#💻┃unity-talk
1 messages · Page 118 of 1
i'm guessing that the spike image is just small
it does not have enough pixels to fill up an entire tile
(the number you need depends on the pixel-per-unit value that you imported the sprite at, as well as how big each tile is)
Can someone help me with shaders?
basically I brought this asset and imported to my project to test it out, and it was fine, but when I import it to a different the same asset into a new project, everything is pink, I tried looking up how to fix it and try to update the shaders into URP but nothing isn't working, I even tried changing shaders but the effects looks off and werid
automatic conversion only works if there's an equivalent URP shader to switch to
^ if the shader doesn't support the pipeline your using you'd have to remake it yourself
I managed to figure it out by messing with the tile anchor in the tilemap component
Boooo
I hardly even know shaders and stuff too
yep, that's one way to handle it -- you could also adjust the pivot point on the sprite
Both will have the same effect
realistically it is just a "you can't use this asset" unfortunately
thats why most assets let you know what pipeline version they are made for on the asset page itself
Is there another alternative to fix it or something close to fixing
not really
Apart from recreating the shaders manually
no
How do I recreate it
Not to be like cynical but if you haven't messed with shaders before the short answer is you don't
Yeah it wasnt a fully serious suggestion lol
you basically bought the wrong kind of fuel for your car here...
Oh I didn't do anything with the she shaders or something
in practice, it could be a pretty simple fix (e.g. replacing a few old imports with new ones)
but knowing what that means and fixing it is like
its difficult to learn how to fix shaders directly, you'd have to learn how shaders work then understand the problems like naturally
And realistically, if it were so simple to convert the shader to a different pipeline, the asset author would've already done it and included it in the asset
So, can I get an idea of what to start learning for a project I have in mind? I'm not asking for people to do the work, just to point me in the direction so I can learn the skills
What experience level are you?
I've dabbled in jquery, python, html and css, but I'm assuming most of it is outdated and I need to start over
Sure, you can start with just the understanding of C#/Unity as a whole before you jump into your idea
!learn
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Then with the foundations down, you can start building on things you need to actually make your game.
I've been doing the unity tutorial, essentials pathway, and so far its all...intuitive?
What's your idea?
ok, thank you. Mostly, I just don't want to end up focussing on something to realise I should have been going a completly seperate direction
I want to make one of those merge puzzle games, like merge dragons or elves, with some adjustments
theres things that would make playing that kind of thing better, but people implement them sparingly, or locked behind paywalls
So I'll try it myself, for funsies
And the issue is you don't know where to start with the game as a whole?
Those grid/merging games are just 2D arrays with data. You could make the entire game without the visuals, those are just fancy ways to represent that data.
So you would start with that - building the functionalities of generating the grid, the objects occupying those grids, the input to move them and then the results of merging them around.
thank you
Do you have an idea where that part that would require me to focus on? Just scripting? Not trying to skip ahead, just to give myself goals
i have a problem . I'm spawning fences in script called Chunk.cs . My point is to spawn maximum 2 fences on one chunk but fences doesn't need to spawn on the occupied places.But as you see in the video there's spawning 3 fences at some chunks but at some chunks all is ok . I'm firing function in method Update and i have noticed that when i launched on method Start there wasn't such a problem but when on Update this problem has appeared.But i don't want to launch on Start because there is another problem there , because fences aren't spawning at all chunks .
I'm guessing you're doing physics queries to decide if a fence is allowed to spawn or not
you can see here the code
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videos are very hard to look at
ok
If this is the case, then the physics world won't update until the next physics step
meaning that the things you just spawned won't be detected
(i forget if the colliders don't exist at all in the physics world, or if they just might be in the wrong place)
you can deal with this by calling Physics.SyncTransforms() before doing a query
https://pastes.dev/1pNVRnvxKA look this is the code of my script . Where do i need to call this method and what is a query
no i'm not doing that
Your current code is calling SpawnFence() once every frame
this will fill in every single available lane sooner or later, since it's trying over and over
SpawnFence can decide to spawn zero fences
since you did Random.Range(0, fenceSpawnPos.Length)
perhaps you should do Random.Range(1, fenceSpawnPos.Length) instead, so that you always try to spawn at least one fence
You'll also want to make sure you can't spawn a fence in every lane
subtract 1 from the upper limit to do that
Yeah, you could achieve most of what you want with pure code, but I would at least throw in some basic sprites for visual clarity. Don't worry about making it look pretty.
