and then to simply drag & drop and create your own custom tailored project folder prefabs which then can be exported as a streamlined safe package install into your actual project that needs it. Take note of the screenshots for the important steps here, so you ensure anything you want to extract is not broken, but keep in mind and take note of the folders/scripts that will be added, so you are never blindsided.
I did explain, I imported the asset, went back to the scene and a lot of assets I had already placed were at the origin position
I use the game engines built in import system, ill keep this in mind though, thank you
yes. point being, aside from user error, i have never seen that. it is just not something that randomly occurs
it will be interesting to see if following Lakermouses advice resolves it
well its already set in stone, I cant go back in time to fix it lol which sucks
but I can use that to prevent anything in the future
yeah at least you have that mudroom/airlock safety buffer for future sound practice
this is also extremely important when tacking on a high exponential learning curve of how new assets and settings conflict with unity environment/packages installed and version control madness.
aka, basic version control completely breaks if some silly store asset decides to overwrite things not accounted for in your default version control methods
Hunan... welp, the 20$ sale is done, but as consolation, I was somehow able to create a new account with no 2fa to buy it there. Now i'll at least have some way to pull up a ticket to hopefully transfer the purchase to my main account since i'm not touching it/downloading it yet.
And I don't feel bad about this one since it was 95% off for full duration (not a glitch), and they mention 95% off on their sale page header > <;;
@grim sundial it couldve been much worse, it coulve messed with the biggest build in my scene and im glad it didnt because its still a WIP
oh wow, I love me some realistic full dark lighting with some water reflection! awesome vibe~
thank you! Its been a TON of work so far but its all coming together lol
looking forward to seeing your posted progress on the other channels! Continued best of luck and damage control
yes, damage control is now my main focus 😂
funtime AOLKeyword for many of us here wink
yes 95% off is the pinnacle of flash deals.
I think this is a good repository and im fairly sure it might be working, I've never done this before though. What should i do now to get to the other rendering pipeline?
yo
Hello. I’m using the latest version of Cinemachine and Unity 6000.3.10f1. I previously worked with Unity 2019 (and 2022), where I had already built a camera system using Cinemachine: I use multiple cameras, each with its Confiner and PolygonCollider2D to define the boundaries of each room and handle transitions when moving from one to another.
Now I’m trying to do the same thing with the newer versions, but the transition behaves very strangely—almost as if it recalculates the position of the new room incorrectly and then corrects itself afterward (as shown in the video I’ll include below).
What’s even more curious is that if I navigate through the entire map and then return, the transitions start working perfectly! It doesn’t make sense to me.
Does anyone have any idea what might be causing this? Has anyone experienced the same issue? Thanks a lot.
Edit:
Forgot to mention: within the editor, it works perfectly. It is broken when using the final build.
Hey yall, can anyone help me change the rendering pipeline in my project?
Not very many videos
probably because it is a PITA and not generally recommended.
if possible, start a new project and migrate your assets
like i said before
start a new hdrp project
and manually start transfering your assets over
Where's the best place to get some help? I'm trying to cross the bridge of a model in blender to an asset in unity, running into all sorts of issues.
youtube
Whatever the most relevant channel for your question is
!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
I did it and now im in my scene and i cant see nothing?also textures look a little messed up
wow
a lot of textures are just like gone
yeah like i said
urp and hdrp use different shaders
try your luck with the automatic shader converter
Wait I converted materials and they still dont work, but where is the shader convert?
Does Anyone knows why my video result is glitch ...Trying to record simple animation using unity recorder...
Please help
probably talk to #1391720450752516147 , they might know
Oh thanks 🙏🙏
Is there any way at all to edit the official templates?
I'd like to make a few changes to URP templates that i have to do every time
(including removing TutorialInfo. Why does that even exist?)
Hey, is it maybe like a chance for it to be impossible? Or will it just be really tedious
it will be tedious because its not something youre expected to do
people who need hdrp features typically just make an hdrp project to begin with
so yeah it is a hassle
Ouch, I wish i started out with hdrp, why aint the better version the default?
Oh btw, uh where can i update the shaders? Its not like the materials that i can ubgrade
90% of users don't use HDRP
So few in fact, they're removing it eventually.
They're consolidating it all into URP and going back to one pipeline.
it is heavy on resources, at first glance
Waaaaay better for who?
I mean its unreal engine graphics and actual coding
If 90% of people are not using it, who's it way better for?
URP is already going to get alot of those HDRP features and be more or less way better.
didnt they decide not to remove it ?
The latest talk about the new lighting even showed a clear example where you would have guessed it was HDRP.
Link?
Most realistic games you see being made with Unity are using an in house render pipeline right? Not sure of many games that use straight up HDRP
HDRP isnt going anywhere from what Ive read, but they arent updating it anymore
hi
they are unifying the render pipelines, they announced this
https://discussions.unity.com/t/render-pipelines-strategy-for-2026/1710004
Going forward, we are focusing maintenance of HDRP on stability, regressions and critical issues of widely used functionalities while we continue to accelerate URP’s feature set and capabilities.
they aren't getting rid of HDRP (yet), but it isn't getting new features just getting maintenance
I dont keep up with it too much, I just work on my game lol
I am new here
this is old news and no longer really accurate, see the link i posted for their most recent render pipeline strategy
ok, link was posted already
Yep, that's what I was referring to. Saying it was being removed was the wrong language, just not worked on beyond Switch 2 bring added.
things move quick!
So, should i just like not upgrade?
Its nice to be here
i always thought the "unified" idea sounded like a pipe dream lol
pun intended?
I mean, I really hope they can make URP look like HDRP though
i mean the unification is still happening, it's just urp lol
well they're deprecating BiRP, putting HDRP on life support, and catching up integrating a lot of the HDRP features into URP, theyre sort of unifying the render pipelines.
This is the image I was referring to. This is URP
even though im using HDRP, i have nothing against HDRP removal as long as they provide tested instructions how to move the project from hdrp to unified whatever pipeline its going to be without half the project getting broken
yeah same
they probably won't have that which is why it's not being removed
there is stuff that would just have to be rebuilt
i almost punched my monitor earlier when my scene got messed up
im still new to this lol so anything that messes with my progress messes with my sanity
we need a 'get off the caffeine' emoji
shinyyyyy
hey! I just did.... super annoying though. They don't see it as anything wrong, or a bug on their end, so I have to go through the full process of verifying my identity to unlock a 2fa being manually set. Oh well better than nothing.
i gradually came to realize that most pretty rendering isn't really that special
I had to do the same thing
thank you for the ping... I have been doing other things and wouldn't have seen this till much later.
i know that in my case, i did activate it back in 2024 as it was a requirement to use the UGS at the time. but, since i never got any codes, and could not update my phone number, when they finally got around to activating the actual 2fa check two years later, i could not get in :/
gotcha... The only clue the rep states in my case is "We recently rolled out a security system update."
