#💻┃unity-talk

1 messages · Page 115 of 1

storm patio
#

so you lied when you said they run at the same time

sand harbor
#

Uhh whats that?

#

Is that easy to change or did i f up?

worldly cave
#

Your render pipeline

#

And no you cant really change between the 2 easily

storm patio
# sand harbor Uhh whats that?

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?

storm sierra
storm patio
sand harbor
storm patio
#

that's urp then

#

the u stands for universal

worldly cave
#

Then unless you have a package for it, urp has no built in volumetric effects

storm sierra
storm patio
#

so they aren't running at the same time

sand harbor
storm patio
worldly cave
#

You can, but its faster and far simpler to make a new project and just bring your assets over

storm sierra
#

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.

worldly cave
#

Mostly your materials and shaders

sand harbor
#

Shoot

#

That sucks

storm sierra
#

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.

worldly cave
#

If you want volumetric fog or lighting in urp

#

Theres assets on the asset store

storm patio
#

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

sand harbor
#

What else would i iss on urp?

storm patio
#

it's important to remember why you do things, and to not prescribe them for unrelated situations

storm patio
formal wadi
#

helooo im new

sand harbor
storm sierra
storm patio
# storm sierra I agree

(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)

storm sierra
storm patio
#

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

storm sierra
#

Fair enough

sand harbor
storm patio
#

leaving stuff to be implied is not good communication in these spaces where just level of expertise is already wildly fluctuating

worldly cave
#

The kronnect assets and Haze are by far the best options

storm patio
#

"gap" to me sounds like a fixed duration wait, which yeah would be a bandaid fix to a race condition

sand harbor
worldly cave
#

It depends on the assets you have

#

The biggest issue are going to be shaders

sand harbor
#

Well, does it help that i have no custom shaders?

storm sierra
# storm patio "gap" to me sounds like a fixed duration wait, which yeah would be a bandaid fix...

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.

sand harbor
#

Like a bit?

undone monolith
#

i searched for the quiz there, but it's not there

storm patio
#

i didn't say to search

#

it's just another tab in the sidebar, is it not

undone monolith
#

I don't see one

storm patio
#

is there even a quiz lol

undone monolith
#

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

storm patio
#

looks like the 6.3 version of the pathway removed them

#

change to the 6.0 version and they're there in the sidebar

worldly cave
#

but before you do anything make sure you have version control set up

sand harbor
#

whats that?

worldly cave
#

!vc

vagrant rootBOT
# worldly cave !vc
Using version control in Unity

Unity Version Control

git Git

Get the latest .gitignore file from here. It should be placed at the root of your Unity project directory.

worldly cave
#

to put it simply, basically a way to back up your project

formal wadi
storm patio
#

how

#

that's not even the unix epoch

sand harbor
worldly cave
#

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

sand harbor
#

Oh okay, but doesnt Git take like constant backuping, for like every hour of work?

worldly cave
#

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

storm patio
#

git isn't making several backups, it's a single backup with a history

sand harbor
#

Huh, always figured Im not really persistent enough for git

storm patio
#

you decide when to write history

sand harbor
worldly cave
#

i would highly recommend you stick to git

#

and not unitys version control

sand harbor
#

Huh, it said in the tutorial to do this

storm patio
#

uvc has the same workflow as git anyways. it's the vcs workflow, not the git workflow

sand harbor
worldly cave
#

yeah i just linked that to show you what version control is

sand harbor
#

ohhh

worldly cave
#

you dont have to use unity version control itself

sand harbor
#

Uhh i never used Git or GitHub, so i should probably find some tutorial then

storm patio
# sand harbor here

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

sand harbor
#

Okay, yeah, figured, just not used to any vcs, so i have no idea abt git, looking at a tutorial rn

grave merlin
#

hey!

pale meadow
#

Does anyone know music theory

grave merlin
#

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

storm patio
#

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

latent meadow
vagrant rootBOT
#

:teacher: Unity Learn ↗

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

latent meadow
pale meadow
latent meadow
worldly cave
stuck flower
trim hornet
#

I understand bro

wooden pebble
#

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

trim hornet
storm patio
#

good lord what happened there

#

have you tried resetting your library

trim hornet
#

I'm trying right now

#

Reimport didn't help

storm patio
#

language files messed up ig...

trim hornet
storm patio
#

would probably reinstall the engine then

trim hornet
#

Could this be a problem caused by an old PC?

latent meadow
#

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)

storm patio
# trim hornet Could this be a problem caused by an old PC?