Get your grid generated, spawn some units on it, move a unit. That would be more than enough to get started.
but i can just call SpawnFence() in void Start so it isn't spawning in every lane or that is not correct
You're currently having problems because you're calling SpawnFence() over and over and over
Even if it only decides to spawn 1 fence, you're calling it again the next frame
so you eventually fill in all of the spots
However, I think it's actually okay as-is
Random.Range excludes the high value
so if you do Random.Range(0, 3), you'll get 0, 1, or 2
I was concerned that the function could decide to spawn 3 fences
which could still block every lane in just one call
but that's not going to happen
I really appreciate this. Yeah, I might use placeholders, but I'm not at all worried about the pretty yet, consistency in sprites might be finicky, but frankly, the hard part to me is the coding and framework building
Watch a video /tutorial on how to make tetris, that would be a good place to start
Unless someone made a mergin ggame tutorial already
I'll check out tetris, the only merge tutorials I've seen are for the top down merge 2 games, and I'm not sure of the relevance
There is a tutorial on collision merging, which will be useful, later
i have another problem. As you can see later in the video as the speed of moving chunks increases obstacles begin to take off very high , but i want them trying to move in the direction towards the player and not trying to avoid him . I'm instantiating objects in a particular point (almost in the middle of game) . This is the script file where i instantiate objects "ObstacleSpawner": https://pastes.dev/FOkWPD15w6 and this is script levelgenerator where i'm generating chunks + doing other stuff like increasing speed of game : https://pastes.dev/xMGZSfsGAX
royal run? 😄
yeah bro
Did you do galaxy strike?
yeah ofc
I'm on galaxy strike atm lol 😄
cool how it's going
Here are the images. Any chance you could exlain were the icrement snapping UI are?
going well, lots to remember though
İ need whishlist guys hpw can ı made it
The entire game is based on a master timeline so the way they add everything into the game by just putting it somewhere along the master timeline means I will only be able to apply the things I learn (for now) if the game is run on timelines lol
@gritty dagger xDD
wishlist?
are you talking about steam?
if so you handle that through steam
has nothing to do with unity
Good.I've got mine worse than yours , i see
is there any way to make a folder not be shipped into game even if its referenced? or its contents at least (the files i select if a folder is not possible)
something like how conditional compilation works #if UNITY_EDITOR...
Are you trying to prevent debug assets from being included?
so can someone help
You can put it in a folder called Editor but then it'll throw errors if it is linked in some cases
yes i figured that sorry for going away and thank you
just looked at it, doesnt look too challenging but sure
theres a lot of cool vfx/ui combinations they do
looks like a 2 way router
its all world space ui iirc
pretty much all of it
look up "division 2 contaminated zone" and see how the UI interacts with the enviroment, its really neat
but ui interact with env, is kinda simple with unity ui toolkit, you can place you elements on any game object at any angle/place it shouldnt be too difficult what i was referring to as not too hard is this:
https://www.gameuidatabase.com/index.php?text=division 2&set=1&autoload=9981
oh yeah those are just basic menus, but wheres the challenge and fun in that ;)
if you wanna show off your asset, you gotta really show off
You are talking about the little HUD display that follow the player
yea that 's also extremely simple
not the hud itself
but the hud does interact with the enviroment
its weird to describe
i guess you really need to see footage of it
yeah thats just the hud
that parts simple
but lets say you walk near some POI, the hud will litterally react and draw lines towards it for example
its really unique no other game does it i think, so its a good opprotunity to show off what your asset can do :)
In the library it would be a simple, portal usage with game object
I'll search
dont really know the game , if you could find a little video of that would be helpful
Ah i see what you mean
what is the best "first move" for a complete beginner in unity? to start with for possibly a first game practice test?
