#💻┃unity-talk
1 messages · Page 117 of 1
Did the server just disappear for someone else too?
It did.for.me
no no
i have openjdk validation problem
i thought i got banned and it was related to the image
thats why i replied like that
Their screenshot has nothing to do with your image, but the person that messaged after you.
what happen?
yeah, what the hell happened to the server 
i had to rejoin it
does anyone know how to remove your personal license? im trying to refresh my personal license and i cant find anywhere in the hub or online to do so
what happend ?
You don't have to rejoin it, lol. It's just issues at Discord that get resolved after a bit
Discord problems, just wait it out and it will get fixed
did this server have an outage
i rejoined it cause i thought i either got banned or someone hacked a mod and kicked everyone
do you know what issues exactly ?
hi
Several servers are down 🙁
no lol
Just pointing out that it's general issues that have nothing to do with Unity
target is apparently servers with more than 100k
Yea did yall see this
it even disappeared completely for me, too
Hi, someone is having problem with the installation of editor in Unity Hub? I don´t know why I can´t install the editor 🙁
oh rip discord
discord is dying and taking us down with it 🥀
what happen
also I have problem for install editor!
but he is talking about recruitment, i want to fix the openjdk error
again, the screenshot you are referring to is not related to your message, it was in response to the message that came after yours. your message just happened to be in the screenshot since it was between the collab bot response and the person asking about how to collab
!logs 👇 but you need to check the logs to see what might be causing the issue
Editor logs
Windows: %LOCALAPPDATA%\Unity\Editor\Editor.log
MacOS: ~/Library/Logs/Unity/Editor.log
Linux: ~/.config/unity3d/Editor.log
Unity Hub
Windows: %UserProfile%\AppData\Roaming\UnityHub\logs
Mac: ~/Library/Application support/UnityHub/logs
Linux: ~/.config/UnityHub/logs
that's UVC
Trying install, I made all thing in internet and the same problem :/
!install
- Make sure you have enough space including on
C:drive. - Check that it's not being blocked by antivirus/security programs.
- Look through the logs for a real reason why the setup fails they are pinned [here](#💻┃unity-talk message).
If you still have issues, perform a clean install in another location:
- Install the Hub and Unity in a non-system drive or a clean new folder in the root of
C:drive. - Failing that use the recovery Refresh option or reinstall OS entirely then repeat the previous step.
- Make sure you have enough space including on
C:drive. - Check that it's not being blocked by antivirus/security programs.
- Look through the logs for a real reason why the setup fails they are pinned [here](#💻┃unity-talk message).
If you still have issues, perform a clean install in another location:
- Install the Hub and Unity in a non-system drive or a clean new folder in the root of
C:drive. - Failing that use the recovery Refresh option or reinstall OS entirely then repeat the previous step.
Bah. sorry for the double. i thought i typoed
if you check the logs, you can get more useful information instead of "something went wrong"
but it would be nice if unity hub would be actually displaying it right there in the installation error and not only in the logs
thank you! ill take a look
Thanks 🙂
Yeah I agree that the problem need show in the same hub!
fixed
where is starter assets - firstperson
The first thing that appears when you Google that exact thing
https://assetstore.unity.com/packages/essentials/starter-assets-firstperson-urp-196525
Finding a 3d artist/animator to hop on a project is like finding a dang unicorn haha.
: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**
theres plenty of freelancers online looking for work
not really that hard to find either
easy when you are paying. they are probably looking for a 'profit share'
you know whats better than money? potential money!
Yeah i mean an aspiring indie dev working 8+ hours a day on coding for free, i dont exactly have the means to hire artists. Ive definitely supported and purchased my fair share of assets and commisions - but finding partnership is incredibly rare
use the linked forum and post it there.
well yeah, finding people who would want to work for free is incredibly rare
its stating the obvious at this point lol
I mean working for free i get what you're saying, but most businesses outside of gamedev bootstrap. Starting in a garage means every layer of the job is "working for free" - the revshare stigma definitely sucks because i think a lot of people just gpt game dev docs and are 'ideas guys' and ruin the opportunity for people who do real work haha
revenue sharing has earned its stigma
most of those projects simply fail
so why should an artist risk it, when they can spend their time on another project where they actually get paid
I get it, 100%. Just sucks that it ruins what could be potential partnerships due to the negative stigma around it. Im sure a lot of indie gems started off with people eating pb sandwiches and everyone working in their lane making cool shit just to make cool shit
strangers dont work for free
most "indie gems" are made by a singular person
or rather started by a singular person
When i was hosting my rp servers, had lots of strangers work for free and get paid from my rev. But 3d artists were still the unicorn haha
who then paid other people to help out
3d art takes time
time which is best spent working on something that will actually earn you money
not a promise of possible money
I can probably get the job done with some ai shit but its so damn souless .. so i just buy stuff from the asset atore haha
Yeah i suppose your project just has to really resonate with the person for potential partnership to emerge
👋
I wonder how things like valheim happen. Cause i know it was a solo dude then someone hopped on and then boom 5 person team. Money money money i suppose
Valheim was made by 2 close friends and long time co-worker in a previous game studio
God i wish i had a 3d artist friend LMAO
there are plenty of videos on youtube if you try to search them
during production they hired 3 more people to join them
Oh im just making conversation
For every Valheim there’s thousands of projects that completely fail
its about trust, skill and dedication. i tried to make the best project ever a long time ago with my brother and it was one of the biggest mistakes in my life
no strangers
Family and business yeah. I had that back fire on me during my first company
Yeah for sure
Gonna put out a wanted sign: LOOKING FOR NEW BEST FRIEND (Must be 3d artist and animator) lmfao
you gonna invite him for a friend interview? 😄
Are you basically saying to avoid collabs?
Yes. Have business partnerships, or contracted work. "Let's just work on the game together! It'll be fun!" is a fast track to either never finishing anything or completely severing any relationship you had with that person
If you're actually serious about finishing, you need contracts and money to change hands
Oh I don't mean like just for business purposes. I mean like collaborations in general, for example game jams
No, as i said earlier: trust, skills and dedication. If you are sure that all 3 are checked - you can try. If youre low on skill yourself, then you dont need to check the skill but the project also shouldnt be for profit, just do it for personal growth and experience. Trust is something you have to figure out yourself. And dedication is impossible to foresee in the future. Even if the person is full of fire right now, it can change later.
Believe me, profit and money is the last thing on my mind when it comes to making games
In fact, I've started making my own games because I was sick of seeing these greedy devs lol
Games are meant to be played, not to be a money making machine. This is how I view games
ohh.... do you wanna be my sl... i mean collaborator? ❤️
Ayoo wtf lmao 😂
well, i tried 😄
i like this, its basically me. if you dont mind, can i message you in private?
Uhmm well I have DMs closed by default
What's up tho?