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

latent meadow
#

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

spiral tide
#

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

latent meadow
#

sorry, due to login issue, i cannot even check right now :/

storm patio
#

seems they removed them in the 6.3 version

storm patio
latent meadow
spiral tide
modern depot
#

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

storm patio
storm patio
#

!vrchat

vagrant rootBOT
winter slate
#

Hey guys!

latent meadow
scarlet shuttle
#

🙏🙏🙏🙏

trim hornet
slim narwhal
scarlet shuttle
#

but then

#

-1 KB?

trim hornet
#

I'll try to download a later version

scarlet shuttle
#

BRO PARSES PROFILER DATA -1 KB HOLY

slim narwhal
#

yeah idk why
either its actually negative or its positive infinity

#

or it defaulted to -1

scarlet shuttle
storm patio
#

just keep profiling, you'll get infinite storage, trust

scarlet shuttle
#

cancel doesnt work

storm patio
#

do you have unsaved work or something, why can't you just force quit

grim sundial
scarlet shuttle
latent meadow
crimson flicker
#

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?

scarlet shuttle
storm patio
grim sundial
crimson flicker
crimson flicker
#

well, assets from the store

latent meadow
#

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

grim sundial
# crimson flicker does anyone know how to fix that from happening again?

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.

crimson flicker
crimson flicker
latent meadow
#

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

crimson flicker
#

but I can use that to prevent anything in the future

grim sundial
#

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 > <;;

crimson flicker
#

@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

grim sundial
#

oh wow, I love me some realistic full dark lighting with some water reflection! awesome vibe~

crimson flicker
grim sundial
crimson flicker
grim sundial
#

funtime AOLKeyword for many of us here wink

latent meadow
#

yes 95% off is the pinnacle of flash deals.

sand harbor
lyric prairie
#

yo

zealous umbra
#

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.

sand harbor
#

Hey yall, can anyone help me change the rendering pipeline in my project?

#

Not very many videos

latent meadow
#

probably because it is a PITA and not generally recommended.
if possible, start a new project and migrate your assets

worldly cave
#

start a new hdrp project

#

and manually start transfering your assets over

rare lance
#

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.

latent meadow
#

@grim sundial did you get your support email yet?

stuck flower
#

!ask

vagrant rootBOT
# stuck flower !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

sand harbor
#

wow

#

a lot of textures are just like gone

worldly cave
#

yeah like i said

#

urp and hdrp use different shaders

#

try your luck with the automatic shader converter

sand harbor
#

Wait I converted materials and they still dont work, but where is the shader convert?

barren agate
#

Does Anyone knows why my video result is glitch ...Trying to record simple animation using unity recorder...

Please help

latent meadow
barren agate
#

Oh thanks 🙏🙏

analog crane
#

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?)

sand harbor
worldly cave
#

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

sand harbor
#

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

potent geyser
#

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.

sand harbor
#

Why though? It seems wayyy better

#

Why wouldnt you want unreal engine but better

latent meadow
#

it is heavy on resources, at first glance

potent geyser
#

Waaaaay better for who?

sand harbor
#

I mean its unreal engine graphics and actual coding

sand harbor
#

I reckon

potent geyser
#

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.

abstract umbra
potent geyser
#

The latest talk about the new lighting even showed a clear example where you would have guessed it was HDRP.

potent geyser
austere dawn
#

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

crimson flicker
#

HDRP isnt going anywhere from what Ive read, but they arent updating it anymore

cursive sleet
#

hi

austere dawn
balmy kettle
crimson flicker
cursive sleet
#

I am new here

balmy kettle
latent meadow
abstract umbra
#

ok, link was posted already

potent geyser
#

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.