How that automatically did anything to toggle 2fa is beyond me. I feel super sorry for that initial report on this channel where he was pressed for time and unable to log in for a presentation on time.
indeed
Interesting. I'm doing this and still I'm getting that cosmetic error in the final build. In the editor it works well.
Are visual effects supposed to work out of the box or do you have to do other things besides just installing and popping in a vfx graph in a component
You need to play it too. The entrypoint depends how the graph is set up and how the component is set up.
Also #✨┃vfx-and-particles
yea i deleted it locally at 01/01/0001, yes unity
how can you make unity run faster on a potato
What exactly do you mean by run faster?
more electrodes?
like are there quality settings to make the unity editor smoother, such as the scene camera rotating more smoothly
from performance
If your scene camera in play is rotating around with lag this is a performance issue in the setup of the game. The rendering is potentially too expensive or a background action is running. I would go into the profiler, go into the snapshot area and take a snapshot during playmode to see what cost so much on runtime.
This could also be external programs like chrome slowing you down if there is a billion tabs open
in Scene view or Game View? @late hull
scene view
I heard of a quality graphics matrix
but it apperently disappeared
try setting this in Project Settings
Hey guys! How do I make a realistic game in unity?
and you can see the other things there too. also, define potato. @late hull
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Over 750 hours of free live and on-demand learning content for all levels of experience!
oh I just wanted my unity to run in potato conditions so that it doesn't take too much resources
You can change the quality settings your game is using which also changes the quality settings Unity applies to the Game window specifically - the amount of editor windows (and the specific kinds) you have open will impact performance (for example, a console with 1K logs or the Scene window with 100 active objects using renderers will have a bigger impact on performance than a inspector with nothing selected or the Project window) - and the amount of things being rendered in your scene/hierarchy can also impact performance overall - when in play mode, things like the number of active cameras, physics objects, animators, particles, lights, post processing, etc playing will also impact performance, so it can be very dynamic how much resources Unity uses, depending on what your actually doing in it
Smth like along that
you don't just 'make a realistic game'. you start with the Essentials (see Essentials Pathway on the linked learning site) and you build from there
Ok thanks but I meant what's like the requirements?
"realistic" can encompass many things, could you give an example or elaborate on exactly what you mean/want to do with "realistic" in your case?
Like my idea is to make a realistic game called "BioFall: Last Horizon" and the story and the characters can't be like a pixel game no it should be realistic
And as a example Resident Evil
That's what I meant
In terms of graphics, I personally wouldnt call Resident Evil 1 "realistic" but in terms of perspective, its "realistic" in the sense of proportional characters and environments that reflect the real world - so if your going for that, then youd probably want to learn Blender or another 3D software, build some characters and props that make environments like tables, chairs, trees, stairs, etc, and apply tileable/seamless textures to your objects (which may require UV unwrapping most that are not a simple box shape), and maybe build them through a technique called "greyboxing" so you can test scale and design in-engine, then youll likely want to also play around with lighting and maybe post processing to make the environment look well-lit and fit your theme - if you mean the quality of graphics, that would come down to how you model your characters and environment, more detail has a cost to performance though
Ok ! I respect your answer and thanks for helping me but a question though is unity good for these kind of games or no?
The engine is very much capable of doing this kind of realistic, its even technically possible to make a game as good as GTA or a literal simulation, most commercial engines are capable of this, however its not "easy" it will require some level of technical understanding and familiarity with the engines features itself to achieve that kind of realism, but it is very much doable, yes
And surprisingly, post processing + good lighting can go a long way with making things look good in 3D
Ok another thanks for your guidance and Ima learn and build somethings and I'll try to build the game that I want
But can I ask another question?
Sure, thats what this server is here for, to help answer questions 😉
What's the first thing that I need to learn?
And what's the perfect platform that I can launch my game on it?
@fair cove
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
If your completely new to the engine, then that Unity Learn link above will help you get started - if your also new to programming, then id suggest "w3schools" or "Microsoft Learn" to get familiar with C#, and if your new to game development/design in general, then maybe id look into some channels that focus on that, such as GameMakersToolKit, theres plenty of other resources too, these are just the first that come to mind
There is no such thing as a "perfect platform" that entirely depends on your goals, budget and export (some storefronts like the Play Store only allow certain exports, in this case, the Play Store only allows mobile exports, while Steam allows many different kinds) - and depending on your goals, it may also require learning about marketing and advertising
Well I want to make this game for mobile and PC
But steam requires 100 dollars each game publish
And I play store I think paying only one time and it's 25
Correct, this is why I say it depends on your budget and goals, 100 is a lot, but if you plan to sell your game and you plan to make more than 100 in sales, maybe its a worthwhile tradeoff, it really is a personal choice that has pros and cons (such as reaching a massive potential audience) - another popular choice is itch io, its free to publish to, but has a smaller potential audience and may be harder to sell games there as most games I seen do well there are usually free to play, again depending on your goals
!collab
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Yeah ok thank you very much for your time and your help I really appreciate you
Np, glad it could help
So is CoreCLR going to fix the long reload times? I've seen sources saying it will, and sources saying it wont really
i mean, we can really only speculate. theoretically yes, but we just have to wait and see
Expect to be disappointed.
in the long term or short term
Hello! I’m trying to create first person controller, which script structure do you recommend? I saw someone that do horizontal on playerMovement and vertical on cameraController. And someone that do playerMovement & playerLook & cameraController and how I learn how to figure these types of thing by myself? By getting more experience on coding?
you will probably find several free assets on the store similar to what you are doing, that you can 'take apart' and learn from. there is also a #1390346827005431951 room for general coding questions. also, there is a learning site. Perhaps do the Junior Programmer Pathway. if you are brand new to Unity, Essentials Pathway is a good start. @mystic breach
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
I already finished junior programmer and I didnt want to take free assets I want to write myself to make practice when time comes to customize I should be able to understand and modify easily. I know it is unefficient way to do but I wanna learn it anyway
i wanted to ask can i make the terrain invisible yet keep the grass that i scattered or painted over it
Do you guys use "started" or "performed" for detecting key presses?