I cant offer any collaboration or invite you to my project but we might be able to share some experience. Im working with unity for 1.5 years which is not that much
Yeah I have almost like a year of experience too. Not that much
I can send you a friend request tho. I can't DM you either otherwise
Same. It is one of the reasons I am working on my online RPG game
Im having a problem with downloading unity anybody who thinks they can help me please @ me
!install 👇
- Make sure you have enough space including on
C:drive. - Check that it's not being blocked by antivirus/security programs.
- Look through the logs for a real reason why the setup fails they are pinned [here](#💻┃unity-talk message).
If you still have issues, perform a clean install in another location:
- Install the Hub and Unity in a non-system drive or a clean new folder in the root of
C:drive. - Failing that use the recovery Refresh option or reinstall OS entirely then repeat the previous step.
you still need enough storage space on C:
hurd thank yu
this is the error i keep running into
i have verified that i actually have that file and i have tried running it as an admin
cleaning up my c disk drive currently
OK I have 32 gigs ready for it
make sure you edit the location of the caches in preferences. it defaults to c:, so when you start downloading assets, they will fill up the drive.
so I can have my project and my assets in a seperate drive?
@latent meadow
where are the cache settings?
always google first, and ask if you still have trouble.
https://docs.unity3d.com/6000.0/Documentation/Manual/upm-config-cache.html
I need help here is my question if any one pro in Web build: https://discord.com/channels/489222168727519232/1498840215706538125
do not cross post. people there will help if they can. yes, i know, not a total cross post, but generally frowned on here. you've asked the people who would know, so now you wait.
I think this is an easy question for right person, and that right person may read not all channel I ask in all relative channels so have more chances to get faster answer. I hope it is not braking rules.
6.3 didnt work so now im trying 6.0
i have the storage for it all on my C drive
just still getting that one error
Why do my tile spite objects not sort properly I used the automatic slicing the pivot is bottom center for all of them they are on the same sprite sheet and same tilemap should i just turn them into gameobjects has anyone ran into this?
whoops i thought you were the other person, mb
still cant get this shi to install
I DID IT
quick question. I got a metal grate texture image and I'm trying to make it see-through in unity so you can actually see through the holes. Question is, how do I actually do that? I already removed the background but it didn't actually help anything.
on the learning site. Creative Core Pathway. Materials section. alpha clipping, transparency, etc
i think what i want to do is beyond my skill level :(
does anyone make vrchat avatars, and has used pcss before? or can understand unity really well
like knows where everything is and understands errors
this discord does not support vrchat. you can talk directly to their own discord.
oh oki
thanks
Okay well
I dont get why
but I tried doing it the first time which had some bugs so I deleted the unity project and did the same thing again which fixed some stuff but still some errors so then I deleted the unity project and did the SAME THING again and it completly fixed

guys, i don't use unity since 2021. did something drastically change? does unity still use input.getaxis and getaxisraw? i tried using it and it gave me an error
!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.
yeah, i did that, it worked
but that means unity actually doesn't use getaxis anymore?
i did that, it worked
so clearly it is still used. the input manager is no longer the default though
i wouldn't call a simple setting change a "drastic change", there haven't really been any drastic changes
unity tried to put genAI in, i guess
idk if that counts as drastic at this point
oh, good. maybe i exaggerated by saying "drastic", its just that it immediately gives an error when you try to use getaxis so i got scared
ugh
the error also tells you how to fix it
gen AI for what if i may ask?
hell if i know
damn i didn't notice
i haven't updated, though i haven't worked with unity for quite a while now
which engine are you using?
fair
essentially, no.
!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**
honest question. Am I overdoing with the behaviors for a boss?
I think having a large variety of things to do is good, but i wonder what you think.
could easily add 3-4 more forms of attack to this too
you do what works. nothing less.
"overdoing" in what ways? What are you concerns here? And does each part your adding reflect something meaningful for the player or difficulty? Or are you adding things because you can/with no real reason behind them?
Can you convert glb to fbx?
Unity does not readily do that, so best to google.
Hi, Laddies, can anyone help me figure this out?
Screen position out of view frustum (screen pos 1358.359619, 1435.457397) (Camera rect 0 0 2560 1440)
UnityEngine.SendMouseEvents:DoSendMouseEvents (int)
The same setup werked a bit ago and the only change i made is changed the map
try that in Blender
Oki good call
Any idea about this, maybe?
In most cases, you'd need to download the FBX Exporter package
if not, the blender will do fine
is this in playmode or edit mode? any extra info in the stacktrace?
I have gltfast installed
Just starts spamming in playmode
It can be cleared in edit mode
what about the stacktrace
Unity is not supposed to recommend 6.4 to new users if it's a pre release or something that still contains bugs
so what about the stacktrace, is there a stacktrace aside from just this line
if you don't know what a stacktrace is just say so please
I dont, I looked it up when you said it, but it just said that
when you select the log, it only has one line in the window at the bottom, correct?
Yeah, that what the stacktrace is?
yeah, in most cases it'd be longer and actually trace the stack
sounds like an editor bug, then. does it persist after restart
if it persists, try reset layout, if it still persists, try reset library
It's not much longer
Screen position out of view frustum (screen pos 1267.796631, 1430.237183) (Camera rect 0 0 2560 1440)
UnityEngine.SendMouseEvents:DoSendMouseEvents (int)
Thats all it is. I think Its the right thing
yeah seems like just an editor bug then
i give up trying to use 6.4
Uhh, I dont know how versions work, I started this project like a month ago
So reseting ayout and libraries should fix it?
probably, yeah
try them in order
Oh wow, layout fixed theissiue but now the fov is WAYY broken ingame any tips?
make sure the game view resolution/scale and camera settings are correct
resetting the layout shouldn't affect the camera's set fov
I think the game window just doesnt automatically scale it down so the edges touch, cause it did that before
Fixed
hi, just working on a level someone else has done but they're currently not available. There is fog on the level that seems to be a post process, does anyone know where this would be so I can temporarily disable it? guessing you'd have to look at the level but still
a volume probably
if its volumetric fog
otherwise it might be distance fog which can be found in the enviroment tab iirc
hmm will check thanks!

👍
where do i get resources like these
Is https://discord.com/channels/489222168727519232/928693264620597249 for offtopic?
theres no off topic in this server
I meant the resident chat channel I just mentioned
Resident chat is for residents. if you become one, then you will know.
