#💻┃unity-talk
1 messages · Page 116 of 1
Yo, same here:D
As I’ve been told, there are learning pathways that can help you get started
Although I’m probably not the best person to give advice
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
yeah uh just pre-emptively, use screenshots to share stuff (except code/logs) please
My bad 
Btw, it’s the essential pathway correct?
Probably will do the 2d platformer micro game one after then, since 2d is where I’m trying to build
Getting started has probably been the thing I was afraid of the most tbh
is unity an industry standard tool?
ie, if I apply for a job and say I know unity will they say 'yeah thats cool' or 'haha you should have learnt XYZ program instead'
It's a very strong standard at the very least. Lots of companies are using it for all sorts of things.
I need to get something clarified.
So let's say I make a game. It goes Viral, I make $200K in 1 month, but then due to the nature of viral stuff, I make very little to nothing after that.
I sub to Pro for the 1 year as required. However I wwant to continue doing free updates to the game, after the 1 year do I need to continue to pay for Pro, since I am not making any further income from the game?
You switched the entire game to free?
I don't think app stores even allow that option.
No, its still for sale (this is hypothetical).
Then you need a license to push those updates.
But for those playing I continue free updates. Again hypothetical.
The updates may be free, but the game can still make a dollar. But note that you only need a license if your company annual revenue reaches the threshold.
That is what I thought... I was under the impression that a Pro sub is pretty much for the life of development.
If you aren't reaching it in that year, you do not need a license.
In this situation I hit the threshold for only 1 year.
Then you can cancel and resub if the threshold is hit again. Keep in mind this is revenue across the entire entity not just for the game.
is there a way to pause gameplay not only on error but also on any type of debug?
Debug.Break();
That or using the debugger in the IDE
Break lets the current frame finish so it doesn't "instantly" pause it
But it's a good quick way to do it
Hello, does anyone know anything about this?
Debugger.Break() can pause a debugger at that statement
most debuggers such as VS can also break on exceptions
Hey guys
Im trying to make a game asset and im very stuck im making a cardboard cutout of the rock and im struggling to put the materials on
Any help would be greatly appreciated
Ask in the blender discord instead
!blender
A supportive community for Blender artists of all levels. Share your work, ask for help, and learn from others! https://discord.com/invite/blender
thanks
Do you know any context as to why that happens?
Hmm, guys
I have a ScriptableObject that does not seem to reset its values when play mode exits, that's not supposed to happen, right?
That is expected
You modified the asset so the changes remain post play mode (in a build this does NOT allow for data saving)
You should avoid modifying scriptable objects at runtime (make a new instance or new type to do this instead)
can someone help with pitch black shadows? it's like a horror game, but it
is a shooting game that needs to be bright
Anyone know how I can make sprites display on vr quest 3 in steam unity play
they show when editing but not in game
can i do an http endpoint with cloud code? so that i can call it as GET?
please ping me if you reply
is there a way i can use linerenderer to make a beam that becomes transparent over time? i'm trying to make something somewhat similar to ultrakill's piercer revolver where it starts off big but gets slimmer and more transparent over time after being fired
i'm not entirely sure how to do that but i'm just trying to find my own solutions since i don't really know all the tools unity has very well
Sure, it has width and material properties which you can change over time.
Is there a place to discuss game ideas?
make a thread here
What's a good game to make as a first game? At the moment I'm still a beginner and have been going for less than 2 months but I don't want to take on a project that's too big and never finish it. I was thinking of starting a first small project maybe 6 months into learning?
flappy bird maybe
oh right, i should be working with materials. i saw on the documentation page that there were startColor and endColor variables and i thought those would be what i needed, i'm trying to modify the alpha value directly but i don't think that's working
public class BeamProj : ProjectileProperties
{
public LineRenderer lineRenderer;
public float vfxLinger = 0.75f; // how long the beam effect will last
public Color initColor = new Color(1f, 1f, 1f, 0.95f);
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
lineRenderer.startColor = initColor;
lineRenderer.endColor = initColor;
}
// Update is called once per frame
void Update()
{
lineRenderer.startColor.a -= (1 / vfxLinger) * initColor.a;
lineRenderer.endColor.a -= (1 / vfxLinger) * initColor.a;
}
}```
I wanted to do a 3D wave survival game xDD
you can try, even if it fails you will learn something. probably
fair lol
Isn't this how that dude does in the TED talk or something? Using SOs in place of singletons and whatnot?
there are many was to do 'anything' in computers/Unity. there are some common patterns that are used though.
https://unity.com/resources/design-patterns-solid-ebook
Hello, has anyone ever had any experiences with advertisement? I have no idea how to do it or if I should invest in my game advertising.
only if you are scared of not recouping steam's 100 dollar fee
I already planned on doing that that's my first objective
Well sometimes it's best to stick to normal design patterns without trying to cheat with unity features
can i do an http endpoint with cloud code? so that i can call it as GET?
please ping me if you reply 🙏
Dont really care much about the 100$.. hmm
Why should I avoid doing it?
The class instance for a scriptable object is not guaranteed to be the same forever. Unity may "unload" the asset and reload it again in the future.
If you instead use a class instance you made and manage that is never a risk
not what this server is for. remove the message or a moderator will intervene
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Hiii 🤠👋🏼
Howdy, #🌱┃start-here
I want to have texture used in a shader and the same texture used as icon somewhere else.
Is there a way to have both change with single image swap? (in editor not in game mode)
I was thinking if maybe there is something like a pointer but for images where I could swap content of the pointer to swap image in all places where it's used.
Yep the thing you're talking about is called a Texture 😛
Start building an audience asap
Even just a screenshot every day will get you further than you think
ads and brute forcing the marketing of your first game can only get you so far,
Consistency of social media and spreading about it around is key to getting lots of crowd
You can use Graphics.Blit to efficiently copy the contents of one texture to another: https://docs.unity3d.com/2020.1/Documentation/ScriptReference/Graphics.Blit.html
I suggest you take the Junior Programmer course on the Unity site.