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i think so yeah
LETS GOO
claude code is actually very good in coding you can connect it to your files
Yes
Thumbs up or down wont change reality.
the lying machine is not a good teacher
enlight us with your opinion
He didnt ask for a teacher he asked about vibe coding
it does a really good job tho. not for big projects ofcourse but for vibe coding it is
at best if you know how to use c# maybe kinda sure
also am expecting yall to be game devs swho made games
how many installs did you get assuming you uploaded your games
and how much did you made from them
damn 🥲
im an software dev not a game dev (not yet)
can we really get rich from making games.. im starting to lose hope 😭
most people cannot no
make games for fun not for money
if you're just in it to get rich then you're gonna have a real bad time. 99.999% of people will not make enough to even live off of
the best thing about being a game dev is working for a bigger company and working on an banger of a game with an good team, and maybe make a small own project tho i think
I'm at 14.5mil downloads and $900 profit 😭 but those are mods so
im on my 3 years in unity still learning stuffs i prob made lot of projects never released any of it im learning making song and uv wrapping in blender etc
DAAAAAAAAMN 14MILLION
14.5 m download and only 900 in profits ?
the fact that this will be isometric 2d, will the tetris grid still be useful? I'm watching now, but I'm curious if the top down, fixed camera will be compatible as a teaching aide
Grids are grids, how you visually represent it is up to you.
Ok, thanks, still learning, obviously
why did you click that?
that's just the tab. the screenshot isn't telling you to click it
how about instead of constantly whining about how you don't know what you need to do based on the information given to you, why not try showing a screenshot of what you do see so that everyone is on the same page
you literally can
so you just need to turn the overlay that has the gizmos button (View Options) on
https://docs.unity3d.com/6000.3/Documentation/Manual/overlays-menu-reference.html
see how painless it is to get help when you are up front about what you do/do not see?
how is it not a basic on/off toggle that's directly there in plain view
it is, but you've literally turned that view off
Is there a Unity Recruiting Channel I am not seeing?
!collab
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thx
you turned the gizmo off
turn the icon off by clicking on the icon in the window you have open
if you just want gizmos/icons off, then just turn them all off with the gizmos button directly instead of whining that you need to go through and search for a specific one to turn off
you're literally just complaining for the sake of complaint. if you have actual feedback, then provide it somewhere useful. this isn't an official support channel, this is a community server.
!support
Take a look at #🔎┃find-a-channel
You can also access Discussions for questions!
:warning: This is not a channel for official support.
Please do not ping admins, moderators, or staff with Unity issues.
Access our Help Center for Unity Support.
it's not an official support channel, as in this is not where you can submit feedback for changes to the engine. this is a community-driven support server (you know, one of the first things you see when you join the server and read the conduct/start channels)
it is the official unity server, as in it is run by unity themselves, but it is not the right place to provide feedback if you want to see any meaningful change.
so if you do have feedback you want to provide, then do so in the right place rather than just bitching here constantly
are you being intentionally obtuse about the difference between an official support channel and an official community?
the support here is community-driven. not directly provided by unity. they just control the server making this their official community
at no point did i state that this server is not run by unity.
it is just not an official support channel. do i have to explain what that means again?
this isn't a legal conversation
also suggesting an LLM for legal information is fucking bonkers
its 2026 people can't even get a hold of "unity offical" for legimate reasons let alone this nonsense
because the server is run by unity. that does not make this the right place to provide feedback for the server if you want any actual meaningful change.
if you want to provide feedback to unity about the UX then do so where it matters instead of just spamming your whining here
i mean yeah that's about the only big thing they are investing in right now lol
Just an insanely unappealing personality.