I'm assuming that's an InputSystem thing and not InputManager. I haven't felt like switching over yet so I'm unfamiliar with it
It depends on the type of your action and type of button/joystick you have created
If you need to read active value you can use performed
Say for example just a simple jump using the keyboard
I’d suggest performed
Alr thanks man
I'm assuming #1390346776804069396 would be the appropriate place to ask about URP shader stuff?
I just want to know if it's possible to make a variant of the lit shader and edit the shader code for it
without using shader graph
yeah
shaders, lighting, all that goes in #1390346776804069396
alright thanks
Hello guys!
does anyone know how to get rid of this weird typing
insert key
thx
Hello guys, I would like to ask again.
I want to export this as a Unity package and then import it into a new project. However, I think the problem is that it was not exported properly. When I try to import it, some parts are missing.
Could someone explain how to fix this issue?
that is super weird,
if you must use unity packages, and you don't wanna start debugging whats missing and what's not,
Try moving everything you need to export into a single folder and then just export that
but though, still, it should work by just right clicking the scene and choosing export package.
It should auto detect everything inside of it + dependencies and usually even a lot more, I've never seen a case where it exported less
hey guys, does anyone know, can something like google login be used in desktop apps? every time i try to search up for anything it is android only??
could it be that it exported but you don't know where in the new project it is?
am i searching the wrong thing
you can do a login with google button which opens a webpage in the default pc's browser and that would redirect back to the game
I want to do that, but the submission requirement must be in Unity package format.
is there any documentation on that or a tutorial? anything that i try to search up for is outdated 10yrs ago videos
Hey, am I allowed to ask questions about which components to install when downloading Unity in this channel or do I have to approach a different channel?
so move whatever you need in your submission into a new folder in the root of your /Assets folder,
And then right click that folder and submit that
you can ask here
okay, i have MSVS26 installed already so i dont have that ticked but in the platforms part, which ones do i need?
Try asking grok (he is really good with quick research questions like this one)
And once you find a good documentation / source, go to chatgpt or your favorite ai and try writing (in a clean, New scene!) a demo version of signing in with google. copy paste the documentation / guide / forum post you find.
what are you planning to build for?
so you probably don't need anything right now. if you have unity and an ide you should be good to go
alright
uhm im really sorry but that wont be helpful 😔 but yeah i will consult the docs
there seems to be some confusion between what there is
There is google sign in, google play sign in, open id and oAuth
i think gsi would work, ill give that a try
don't worry though, if you will be missing something, you can easily install these later,
Or feel free to ping me.
yeah i knnow i can install missing stuff later, i was just asking be know if id need anything later, i have 6-7 months of experience with unreal engine but for my current game idea i think using ue would be overkill and a bit of a waste of time
come on man, did you even try?
unity has it's own solution that supports Sign in with Google (and Apple/Email) via a web flow on all platforms.
You manage it through the unity dashboard (your project, authentication, player accounts).
Nice, welcome to Unity! both engines are great, hope you have fun here
there is an entity component system in unity as well but it's quite different, you can lookup on youtube / ai for the exact differences
im not doing unity multiplayer sadly though
i have to make this from scratch
i5 Toolkit for Unity is recommended by many, works on all platforms + in the editor
Gives you an ID token / access token you can use with Firebase, your own backend, PlayFab, etc.
Hey yall, Im adding a duel minigame to my western and want to know, what are some ways to tell the player when to shoot instead of a big old "Draw" text on the screen, cause that kinda ruins the feel
a bell ringing or a clock
Guys does anyone know why my player ship is being destroyed as soon as the game starts unless I specifcially tell it to only collide with "Enemy" tags? It doesn't look like it's colliding with anything when the game starts...
you can do Debug.Log(other.gameObject.name) in order to find out what it's hitting 🙂
configure your ide
!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
Oooh thank you I will try this 😄
It says the terrain 😮 But it just doesn't look like it with the box collider..
do you know which one I select to configure it? This is what I have
the one that says vscode
(vs stands for visual studio)
should I uninstall the one I have then reinstall the one you posted?
i didn't tell you to install any other apps
i'm telling you to configure the app you already have
How do I do that?
buf if i only move the file , it still not unitypackage format .
the bot message gave you links to instructions
It says it's signed, does that mean it's fixed?
no, you don't need this package.
there's nothing to fix
From the link it took me to it's talking about installing visual studio
right, and you installed visual studio code editor, not visual studio editor
vscode uses the "visual studio editor" plugin in unity. it used to use "visual studio code editor" but now they're kinda merged.
but all it tells me to do is install visual studio code
step 2 is referring to the ide. you've already installed the ide.
They're referring to the extension in vscode
so there should be another one?
pay attention to the exact names, they're important, especially when microsoft wants to name things so similarly 💀
you probably already have "visual studio editor" in unity installed
They're referring to extensions in vscode not unity
help with lightening 
Click on the extension marketplace link to see what they're referring to. You only need the Unity extension (relative to what was instructed)
perhaps ask #1390346776804069396
I think I fixed it, thank you
I think it's correct now?
Does anyone know why my Player Ship is colliding with the Terrain? It doesn't look like it's touching, I don't know what to do
oh wait I figured it out, even though I moved the player ship I still have a timeline set that starts with a position where it touches the ground
so I need to change the timeline
i really got trouble in this situation , can someone help me to solve this
OOOH fixed it >:DDD
solve what exactly?
i exported the package from the project to unitypaclkage on the left and imported it into the one on the right, but I can't see the scene
did you overwrite it with something? Or a package? You should never name any of your scenes SampleScene
you need to right click on the scene file / folder, choose export to unity package / custom package and save it on disk.
where is the scene in the original project
navigate to there in the new project
you can also search for the scene name in the search bar
did you find the scene ifle itself
yesx
what happens when you double click it
yep that's properly configured
it still show default scene
did you save your scene in the first project?
yess
can you share a video of you saving to package and loading it in the other project
okayy
can someone help me with visual studio and unity entegretion thing
it gives this
i cant put elements of unity such as "Transform" etc
!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
what dou think
What if my asset appears pink in another project? I mean, if the teaching assistant checks it and it looks pink in their scene, but it looks normal in mine?
Are you not allowed to send the whole project? Would avoid some potential project configuration mismatches.