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
Ok
Ok thanks, I don't use social media at all and I dread having to do that ><'
or, are you talking bout why isn't autocompletion working?
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
it generally requires a bit of configuration. the guides there should cover it
Thanks
Professional, community, or enterprise?
i would have no way of knowing what you are using.
Like which should i download
are you on windows?
ye
Community Edition should have downloaded when you installed the Engine through the Hub.
I uninstalled vs code because i thought i downloaded the wrong thing
vs code is not visual studio, but can be used in its place
Oh
Creating a new Instance of the Scriptable Object at run time? Unity auto deletes it later right?
when the asset is first loaded by unity it makes a class instance and applies the serialized data. Unity may do this again in future meaning something else gets a different instance
the previously mentioned Junior Programmer Pathway walks you through the installation of visual studio too, to a degree
What exactly are you trying to do by modifying the asset? If you need persistent data between scenes consider using some sort of Singleton manager. Note that directly modifying the SO asset in the Editor and in the release may produce undefined behavior.
Hmm, so for this use case creating SO at runtime good, creating it before bad
Got it, I'll have a look again at singletons, thanks
I'm trying to do the thing from this TED Talk
https://www.youtube.com/watch?v=raQ3iHhE_Kk
Scriptable Objects are an immensely powerful yet often underutilized feature of Unity. Learn how to get the most out of this versatile data structure and build more extensible systems and data patterns. In this talk, Schell Games shares specific examples of how they have used the Scriptable Object for everything from a hierarchical state machine...
This is why scriptable objects should just be used for read only data storage. Otherwise a normal class/static class or singleton is better.
The video is an hour long. What "thing" are you referring to specifically?
I legit don't know why they think it's a good design I'd never do this myself
Sorry
Have a look at 23:18
Can anyone help me to learn c#😭
there are beginner c# courses pinned in #💻┃code-beginner
Thank you
You'd best go over the entire video if you're wanting to use an SO exactly the way they are. Just be aware that the SO asset will retain the data in and out of play sessions in the Editor and that the build will not retain any data between sessions. And in a build, if you no longer maintain a reference to the SO asset, iirc it would default.
There are caveats.
i am not sure that, that is a truism (read only data). it seems to me, more just another way of doing the same thing. i suppose it depends on how the person programming it thinks.
but, i am not a programmer. just someone who tries to find ways that i understand to get things done
but no doubt it introduces a whole new set of problems, same as any 'way of doing things'
Is old input manager still okay to use?
Not advizable, "new" Input system can do everything it can and more without suffering limitations.
Check the pinned resources in #🖱️┃input-system
Whats the downsides though to using it? will it be depreciated?
Is there a roadmap for beginner gamedevs to learn the fundamentals available? 🤔
brackeys is good
also some unity learn courses
deprecated* and probably in the near future yes
try 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!
Does that mean I cant use it or its just not supported
it means you shouldnt use it because its not supported, and simply because the new system is just better in every way
Im only asking because I am used to using it
is it easier to script?
its got a bit of a learning curve compared to the old system, but it makes a lot of things easier
oh okay
Check the manual in the pins of the channel I linked. You can use it the same way as old one in the Update loops. Should learn new event based methods though.
oh so it kind of builds on the old one
no, it's just supports the old way of doing things
how can i fix this
Perhaps you should provide further context
Otherwise you can probably Google for the generic answer that might not be exactly related to your problem.
do you have some type of third party antivirus program or something blocking the app/deleting necessary files?
Make sure you meet Unity's system requirements.
Is the dll actually in there?
is it possible for a panel to be corrupt in unity
like any panel you move into it just breaks even if you take it out
you mean in editor?
Yeah, for some reason any UI element I move into a panel stops rendering even after moving it back out
nvm issue solved
nope none
i do
I was trying to get a player input system in but when i run the project its not working any ideas why is that?
!input
To set Active Input Handling, go to:
Project Settings > Player > Active Input Handling
• Input Manager (Old): Use the original Input settings.
• Input System Package (New): Uses the new input system package.
• Both: Use both systems.
thank you! I just got it done! it works!
a common practice of mine is to switch that to both everytime I start a new project. Since it restarts the engine, its better to do it that way lol
ohhh alright! I just started learning unity lol and game dev as a whole lol this is my first project so i am actually cooked but I will keep in mind!
Thank you!
ive been doing it now for about 2-3 months. You will make project after project. Or atleast thats what I did lol. Imo fresh projects give you a fresh mind to learn something different
ohh nice! I am working on a complex game i would say for my first project i said screw this lets start complex with a food truck sim where u can steal from costumers 💀
but so far i got the UI in which works lol i am proud of that and now this as the level
the hardest part (for me) is the assets. Or was the assets. Ive got plenty for what I need right now. UI is a good thing to learn early on imo.
Hey guys my game was working fine so far however i changed my player sprite to bottom center for pivot on each sprite, and it works for objects still or anything that spliced up right around the entire object, but for some reason, the bounding blocks tile map it doesnt let me to the short anymore as you can see in image 2 i use composite collider with the tilemap collider it was working flawelessy but not my character gets stuck at the orange where its spliced by 16x16 instead of at the collider. any help would be appreciated
heres his collider boxes, one for interacting and one for tiles
it used to work when i had them like this but i dont know if i have to raise them now that i put pivot to bottom center
Hi guys, I'm creating a game and I've run into a problem that I can't solve even with AI. Should I post my questions about it here?
If AI can't solve it, there's no hope even to try.
But if you think it's solvable, then pick a channel that relates to your question. Here, if it's not covered by any.
I just don't understand what he's trying to tell me
It was sarcasm, AI isn't as smart as most beginners think. Though, many people here aren't much interested in solving/explaining AI generated responses.