There is no off topic in this server
how do people become residents?
positive contributions and reputation. wouldn't worry about it for at least a year here. you would be invited if that is what is chosen. it is not something you request.
oh so it's like, help people around to earn it, kinda thing
got it
actually makes sense tho. Offtopic conversations can make people get carried away
Hi yall, can someone help me figure out why my game works fine on free aspect, but QHD keeps outputting
Screen position out of view frustum (screen pos 1324.110718, 1434.308228) (Camera rect 0 0 2560 1440)
UnityEngine.SendMouseEvents:DoSendMouseEvents (int)
That just seems like an editor warning, which likely means you can't really do anything about it. If it's bothering you, you can try upgrading your Unity to see if it was resolved later.
i could swear i had this error before.. i think it was something in my project causing it. have you tried toggling between ortho and perspective? also, make sure your clipping plane is not set to extremes.
Could be the windows themselves too, you could try resetting the layout
funny that you mention this when i'm literally doing smth similar rn lol
the coincidence is crazy
I've also seen it intermittently
Hello everyone
I remember seeing it while having an issue with UI elements going off-screen
!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**
How are you
read the bot message.
Do you have any project you are currently working on or want to create
@loud wolf There's no solicitation on the server, don't spam the channel.
this is a bot.
Actually am not a bot bro
stop pinging me and read the #📖┃code-of-conduct then
Am just trying to introduce myself
!kick 1498665855569887293 spam
@gift_animatw kicked
Reason: spam
Personally, I think a kick for something as small as asking simple questions is too strict, especially for new members
but whatever 🤷♂️
Are you able to see the removed messages?
I want Create a game with Mobile how @potent geyser
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
Mobile is irrelevant when you're starting. Unity can build to any platform with little changes to how you make your game.
No I Want Create Game with Phone No For Phone

You can't use the Unity editor on your phone.
bruh the editor is not available on mobile
Any idea why my pixel art character shows up like that in the Game menu on the right, compared to in the Scene on the left?
Please stop
You'll need to use a pixel perfect camera, so it doesn't try to draw a single pixel of the sprite across two pixels of screen space:
https://docs.unity3d.com/Packages/com.unity.2d.pixel-perfect@1.0/manual/index.html
is your game camera zoomed in?
First of all make sure your Scale slider on top of the window is in left position to the end.
worked, thank you!
i need to start making 2d games at some point lol
all my projects are primarily 3D XD
@undone monolith You've been told multiple times there's no off-topic here.
It's not offtopic. I'm talking abt Unity
You want small talk, go to DMs with them
is there a way to make it so when using multiplayer play mode the player that is not actively selected and focused still plays at a decent frame rate? Unity has it set up so if you click on another one of the players it loads the other is fixed to like 15 fps
I think that might be an OS thing and not a Unity thing. Any program that isn't actively focused is going to get throttled resources
Is there a way to change snapping when placing assets in the scene?
I do not think this is the case. I can have a game up on one screen and youtube on another its fine.
What exactly do you mean by changing snapping?
yes its in edit/preferences somewhere
works fine for me maybe you have some software limit or something on ur GPU program
Just feels very floaty when I'm placing assets, need it to snap at larger increments cause I'm doing pixel art
Perfect thank you!
Hmm thats odd cause like it doesn't happen with anything else 🙁 not even sure where I would look to resolve this. If I am playing a game and watching youtube the youtube video doesn't drop to 10 fps
how was it allowed yesterday, but not today
If you are using the Pixel Perfect package (which you usually should with pixel art style), you should check the Set up snap settings part of the guide: https://docs.unity3d.com/Packages/com.unity.2d.pixel-perfect@6.0/manual/index.html
!warn 1161957326350205019 Don't post off-topic on the server. Read Code of Conduct.
@licorddev warned
Reason: Don't post off-topic on the server. Read Code of Conduct.
Duration: Permanent
DM not sent: User disabled DMs.
It wasn't
and nobody told me it was not allowed?
pretty sure the rules do
@undone monolith Multiple people told you today. Now stop with the spam.
maybe its somehow not detecting it as a GPU accelerated window unlike youtube?
I haven't dabbled in windows for a while cause of nuances like this
Also read #📖┃code-of-conduct
Imagine warning someone in a game dev discord for talking about game development
crazy honestly
very poorly named channel
!mute 1161957326350205019 3d Ignoring warnings, spam
@licorddev muted
Reason: Ignoring warnings, spam
Duration: 3 days
DM not sent: User disabled DMs.

this isn't a social server, this is a place to ask questions and get assistance
This is not an assistance channel
it is
this is unity-talk
this channel is for help and discussion, not small talk
its not gen chat
Yes it is
it is, it's just really poorly advertised
Non-programming Unity development topics & questions not covered by specific channels. Prolonged discussions and game design questions should be threaded.
its in the fucking description
your not wrong
to be fair . there's plenty of general gamedev discord already, we dont need every little bit of "so what did you do today" just cause unity is in the sentence
@peak mountain Again. If you have questions about server, read #📖┃code-of-conduct . These are help channels not general chat.
so how was this a topic/question? it was a comment of small talk
Yes, this does say this is a question and assistance channel. I don't know what you're thinking this proves
like it makes a lot of sense why people get confused here
yeah the category should be renamed at the very least
if not the channel since we know that isnt happening
Because this isn't a first infraction
how are you guys liking Ubuntu Unity ? / s
what else would it be named? it's "general" within the context of this server still imo
"Main Help"
sure but the "context of this server" just isn't a strong enough basis, which has been made clear by the abundance of people not understanding it
no, everyone would just dump every question here.
If you have suggestions use #1161868835423526933 , please. Not here.
I made a thread 
did anything come back from this?
I think it boils down at the end of the day, you can't fix people 😆
you could put neon signs and people still don't read / willfully ignorant
There's no text you can possibly put that would defend against people who won't read any of it
guys the thread :(
Link for the context would be more helpful.
its the thread in the server-feedback https://discord.com/channels/489222168727519232/1466471691914973427
I mean people have posted non-code questions multiple times to #1390346827005431951 and argued that it should be allowed because the word "general" is in the channel name
people post non code questions in #💻┃code-beginner all the time
because even though the question is unrelated to code, they themselves are a coding beginner
wish i was joking lmao
they're beginner questions so they're 50% right smh
imo that happens because thats where people talk, not a problem with the channel name
Pretty sure it went the same way as before. I explained in previous message there.
its because 99% of discord servers have the same/similliar structure, so a curve ball like this one leaves people confused
We're trying to get more activity in other channels by redirecting them. The fact that "this is where everyone posts it" is a problem, and asking more off topic things there isn't the solution
its not entirely their fault but it doesnt absolve them either
then without any disrespect, what's the point of telling us to talk in that forum then?
Pretty sure the action mentioned there was changing the description for this channel
You've been informed that it will be discussed, it was discussed.
i still think the "topics" in the description trips people up
and could stand to be removed
"Non-programming Unity development questions not covered by specific channels. Prolonged discussions and game design questions should be threaded."