sand harbor
#

So, should i just like not upgrade?

cursive sleet
#

Its nice to be here

gray frigate
#

i always thought the "unified" idea sounded like a pipe dream lol

balmy kettle
#

pun intended?

crimson flicker
#

I mean, I really hope they can make URP look like HDRP though

copper gust
#

i mean the unification is still happening, it's just urp lol

austere dawn
potent geyser
#

This is the image I was referring to. This is URP

abstract umbra
#

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

crimson flicker
#

yeah same

copper gust
#

they probably won't have that which is why it's not being removed

#

there is stuff that would just have to be rebuilt

crimson flicker
#

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

latent meadow
#

we need a 'get off the caffeine' emoji

gray frigate
grim sundial
gray frigate
#

i gradually came to realize that most pretty rendering isn't really that special

grim sundial
latent meadow
#

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 :/

grim sundial
#

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.

latent meadow
#

indeed

zealous umbra
tepid horizon
#

atwhatcost 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

vivid cedar
formal wadi
#

yea i deleted it locally at 01/01/0001, yes unity

late hull
#

how can you make unity run faster on a potato

storm sierra
latent meadow
#

more electrodes?

late hull
#

from performance

storm sierra
# late hull like are there quality settings to make the unity editor smoother, such as the s...

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

latent meadow
#

in Scene view or Game View? @late hull

late hull
#

I heard of a quality graphics matrix

#

but it apperently disappeared

latent meadow
neon nymph
#

Hey guys! How do I make a realistic game in unity?

latent meadow
#

and you can see the other things there too. also, define potato. @late hull

vagrant rootBOT
#

:teacher: Unity Learn ↗

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

late hull
fair cove
# late hull like are there quality settings to make the unity editor smoother, such as the s...

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

late hull
#

Smth like along that

latent meadow
neon nymph
fair cove
neon nymph
#

That's what I meant

fair cove
# neon nymph Like my idea is to make a realistic game called "BioFall: Last Horizon" and the ...

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

neon nymph
fair cove
#

And surprisingly, post processing + good lighting can go a long way with making things look good in 3D

neon nymph
neon nymph
fair cove
#

Sure, thats what this server is here for, to help answer questions 😉

neon nymph
#

And what's the perfect platform that I can launch my game on it?

#

@fair cove

fair cove
#

!learn

vagrant rootBOT
fair cove
# neon nymph What's the first thing that I need to learn?

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

fair cove
# neon nymph And what's the perfect platform that I can launch my game on it?

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

neon nymph
neon nymph
#

And I play store I think paying only one time and it's 25

fair cove
# neon nymph But steam requires 100 dollars each game publish

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

latent meadow
#

!collab

vagrant rootBOT
# latent meadow !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**

last vortex
#

mb

#

where can I post this?

latent meadow
#

on the forum linked in the bot message

neon nymph
fair cove
#

Np, glad it could help

mystic oriole
#

So is CoreCLR going to fix the long reload times? I've seen sources saying it will, and sources saying it wont really

balmy kettle
#

i mean, we can really only speculate. theoretically yes, but we just have to wait and see

mystic oriole
mystic breach
#

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?

latent meadow
#

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

vagrant rootBOT
#

:teacher: Unity Learn ↗

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

mystic breach
sudden sparrow
#

i wanted to ask can i make the terrain invisible yet keep the grass that i scattered or painted over it

latent meadow
royal wing
#

Do you guys use "started" or "performed" for detecting key presses?

uncut parcel
#

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

mystic breach
#

If you need to read active value you can use performed

royal wing
#

Say for example just a simple jump using the keyboard

mystic breach
royal wing
#

Alr thanks man

uncut parcel
#

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

uncut parcel
#

alright thanks

winter slate
#

Hello guys!

chrome meteor
#

does anyone know how to get rid of this weird typing

copper gust
#

insert key

chrome meteor
#

thx

hallow bobcat
#

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?

brisk anvil
#

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

polar basalt
#

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??

brisk anvil
polar basalt
#

am i searching the wrong thing

brisk anvil
# polar basalt

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

hallow bobcat
polar basalt
ancient moat
#

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?