You can just ask/state your question in an appropriate channel and see if someone can help
maybe talk to #🖼️┃2d-tools
also, make sure to see #🔎┃find-a-channel and #🌱┃start-here as these redirections are happening a lot
are you sure about this? i've seen you mention it before but i don't understand why it would happen in the context of there always being a loaded reference to it somewhere
i could get why it might happen if nothing is actively referencing it and the scene its associated with unloads then loads up again but
my player can pass through the wall i imported is there a simple way to make the wall solid
Does the wall have a collider and does your player have a rigidbody? Is your player also moved by translation/position or exclusively by physics/Rigidbody API? (and if so, is it kinematic?)
😭 whats all that im new to this
A rigidbody is a component that handles physics in Unity, though I completely forgot that a "Character Controller" component also handles physics as an alternative approach, but the way physics works in Unity is every fixed frame update, it will recalculate where things should be, depending on how you move your player, it could be moving between these calculation steps - could you show how you have setup your player and your wall? As well as how you are currently trying to move/test your player?
i sent this person to the learning site yesterday. not sure how it didn't help
Unity learn has been a god sent for me
I’d suggest it to anyone wanting to learn the engines fundamentals
guys, why are some assetstore packages having such licensing plans?
I get it for Unity itself, but what the hell gives a package the right to do this? was goign to buy this and now i feel so off
i refuse to buy those assets, period.
what is this asset, and where is it? (what store)
its the text animator : https://www.textanimatorforgames.com/unity#pricing
right now in unity assetstore is on 30$
it is the dumbest business plan ever imo. 'oh boy, i made a successful game, too bad i am -1000000 dollars because everyone gets a cut!
exactly! as I said, I wanted to get this package sooo much, couldnt wait for it to get in discount which it has, and now they asking for a piece of you for being successful.
fucking hate them now. no fucking way I would ever buy it
yeah, i hate to say it, but anything that says "Unity Verified Solution" is something i will not buy.
shouldnt it work the other way around? or just greed is fucking it up
greed
but what the hell gives a package the right to do this
unity AS lets Providers specify their own EULAs, it's probably covered in that
yes, it is a 'non standard license agreement'
certainly not in big flashing letters or anything, but it is stated
they made the asset, they are allowed to charge how they feel
its per team too which is nice
nope their EULA states that individuals who make x amount of money still have to pay on top of the initial license
what do you mean by that
ah the leftmost option is just buying it from the UAS
the additional fees based on profit still apply. it is not under the UAS EULA, it is a custom EULA, even when purchased from the AS
i'm aware
or i may be misunderstanding the meaning. conversation kind of got fuddled
i didn't find anything about this in the eula, though i did only skim it.
it kinda seems to me that if you make more than 200K, you don't have to buy through the UAS at all?
IDK, didn't read much of it all. don't have the time to bother past the initial recognition
this is the thing that pisses me off with such tools. Its either greed or name it whatever you want, but it makes no sense for a tool to have such pricing
or do they hope 2-3 big corpos using it would pay for everything this way
It's not greed
unity is a tool that's priced similarly to this
it's such a little amount of money, you just might not be the intended usecase for it
visual studio is a tool that's priced similarly to this
microsoft office is a tool that's priced similarly to this
the difference is how expensive the lowest option is
the enterprise options are priced in the same way
github is another one
Unity itself is the only one i use that has pricing like this. i am trying not to second-guess my decision currently.
if you make over 200k they want 0.175% of that
i'm not saying you should buy/use this, but
but it makes no sense for a tool to have such pricing
several tools you already use have such pricing
what vcs provider are you using? i thought gitlabs/bitbucket had similar models, though i haven't checked much
(just curious)
i use local, and if i want remote, i use my friends machine as 'cloud'. (Git), or my franken-backup script, depending
Argh! there really is an overabundance of pine trees in these asset packs. i am looking for oak. i dislike pine for many reasons
another thing worth pointing out is for projects making that much money, paying a programmer to implement what that asset does is probably gonna cost way more than what you'd end up paying once a year
@latent meadow I think the price is ok 😄
to be honest, my issue is less about the price, and more about the accounting. i have no desire to have to report to 40 different minor asset makers., or to get sued by one because i Didn't remember to report to fred's garage-made assets, llc. but there are many valid points to be made against the 'profit sharing' but also some for it. for example, i have no issue giving Unity money when i make money, because i could not do what i am doing without the engine. i Do have issue when some kid can make an asset, and me, being my usual .. distracted self, didn't see their stipulation that i owe them 50% of my profits for their dancing text asset. there was a legitimate case of an asset that was offered for free, and essentially held your project hostage. it literally disabled the ability to Build unless you purchase the 'retail version'. (of course you could remove everything it did then build, but not the core point)
Hey
howdy. if you have a Unity question, feel free to 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
Have you seen the mech game someone posted in the daily-win channel? looks insane
no, but i should spend more time in #🏆┃daily-win . good source of inspiration/motivation
some people tend/try to treat it as a #1180170818983051344 though, which is really not the point of the room
Idk where to ask but can anyone explain what the gray outline is for the boxes? Lately whenever I create a text mesh pro another box will appear behind the yellow one but it doesn't move. What is this? What is it for? please help I can't find any answers
if you want to set up a rope bridge, but not have it completely static and have a little bit of a swap, but still have collisions where you can leap on it, is this complex to setup? it's stylized so doesn't have to be super realistic but still
I'd ask #📲┃ui-ux
why not just animate it?
That hierarchy is doing a lot of territorial expansion 😅
<@&502884371011731486> #💻┃unity-talk message scam bot
?softban 608776218161971232 bot spam
eloteasesino480 was softbanned.
what is a soft ban?
Hey 👋
I’m currently building an Arabic educational runner game in Unity (working prototype).
Right now I’m focusing on 2D gameplay and systems, but I’m planning to expand it into 3D in later stages.
For those who’ve transitioned from 2D to 3D in Unity:
What would you recommend focusing on early to make that transition smoother?
Would love to hear your thoughts 🙏
It's better to use #🤝┃introductions 👍
Arabic educational runner game! This sound weird idea to implement, i wonder how it goes
Thank you
Do you have playable version?