Again, use #1161868835423526933 , or the thread.
works great thanks, didn't realise the package had multiple functionalities <3
Hey, is it ethical to use ai for coding? Not necessarily copy and paste cuz even wut i’ve tried it can be pretty dumb when connecting di things together and naming things, but more for asking what the code in tutorials really does and also getting help on how to code certain things. I’ve used it so i can copy the code in videos before and i ask questions abt different parts. Would never have learned as much as i have without it but idk if im learning well or if it’s appropriate. I’m an artist and i hate generative ai as a substitute for creativity. Using how i am feels like studying or getting help with math. I just want some genuine answers from actual programmers cuz i know how it feels when someone uses ai in a way that irritates you.
ethically? i dont think people care much about code as they do with art
most code is recyling other peoples code anyway..
True
we are all too late to the party to invent the wheel lol
"ethical" is entirely up to your own moral code, your views of copyright, ownership, authorship, and whether legality and morality are correlated
there are some ethical issues, but whether that constitutes it being "unethical" as a whole is kinda up to you
altough code itself can be protected, and a technical audit could land you in trouble, altough the chances of that happening are close to 0
it happened to hello games with no mans sky
The thing is. As long as you’re doing the coding and the ai is doing research and “pseudo coding” then I think you’re fine.
But don’t become reliant on it. Still try and solve problems. Don’t just use it as a crutch and lose creative intimacy with your project.
I suppose it’s just a quicker way to find help. Because i copy a lot from tutorials anyway. You can’t really claim code specifically. Kinda like math ig
generative ai does have cognitive cost for yourself
you can claim both, actually
Alright thanks. Yeah i’m trying to learn as much as possible. Usually stuff doesnt work the first go around anyway
Really? Well ig you can. There are people who have credits for inventing certain math
I’ll make sure i’m learning (which i definitely am) while using it. I tend to ask questions about the code a lot because many times I don’t know what does what and all that, but I was able to make my own simple code with just a simple guide on what to do and no code given :3
I also like to ask my school tutors or sometimes on here too. Might ask for some feedback later on some code. I have a manager code that’s getting pretty long and I wanna make sure im doing stuff right. It works but i want to learn good organization
I'd recommend giving the Junior Programmer Pathway a try from the Unity Learn website
Free tutorials, courses, and guided pathways for mastering real-time 3D development skills to make video games, VR, AR, and more.
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
Ooooh! Thanks! I’ll definitely check this out :D
Nah
I'm having trouble accessing 2D Pixel Perfect. All it says is "Unlock" when I look it up in the Package Manager, no option to Install
that means it's already installed and locked from uninstalling
do u guys think game development will ever die out because of new technology advancements like ai
This gets asked so often and the answer is always no.
snap settings doesnt show in my edit then
Why not?
Why do you think it would?
Because a single person will be able to make a full game with simple prompts and agi's?
nah
not one worth playing
I meann, who will care if its ai generated if the game itself is really good?
Im not trying to be a jerk but im just a bit scared of the future of gamedev
it won't be good
Humans have been able to produce shit since the invention of eating.
@steady pulsar It's pointless to bring up. Only resulting ya-ha, and na-huh conversation.
And there's no off-topic here.
And if you are seriously concerned, just lookup the difference between AGI and LLM, that will answer it.
Hm, had something really bizarre happen, unsure exactly what happened. I've got a project with a bunch of different assets in the asset directory.
I added a package and my whole asset folder except for the Scene I've got loaded disappeared.
The scene has objects that have scripts attached, and if I click on those script components it can bring me to their directory, the files are all still there in Windows explorer. Just the project folder isn't displaying them
Any idea what might be causing this or how to fix it?
Try resetting your editor layout at the top right of the editor
Just gave that a try, didn't work unfortunately
Did you try restarting the Editor?
Yep, and PC for good measure
Just tried playing the game, scripts still work fine. Just not displaying 🤔
Try regenerating Library folder
i mean, if we reach agi than gaming companies won't need much humans anymore? or is that a wrong statement?
if we reach commercially and practically viable agi then we won't need much humans anymore
that "if" is doing a lot of heavy lifting
thread, please
Hi, 2D Pixel Perfect's Snap Settings aren't showing up at all in my Edit
Any reason why that could be happening?
Hi, I’m new to Unity. Anyone here also a beginner?
!learn - You can start with Unity Learn Courses.
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
!collab - if you are looking for collab, check the forums.
: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**
You should be exact in describing what doesn't show up, preferably illustrating with a screenshot.
The Snap Settings from 2D Pixel Perfect are not showing up in my Edit tab. Nothing else to be exact about sorry
I think you are confusing several things. Are you talking about pixel snapping on pixel perfect camera component or Editor snapping tool?
hey can someone help me fix the light glitch in my map?
where is course
Free tutorials, courses, and guided pathways for mastering real-time 3D development skills to make video games, VR, AR, and more.
You can find link pinned in this channel as well
I'm referring to this part here
thank you so mach
Snapping tool went through some changes, you need to lookup the exact manual for the version used. On latest ones it's just docked in the overlays
Got it, thank you <3
Hey everyone, I'm Loravean
helloo
Question, how do I achieve this kind of fog? I dont feel like the environment fog does this?
volumetric fog
Same for this? I assume its particles
its a mix of vfx and volumetric fog yes
volumetric fog is necessary for "catching" light
the first image doesn't scream "volumetric" to me, although i guess the clearing's fog is lit up a little more
You can approximate volumetric fog with many transparent particles
actually you can have volumetric lights without fog too
but all it does is pretend there is fog there
yeah, you can fake it
in this image, the spotlights and par lights are using fake volumetric cones
there is also volumetric fog being applied on top
(small light sources look like garbage if you try to add them directly to low-quality volumetric fog, and this is for VRC, so i can't exactly do a ton of samples)
the lights on the wall are also fake
everything in here is fake lmao
0 realtime lights
Alright tyty
How many hours is recommended for unity Intermediate level certifications
as many as it takes
What is the recommended amount tho
So I get a estimate
How long is a piece of string
<@&502884371011731486> scam #💻┃unity-talk message
?softban 1460593833401389232 bot spam
bubbly_dolphin_66777 was softbanned.
HellO!
howdy. #🌱┃start-here
anywane got Sugesstions For Me to Startr?
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
i am localizing a chunk of my assets and either my ISP or Unity has throttled me to 8MBps :/
Hi im new here and literally stuck on the tutorial part and can't seem to even test run my practice. How do I fix this camera issue.
and don't say youtube cause I already tried that.. couldn't find it.
appears there is no camera in your scene?
Yes I have no clue why it's not showing up.
show the camera in your hierarchy
`How this is my first day on the software. I'm brand new to this.
you should do the Essentials Pathway first, then other things. without that, it is confusing
What is that? And this thing is blinking on and off like crazy right now.
that is the same issue.
Yeah this thing I think it's getting worse.
do the Essentials Pathway. you have jumped into something more advanced without the basics.