Hello,
To ensure consistency and fairness in the grading process, all students must submit a standard Unity Package.
This error message will not affect your selection of specific Assets for export. Please create a clean Unity Package that only includes the functional modules required for the assignment.
As long as you manually select your own Assets folder for export, you can still generate a correct Unity Package.
yes the ta send that email to me
so what should i do
Your second video doesn't seem to demonstrate the issue you are talking about, but you can avoid the issue in the video by renaming or moving the scene to a different path 😛
i already installed it, i cant use unity stuff on vs code
I’ve already opened the scene, but it’s not working. As you can see, nothing appears—I can’t see the terrain environment I created in the original project.
You saved the default scene over it
i already delete the default scene
Yes, but still had it open.
The prompt you got was about the open scene
i don't get it
so the issue was?
you have a default scene which is overriding your imported scene (same name)
try renaming the scene you are trying to import
and then importing it
Hey @potent geyser zuma was one of my favorite games growing up!! 😮
I see you are releasing a similar game, is there a demo I can try?
Not publically unfortunately. Hopefully for the next Steam NextFest.
awesome looking forward to it
okay got it , thankyou
how about if the asset tecxture change to pink
How do i make it so that time slowing down feels dramatic? I have a duel minigame where time slows down and you can see him reaching for the gun and all, but it doesnt feel so dramatic, cause there aint much movement to slow down and add to the effect
what it means
!collab
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Maybe try playing around with these post processing effects to add emphasis to the slowmotion. Also try some audio warping affects maybe.
hellow guys, i wanna make a rain particle system in unity, so i never messed with particle system so can anybody help me to make one .
So I have come to realize that the hardest part of Game Development is motivation. When the work in creating your game starts to feel like work, how do you stay motivated to finish?
Need a goal post. Have a place to upload the game on a blog or your website.
Gamejams are great for this too as it pushes you to finish something in a time limit.
this, along with those errors, indicates that these assets are designed for the built-in render pipeline
but your project is using the universal render pipeline
(which is now the default)
Those are some good ideas @lapis gate thanks, definitly worth a try.
It's possible to convert BiRP materials into URP equivalents. However, I'm guessing there is a custom shader being used here, and that wouldn't auto-convert
I can give you some general advice for getting good at things, although I'm still very new to Unity. I used the following strategy to reach relatively high levels in competitive games - 2200 Elo in chess in all time controls, top 500 in an Aimlabs Red Bull Ready Check tournament, Immortal in Valorant, and Masters in Apex.
In anything difficult, you don’t just have to put in work, you also have to know when not to work and how to avoid burnout. This is what I do:
**Every morning, when you’re fresh and before you do anything that spikes your dopamine levels, practice the thing you want to get good at for a minimum of 20 minutes. **
You can go above 20 minutes if you’re “in the mood,” but if your focus starts to fade, stop at 20 minutes. If you can’t focus, diminishing returns kick in and slow your learning. If you push past that point, you go beyond diminishing returns and into burnout, which actively makes you perform worse.
Twenty minutes per day is a solid baseline that most people can commit to without sacrificing too much time or risking burnout. If you do this consistently, you’ll slowly start to notice a strong compounding knowledge effect over time.
Prioritise consistency over perfection.
this is a really helpful thing for me
playing games in the morning kind of scrambles my ability to work
Yep, do the thing you're trying to learn/study/work on first before playing games because once you spike your dopamine levels it's psycologically harder to come back down and remain focused. Unless playing a game is the thing you're trying to improve in.
I usually only have like 3-4 hours after drinking my coffee
would this be a good place to ask for asset store recommendations?
I have a bunch of stuff I'm looking for, paid assets, open source packages or even youtube tutorials as solutions
my assts are coming in pink please help
I just never ever leave my task list closed
I always have the smallest "dumbest" task for the next session, and if I am "unmotivated" (I call it Undirected instead) -> I write down a super quick todo that always starts with the most simple task set
So no "make the player fall between islands"
But actually: "1, find the player object 2. add a component 3. rigidbody 4. enable gravity" (go to this level of detail on your hard / tired days)
My rule is "the second I need to start researching while already focusing, I lose" - so always make sure you can picture your session's path to the goals before actually starting.
And another good tip I have:
I journal what I've done today, smallest tasks or bigger feelings, and what I am planning on doing tommorow.
just like @lapis gate coffee is my goat, I usually drink cold chocolate to wake up,
Then coffee cup (super hot so it takes a while to finish) to stay attached to my pc.
Once you have a clear goal, you are focused for a while, until you lose your flow because any reason, and you go back to these basics.
make sure to finish every day with any activity that doesn't require "general problem solving" around 20 minutes before bed to avoid overburn and "I don't wanna do this" the next day.
This is awesome. I can say I have experienced this an d just thought it was me losing focus and then becoming concerned. I will try this, thanks so much.
oh also, I now go to work in other areas.
In my home I am already used to procastination or watching tv shows with my family which can drag me out of working.
I installed RDP on my computer and took a laptop / tablet with bluetooth keyboard so on weak days I can go work from somewhere else where I have nothing to do but basically work.
phone closed the entire time
Thank you for this, "Prioritise consistency over perfection" is one of the best scentences for building and learning things
try using the render pipeline upgrader in window -> rendering -> pipline coverter
And convert your materials which are pink
This is really great also, thanks so much. Cpme to think of it I do seem to be less focused without a game plan per day. Love the idea of Journaling this may help also.
I used to write a journal each day; that really helped me to understand exactly what I'd worked on
goodluck bro, if you find any other good tips I'd love to hear from you again
i dont see pipline coverter
oh by the way, I also used to write down every time I went to procastinate "what I felt" and "what I went to do"
This kind of helped me rewire my brain to not do the specific stuff I didn't want to do instead of work.
can you share a screenshot
this is what I am referencing
if you are not on 6.3 you might also have assets -> materials -> convert selected
that wat am seeing
What version of unity are you using?
i think for you its located under a different tab in the toolbar
check Edit > Rendering
see if its there
2022.3.22f1 for Vr chat
which render pipeline are you using? could it be that you are on built in?
i create the world the creator campion
the huh?
you probably made a new project using built in render pipeline then
for VRChat to upload
we still need to know what render pipeline you are using
vrchat uses built in render pipeline
try making a new project and use the built in template, then import your assets and make sure they support built in.
can someone know how the fonction Graphic.DrawMeshNow work because the documentation tell "Draw a mesh" and that it so if someone know something intresting tell me 🙂
what about it don't you understand
it draws mesh now
yes but how and where
that what i m trying to understand
This function will draw a given mesh immediately. Currently set shader and material (see Material.SetPass) will be used.