@brisk inlet what does that mean 😩
I would love to try your game( btw i am Arabian so let me in your playtest list 👀 )
@gray flower 
it's huuuuge 😭
@hidden meteor my one is tiny 🥲
You know how some games freeze frames on hits? Do y'all do that by manually freezing it while making the animation or is it done via another setting?
Both, like in GoW norse everything freezes, but I seen some games where only whom you hit
😅 whoops. Yeah, wrong channel.
you can always trigger a 'pause all/list of animations', but i could not tell you how. i was just wondering if it was like a global stop time, or an animation specific thing. one point, it does not have to be programmed into the animation directly
Okay so that pause global works for the GoW style right? But yeah thanks for letting me know
yeah, but you have to be careful how you do it (like, probably don't stop global time itself). since i have nothing technically helpful to say, i'll leave it to others who might see your question.
I guess I could just import it as an animated asset, yea might not be a bad idea. Will try ty
i would probably use shapekeys, just because they are easier for me
You know Time.timeScale ? Yeah do not use it and instead you must apply what is called “hit stop” or “hit freeze” this what i named 🙂
Looking at it online yeah lotsa ppl are calling it that too
‘’’Csharp
enemyAnimator.speed = 0f;
enemyRigidbody.velocity = Vector2.zero;
enemyScript.enabled = false;
‘’’
You got the idea
why wouldn't you use timescale?
But you must have timer to return the values back
Because i tried and didn’t work cause timeScale is global and the whole game
so you and the enemy you're hitting would be slowed down, but everything else wouldn't be?
hitstop is usually global
shouldn't hitstop be global
imagine you combo an enemy and you and the enemy both get frozen for small periods of time, but another enemy can just walk up to you?
You only apply it on one enemy you hit
but why would you do that
thats not how most implementations work
This why i said don’t use timescale
no, this would be solved by using timescale, making the hitstop global
it is an issue in your implementation
(also other things that aren't enemies)
if you and a enemy are on a moving platform and you do a hitstop the platform should stop moving
also imagine you have timers active for buffs or for constructing or whatever, non-global hitstop makes the duration inconsistent
Actually you guys right i was thinking about how i love hitstop work that eneny only get freeze
Not the platform
The animation of the enemy get freeze for couple of seconds and get back normal
Can't you just set the movement speed of the enemy to zero on collision?
not what hitstop is
oh nvm
ideally you would just modify the global timescale
Yes but the animation will be still working
you can, it'd just be a different thing. that sounds more like stunning or momentum cancelling than hitstop
Yes but not always timescale suit
I'm not familiar with situations in which it does not suit
just make sure you're using unscaled time for the things that shouldn't be affected, eg ui animations
Thanks for the tip I’ll check out #introductions 👍
to the other 3 linux users here, is there a way to get directory monitoring to work or am i doomed to press ctrl r forever?
Yeah I have a playable prototype.
It’s still early, but I’d be happy to share it and get your feedback.
Is it okay if I DM you the build? 🙏
are you ok
there is a #🐧┃linux room you can ask in, and you'd need to explain a bit more
ok thanks
Yeah I will waiting and try your build
Yeah sure
please don't DM each other executables lmao @still meadow
share a build through eg itch.io and share in #1180170818983051344 or something like that
don't go around collecting viruses now
Lol 😂 okay sir i will keep it in mind
use `
not '
I kinda like that, gives you more things to think about than just spamming attacks
You can chain combos and also have to worry about other enemies, making sure it's not a DMC V situation where they just stand and watch kinda
call that stuns then, not hitstop
what?
I have questions but just ban me if u wont wllow
why would you get banned
If you don't want to be here you can just leave
im so fucking confused right now
bro i got banned from C# server for asking for help on C#
like whay thr actukfck
i guarantee you that was not the reason
It was i messaged the mods
The missing missing reason
Nobody just gets banned for no reason. Either way we don't need the story, you can just ask your question.
Hey, guys! I am converting my old input system with the new input system for my game and I would like to have some assistance.
So, first of all I want to know the logic behind the new Input System in comparison with the old one
i animated a character without bones by mistake
and it exported every single object as seperate animation
is there a way i could still use this
or do i have to re- do the animation
i use blender for animations btw
animated without bones?
like if the character is made up of individual objects and you animated those individually?
Without knowing more, it's hard to say if it meets your objective.
But yes you can use non-rigged animations in say an Animation Controller and use it to animate elements of your game.
(It's also not an unfair question, as Unreal for example doesn't really let you use their vehicle controllers without proper bone rigs etc)
that's what it looks like
even if you will manage to make them "just work" right now, you will still get more and more issues in the future so just remake them
Hi, I'm using Unity Level Play and a bit confused about Rewarded Ad Callbacks. Can someone tell me the order of these two callbacks:
- OnAdClosed
- OnAdRewarded
!collab
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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:
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How do I change the audio output from the Unity Editor, from TV Spreakers to Headset?
wouldn't you just change your device output to headset
Thats what I did and I hear everything in the headset besides Unity, even restarting it wont fix it
Is there a audio output setting in unity I need to change?
So it wont always use the HDMI TV Spreakers instead of the Headset, nomatter what I haved selected in the Sound settings of my OS.
that's odd
you can override the default output device per-application in Windows
this would be done in the windows sound settings
so, unity might be set to output to the wrong place
Well, its seems to be the case for Unity 2022.3.22f1, for Unity 6000.3.9 I use for my Indie-Games its all working fine.
But Unity 2022.3.22 is the troublemaker and its the latest Unity version that is supported by VRChat.
Well I figured out based on what you mean, even if its not a windows.
Ah, same idea
Funny how it shows up as FMOD there
(unity uses that to implement its built-in audio engine)
Does anyone know where I could go to get help with a 3d model I’m working on?
I want it to be usable for streaming! I need to put it through unity to do so. However every single YouTube walkthrough doesn’t cover what I need
If anyone could help me out that would be so peak🙏
Where can I ask a question regarding in editor recorder?
ask your full question in #🔀┃art-asset-workflow
Tysm 🙏
Or on any modelling discord if it's about modeling.