brisk anvil
#

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

ancient moat
#

okay, i have MSVS26 installed already so i dont have that ticked but in the platforms part, which ones do i need?

brisk anvil
brisk anvil
ancient moat
#

Windows

#

Other platforms later.

brisk anvil
#

so you probably don't need anything right now. if you have unity and an ide you should be good to go

ancient moat
#

alright

polar basalt
#

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

brisk anvil
ancient moat
#

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

brisk anvil
brisk anvil
ancient moat
#

thank you

#

im assuming unity is similar to ue in the way the ECS behaves?

brisk anvil
#

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

polar basalt
#

i have to make this from scratch

brisk anvil
sand harbor
#

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

copper gust
#

a bell ringing or a clock

brisk inlet
#

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...

copper gust
#

you can do Debug.Log(other.gameObject.name) in order to find out what it's hitting 🙂

vagrant rootBOT
brisk inlet
brisk inlet
brisk inlet
# vagrant root

do you know which one I select to configure it? This is what I have

storm patio
#

(vs stands for visual studio)

brisk inlet
#

should I uninstall the one I have then reinstall the one you posted?

storm patio
#

i'm telling you to configure the app you already have

brisk inlet
#

How do I do that?

hallow bobcat
storm patio
brisk inlet
#

It says it's signed, does that mean it's fixed?

storm patio
#

there's nothing to fix

brisk inlet
#

From the link it took me to it's talking about installing visual studio

storm patio
brisk inlet
#

but all it tells me to do is install visual studio code

storm patio
dusky forum
brisk inlet
#

so there should be another one?

storm patio
#

pay attention to the exact names, they're important, especially when microsoft wants to name things so similarly 💀

storm patio
dusky forum
sudden sparrow
#

help with lightening catcrymic

dusky forum
brisk inlet
#

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

hallow bobcat
#

i really got trouble in this situation , can someone help me to solve this

brisk inlet
hallow bobcat
sweet tartan
#

did you overwrite it with something? Or a package? You should never name any of your scenes SampleScene

brisk anvil
brisk anvil
brisk anvil
#

navigate to there in the new project

#

you can also search for the scene name in the search bar

hallow bobcat
#

already do that

#

but still not worked

brisk anvil
#

did you find the scene ifle itself

hallow bobcat
#

yesx

brisk anvil
#

what happens when you double click it

storm patio
hallow bobcat
brisk anvil
#

did you save your scene in the first project?

hallow bobcat
#

yess

brisk anvil
#

can you share a video of you saving to package and loading it in the other project

hallow bobcat
#

okayy

merry pulsar
#

can someone help me with visual studio and unity entegretion thing

#

it gives this

#

i cant put elements of unity such as "Transform" etc

craggy pollen
#

!ide

vagrant rootBOT
hallow bobcat
#

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?

silent mica
hallow bobcat
#

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

silent mica
#

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 😛

merry pulsar
hallow bobcat
silent mica
hallow bobcat
silent mica
#

The prompt you got was about the open scene

hallow bobcat
#

i don't get it
so the issue was?

brisk anvil
#

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?

potent geyser
#

Not publically unfortunately. Hopefully for the next Steam NextFest.

brisk anvil
#

awesome looking forward to it

hallow bobcat
#

how about if the asset tecxture change to pink

sand harbor
#

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

hallow bobcat
#

what it means

charred fog
#

!collab

vagrant rootBOT
# charred fog !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**

brisk inlet
ember verge
#

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 .

raven spindle
#

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?

lapis gate
#

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.

gray frigate
#

but your project is using the universal render pipeline

#

(which is now the default)

raven spindle
#

Those are some good ideas @lapis gate thanks, definitly worth a try.

gray frigate
#

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

brisk inlet
# raven spindle So I have come to realize that the hardest part of Game Development is motivatio...

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.

gray frigate
#

this is a really helpful thing for me

#

playing games in the morning kind of scrambles my ability to work

brisk inlet
lapis gate
#

I usually only have like 3-4 hours after drinking my coffee

brisk anvil
#

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

wary adder
#

my assts are coming in pink please help

brisk anvil
# raven spindle So I have come to realize that the hardest part of Game Development is motivatio...