Oh god people like this are actually real
@potent geyser got a lil freak here
I thought this was a thing grifters pretend to be to sell dick pills to awkward teenagers
Whatever is happening here, we can stop, thanks.
Childish insults included.
No need to respond either ^
What is this even about? Scrolling up it seems like you're writing a Ted Kacynzski Manifesto because you couldn't find the Gizmo toggles in the Gizmo menu?
Yeah, but I don't care. I'm telling you all to stop,thanks.
If you have a question, feel free to ask.
If you have feedback for Unity, the best place is on the Unity Discussions forums.
Dude doesn't know how to click a button and turns into a fuckin James Bond villain
Okay, next respond from either will mute you.
Wait, "Both"? So I can clean up the server by falling on my own sword? Go for it.
Half the issue here is the unnecessary back and forths. This should have ended here #💻┃unity-talk message
We don't need to keep getting last words, it's tiring
when i click add liscense and select the free one it doesnt do anything
!logs 👇 if you're referring to in the unity hub then check the hub logs for errors related to it
or just try restarting the hub and signing out and back in
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
Ello (^▽^) everyone
<@&502884371011731486>
@half rain You've been told already there's no off-topic here.
If you have feedback about Unity post in Discussions forum in the appropriate thread.
!forums
:speech_balloon: Unity Discussions ↗
!mute 1428173977771315343 3d Ignoring warnings, off-topic spam.
@sagebait_44726 muted
Reason: Ignoring warnings, off-topic spam.
Duration: 3 days
@half rain Also your very last warning concerning insulting people on the server.
Can someone explain to me how unity handles multiplayer
Like how do I start making multiplayer elements
perhaps check the pinned messages in the #1390346492019212368 room
@bitter reef they are at the top of the main thread
I see, thank you very much
Does anyone else get errors when making a new project?
show the errors with screenshots. include the version. include your operating system. Etc, Etc.
oh right
i just thought it'd be a common thing but i cant seem to find a solution
the error reads Library\PackageCache\com.unity.render-pipelines.core@9d79d0cd2cf7\Runtime-PrivateShared\InternalBridge\RenderPipelineEditorUtilityBridge.cs(14,70): error CS0117: 'RenderPipelineEditorUtility' does not contain a definition for 'TryMigrateRenderingLayersToTagManager'
which seems like something is installed wrong
i know that 6.4 is the 'recommended' version, but honestly, you should probably not be using it. if you want a stable experience, go with 6.0, unless you have a reason not to.
let us know if errors persist. i am pretty sure they will not.
unity 6.0 worked
I am coming back to unity after a few years, should I go with a character controller for my horror game?
How else should the character move? Or do you mean the built-in CharacterController?
Is there anyone here? I need a little help
I’ve already looked there I need to get in contact with someone that is very smart with the whole 2021 Unity version system
: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
also, vrchat is not supported here, as i suspect that is where this may go
It is not
I do develop vr games yes. But nothing for vr chat whatsoever
It’s auctally a couple questions about Unity version 2021.3.27F1
And a big problem that is stopping me from building my game
It occurred after I uninstalled and reinstalled my Unity version to fix a different error
I can’t open Player Settings without my project just closing. No error messages no nothing
No logs
Which usually it displays an error log in a notepad of where it logs issues with the Unity version. But it hasn’t and that is my issue
It hasn’t logged anything
And I can’t figure out a way to fix it
And I also can’t fully reset my player settings or im screwed
most of us don't use unity 2021 so we might not be able to help you
Dang it man. I’m praying I get this fixed
I love older Unity versions and auctally this is the only big problem I’ve ever had with 2021 surprisingly
But I am unable to switch to unity 6 without big errors.