I'm not sure where that is yet.But I just finished the tutorial see?
you do not have a camera in the scene.
Yeah I don't but I also don't see an essentials pathway.
it is on the learning site, under Pathways
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
I don't see a learning site on here where is that at?
click the link
OH you mean on the WEBSITE? Ok you didn't say that.
I already did that
did what? EDIT: then the Pathways should be visible
Yeah ok thanks I got it but I was just trying to fix the camera but I'll just do that I guess thank you.
the first step in fixing the camera is adding a camera to the scene. if that is not something you know how to do, you step back to further basics.
But that was the basics you just sent me to the next step further.
It seems you've deleted the camera or missed a step. Retrace your steps.
Also looks like you've done all the steps anyway. Why not move on to the next tutorial.
Yeah I just wanted to publish my test run but if know one knows how to get the camera back I guess so lol.
You can easily lookup how to add components yourself. But camera is usually a part of a setup and referenced by something as well. And you won't know it without retracing initial steps.
Yeah makes sense I just deleted it anyways
ok so is there like a reason theres no gif support? it seems like something super simple at least in theory? like genuinely i am curious is there a disagreement on how it should be implemented so its left to the people or like some other disagreement?
you treat them like any other animated sprite
aside from that utilization, they are generally inefficient in other uses for many technical reasons
gifs are handy in theory but suck
don't know where to pu this but it's spamming my console and broken. I might have to downgrade or something, this never happened before.
i think your idea of downgrading is probably a good one, as far as the engine is concerned. downgrading the project is another matter..
Have you tried resetting the layout?
who cloud help me fix a bug in unity im building a 2d game i builed a map and i wanted to do that the enemy character would move on their own by using patrolpoints and now when i added a lot of them its just keeps pushing me of the map
Hi, someone knows where to find the Hubless Unity Editor installers?
the download archive?
show setup
how?
also I can't figure out how to use System.Drawing.Image (trying to do steamworks)
not sure how those two are related
i'm trying to get the client's steam profile image
google says its complicated
(even past the ai overview)
I use FacePunch's steamworks plugin and they just have a SteamFriends.GetSizeAvatarAsync() which gives you the size and bytes
yes like everything you mentioned , without seeing how its all setup how can anyone help otherwise ?
I have no idea what you're looking for, or why nuget is related to anything
Unity doesn't use nuget
left unity on idle for about 30 minutes and came back to this:
UnityConnectWebRequestException: Token Exchange failed due a failure with the web request.
is that a licence thing? doesn't come from my scripts
For some reason, on both play mode and when I build the game for the vr headset, the sniper camera offsets. But when it's on the editor it's perfectly centered (and the position is centered). And I've already tested setting the target eye to both and none
there is a dedicated #🥽┃virtual-reality you can ask in
Good morning.
I'm trying to create a UI, and I see there is the UI Builder, but it doesn't seem that easy to use. For instance, when I create a button, it doesn't let me just move the element anywhere I want on the panel.
Is there a eaiser why to make UI's?
there are, at least, a couple of options for UI. perhaps check the pinned messages in #📲┃ui-ux and #🧰┃ui-toolkit , and talk to the room of the type you pick.
Thank you.
how do i make a object not pass through another object
you have been directed to the learning site on several occasions and told to look into colliders.
pardon?
like this lantern is passing through the gate although both have colliders
Free tutorials, courses, and guided pathways for mastering real-time 3D development skills to make video games, VR, AR, and more.
Generally, the moving object needs a Rigidbody, and needs to be moved via Rigidbody methods/properties like AddForce or linearVelocity to properly detect collisions.
if i add rigid body the lantern is falling down
That's gravity and can be disabled per rigidbody
anyone know how to fix this,I ahve wrok to do , i can't enter my project
i got hacked for a moment, sorry about that
is it a free tool?
the closest appropriate place would be making a #1180170818983051344
Hi everyone - I couldn't find an answer through google, so I was helping maybe someone here knows:
Is there some sort of keyboard shortcut that simulates clicking this widget? As in setting the viewport orientation to one of the axes and swapping between perspective/ortho?
Thank you if anyone knows!
i do not think they are set by default, but you can go into Edit>Shortcuts and program them in to your preferred keys
Awesome, thanks!
: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
Is that an assertion? Because I don't think it's true. Not anyone knows about it.
Okay
#1390346492019212368 is the right channel to ask about multiplayer stuff AFTER searching your problem in Google and docs
Don't forget punctuation.
Okay thank you :)
Hey guys i want genshin similar look like ui where i canfindit in unity store?
did that work for you in the end, or not as well as you expected?
i ask because i just saw someone using a script for it, instead of shortcuts, and i had not tested the shortcut method myself
This might surprise you but studios actually make their own assets.
If you've done a search, then you're already an expert on whether something similar exists on the store or not.
You can search up "UI packs" on Google to hopefully find something elsewhere
i have done serach there is bunch that can be useful if re-designed i guess
Well, you of course wouldn't find a 1:1 replica.
So you'll either have to asset flip something close, or modify it as you said.
is accepting a callback function in an async addressables load function a good pattern?
did you read/verify this or are you just copy/pasting? #📖┃code-of-conduct
🥹 no
@rough badge Don't post LLM answers here.
I mean ultimately, it seems like similar to web development there are two patterns
callbacks
promise-like async/await
in js async/await is syntactic sugar for callbacks
i never knew the difference except maybe that readability is better with promise chains vs callback chains
I have been working on an indi project for 6 months, and just discovered Visual Scripting is a thing. I have severe dyslexia, and normal coding has been extremely difficult
there is also a #1390346878394040320 room
you'll still have to read specific details with visual scripting, so not sure it would be a cure-all for that. if it's just the symbols that are giving you issues, then sure, but also consider changing fonts in your ide, see if that helps (since i don't think you would be able to change the font in unity)
Well that's convenient. Ty
It's mostly symbols and frequent typos causing issues for me
gl with visual scripting then, also avoid magic strings lol
it's a good practice to follow either way
the more I read, the more is seems callbacks are generally obselete and the prevailing pattern is async await. I'm familiar with it but I guess I don't know how the handles and IEnumerators for addressables works and callbacks are more intuitive
(to be clear, you're referring to cs here, right?)
c#? yes
idk about how cs handles async stuff outside the fake async coroutines use lol
(callbacks aren't obsolete in js though fwiw)
Most things should auto complete, very few of us actually type each character. I would also play around with things like zoom and text layout settings, but I imagine you are already aware of those sort of things.
like I'm trying to figure out if
{
AsyncOperationHandle<T> opHandle = Addressables.LoadAssetAsync<T>(key);
yield return opHandle;
if (opHandle.Status == AsyncOperationStatus.Succeeded)
{
T obj = opHandle.Result;
onLoaded?.Invoke(obj);
}
Addressables.Release(opHandle);
}
could literally just be
T assetName = await Addressables.LoadAssetAsync<T>(key)
seems you kinda can lol
await handle.Task;
yeah gotta be wary of what types actually drive those sugar features
await relies on Task it seems, which AsyncOperationHandle is not
Do I access Pixel Perfect snapping here? I'm not sure
the option for transform gizmos, or the option for the pixelperfect camera?