The mesh will be just drawn once, it won't be per-pixel lit and will not cast or receive realtime shadows. If you want full integration with lighting and shadowing, use Graphics.DrawMesh instead.
we would need to know what you don't understand
you said that was how and where, we told you the how and where
can someone help me in a question ?
!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.
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cant help if we dont know the question
if (rt == RtToModify.SpongeRT || rt == RtToModify.Both) {
paintMaterialSponge.SetTexture("_SprayTex", paintableObjectInstance.targetRenderTextureSpray);
paintMaterialSponge.SetTexture("_MainTex", paintableObjectInstance.targetRenderTextureSponge);
cmdBuffer.SetRenderTarget(tempRT);
cmdBuffer.ClearRenderTarget(true, true, Color.clear);
cmdBuffer.Blit(paintableObjectInstance.targetRenderTextureSponge, tempRT);
cmdBuffer.SetRenderTarget(tempRT);
cmdBuffer.DrawMesh(mesh, collider.transform.localToWorldMatrix, paintMaterialSponge);
cmdBuffer.Blit(tempRT, paintableObjectInstance.targetRenderTextureSponge);
}
that is what i do and what i have understand is i to do a set render target to give the render target where i want to draw the texture for the mesh then pass the coord matrix and the shader and then draw on the texture. tell me if it's not clear
cmdBuffer.DrawMesh it's almost the same as Graphic.DrawMeshNow
!ask i have a problem with my animation which i have downloaded from mixamo website . When i try to play my animation on my king model using animator and script (activate trigger) animation plays in an absolutely different way . I noticed that if i change animation type from generic to humanoid animation plays incorrect.
: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
that command was for you to read the bot message
you dont have to send it.
for animation issues you go to #🏃┃animation , as instructed in the same bot message
guys quick how to remove that grid plane like axis plane
tysm
np
i have written there
somehow i cant paint grass i did before but now notworking
why is my model so sparkly? i dont even have a skybox in this scene?
prolly a shiny material plus lights and bloom
im a total beginner itno unity and umm my console is filled with bugs ig idk am i supposed to do something?
need help need someone to look at this build needs fix before i put it on VRchat but idk what am doing wrong
does anyone know why this directional light only works when in editor mode but in the build its absent?
i'm a little suspicious of how the Universal Additional Light Data component is disabled
no way
wait
nope still the same
seems to only change if I lower the smoothness. but the model doesnt look quite the same
the sparkliness is because of the smoothness, yes
a smoothness of 1 means that it's got a mirror-finish
imagine looking at a mirrored object in daylight
whatever part happens to face the sun will be blinding
This is a bit of a weird question but is anyone here well versed with AI? In my game I have robot enemies, and something interesting I wanted to do for a while is to have headshots on them actually degrade their cognition instead of just being bigger damage number, but I don't quite know what the performance degradation that an actual neural network would suffer from as it progressively sustains more damage actually looks like enough to model that in my game
every headshot removes a if statement in their statemachine
make different AI behavior components and replace the main component with each hit or whatever
all my build in unity is pink please help
at any point that you make decisions, you could add a chance to make a completely random decision
if the AI system uses sensory inputs (e.g. the position of the player), give it a bogus value
Hola
Interesting, I'll try doing that thanks
Replace the component with something that does nonsense behaviour you mean?
yeah basically but they are all part of the same parent so its easy to swap
but lowering it the model looks very plane. as if the contrast isnt there anymore.
im confused on the right number
My first naive and really stupid thought was to train an actual neural network and use the trained network to control enemy behaviour in final gameplay, and with every headshot disable random neurons in the network to model damage, but I forsaw that not working very well 😅
can also have a latency value that increases the more damage it sustains so their actions take a little longer to process when changing states
what textures do you have? I see a few plugged into the material right now
You need a variety of smoothness values
high smoothness for glossy parts, low smoothness for matte parts
does anyone have thoughts about this?
this is another shot in the dark, but try generating baked lighting for your scene
ctrl+9 to open the lighting window, then hit Generate
without baked data, the editor automatically sets some things up (e.g. the ambient light probe) for you, but that doesn't happen in the built game
this usually causes the built game to look weirdly dark
i'm still not sure why this would happen, though
Another possibility is that your editor quality settings don't match what's being used in-game
try switching quality settings (Project Settings > Quality, then click on one of the options to select it)
make sure the light still works no matter which setting you choose
(you'll see different things; this is in a VRC World project)
If you can't reproduce the issue in the editor, then I guess I'd start testing how other things behave
e.g. do point lights work?
That's usually what causes problems
The main directional light should always work
So i tried generating the lighting it shows data but for some reason the light dispears and when i generate lighting again re apears so idk about that. Tried all the quality settings ,all work. But still the direction light is the only light that doesnt work..
also i dont know if it really matters but these are the quality settings that are shown
Is there any way to make a late night fog look good? I'm trying to recreate my scene from blender:
Fog is "drawn" in lit shaders and therefore does not show up on the sky. You can change your sky colour to match or use post processing fog effects instead
Any recommended resources for the post processing?
how do i solve this red errors T^T
yes
Try this (not tested myself) https://github.com/sinnwrig/URP-Fog-Volumes
volumetric fog is reasonably simple to implement, but can also be very expensive!
Ya need depth. Skybox != depth
i'm not sure what you mean by this
You need an inverse sphere if you want to use URP fog here
i don't know what you're talking about
oh, you could surround the entire world in a sphere, yes
You have a few ways to go about it, but inverse sphere is the most common way. You child it to the camera
Unity's built-in fog isn't a post-processing effect – every single shader just calculates and applies the fog on its own
I often write custom skybox shaders that apply fog near the horizon
I know that the HDRP has this kind of thing built in
Yeah, I think I'll go for some volumetric fog route.
volumetric fog will produce the auras around light sources
lovely
it's supe easy to implement if you have something like APV
in VRChat, we have an equivalent system for per-pixel light data
you just sample the ambient light at multiple points along a line for each pixel
(this has a pretty significant performance cost)
forward?
this is forward-rendered, yeah
vr chat surprises me soo much all the time the weird shit you guys do to avoid upgrading unity version 😆
i mean, it's on 2022.3 right now
vaguely modern!
the big thing is that user-generated content relies on custom shaders, which makes changing anything about the rendering uh
very hard
single-pass-stereo-instanced (SPS-I) never wound up happening
VRC is still just doing double-wide rendering (rather than rendering into an array of two textures)
That looks pretty good. I've been playing around with some URP clouds and water that's very similar to what you get in HDRP from some public repos.