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.

raven spindle
brisk anvil
#

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

brisk anvil
brisk anvil
raven spindle
gray frigate
#

I used to write a journal each day; that really helped me to understand exactly what I'd worked on

brisk anvil
brisk anvil
brisk anvil
#

this is what I am referencing

#

if you are not on 6.3 you might also have assets -> materials -> convert selected

wary adder
wary adder
worldly cave
#

i think for you its located under a different tab in the toolbar

#

check Edit > Rendering

#

see if its there

wary adder
#

2022.3.22f1 for Vr chat

brisk anvil
# wary adder

which render pipeline are you using? could it be that you are on built in?

wary adder
#

i create the world the creator campion

worldly cave
#

the huh?

brisk anvil
#

you probably made a new project using built in render pipeline then

wary adder
#

for VRChat to upload

worldly cave
#

we still need to know what render pipeline you are using

brisk anvil
#

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.

regal spoke
#

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 🙂

copper gust
#

what about it don't you understand

lapis gate
#

it draws mesh now

regal spoke
#

that what i m trying to understand

lapis gate
#

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.
copper gust
regal spoke
#

i already know that but that not enough for make the thing i want

#

thanks anyway

copper gust
#

we would need to know what you don't understand

#

you said that was how and where, we told you the how and where

gritty dagger
#

can someone help me in a question ?

worldly cave
#

!ask

vagrant rootBOT
# worldly cave !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

crimson flicker
regal spoke
#

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

gritty dagger
vagrant rootBOT
# gritty dagger !ask i have a problem with my animation which i have downloaded from mixamo webs...

: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

worldly cave
#

you dont have to send it.

#

for animation issues you go to #🏃┃animation , as instructed in the same bot message

sudden sparrow
#

guys quick how to remove that grid plane like axis plane

regal spoke
sudden sparrow
regal spoke
#

np

gritty dagger
sudden sparrow
#

somehow i cant paint grass i did before but now notworking

empty grotto
mild brook
sudden sparrow
#

im a total beginner itno unity and umm my console is filled with bugs ig idk am i supposed to do something?

wary adder
#

need help need someone to look at this build needs fix before i put it on VRchat but idk what am doing wrong

tender marsh
#

does anyone know why this directional light only works when in editor mode but in the build its absent?

gray frigate
#

i'm a little suspicious of how the Universal Additional Light Data component is disabled

gray frigate
#

i have no idea if that would cause that behavior

#

it just sticks out

tender marsh
#

nope still the same

empty grotto
gray frigate
#

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

outer light
#

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

lapis gate
#

every headshot removes a if statement in their statemachine

near wigeon
#

make different AI behavior components and replace the main component with each hit or whatever

wary adder
#

all my build in unity is pink please help

gray frigate
#

if the AI system uses sensory inputs (e.g. the position of the player), give it a bogus value

craggy verge
#

Hola

outer light
outer light
near wigeon
empty grotto
outer light
lapis gate
#

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

gray frigate
#

You need a variety of smoothness values

#

high smoothness for glossy parts, low smoothness for matte parts

tender marsh
gray frigate
#

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)

tender marsh
#

holly molly

#

thank you very much for everything

#

brb

gray frigate
#

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

tender marsh
#

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

rare lance
#

Is there any way to make a late night fog look good? I'm trying to recreate my scene from blender:

plain dagger
rare lance
#

Any recommended resources for the post processing?

sudden sparrow
#

how do i solve this red errors T^T

lapis gate
#

yes

gray frigate
#

volumetric fog is reasonably simple to implement, but can also be very expensive!

lapis gate
gray frigate
lapis gate
#

You need an inverse sphere if you want to use URP fog here

gray frigate
#

i don't know what you're talking about

rare lance
#

There needs to be objects for the fog to project onto

#

skybox doesn't count?