I wanna be able to snap pixel art assets properly in the scene
unity docs corroborate that code tho
The auto complete doesn't help a whole lot for me, because most of the time, I accidentally type a completely different word from what I was trying to
AsyncOperationHandle.Task is a Task, AsyncOperationHandle is not, it has a Task
ohhh
to clarify, i'm saying that, this doesn't work because it's not a Task itself
T assetName = await Addressables.LoadAssetAsync<T>(key)
yeah that makes sense
fwiw, typing only like 2 or 3 characters to utilize intellisense is common, rather than typing entire words
ugh async functions have to return void
there are dedicated code rooms, such as #💻┃code-beginner @tropic oyster
sorry
no worries
I'll try it for a little longer while I finish this one script, then I'll move over to Visual Scripting
no, they can return Tasks as well. asynchronicity bubbles - sync stuff can't use async stuff directly
https://learn.microsoft.com/en-us/dotnet/csharp/language-reference/keywords/async#return-types
I'm familiar with async models from web dev. But it's also just clicked that I'm just adding unnecessary complexity to my asset loads lol
VS and Rider also have plugins that check for spelling even in variables, it could be helpful for auto completing new variable names as well.
Sorry I'm good to end the code talk here
and really do not ignore the font suggestion Chris mentioned. ever person i've known that has dyslexia was helped by dyslexia specific fonts @ cyclone77
Are there any guides on pixel perfect snapping at all? Can't find anything. The documentation on 2D Pixel Perfect is limited too
IDK, but you may want to check with #🖼️┃2d-tools
ok thanks
check the pinned resources there
Noted, tysm
Let's try that again without the annoying formatting @coarse bison
Stupid question is it worth just sitting down one day and just reading through the entirety of the unity documentationm
not really
Generally you read the parts that are relevant to what you are doing
the manual sure, the code you will just forget if you're not using it actively (like what osmal said, lookup what relevant to you)
You could do it for some late night light reading if you want, but that's like reading another language's dictionary in hopes you can start speaking it. You might pick up tidbits or general knowledge, but the experience is actually doing the thing in practice.
A bunch of unity features I wouldve never discovered unless I randomly stumbled upon them in the manual
it is good to trigger the foggy recall "... i know i read somewhere that, that can be done so i can keep going with what i am doing, knowing i will be able to do 'that'"
anything particularly interesting?
My brain doesnt work like this 😩
Dont remember particular things right now
who doesnt love being put on the spot!
Just scrolling through titles can be very useful for discovery of stuff you find interesting right now and things to go back to when you have a need for it. I would start by looking at the list of available packages.
unity manual has some hidden gems somehow hard to find
a whole thing with " Randomness "
https://docs.unity3d.com/Manual/class-random.html
What the shit
yeah, the cross referencing can be a bit odd, then you lose the thing you were looking at and don't know how the heck to get back to it
this highlights a funny quirk of Random.value: how it can return exactly 1
very annoying!
Manual's gettin better
of course, i bet that floating-point errors also make it possible to get into that "impossible" situation anyway
That page for example didnt exist before 6000
good. i honestly have not looked in a while
Eh maybe I might skim through it one day after I finnish my dissertation work im way too behind on
it got renamed
i could tell it was an old page because it featured some absolutely ancient-looking editor UI
i just noticed the JS lol
Boo scripters left out 😔
Got booed out
Doubt I can actually find anything that relates to what I'm doing for my study though since most of it is technically out of engine features
still that random thing seems
really useful
oop someone got hit by the data breach
poor guy
What are you doing?
Measuring immersion when it comes to system based mechanics
like uh
You know the psycho mantis section in mgs
holy shit there's an AnimationCurve 😂
i came up with that myself in a discussion here, where someone really didn't like the idea and tried to discredit it so hard lmao
So I have this issue when using the in editor recorder, where my game seems to be sped up quite a bit. The recording turns out fine, frames are similar (180 non recording, 120 when recording), and all the movement and physics seems to be in FixedUpdate. Any ideas?
the AnimationCurve editor badly needs a redo
i want something as good as Blender's
using the Recorder package, right?
what are your recording settings?
honestly its a remnant at this point
I tried messing with them. Cap vs no FPS cap, different frame rates
turn on Cap FPS
Variable playback, etc
It's trying to produce a 60 FPS video
this means that 60 frames of recording will be 1 second of video
notably, if your game can run at 120 FPS, this will wind up running your game at double speed
(at least, i believe this is going to happen: the reverse happens if the game can't hit the target framerate)
the recorder will slow the game down so that you still get 60 rendered frames per second of footage
(very useful for capturing smooth footage without any hitches, which often occur in the editor)
Apparently that fixed it. No idea how i overlooked this one
Tysm
it's not obvious (:
no prob
(uncapping your FPS would be useful for quickly recording a lot of footage)
I wish the recorder could deal with using FMOD as your audio backend
(it'd probably be absurdly complex to do)
I have a theoretical question about GPU CPU and compute shaders
A simple fragment shader runs the frag function per pixel inside the GPU, many calls
While I was looking at a video explaining compute shaders and they say it runs in a single call instead of per pixel(it generated a 1024x1024 with a red circle)
My question, why not load textures from characters using Compute shader instead of the default material, drag and drop texture into the albedo?
Wouldn’t that load faster?
Can you write a compute shader that procedurally generates the texture?
You're comparing loading an image into GPU memory and writing that same texture to GPU memory using a shader
either way you end up with a texture in GPU memory and the shader uses it to draw the object
!install 👇
- Make sure you have enough space including on
C:drive. - Check that it's not being blocked by antivirus/security programs.
- Look through the logs for a real reason why the setup fails they are pinned [here](#💻┃unity-talk message).
If you still have issues, perform a clean install in another location:
- Install the Hub and Unity in a non-system drive or a clean new folder in the root of
C:drive. - Failing that use the recovery Refresh option or reinstall OS entirely then repeat the previous step.
Unity has started asking for permission to view my Downloads folder on macOS (including very old versions of Unity!)
I'm trying to figure out what's triggering this
Typically when processing a texture in a compute shader, it does run per-pixel, divided into thread groups, for example 64 threads (pixels) per group
[numthreads(8, 8, 1)] <- 64 threads per group
My point being that "runs in a single call" sounds misleading
Of course you could just process all pixels in one thread in a for loop but that'd be horrible (you lose parallelism)
A single invocation of the fragment shader – the code that decides what color a pixel should be – is indeed run per pixel
A massive number of these run at once
That is what I thought too
My brain broke because what I was thinking sounded too good to be true
So it is possible to put in a Compute shader and run faster?