No wonder why unity want to just supe up URP 😆
There are some great third party options for water for URP
In which context do you often need marching squares/cubes ? I learned it. But now I need to decide if I preactice it once a week so the knowledge doesn't rust. Or if I just let it rust because I am not gonna need it.
Its a technique for basically only one thing, to produce a mesh from voxels. You can look it up again if you need it in future
Just another alg to know. You use it when you need it
also very relative to the fog discussion misread that, was thinking raymarching, but similarly, just another alg you google when it's relative when you need it.
average dev probably doesn't need to know the math behind it all unless you are serious about creating systems around it
is there any way to remove the baked layer from scene? its pissing me off to see it every time i need to do something.
gizmos menu you can select specific components to hide such as navmesh surface
also the navmesh overlay menu has an option to "only show when selected"
I thought of gizmos but it doesnt do it. as for navigation overlay., i cant seem to find the Only show when selected
navigation overlay is something that is in the scene view not on the component itself
or the gizmos menu but personally think the overlay is better
I dont have it somehow
is it possible to convert a shader from brp to urp
i found this blood effect shader but when i put it on material it becomes pin,
pink
it depends. you should talk to #1391720450752516147
sure
i have a question, not sure if this makes sense but should i make a new animation clip for every npc? like for example, all my npc's idle animation is just 2 frame. can i just like.. switch the sprites for the same animation clip somehow or is it generally done by making new animation clip for each npc?
I would probably use https://docs.unity3d.com/6000.4/Documentation/Manual/AnimatorOverrideController.html
Hi!
I was a Godot Game Developer for 2 years and I want to switch to Unity, so what is the best channel to start learning from?
!learn
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Over 750 hours of free live and on-demand learning content for all levels of experience!
I don't care for it because I don't feel like it teaches you generally useful skills. It more teaches you how to do things within CodeMonkey's own world of libraries and tools
But that's just me. Many people like it
follow his 10hr course (if you've got the time and effort)
He also made a roadmap is it worth it to follow it?
i saw a video about this earlier and it looks like it still needs me to make new animation clips, right? its just so that i can use one controller only. im really new to game dev so correct me about this but my concern is that many animation clips seems like a waste of space or maybe i'm wrong
im not sure as i haven't watched it myself
does anyone here have any experience with playfab and their google login? i tried asking in their server (1 year ago and today) and both of the times i get the result that the playfab staff themselves have no idea as they never used it
playfab still alive ? lul
yep and their docs look like old remnants
videos from decades ago
shit at this point even unitys cloud solutions outshine their outdated crap
You will still need unique clips, but this allows you to use 1 animation controller with multiple override controllers
so you don't have to reconstruct the animation state machine per override
is unity cloud solutions free (like how in playfab first 100k users free)?
the have a free tier, look at the site for specifics because its been a while since I checked the terms
iirc they were pretty generous at the time
oh and also, yk the 100k user free thing in playfab? it got changed to 1k for new titles
ah i hate when pricing changes
I see, so thats how everyone usually does it then? i was kind of scared making my project messy by making a lot of animation clips for each npc
maintaining such infrastructures cost boatloads of * money , if you don't have many paying customers the terms and services start shrinking
yeah thats true too
i hope that unity maintains their paying customers then, tbh i might look into that even now
It's a solution to reduce the need of multiple unique controllers, but you will always be using unique clips if frames are different
which package does what playfab does? im pretty sure its broken up into multiple? im looking for just an account system for secure log in and just leaderboards and friend system
when I last checked they boasted having games like Apex and such hosting on their platform, so perhaps they do. Been a while since I kept up with those one size fitts all solutions
indeed
so you want the Authentication package and Leaderboards / Friend System have their own too
thank you. ill look into that rn
So if you do have a bunch of clips per NPC I suggest you to make a directory per npc to keep things organize
sadly last time I had used it, the Google latest auth was done through Unitys Accounts which was annoying..it is kinda seamless but annoying cause it has the Unity branding there..
Otherwise it goes through the Play Accounts @polar basalt
alright then, thanks!
note, there is an #🏃┃animation channel. it is a complex subject
wait, but im making a desktop game (Windows/Linux/Mac)
google play is not something i can use for desktop can i?
no i meant thats the only other way they support Google Sign in if you dont go through the Unity Player Accounts
wait ill check that out rn
sign in with unity???
no you don't sign in through Unity, you still can using Google
ah i see thats why
oh what
im confused
xd im sorry
from my video a while back.. Here is what is roughly looks like
ah thats awesome then, i thought you had to use actual unity accounts (the one u make for unity hub and all of that)
so basically Unity is registered as the trusted developer for Google and those platforms so you don't have to deal with that on your own
I'm new to unity and am currently doing the tutorials. I have general questions, like is it possible to zoom to cursor. Where do I ask these type of questions?
anything is possible
For general editor usage questions like that here would be the place yeah
ok, thanks!... Is it possible to zoom to cursor? 😅 google tells me i need scripts to do it, but is there not just a tickbox for it somewhere?
oh if you mean the editor itself thats a whole different case
thought you meant ingame
yeah, in the editor
does scrollbar not do that anyway?
scrollbar? scroll wheel on mouse zooms towards whatever editor is focused on
not that i am aware of, no
Yea you'd need an editor script for that afaik
get exact cursor and shift the cam view to that
I am making a world within the Unity VR chat I put all materials shaders to VR chat/mobile/diffuse and the entire scene where the model is for this build it completely white how do I fix it? I’m also in the 2022.322 F1 edition in unity.
got to say I am really impressed with the tutorials in Unity!
pretty sure you have been told already that vrchat SDK is not supported here. if you have the SDK installed, it is no longer Unity.
they have their own discord you can ask on
the pricing for these seems amazing, but the leaderboard one seems weird?
weird in what way ? forgot what it was before but pretty sure its been stayed free or maybe CCU
like I said its stayed pretty generous for a while, I doubt they will tax heavily on it though cause its pretty basic to do/mantain..