Well
Not errors but major problems
I think you'd benefit from reporting it to the devs directly?
mayhaps
they would probably suggest upgrading
Does anyone know where I can learn some Directional Movement/Strafing/ or just a full realistic locomotion set up
@worldly cave i saw several other videos, the hud itself doest really interact with the word game, its set like that in a nice way, its not a real word space panel that would interact with a wall if it hits it.
same goes for the other things, it faces it really nice though
In the picture, the cube on the left is placed into the scene directly, and the cube on the right is placed via script
GameObject gameObject = GameObject.CreatePrimitive(PrimitiveType.Cube);
It has this URP material + shader attached. But after building, it shows up as purple. I've already tried including the URP Lit shader, but it doesn't change anything, why does this happen? (Unity 6000.3.2f1)
https://docs.unity3d.com/ScriptReference/GameObject.CreatePrimitive.html <-- read the requirements for it to work in builds
strange, I did all that, but it's still pink
I don't think it has to be assigned to anything for the first four, but I tried it with both references assigned and unassigned too
got it, it seems like it's something to do with the default material that's being assigned to a primitive when the project is in URP
manually assigning a new instance of the default material (URP/Lit) to the instantiated object fixes the problem
Switch first to 2022 and then to 6. 2021 is no longer supported
But 2021 worked for everything else I had
It worked, now it doesnt
i have them on temp ignore since i am not a fan of spamtastic chat, but did they try deleting the Library i wonder
I’ve deleted the library multiple times
It has nothing to do with the library
The library folder isn’t attached to the Unity version on 2021
Therefore it doesent do much deleting it
lol
Because it is a editor issue
That don’t make sense though :/ I used to use 2021 all the time? Do u just get an error when you build things with 2021 now
Anything can break, especially old things
Also im not using 2021, dont see why would i
The weird part about it is I’ve had more things break with Unity 6 and 2022 than any of the 2021 versions ever did
i've been super happy on the lts versions of 2022
I just don’t see how a Unity version would go unsupported if it’s in the Unity hub archive…..
have you tried resetting your player settings
Im always upgrading my project to the latest major version and i had errors only once when switched from 2022 to 6 and i just read about them and fixed them.
It may look scary, i had hundreds but it was just 2 or 3 repetitive errors
!learn
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it is also in the Pinned Messages
i posted it like a day ago in code-beginner and it got lost and ignored
you might want to try #1390346827005431951 if you do not get an answer here
@tropic oyster You might want to provide more information.
Also why are you continuing here if you've created a thread elsewhere.
I wasn't continuing here, I was wondering if they had opinions and then we could move to the thread I made
So clarify and ask questions in the thread
In any server splitting a conversation is highly annoying finding people answering questions you already did
i am not a programmer. i do not have advice
alright alright, my apologies. Not my intention to annoy and be irksome
What steps did you take to debug this?
!code
📃 Large Code Blocks
Use links to services like:
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https://paste.yunohost.org/
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📃 Inline Code
Surround code with three backquotes. Not quotation marks.
To format as C#, add cs to the first line:
```cs
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Add a comment with a line number if there is an error message.
Just this code, and when i try to run the game — the character floats endlessly
You didn't answer the question
So why are you asking here if you didn't attempt even to solve the problem yourself?
hi 👋 my game is running like crap on the editor (below 20fps), but standalone it runs perfectly fine (100% stable 60fps).
I want to improve in-editor performance because it's getting very annyoing to test stuff with such abysmal framerate.
I can see it's spending a lot of time waiting for something "WaitForJobGroupId", but I cannot figure out what this is.
I don't have any editor scripts running, no custom inspectors and the game view is maximized. VSync is disabled on both the game view and in-game.
any clues here?
do i really need to learn all of C# just to get started on scripting in unity?
There's #1390346878394040320 and also Assets that use Visual conponent as well.
also, the Junior Programmer Pathway on the learning site is a good start
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
it is not terribly surprising that 6.4 crashes. 6.0 shouldn't, unless you do something strange @ Jangan
yeah whats that
i meant do i need to learn everything inside of C# to truely start making stuff in unity?