gray frigate
#

oh, you could surround the entire world in a sphere, yes

lapis gate
#

You have a few ways to go about it, but inverse sphere is the most common way. You child it to the camera

gray frigate
#

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

rare lance
#

Yeah, I think I'll go for some volumetric fog route.

gray frigate
#

volumetric fog will produce the auras around light sources

rare lance
#

lovely

plain dagger
#

Yea thats why i shared that package 😐

#

fog done in surface shader is kinda poo poo

gray frigate
#

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)

plain dagger
#

forward?

gray frigate
#

this is forward-rendered, yeah

plain dagger
#

vr chat surprises me soo much all the time the weird shit you guys do to avoid upgrading unity version 😆

gray frigate
#

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)

lapis gate
copper gust
#

2022.3 is so fineee

#

i've been lethal companing it up on it too

plain dagger
latent pagoda
#

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.

plain dagger
lapis gate
#

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

empty grotto
#

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.

near wigeon
#

also the navmesh overlay menu has an option to "only show when selected"

empty grotto
#

I thought of gizmos but it doesnt do it. as for navigation overlay., i cant seem to find the Only show when selected

near wigeon
empty grotto
#

wtf where did you get that?

#

what is that?

near wigeon
#

or the gizmos menu but personally think the overlay is better

empty grotto
near wigeon
#

click the 3 dots of scene view

#

or cs `

empty grotto
#

OMG I HAD FORGOTTEN THIS EXISTS

#

thank you so incredibly much bro!!

short grotto
#

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

latent meadow
short grotto
#

sure

lunar spire
#

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?

bright lynx
#

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?

vagrant rootBOT
bright lynx
#

And what about code monkey channel, is it good?

vivid cedar
#

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

grim arch
bright lynx
lunar spire
grim arch
polar basalt
#

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

near wigeon
#

playfab still alive ? lul

polar basalt
#

videos from decades ago

near wigeon
#

shit at this point even unitys cloud solutions outshine their outdated crap

lapis gate
#

so you don't have to reconstruct the animation state machine per override

polar basalt
near wigeon
#

iirc they were pretty generous at the time

polar basalt
polar basalt
lunar spire
near wigeon
polar basalt
#

yeah thats true too

#

i hope that unity maintains their paying customers then, tbh i might look into that even now

lapis gate
polar basalt
#

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

near wigeon
#

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

near wigeon
polar basalt
#

thank you. ill look into that rn

lapis gate
near wigeon
#

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

latent meadow
polar basalt
#

google play is not something i can use for desktop can i?

near wigeon
near wigeon
#

no you don't sign in through Unity, you still can using Google

polar basalt
#

ah i see thats why

polar basalt
#

im confused

#

xd im sorry

near wigeon
polar basalt
near wigeon
#

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

clever rivet
#

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?

near wigeon
#

anything is possible

copper gust
#

For general editor usage questions like that here would be the place yeah

clever rivet
#

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?

near wigeon
#

oh if you mean the editor itself thats a whole different case

#

thought you meant ingame

clever rivet
#

yeah, in the editor

near wigeon
#

does scrollbar not do that anyway?

clever rivet
#

scrollbar? scroll wheel on mouse zooms towards whatever editor is focused on

latent meadow
#

not that i am aware of, no

near wigeon
#

Yea you'd need an editor script for that afaik

#

get exact cursor and shift the cam view to that

wary adder
#

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.

clever rivet
#

got to say I am really impressed with the tutorials in Unity!

latent meadow
#

they have their own discord you can ask on

polar basalt
near wigeon
#

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

sacred sparrow
#

what happened to my inspector, lol

#

unity started throwing errors too XD

polar basalt
#

what does that mean

#

how much time and what after

near wigeon
#

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"

polar basalt
polar basalt
near wigeon
#

even if it changes my guess would be it won't be that extreme considering the other limits are pretty abundant

polar basalt
#

what if they go on and say they want 100$ monthly from me 😔

polar basalt
#

just hope they dont deprecate any of these

near wigeon
#

at worst you can just leverage their auth system and store your own leaderboard / DB externally, more control but a bit more complex

near wigeon
near wigeon
# polar basalt 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

granite lava
#

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?