Here or on Discussions forums. Haven't seen a lot of discussion here about the recorder.
Hi, I tried t update a single Unity AI package and now it's stuck in this:
after I wait for 2/3 mins it closes, but anywhere I click makes this restart
I updated Unity from 6000.0.26f1 to 6000.4.3f1, everything seems to be working fine except for the Unity Toon Shader, it's not rendering and I have this error in the console:
Shader error in 'Toon/Toon': undeclared identifier 'RemapFoveatedRenderingLinearToNonUniform' at /ShaderLibrary/FoveatedRendering.hlsl(25) (on metal)
Anyone experienced something similar ?
well, can always try it with another graphics API if you don't care too much about apple products
what makes you think this is a problem with the graphics backend?
I'm making the game on MacOS so no other choice 🙁
Are you making a VR game? This code looks like it's only relevant for VisionOS
I see that there was a change back in sep 2025 to disable foveated rendering outside of VisionOS https://github.com/Unity-Technologies/Graphics/commit/e972a77375e2a9b751ac34d13080a1a9c994ab90
I wonder if you previously had something that tried to turn on foveated rendering
and it's now breaking
it's not a VR game and i don't think I have any Vision specific rendering options enbaled, it was working fine just before so.. I'll try to look in the settings if any vision/vr stuff is enabled
does not seems to have any VR / Vision stuff enabled
Hi
Hey i need help, probuilder does not have a window, just a dropdown and its a problem bc i need to use it to select faces and allat
i tried reinstalling it and deleting anything that could conflict, and nothing works
nvrm i fixed it
mb
Hey y'all, I was wondering if there's any big game jams starting soon that I could join. I haven't been in game development for a super long time. In fact, I remember using Unity before ChatGPT came out. In the past, I've participated in Ludum Dare and Indie Lift, so I have a little bit of experience.
Also, how has AI affected these game jams?
Is there a way to run a unity 6 app on 32bit hardware/software like old macs?
https://docs.unity3d.com/Manual/macos-requirements-and-compatibility.html
macOS version support
Unity supports macOS Monterey 12 and later.CPU support
The following CPU architectures are supported when developing for macOS:Apple Silicon
x64 architecture with SSE2 instruction set support
(looks like no)
You could probably emulate the newer hardware architectures but performance would be abysmal
indeed; there's no equivalent of Rosetta for running 64-bit applications on 32-bit hardware
Thanks for answers
arent apple ditching that too?
They do
Another question:
sometimes the shaders/lightnings are different on standalone than on Unity Editor. Has anyone had this issue? My take is that my setup is messed up and this should never happen
Make sure the quality level you are testing with is the default
hi. im trying to download unity but this appears
below thetranslation, as im spanish speaker
What is the installer filename you downloaded and where from???
i'm not fluent in spanish, but isn't that basically saying something alongs the lines of "you didn't allow the administrator privs when the UAC prompt came up so some things might not work"?
“Part of this application has been blocked.
It’s possible that some features of The Official Unity Hub won’t work because we couldn’t verify who published UAC.dll that the application tried to load.”
oh i presumed "this file scary"
forgot to send the translarion xd
larion studios???
best quit and open again and say yes in the UAC popup if it appears again
maybe. how can i alllow thjat
ack. i missed the .dll part too
you might get an immediate solution if you google the error
what that
it means it is likely not the UAC windows warning we assumed. have you tried googling the error?
on it
has anyone actually made a game like Gran Turismo for Unity? asking for research purposes
(preferably free ones to test)
test for what?
for physics and overall structure
i tend to fall short of structure and then i restart
didnt think of that one sorry
i mean at that point why does it have to be a unity game specifically
unless the game is open source you arent really going to learn much from it
been using unity for a while and i can get physics to work there decently well
ah damn, sorry about asking then
i mean you dont have to apologize im just telling you a game being unity specific wont really tell you much more than any other game
most driving games use custom physics regardless
Just play Gran Turismo and pretend it's written in Unity
That'd give you the same amount of info
fair point
i will try that thanks ^^
i think there are some custom vehicle physics engines on the Unity Asset Store
i was about to say
youre better off looking at something like that
that and tutorials regarding driving physics
It's the same process, "How would this be done in Unity?"
The only thing you'd be missing out is the confirmation it's possible in Unity, but since C# is Turing-Complete, the answer to "Is it possible to-" is always yes.
yeah if im honest i came here first to see what others would say for advice if that makes sense at all (i now sound stupid the more i think about it)
I don't know if this is where I ask questions but I'm making a VR game and for some reason my player keeps falling through the ground if anybody knows please get a hold of me
ground and player need colliders
Is there a way to package all the scripts and assets and such that I’ve put together into a specific version file so I can continue editing but with the option to go back in case I mess things up too much
I could just copy the whole folder as a backup but was wondering if there was a built in function for it
That's what version control is
Yea how do I do that
I was looking around for some version buttons
A standard development practice not related to Unity, thought Unity does have their own built in version control tool.
Well, personally I wouldn't use Unity's built in one. But I'm sure there are countless tutorials on setting it up.
I would use third part Gitlab to create the repo, and I use Fork to connect to it.
Many different ways. It's not something unique to unity, as Osteel mentioned. There's a whole class of software and services for that specifically. Pick one you like.
what should i use roads? I am trying to make simple roads for the map
How do i move a child object with a script on my parent?
get a reference to the child object and move it via that reference like you would move any object
Choose the best way to reference other variables.
I got these roads i am using easyroad asset i looked at it and it needed pro version which i dont have but i am just using the assets out of it
I downloaded some assets but they are not comming with matterial do i have to manually add matterial?
I got the assets from unity store page
Does the asset page say materials are included?
yep!
just got it working!
finally got it working!
but the thing is if i import them one thing at a time it kinda breaks
heyy, just a free topic issue.. When I build my game for local device (not WebGL), Intro video is not played but just camera background color is appearing :/ Does anyone know how can I fix it..?
hey, can someone help me with the logic of how something can work?