look at for example the Friends API / feature
50,000 Active Users / Month
they expect you to be a pretty big game / company before charging and making serious cash
50 GB / month
for CCD (cloud content delivery) bandwidth is also pretty generous . you can basically deliver free updates to an entire big game, DLC from their servers monthly
nono, it doesnt say the limit thats what i meant, it says "free for a limited time"
what does that mean
how much time and what after
Only unity and the number crunchers will know, my guess is as good as yours xD
"As soon as we have enough users to be able to properly monatize it"
i see that some person had the same question 1 year ago, but got no answer either
yeah its probably that but that seems omminous
even if it changes my guess would be it won't be that extreme considering the other limits are pretty abundant
what if they go on and say they want 100$ monthly from me 😔
yeah thats true
just hope they dont deprecate any of these
at worst you can just leverage their auth system and store your own leaderboard / DB externally, more control but a bit more complex
always find a way to make backups if you plan on this going into productions so your users won't lose progress, a simple migration is easier than total loss
yes thats true
pretty simple too, if you don't manage it your own with each entry you can also do some sort of event trigger through cloud code to then backup into another cloud / file storage externally.
Users cannot know what cloud code you run from unity
I'm doing that "Scriptable Objects as Static references" thing from that Ted Talk and I have a SO with a GameObject reference on my project and during runtime when I set it it says "Type mismatch", it does work normally though, if I click on it it highlights the correct object on the hierarchy, is that something for me to worry about or is it normal?
It’s normal when doing that kinda thing
Did you change the type of the field at any point?
Does it happen if an asset is currently referencing a scene object?
guys there is way to ahve multiple animator windows?
i have 2 anim controller and i need them side by side but idk how to achive that
try locking one, then locking the other
Im not sure if that will work but worth a shot
hiii yall
ok
Yeah iirc
It makes sense for the inspector to get confused, since that reference cannot be serialized
can i send videos?
use avi or mp4 format and they should embed. there is a size max, i do not recall what it is
and of course, they must be on topic
why it doesnt add the keyframe?
ok
which channel is used to ask for improvements of the look of a game?
you would make a #1180170818983051344 and ask for input there
I think you could also make a Thread. looks like that might be allowed now
here?
i just got word that i am mistaken. they would ask that you use #1180170818983051344
unless it is a technical question about something not working, then you can #🔎┃find-a-channel
Or making something to work. Like achieving a specific effect or mechanic.
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(needed the link, srry)
You can find all the links in #📖┃code-of-conduct
Hmm, no? I just have it been set on Awake and that's it
oh thx
As in, change the code so that it’s a GameObject instead of something else
That could also cause that message
public class GameObjectVariable : ScriptableObject
{
public GameObject Value;
}
I don't understand what you mean
lol im bad with animations because I havent really messed with them inside of Unity but how is this?
its a mashup I made with Falling in Reverse, Jelly Roll, Diggy Graves and Eminem
as i think you've been told, this is not a showcase room. use your #1180170818983051344 or to a lesser degree, #🏆┃daily-win
actually no i havent been told but keep on keepin on warrior
sigh anyone know how to help me please, I been stuck hours watching every guide tryna get things from the github to correct this, anything helps everytime i try to bake with All game Objects or even Volume , it does not bake properly. I know its not working cause the nav mesh should be baking right beside this npc and i cannot see the actual bake (blue area like i see in tutorials) thanks in advance
most likely the tutorials are using the older plugin, which had things in different locations. but, could be a number of things. probably best to talk to #🤖┃ai-navigation
@trail parrot
Hi, don't know how to run unita on linux mint???
Thank you
thank you for actually replying ill try over there. i looked so deep into this its frying my f***ng brains loool
i need help with this
#🥽┃virtual-reality perhaps
after updating to Unity 6.4, my cursor in play mode has changed. It now looks like the CMake logo
<@&502884371011731486> racism #💻┃unity-talk message
<@&502884371011731486> clown ^
?ban 1439644640839209040 Racism
ferretgt._46409 was banned.
as a beginner i wanted to ask like i made my scene like imported everythiiing with blender and now also made my player but the player is like passing through everything what should i do
things cannot collide unless they have colliders. if you start at the Pathways on the learning site, they show you these basics.
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
no im making myself
... that does not even apply to what i said. i sent you to a learning site so you can learn How to make it yourself.
yeah yeahh im reading
isnt there any vc server here
Oh thanks
Why I can't see the blue surface of the navmesh?
I have gizmos enabled, "show navmesh" set to true, baked the mesh
could anyone help me at all?
What the heck is this language?
Where may I ask about Materials? I'm trying to find some good prototype textures, but I don't want to use Gridbox. I want to find checked materials in different colours. (just 2 colours)
Kenney Assets has a pack of textures. You can also search the Unity Asset store.
haven't found anything on the unity store
kenney also doesn't have what I need
Can't possibly imagine what pattern you need to prototyping. Either way, seems like you need to make your own or pay someone.
I said "I want to find checked materials in different colours. (just 2 colours)"
something like this
Take the grey scale one and change the material colour
that
no
it's exactly not what I want
Lol
I said that I don't want to use gridbox
Can't imagine what pattern you need for prototyping.
this pattern??
That isn't a grid?
Or are you confusing the shape seen here as the texture (the cube)
it's Checked, as I said.
I didn't say I want a grid I want checked textures
like a Chess board
A chessboard is a grid
okay?
it's also checked
I didn't say I don't want a Grid, I said I don't wanna use the typical GridBox textures
Instead of stating what you don't want, why not state what you actually want?
I stated it right here???
AND here
I understand you want checkered. Checkered is a grid of alternating colours.
yes that is what I said I want
Yep, and I linked a screenshot, pointed to the checkered alternating white and grey texture and suggested you use that and change the material colour which would tint it to be like your green example.
Yes, but the image is a GRIDBOX, which is what I stated I do NOT want
What is a grid box to you?
It seems that the white one I pointed to is just plain white and grey.
NOT gridbox
You're intentionally showing the colours which are not.
what are you talking about?
it's an example of what I want
it's an example of a checked texture
i mean if u want just make a quick shader with shader graph
Textures are fine
Unity already provides a default checker texture
just edit the texture then? its just 2 colors it shouldnt be that hard to just draw over
yes, but I also need the other 16 colors with the darkened versions
I can do that by myself, I just thought that I could find it online
wait, what texture colors do u even want
yellow x white? red x white?