copper gust
#

It’s normal when doing that kinda thing

gray frigate
gray frigate
novel venture
#

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

plain dagger
#

Im not sure if that will work but worth a shot

umbral mason
#

hiii yall

novel venture
gray frigate
#

It makes sense for the inspector to get confused, since that reference cannot be serialized

novel venture
#

can i send videos?

latent meadow
#

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

novel venture
#

why it doesnt add the keyframe?

latent meadow
novel venture
#

ok

left coyote
#

which channel is used to ask for improvements of the look of a game?

latent meadow
#

I think you could also make a Thread. looks like that might be allowed now

latent meadow
charred fog
#

Or making something to work. Like achieving a specific effect or mechanic.

sacred sparrow
#

!collab

vagrant rootBOT
# sacred sparrow !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**

sacred sparrow
#

(needed the link, srry)

charred fog
granite lava
sacred sparrow
#

oh thx

gray frigate
#

That could also cause that message

granite lava
gray frigate
#

In the past, I mean 😛

#

But I don’t think you did

granite lava
crimson flicker
#

lol im bad with animations because I havent really messed with them inside of Unity but how is this?

old plank
#

bro this damn song

#

😭

crimson flicker
#

I made it with Suno, but its fire aint it

old plank
#

ohhhhh

#

i thought it was some random dude

#

nah u hard

crimson flicker
#

its a mashup I made with Falling in Reverse, Jelly Roll, Diggy Graves and Eminem

latent meadow
crimson flicker
trail parrot
#

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

latent meadow
#

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

fervent vine
#

Hi, don't know how to run unita on linux mint???

latent meadow
#

it is not officially supported on Mint. but, best to talk to the #🐧┃linux room

fervent vine
#

Thank you

trail parrot
#

thank you for actually replying ill try over there. i looked so deep into this its frying my f***ng brains loool

balmy cipher
#

i need help with this

latent meadow
kindred light
#

after updating to Unity 6.4, my cursor in play mode has changed. It now looks like the CMake logo

latent meadow
#

<@&502884371011731486> clown ^

charred fog
#

?ban 1439644640839209040 Racism

novel scarabBOT
#

dynoSuccess ferretgt._46409 was banned.

sudden sparrow
#

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

latent meadow
#

things cannot collide unless they have colliders. if you start at the Pathways on the learning site, they show you these basics.

vagrant rootBOT
#

:teacher: Unity Learn ↗

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

latent meadow
eager kiln
#

isnt there any vc server here

undone monolith
bitter sparrow
#

Why I can't see the blue surface of the navmesh?

#

I have gizmos enabled, "show navmesh" set to true, baked the mesh

azure trout
#

could anyone help me at all?

undone monolith
#

What the heck is this language?

vernal prawn
#

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)

potent geyser
#

Kenney Assets has a pack of textures. You can also search the Unity Asset store.

vernal prawn
#

kenney also doesn't have what I need

potent geyser
#

Can't possibly imagine what pattern you need to prototyping. Either way, seems like you need to make your own or pay someone.

vernal prawn
potent geyser
#

Take the grey scale one and change the material colour

vernal prawn
#

no

#

it's exactly not what I want

potent geyser
#

Lol

vernal prawn
#

I said that I don't want to use gridbox

potent geyser
#

Can't imagine what pattern you need for prototyping.

potent geyser
#

That isn't a grid?

#

Or are you confusing the shape seen here as the texture (the cube)

vernal prawn
#

it's Checked, as I said.

#

I didn't say I want a grid I want checked textures

#

like a Chess board

potent geyser
#

A chessboard is a grid

vernal prawn
#

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

potent geyser
#

Instead of stating what you don't want, why not state what you actually want?

potent geyser
#

I understand you want checkered. Checkered is a grid of alternating colours.

vernal prawn
#

yes that is what I said I want

potent geyser
#

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.

vernal prawn
#

Yes, but the image is a GRIDBOX, which is what I stated I do NOT want

potent geyser
#

What is a grid box to you?

vernal prawn
#

these are literally gridbox textures

#

this is a Checked texture

#

plain checked

potent geyser
#

It seems that the white one I pointed to is just plain white and grey.

vernal prawn
#

NOT gridbox

potent geyser
#

You're intentionally showing the colours which are not.

vernal prawn
#

what are you talking about?