I have this huge monster that is supposed to have a venom spit attack. I have the animations and everything but trying to figure out the vfx for it.
I want to make it as if its spitting the venom out as if its water. no mater what i tried its more like laser and not sure how to do it. should I get a liquid package on assetstore or something? im unsure how to proceed
If anyone run into this, here is a "fix" (workaround) that works.
The Unity Toon shader says "macOS/iOS Metal supports non uniform foveated rendering" while Unity Core now says "the Metal implementation only exists for visionOS or debug foveated rendering" so that's why it's missing.
In the Toon Shader line 1194 you can simply comment out the line
// #define SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER 1
Or replace this line with a condition:
#if defined(UNITY_PLATFORM_VISIONOS) || defined(UNITY_METAL_DEBUG_FOVEATED_RENDERING) || defined(SHADER_API_PS5)
#define SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER 1
#endif
Could anyone help me out on getting lighting/graphics like this? I know a stylized/toon shader is involved along with just simple one color materials, but I'm somewhat new to unity and I cant seem to figure out how to set up the lighting right
I know, I was just asking how to use the unity built in function for it
Obviously having build versions isn’t specific to unity…
Not build versions. "version control". It seems like you don't know. Do research online.
Have you looked into toom shading?
Kinda seems like you’re being pedantic over what language is being used. I was asking how to separate the code for different build versions so that i could keep clean copies
Which also sounds to me like both what version control is and what I said about build versions
Yes, the problem I'm facing is more with setting up the lighting with the baking, shadows, ambiance, ect.
there is a learning site with some information on how to work with lighting. there is also a #1391720450752516147 #1390346776804069396 room that you can check the Pinned messages and talk to people in
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
the Creative Core Pathway has a bit on lighting and materials
Ill check it out, thank you!
how do i dampen my physbones make them move slower but not like for the return just when moving arround
thankies
not how this server works, just ask in a proper channel (so #1390346776804069396)
Does anyone know where i go for assistance with code in general? :3
Question: I already have unity with visual studio installed.
Can i use previous version of visual studio and not download this?
Thanks
yes, that's why it's an optional checkbox
got it
ty
i will not download new one
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• ** Collaboration & Jobs**
@charred fog I was not looking for collab. I was looking for some help with my issue. Where can I address that?
!ask if you have an actual question
: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
!ask I need help creating a full body fps controller in Unity. I am an experienced programmer and my team has experienced artists, but none in FPS. Therefore, can anyone offer me some guidance in this area?
I saw the Unity Asset Store really lacks qualitative full body fps.
:thinking: Asking Questions
:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
-# For more posting guidelines, go to #🌱┃start-here
what kind of guidance
@shadow cipher Read the bot message, don't parrot the command
Where to start, what assets are worth buying even.
I did my due dilligence and so far I didn't find something decent
sorry it was too funny not to do it :)))))
@shadow cipher If you're done wasting time, think about what you are asking before asking a question. no-one can read your mind.
@charred fog Sorry for making a joke, apparently can't do that.
Also, my question is of general nature, I need general guidance in the area of full body FPS.
But yes, I am done wasting your time specifically.
Wait I didn't know the Recorder component existed before
Is this a new feature in Unity?
its like 8 years old i think
damn ic
is this component only during play mode?
can it not be used for scene view?
According to the documentation, it says that there is a GIF Animation Recorder which generates an animated GIF file. But I don't see that option in the editor
Hello everyone! I’m not sure where to ask this, so I’ll post it here:
I’m currently developing a third-person RPG in Unity, and I’m having some issues with my targeting system. Would it be a good approach to use a State-Driven Camera for targeting and a FreeLook Camera for general movement?
Open AI told me that it might be better to handle this in code by switching between cameras. What do you think?
!kick 618347202724495371 Spam
@axmodev kicked
Reason: Spam
Make sure you are looking at the correct version of the package docs
hey, guys! I did some shit there were 3 conflicts on github and I removed them and yesterday I opened my project on another unity version in college
I have pressed rebuild library and I got a new warning which says continue or quit
those 3 conflict files where .meta
packages json or something like that
so whats the question?
Look up the kinemation fps animation framework.
really though, they have not even stated what they need advice about. perhaps they want to know how to show the body when they look down. maybe they want to know how to do arm animations. maybe they need to know camera location. had they just stated what they need instead of .. whatever that was, they could have been directed to a room, but instead, mostly just got ignored, for presumed obvious reasons
its a problem
its nota question
problem statement basically
are you trying to downgrade your project unity version? if not then open it with 6000.3
I did some shit
yesterday like I said
so what I have to do is to upgrade my version
ok, do some shit in reverse
XD
are you using version control? can you roll back?
of course GitHub
I have a history there
and currently I have some changes that I did today
well, without knowing what youre really doing, i see 3 options, either you click continue and downgrade to 6000.0 or you roll back and lose your changes, maybe theres not much to lose? or simply open your project with the saved editor version
Create a new branch, revert yesterday changes and then try to merge with today changes
Can someone explain what this question means?
My brain is too dumb to understand
the point of the question is to know the Type Input.GetAxis returns if im reading it right
I thought the answer would be Right since Horizontal is the name of an axes in Unity's input system but apparently I was wrong
"Right" is a string 😛
imagine you display the value of the horizontalInput variable to the console, will you ever see "Right" there?
So it can only be a float value?
i think the point is to make you learn how to at least google the answer, its not a bad skill even during the test, yes, school is teaching us that "googling" is cheating but in real job, its an actual skill
can you find the answer using google?
i mean, not necessary google, use any search engine you prefer of course
yeah it's just asking for the only possible value
The documentation would tell:
public static float GetAxis(string axisName);
So, might be time to consult the documentation to see how to use GetAxis
is there any free way to turn terrain to mesh?
hi
i'm trying to get into unity
i've tried making a few projects but all of them ended in
how do i fix this
send all the full errors and I'll take a look
the uhhh what
Delete your library folder and upgrade all your packages, especially shadergraph
The library folder is just a subfolder of your project
Upgrading packages you do from the package manager
Also what version of unity is this?
the latest one
It will be re generated when you open unity, it's just a cache, it's safe to delete
Latest alpha or latest main release
600.4.4f1
so i just close unity and delete the folder?