@vernal prawn is this what you are looking for?
no, like the example above just a checked texture with the same color, one tile darker, one brighter
unity already provides a checker texture
does it?
check this
Again, just change the material colour and it will tint the greyscale
I don't have a default checker
try this i guess
ah right, I didn't really think of that
and put your own colors
I guess that would work
alr thanks y'all sorry for bothering (except Osteel, you may live in burden)
Your wit didn't land as hard as you thought it would.
that's actually kinda cringe ngl
You had your answer (multiple times), go and make your project
Well I got my answer out of everyone but you, you directed me to the thing I told you I don't want
he does that with everyone (from personal experience)
I got my answer from someone else, whereas osteel was just treating me like dogwater
Yes, not a grid box so I pointed out a checkered non grid box.
Yes, with alternating colours, so I pointed out to change the material colour to tint it (three times)
Yes, without the markings, so I said to use Photoshop and bring them out.
The built in grid was a better solution in the end but no need to get upset about it.
well you weren't really clear about it, and you also said that you don't know what I want after I've shown you the example checker image I want. Don't cry to us over your own mistakes
is this a right place to ask question about unity auth package?
seems like it
I think
usually best bet is to try and research online, it could either be google or youtube. People here at Unity discord just give out rude responses
then don't be one of those people?
I mean I get yer point
people ARE assholes
yeah I just don't ask for help here now. Personal experience from my stay in this server
either way, Thanks
does anyone know how to set up unity's auth with photon? something like playfab has that out of the box, but for unity i would need to make my own proxy??? does anyone know how to do anything like that? im guessing cloud script or something but ive never used that, also im using the unity player account system for login
if there is any tutorial or docs that would be helpful, i cant find anything, even if i search on google or discord
any ideas?
#🤖┃ai-navigation I'm pretty sure
thanks, didnt notice that one
Is there a way to make the particles slow as well when you scale time?
I thought that already happens? What is the delta time property set to on the particle system?
Hi guys are there anyone to help me about fishnet and steamworks
hi
Hey
I’m using FishNet with FishySteamworks in Unity to implement Steam P2P multiplayer, but clients are unable to connect to the host. When joining a lobby, the connection transitions from “Connecting” to “FindingRoute” and then fails with a timeout during rendezvous, while the console repeatedly shows k_ESteamNetworkingAvailability_Failed, indicating that Steam relay networking is unavailable. The host creates the lobby correctly and sets the HostSteamID, and the client reads this and attempts to connect via FishySteamworks, but the connection still fails. I’ve confirmed that SteamAPI initializes properly and callbacks are running. Can anyone help?
For what it's worth, the Fishnet guy has his own discord where he's know to be very active.
https://discord.com/servers/firstgeargames-fish-networking-424284635074134018
Home of Fish-Networking, the best free Unity Multiplayer solution.
thanks
Has anybody used the mediapipe plugin in unity?
Hi, I’m using Unity Starter Assets Third Person Controller (CharacterController) and a train moving with splines (not Rigidbody).
Problem: when the player enters the train and the train starts moving, the player does not stay inside. The train moves away and the player gets left behind / slides instead of inheriting the train movement.
I’m not talking about jumping off the train, but about staying inside while it moves in real time.
I want GTA-style metro behavior where the player can walk inside the wagon while the city moves outside.
What’s the best approach here?
parent player to train?,
apply train delta manually with CharacterController.Move()?,
camera collision issue with Cinemachine?,
https://www.youtube.com/watch?v=qrDqOVqjNdw
This is a common issue with moving platforms. Basic solutions online will say to just child the object to the platform.
But the proper solution is to take the velocity of the platform and apply it in addition to the input of the character.
So you need to first determine that the character is on a platform through some detection such as Ray casting, then have platforms store their velocity so the character can grab it and use it.
Is it normal for an object to not receive OnPointerDown event on play mode on the first click? I assume this is because the game has to "capture" the focus first before it can register the event.
However, what's strange to me is that OnPointerEnter is received even when not clicked inside the game
I'm curious as why this is a bad solution
I thought it would do the velocity calculation automatically then
Nothing is automatic, no. Childing it will force its transform to update with the parent, and in addition to that you'll be moving separately. It'll jitter most likely.
It won't automagically pass velocity information to a child rigidbody
So,I have the concept of what I wanna make, but I honestly don’t know where to start 
Like do you make the sprites first? Or do you try to code a platform or something
people typically start by prototyping whatever idea they have
So trying to code to see if it works
I would suggest prototyping with paper, board game pieces and such
its to verify that whatever idea you have is conceptually worth creating
No need to code anything if the gameplay loop doesn't work
The gameplay loops mainly gonna be a fighting game 
And I’ve had this idea for about a year now with no real progress on actually developing it, other then some sketches and such
For example this is my current project, some type of slay the spire-like deck builder
I have created lots of code but every piece of graphics is just a colored rectangle
If I can make it into a playable and fun game, then I can working on the assets
I know people who do the opposite though
Ya, I haven’t actually coded before nor have I made anything in the unity engine except for a blank canvas, so I kinda wanna start somewhere and see what I can get going. When you mean prototype your talking about like using a circle and seeing if you can make it move the way you want it too right?
Yes exactly
Without any actual sprites or anything, just sort of basic shapes to try stuff out with
For 3D games, people typically use the basic capsule model to represent a human character
Can you just add shapes in a 2d one?
Or would you have to manually add it yourself
i think you should start off with learning unity basics first
and getting familliar with the editor
its a long road between your first steps and making a game
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
Basic 2D shapes are built-in as such, but definitely do some beginner tutorial project before attempting your own game
You'll be surprised how much learning is involved
you'll be surprised at how much effort it takes to make even a simple game
how much time especially
I was mostly planning on watching a shit ton of tutorials and hope it works
I recommend that as step 2
i would start off with the unity learning pathways
you need to actually learn and get familliar with the editor
thats non negotiable
Oh no ya,I don’t doubt it takes alot of time and effort, I’ve seen a lot of game dev logs on my shorts feed where people are at like day 130 of working on there game
So learn what the stuff in unity does 
We ballin 
learn how to use unity as an editor yes
follow the learning pathways
There’s just so many ideas for all these characters I have that I wanna put somewhere, but suppose that’ll have to wait
Wanna like, start with making 4 characters before I can call it a beta and that itself is gonna take a while
Make some kind of folder where you can dump all ideas and writings
tip: write all those ideas down
I do have a note book I’m writing them in
ah, i was too slow lmao
Question……how do you do that