#

it's an example of what I want

#

it's an example of a checked texture

polar basalt
vernal prawn
#

Textures are fine

potent geyser
vernal prawn
#

the plus signs kinda piss me off

#

I need it plain

undone monolith
#

Unity already provides a default checker texture

polar basalt
vernal prawn
#

I can do that by myself, I just thought that I could find it online

polar basalt
#

wait, what texture colors do u even want

vernal prawn
#

just the basic 16

#

red, green, blue, yellow etc.

polar basalt
undone monolith
undone monolith
vernal prawn
undone monolith
#

unity already provides a checker texture

vernal prawn
#

does it?

undone monolith
potent geyser
#

Again, just change the material colour and it will tint the greyscale

vernal prawn
#

I don't have a default checker

vernal prawn
polar basalt
#

and put your own colors

vernal prawn
#

alr thanks y'all sorry for bothering (except Osteel, you may live in burden)

potent geyser
#

Your wit didn't land as hard as you thought it would.

vernal prawn
potent geyser
#

You had your answer (multiple times), go and make your project

vernal prawn
#

Well I got my answer out of everyone but you, you directed me to the thing I told you I don't want

undone monolith
#

I got my answer from someone else, whereas osteel was just treating me like dogwater

potent geyser
#

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.

vernal prawn
polar basalt
#

is this a right place to ask question about unity auth package?

vernal prawn
#

I think

undone monolith
vernal prawn
#

I mean I get yer point

#

people ARE assholes

undone monolith
vernal prawn
#

either way, Thanks

polar basalt
#

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

vernal prawn
bitter sparrow
#

thanks, didnt notice that one

sand harbor
#

Is there a way to make the particles slow as well when you scale time?

potent geyser
#

I thought that already happens? What is the delta time property set to on the particle system?

ionic night
#

Hi guys are there anyone to help me about fishnet and steamworks

terse crystal
#

hi

undone monolith
ionic night
#

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?

potent geyser
ionic night
#

thanks

grand hornet
#

Has anybody used the mediapipe plugin in unity?

mental notch
#

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

potent geyser
#

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.

warped vector
#

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

warped vector
#

I thought it would do the velocity calculation automatically then

potent geyser
#

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

stoic jungle
#

So,I have the concept of what I wanna make, but I honestly don’t know where to start atwhatcost

#

Like do you make the sprites first? Or do you try to code a platform or something

worldly cave
#

people typically start by prototyping whatever idea they have

stoic jungle
warped vector
worldly cave
#

its to verify that whatever idea you have is conceptually worth creating

warped vector
#

No need to code anything if the gameplay loop doesn't work

stoic jungle
#

The gameplay loops mainly gonna be a fighting game UnityChanwow

#

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

warped vector
#

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

stoic jungle
warped vector
#

Yes exactly

stoic jungle
#

Without any actual sprites or anything, just sort of basic shapes to try stuff out with

warped vector
#

For 3D games, people typically use the basic capsule model to represent a human character

stoic jungle
#

Or would you have to manually add it yourself

worldly cave
#

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

vagrant rootBOT
warped vector
#

You'll be surprised how much learning is involved

worldly cave
#

you'll be surprised at how much effort it takes to make even a simple game

#

how much time especially

stoic jungle
warped vector
#

I recommend that as step 2

worldly cave
#

i would start off with the unity learning pathways

#

you need to actually learn and get familliar with the editor

#

thats non negotiable

stoic jungle
# worldly cave how much time especially

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

worldly cave
#

even day 130 is generous lol

#

shit can go up to 3+ years

stoic jungle
stoic jungle
worldly cave
#

follow the learning pathways

stoic jungle
#

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

warped vector
stoic jungle
storm patio
#

ah, i was too slow lmao

stoic jungle
storm patio
#

go through the learning pathways and follow along...?

#

they have instructions