Yes, then reopen it, let it rebuild, then go update any packages that can be
when you click each error, at the bottom you'll get the full text
copy and paste them here
yes boss
Library\PackageCache\com.unity.shadergraph@cd28a7c13031\Editor\Generation\Targets\BuiltIn\Editor\ShaderGraph\Targets\BuiltInCanvasSubTarget.cs(10,25): error CS0246: The type or namespace name 'GUID' could not be found (are you missing a using directive or an assembly reference?)
Btw I'm not that experienced either. I'll just try and help if I can
Library\PackageCache\com.unity.shadergraph@cd28a7c13031\Editor\Generation\Contexts\TargetSetupContext.cs(62,40): error CS0246: The type or namespace name 'GUID' could not be found (are you missing a using directive or an assembly reference?)
thanks boss
Unity is compiling Shader Graph, but it cannot find the type GUID. Normally GUID should come from UnityEngine or UnityEditor but for newer Unity versions, they'd need a special package
and how do i get that package
😭
Have you tried deleting the Library folder?
ye
Go to your Package Manager in Unity and check if you have the Shader Graph Package
On top of your screen, click Window > Package Management > Package manager
Do you still have those errors?
yes
same ones or anything new?
exact same ones
yeah?
Just double check to see if your render pipeline has been assigned?
nope
Ahh
it says
there we go
😄
The render pipeline asset must be assigned
URP (Universal Render Pipeline)
i don't know
but it's blank rn
Ok when you were first creating your project, did you select Universal 3D?
or did you select something else?
uhhhh
not sure if it was that or the getting started with unity
but i can make a new one and try again
yeap
3d core
universal
still empty
still broken
i think we need extra help
Universal 3D right?
yeap
Ok then cool
Go to your package manager again
Check if you have Universal RP package installed
i don't think so....?
Go to Unity Registry, not All Packages
is it this one?
Yeah
found it
Has anyone realised how good InteliSense has gotten in MSVC 2026?! Like it's pretty much vibecoding to me lol
Was is installed already or did you install just now?
it was already here
do i remove it?
leave it
Go to Assets > Create > rendering > universal RP
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: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**
Oh sorry
Where should I post it
now what
Wait that's odd
do i uninstall unity editor and try again?
Read the bot message
Okay thanks
And I say this again I am very sorry!
For library/package errors, you can try:
- Closing your Unity
- Deleting the
Libraryfolder in your project folder - Open Unity. This will force a reimport of all the packages.
He already did that
Apparently
Ignore
I think Safe Mode won't allow us to see the real issues
errors gone?
Is that a new error?
Yeah send the full thing
I mean the full error
Send the full error though
the error text that you are getting
Holy
Library\PackageCache\com.unity.shadergraph@cd28a7c13031\Editor\Generation\Targets\BuiltIn\Editor\ShaderGraph\Targets\BuiltInCanvasSubTarget.cs(10,25): error CS0246: The type or namespace name 'GUID' could not be found (are you missing a using directive or an assembly reference?)
Library\PackageCache\com.unity.shadergraph@cd28a7c13031\Editor\Generation\Contexts\TargetSetupContext.cs(62,40): error CS0246: The type or namespace name 'GUID' could not be found (are you missing a using directive or an assembly reference?)
Host type is not matching any asset type at Path Packages/com.unity.render-pipelines.universal/Shaders/AutodeskInteractive/AutodeskInteractive.shadergraph.
UnityEngine.GUIUtility:ProcessEvent (UnityEngine.EntityId,intptr,bool&)
Host type is not matching any asset type at Path Packages/com.unity.render-pipelines.universal/Shaders/AutodeskInteractive/AutodeskInteractive.shadergraph.
UnityEngine.GUIUtility:ProcessEvent (UnityEngine.EntityId,intptr,bool&)
Host type is not matching any asset type at Path Packages/com.unity.render-pipelines.universal/Shaders/AutodeskInteractive/AutodeskInteractive.shadergraph.
UnityEngine.GUIUtility:ProcessEvent (UnityEngine.EntityId,intptr,bool&)
Task Manager and completely close both your editor and your hub
Don't just close it, since it'll still run in the background
completely close both of them from task manager
already done
Don't open them
darn
If you open, close them completely
Go to your project files NOT UNITY HUB OR EDITOR
And delete these files
- Library
- Temp
- Obj
- Logs
i don't see an Obj flie
Ok that's fine
Then go to your project files, in the Packages file, if you have a PackageCache, delete that as well
don't delete the packages folder
Ok that's fine
Now try opening your Unity project
If it's still broken, let me know
welp
seems like every one is present
maybe try creating a new project? it looks like a fresh empty project anyway
son of a fish
it is
This is a new one btw
that's the neat part
Ok
and what are you using? URP?
empty
yup
yes he is apparently
i have litteraly done nothing else with unity
except trying to make a project
that doesn't boot into safe mode
😭
ok i have another solution
I'm convinced that your editor itself is broken
so
send editor to the shadow realm and get a fresh install?
Wait just to make sure, you're new to Unity right?
And you haven't done much yet right?
yes
Are you using 6.4?
yeah apperently
have you been using unity before and like since yesterday its broken or youre completely new and never used it?
i got it the day before
its been like this since the day befor
never been anything else
so it was working at first?
so it was never working? thats important
Ok I think the 6.4 editor is broken
Delete that completely and download an LTS version (Long Time Support)
I would recommend 6.3 LTS
this?
yes
hmm, i just tried the same version and 3d URP core template, everything is working, maybe worth checking system requirements
I mean since it's his first time, might as well try everything
Fingers crossed, the LTS better work
no errors?