(Not necessarily in a single call obviously)
what does "load textures from characters" mean?
I have albedo txt
I want to put in an object with a skin mesh renderer
when you assign a texture to a material, you're telling Unity to upload that texture to the GPU so that the shader can read it
if you ran a compute shader that reads that texture, then you would still need to upload that texture
What part do you want to run faster?
This is not about rendering this is simply about the part where you load the texture data into memory. And unless you can create the texture procedurally, that involves copying memory to GPU
My brain is trying to put all your answers together
So from this, setting the texture is still the same step
And loading the texture in the GPU is the same
What make Compute shader the better solution are for something generated procedurally, right?
Yes, if you want to generate a very large amount of texture data, then it makes a lot of sense to do so directly on the GPU
So making a circle with code is better than loading an image of a circle
however, this is only relevant if you want to create a very large amount of texture data
depends on your definition of "better". Note that loading textures into GPU memory is a one-time upfront cost, and it's usually not worrying about
Better=more performance=more FPS
Sorry
No, generating your textures procedurally will not increase your framerate
it might decrease loading time
Compared to loading 8k textures from substance designer?
those textures were presumably designed
Once the texture is in memory the rendering process is the same
you'd have to replicate that exact process in a compute shader
Also yes the compute shader to generate that texture would itself be enormously complicated
This reminds me of an FPS game that generated all (or most) of its textures and the whole game is only 120kb 😁
https://en.wikipedia.org/wiki/.kkrieger
ha, yeah
peak German humor right here
procedural generation makes sense if you can concisely sepecify how to produce something
e.g. you're generating an entire world from a random seed
hi, watched some playthroughs of the game Scars of Honor, now in playtest. Wondering how they've managed to blend the grass and rock seamlessly here? looks like an alpha mixing but not sure
Looks like a triplanar shader to me
very expensive for an MMO though don't ya think
"alpha mixing' would imply that there are two separate surfaces being rendered
no I mean to say, there's a lot going on in an MMO world with players constantly zoning in an out, I figured triplanar usage would be a lot to run for an online game
the rendering part only runs on your local machine
triplanar shading adds more texture samples, and you can very easily get memory-bound
3x texture samples
But doesn't look like they are even using normal maps so they save some samples there for example
this looks like a single contiguous surface with multiple textures being blended between
also kronnect has a very good asset for exactly this https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/edge-fusion-smooth-surface-contacts-334484
I think I got the logistic
(i mean, i guess you could call that "alpha mixing"; that term makes me think of a shader's blend mode)
i've recreated this in a modified terrain shader
that is, indeed, what i'd call alpha blending
also like, generally there's not much going on in that game all things considered
yeah nothing is stopping an mmo from being graphically intense
that edge fusion looks pretty sick!
This website looks cool
I will read it
and yeah, that looks great
the kronnect guys are single handedly carrying URP rendering with their assets lol, i kinda feel bad for them when the eventual hdrp merge happens and half their products become built in
not the same kinda thing but there's a similar esque solution for unreal that subnautica 2 is using
i love Unity but sometimes i envy how many great assets and tools Unreal has
Unity has this tendency to just stop supporting really good packages and abandon them forever... like VHACD
https://github.com/Unity-Technologies/VHACD losing this is a crime 😔
Looks useful for collider generation
that was the purpose! but now its abandonware
i'm baffled that this didn't wind up in the engine
they also dropped their built in motion matching solution kinematica
https://docs.unity3d.com/Packages/com.unity.kinematica@0.8/manual/Overview.html
also the new terrain system
i didn't even know that existed
when i say dropped i mean
and the behaviour graph stuff
they stopped working on it lol
its crazy how much epic laps them with features like this
while we rely on third party assets
or our own implementations
i can only presume its not possible to support this many side projects due to how they prioritise now...
i mean how can they... all hands on deck for more AI integrations
Man worst part about doing mod stuff is that i can't post it in daily win 😭
I wonder if this is part of the problem... They don't market these cool features well enough -> they think there's not much demand -> abandon
its almost certain a part of it
maybe we just need to rephrase it:
- convex hull decomposition -> AI ad network convex hull decomposition
the thing that sucks isnt the fact that its abandonded, but that it just wont even work for Unity 6 without fixing it manually
i dont mind it being deprecated... but come on at least make it work in Unity as is
Take my money
they used ai to just generate that particular sticker
nothing else
hilarious reverse catch 22
Can some one make me a gorilla tag copy I have a discord with like 30 people
no
lmao
the arrogance at display
Wdym
its just not particually a reason anyone would want to do something
let alone make a whole game
selfawareness = 0
Why would anyone just make a video game for someone
Like, what world do you live in
Bro I will pay you mong like get of my dick god
i can only imagine the large lump sum you are willing to offer
40 dollars and a high five
"Hey guys who wants to dedicate hundreds of hours to make some fuck-ass gorilla tag knockoff for me and some random people you'll never meet? I'll give you a whole ten bucks"
Yeah mate I need the project that's it like holy get of my dick you little kid
Just for the project 10
Yeah
are you out of your mind
Ten whole dollars sounds like a lot when you're seven years old
So, you're 13, and you joined discord over a year ago, so you've just admitted to violating Discord's TOS. They take this very seriously. Hope you weren't attached to this account
what constitutes a "project" and not a game lmao
Like I don't need the playgab or photon or the dlc pack
oh you just straight up want someone to litterally decompile gtag for you, not even game thats at the very least inspired by it?
double whammy
not only are you not allowed to talk about modding or decompiling here, any kind of job seeking or collab posts are also not allowed
Wdym
ill open my IDE for 10$
Wdym
Hey man don't sell yourself short your time's worth more, that's at least twelve bucks of work
whatever that means
thats also not very nice of you to say
Question- because most of you are game developers and know more than me, how would I go about getting my server for the game out there? I cant really edit videos, and my server only has like 11 people, with a solid 3 that may be buying the game
you literally said that you have a server and asking how to get a server
Sorry if I worded it wrong mb
and my server only has like 11 people
thats not what they said
what did they say then?
how would I go about getting my server for the game out there?
yes, i see that part, the other part tho states that they have a server with 11 people
they want more than 11 people..
"How would I get thing out into the public consciousness" != "How would I acquire thing"
- is your game published? or is it only via invitations?
- can anyone try it for free?
- is it singleplayer?
stop thinking about your server and start thinking about the game itself
you need to advertise
theres no other way around
the server itself is secondary to the game
It is published in early development on itch, the betas are all free, and yes
youre either going to have to shell out some money or try guerilla marketing
Im getting a lot done, i would just appreciate more people
and im telling you you need to advertise
like make a dedicated effort toward advertising
Guys am I missing smth or do things set in the unity inspector not stay when compiling? Because when I compiled my game or use the Play Mode thing it doesn't seem to stay
any changes made during play mode get reset
if thats what you are asking
like most things, youre best of googling it
theres plenty of resources out there
Lol alr
Yeah I didn't set them in play mode though
Thanks
a lot depends from the game itself, think about your target audience, ofc its not nice to go and try to steal players from your competitors directly but there are already a lot of streamers who like to try new games(including small indie projects) and they have thousands of viewers and they do it for money. Im guessing it should be cheaper + you wont spam just anyone but potentially your target player base
Oh ok!
if your competitor is gta 6 then of course i have bad news for you 😄
Okay nevermind it is a different issue
mb
how can i do this material transparent except in the explosion part? 🤔
Does the main texture have alpha? (is it enabled to be imported?)
also increase alpha clip threshold a tad too
Maybe treat black as alpha if you don't have alpha in the texture. Pretty sure you could specify that in texture import settings.
Yeah, iirc it is Alpha source -> from grayscale
Additive blending could also work
thank you thank you
Is there anyone who can help me with animations for my 2d game? I have watched videos but still don't really understand it
you can try talking to the #🏃┃animation room
I'm having an issue where everytime i try to rotate around anything in the viewport (unity) I suddenly zoom out. I tried hitting f and that didnt fix it. It just zooms out again
middle mouse button to pan also seems to not work anymore
have you closed and re-opened the project?
did you ever solve this? I have the exact same issue right now!
I'm trying to create a basic AR
i'm following a tutorial on how to setup AR
last message a week ago
if it is specific to AR, that is where you ask.
I'm using the unity fbx exporter and it does something weird where it combines like all the animations into one animation so obviously it looks all weird and doesn't work.
Hey guys, I suddenly got my unity student license revoked out of nowhere and I can't open any of my projects anymore despite unity dashboard saying that my license is fine?
Other than contacting support I was wondering if anyone else's dealt with this before; I've already checked out some of the forum posts about restarting and reinstalling etc but none have worked so far
Problem in question
Guys ik this is very simple question, but how can I make my game object completely transparent? I’m using unity 3D URP
as in nothing visible at all? Remove the meshrender component
(or just turn it off)
Ok thank you
be sure to be using the the same account, if you are then its something only unity knows
Morning
Hi 👋 Is there a specific place where I can ask about an issue I encountered with my Navmesh controls in combination with animations?
🤦♀️ Must have overlooked that, thank you!
geniuenly hell
accidentally hid my camera speed icon, how can I bring it back?
i am not familiar with a camera speed icon. might just be me, or might be it was from a plugin
this is the only one i knew of
you should also be able to use the mouse wheel to control the speed, which i think has an OSD
@safe garden otherwise, press `
awesome thanks!
oh it's at max camera speed already, guess the level is just giant then
hmm. possible
if there are things like building on the landscape, you can click one and press F to zoom/focus to it
oh, also, you can adjust the Max, according to the picture
anyone around to answer a #💻┃code-beginner question?
yes. the people in that room.
where can i see some 3d artists work here?
#1180170818983051344 and to a lesser degree #🏆┃daily-win
Dead chat
this is a Unity Dev server., unless you have a specific Unity question, you can feel free to look elsewhere for your social needs
ill forward to linux
thanks
Yo guys! Just wanna ask that I don't find any popular full body first person controller on the asset store (am i searching smthing wrong)? I am thinking of putting my own on it.
You're saying that there are zero returns when you search up first person controllers?
Here are all the 5* "First person controller" assets:
https://assetstore.unity.com/search#q=first person controller&nf-ec_rating=4.75...5
what is a "full body first person controller"?
Probably an fps controller that supports full body animations
i think they are looking for a framework more than anything
where you can see your own body in first-person?
animations sound unrelated to the first person controller
with true fps they kinda are related
https://assetstore.unity.com/packages/tools/animation/fps-animation-framework-238641
anyways heres probably the best option for exactly that
the secret is to just show the body in first person (and then draw the rest of the owl)
giggle
cant you see player body with a first person controller?
i mean? you could
but its not that simple lol
true fps is a surprisingly complex concept
not nearly as simple as it seems on the surface
you can see every player except yourself the whole time and also if you put a mirror then you can look at yourself in the mirror
Wait till you learn how mirrors work
It's basically a question if you can see your own feet or not when you look down
you guys are severely oversimplifying it
I think considering this stuff as part of the "first person controller" is an architectural mistake
i would honestly disagree
having worked on it and having used that asset myself
sure the controller itself is a seperate thing from the animations
but you have to design the controller itself with the fully body animations in mind
its far from a simple state machine, theres a lot that goes into it, specifically that goes into making it look good
uhmm by full body first person controller i meant the whole body animations
Yes we got that, i linked you a quality asset designed for that
mind you it is a framework and not a template
hmm saw that earlier..
so what do u think abt my first person controller..what can i add
i have no frame of reference for your first person controller
Uhh have not yet worked on the demonstration..just working on the core mechanics..i have attached the inspector images tho u can take a look at them..i've tried to make it resident evil like
Anyone knows of a game with good looking ui that I can copy for a demo for reactiveuitoolkit
something modern
Division 2 would be quite the challenge
it has amazing ui design
there are several websites that catalogue game UIs
that was very useful for me when figuring out my own UI
the names are escaping me right now (there are at least two)
https://www.gameuidatabase.com/ youre not going to believe this
no asset ripping or modding talk allowed here
you cant just delete it and post it again lmfao
Again, ripping/pirating is not allowed here.
In my game I have enemies that move. While playing in the editor everything works great. However, when I build the project and play it the enemis freeze. Does any1 have an idea on why that is?
could be because you made a mistake in your code 😃
check the logs or make a developer build
hey guys , how do i change a part of terrain's physics material and shaders , or well how to interact with terrain
Thanks!
My character fits fine through 2 height holes, but whenever the wall is completely flat it needs to be 3 tiles high in order for my character to fit through. What's the cause of this, and is it possible to fix?
Image
Image
Also, im following a tutorial where theres a mention of increment snapping, but i can't for the life of me locate the settings for it
the UI for grid/increment snapping changed around Unity 6's release, iirc
i don't have an editor open at the moment
(also, your images didn't show up :p )
How do I make it so my spike tile isnt floating?
what do you mean exactly, the red thing?
hi
i need help i cant use unity for some reason
im on linux (cachy os, arch based distro) and when im using unity, fonts are very small in unity app
i tried 2x scale but its so big
how can i scale it 1.5x or else?
not sure what you mean by floating though
anyone help me plz
thank you