Yeah the 6.4 editor was broken I think lol
YEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
Police i swear to god 😄
Can anyone explain to me? I'm a beginner in game development, and when I download the Unity Editor manually and create a new project, It lets me enter safe mode with a red error. What is this?
oh boy
dejavu
try changing the editor version
Are you using Unity 6.4?
here i'll help
lmaoo
Yep
oh boy
not again
I tried it and still the same.
SOMEONE FIX 6.4 what the fuck
@potent venture go here
Then?
pick this one
and send this
to the shadow realm(uninstall)
no way this happens to a 3rd poor soul tonight
right?
also
how do i delete old projects
I still can't believe another person is complaining the same thing, right after we resolved yours
they take way too much space
I don't know, but I can't download it through Unity Hub, so I have to download it manually through Unity Dowload Achieve.
GER reqium ahh
yeah i uh installed 6.4 and was wondering why it wasnt working but the chat history says it all
oooooo
crap
LMAO OMG
NO FRIGGIN WAY
You can just open up the folder and delete them
LMAO
thanks
They are, that's why it's a pre-release and not an LTS version
It's an official release, not pre-release
Don't pick bleeding edge versions unless you want to deal with a little bleeding
This is a result of their new way of versioning. If it's not an LTS, it's basically a beta, even if they're not calling it that. They're trying to do it to "reduce confusion" but it leads to people thinking these half-finished versions are actually stable
I've tried everything and asked chat gpt for 4 hours now.
Still can't fix it
The general advice remains the same though, use the latest LTS version available at the start of your project
Yeah I've been using LTS for like half a year, didn't get weird issues like that
Someone should make a note tho, that 6.4 still is in a broken/buggy state
beginners, especially won't know what to do, and not everyone would join this discord server to ask
there won't be a 4th person
right.....?
I never use a version that's not an LTS, so I didn't know issues like these existed
It's recommended me a Unity 6.4 So I download it😭
TANKS for your help ;D
don't download that, idk who thought recommending that was a good idea. It's broken for now
aw man, gifs arent allowed?
yes sir
:(
🙁
It is recommended to download Unity 6.3 LTS
can somebody help me fix this animation problem
if you want the bug to be fixed its best to report it.
In the Unity editor. Help -> Report a Bug...
ok
that wasnt meant to your animation problem
Best to ask in → https://discord.com/channels/489222168727519232/502171313201479681
alright
i wanted to check if such bug was already reported but its laggy to a point of a server error :/
why is everyone laughing at me ?
ahhh
i understand it now
i'm at the club
game dev is so hard
How did people like the author of Age of War develop their own game at 17?
and published his very first game at 14 years old
without youtube,AI or social network ? what's a genius
its hard, but its almost never been easier
I wish AI wouldn't replace game developers after I graduate from university in four years
hi
it wont
Was that A JJBA reference?!?!?!?!
ALL OF THIS WAS A JOJO REFERENCE
AI cannot understand what the players want and what the point of playing an game that develop by Ai?
It's okay. If it replaces game developers, it will replace humans shortly after, so there's nothing to worry about.
To be honest, I've never used AI on the game I am working on. Never had a reason to, so far. Also, if I recall, back then a lot of people relied on books to learn a coding language. Mark Zuckerberg, for example, learned C++ from a book when he was a child, and went on to develop a few games.
Yes i knew that bro
I just worry
because of some exaggerated news.
One question which country is the best for game dev
which country has the most skilled developers?
I mean
Which country has the most developed gaming industry for game development ?
Maybe japan ?
dont really see how it even remotely important but i guess yeah, because of sony and i believe they have the highest single amount of devs in the world?
I don't think there is any that has the “most skilled” developers. You will find a lot of skilled developers in China, Japan, countries in Europe, and parts of the US, like California and New York.
it's me; i'm the most skilled developer
thats my point too 👍
Can you clone gtaVI before it release 🤡
I really expecting
Free,multiplay,no card,play with 8k HD,open world bigger than American
hey, get that spam outta here
i'm trying to shitpost
<@&502884371011731486> spambot
?ban 1458750021435523082 scam
tenacious_unicorn_19151 was banned.
lol
gta 6 is as close to release as my own pet projects 😭
You
Mean
Sword art online
I'll be kirito
My dream life
Cracking girl in game and be a best swordmen ever

@little beacon There is no offtopic/general chatter in this server. Thanks.
looking for some one good in unity to help me with my finals,
!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
anybody takes request in unity?
as shown above, don't ask to ask
just ask your question
no-one can help unless you do
will pay
this server is not for you to pay people to help you cheat on your assignment
What's even the point in following a course when you do this 🤣
to get a job lmao
maybe actually pay attention to the material
game dev jobs don't hire off certifications they hire off portfolio
if you follow a course just to get the certificate, you won't be able to actually do anything
thats not how the world works lmao
will be hired by people i know
ah yes, nepotism, how could we forget
yepp
yeah if you want to actually make anything of value you need skills
so have fun not contributing anything to society
i dont think anything of value comes from a job
clearly
"i don't think you get anything, other than the thing it's for"
no your just a shitty person 😭
yeah this convo absolutely does not need to be here 🤣
yes
so, what do you do?
people working in game dev enjoy making games
really? i wouldve never thought, i only ever hear that their over worked and underpayed
so why do you think they still do it
😭
to live?
you not ehat u say you are if you believe its that simple
guy went got a degree with no friends so he actually has to worry about his merit for work and is stuck to his slave master
are you having a stroke
what a sad person
anyways this convo absolutely does not belong here lmao
Nothing really
maybe it's the one you live in. fortunately we have better grips on reality
i just took the bait
focus on god and your community thats where things matter
a college degree is not
I pray for anyone who has to work with you 🙏
brilliant conversation, thanks guys
Let's keep it Unity related
yes sir
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We do not accept job or collab posts on Discord.
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• ** Collaboration & Jobs**
why does this happen
Hey where can I search developers and 3D artists to a small team for a game I'm making?