Yeah i think, but I only tweak the ‘Jobs -> Burst’ window
you need to learn as much as you need to know to get done what you want to get done.
as far as 'what's that' you can click the link in the bot message there
you won't even be able to learn everything inside C#, it's a huge language
you will need to comfortable with it though, knowing programming basics and also the language basics
the more complex the feature, the more knowledge you will need
much of it you will only pick up along the way
so whats your advice? should i learn enough to make the basic movements first, and then learn more to make other parts of the game?
my advice is what i already said. do the Junior Programmer Pathway on the already linked learning site
learning as you go is fine
the unity learning site?
that is what i linked.
Hear me out- and dont flame me for this, use ai as a tool to teach you code, not to do it for you. I started by using unity learn to learn the absolute basics, then went to Google docs, and told ai "Teach me how to manipulate the transform in unity" and then documented what it told me in my own words, after that, I implemented and played with it and now I have a full code documentation that I can look back to, but I dont need to anymore. I think this is a great way to learn, ai as a tool and not a replacement
Hello! Can anyone provide me a way to solve the problem of spamming input axises?
a code documentation?
Yeah, like my own crafted api
Can anyone help me? My game gets super laggy at this point of the game I don't understand why?
OH MY GOD
oh in like google docs or smth?
You have 20000 batches mate 😭
look at the tri and vertex count @brisk inlet
Yeah
idk what that means 🙁
or where they're coming from, why it's happening 🙁
oh can you share it if you mind?
Ill explain- so basically a batch is a draw call, too many draw calls can cause lag- recommended is like 400 and you have 20000.
More is worse
Sure
how do I get rid of draw calls
i marked everything that doesnt move as static already
Go to the materials in your game with all the trees and stuff and enable gpu instances, or if they dont move just set them to static
Oh
ty gng
I enabled GPU instancing as well
😭 🥀 ✌️
🙁
Go to yout tube and find smth called draw call optimization, it helps a lot
Thats how I optimize
also, see if you can reduce the tri count
i was trying to learn like the basics of C# from the microsoft google doc, so what should i do now, do the unity learn course first?
Also, remember- 20000 draw calls is an achievement, I lag out at 1000 and had to lower that 😭
idk what's going on it with 😭
Try unity learn and then look at my document and see what you can learn- I explain things really badly cuz it was from a long time ago, but I'll add you to the actual Google docs and see if I can fix it
ok
Think of it this way- you have 20000 batches, your cpu has to process all of those and then send that to the gpu, that causes massive stuttering because of the bottleneck
You can find programming tutorials pinned in #💻┃code-beginner
but it doesn't make sense for anything to happen at that exact moment of the game D:
Ill send fq and see if I can add you to the doc
but it randomly just does D:
It does, look at the before and after of all the draw calls
Where does the lag spike at how many batches in the stats thing?
it spikes when you view the landscape. the tri count and batch count shoots through the roof. this is not a mystery, this is how computers work.
Yuh
What he said
Your game is tryna render too much and your cpu is bottleneching the gpu
Just find some tut and it should help 
Here actually let me link ine
A short video on how to improve your frame rate in Unity. This video covers various optimizations to reduce draw calls such as combining meshes, batching and gpu instancing.
Music Credit: LAKEY INSPIRED
Track Name: "The Process"
Music By: LAKEY INSPIRED
Official SoundCloud https://soundcloud.com/lakeyinspired
Official YouTube Channel:https:/...
I did this, nothing worked 🙁
Did you try combining all of the models into 1?
hi i created a game and uplouded it to itch i would love if you could check it out
the binding of gal
I found the solutions, just delete all of my terrain, grass and trees
idk how to do that, the assets are imported
#📖┃code-of-conduct not a place for self promotion
Hear me out- learn LOD, occlusion culling and frustrum culling
Nah
but it's not in the tutorial 🙁
I know, go search up how to do them
but idk why I need it if the tutorial didn't need it
then just delete the terrain and call it a day. in fact, delete the whole game. (sarcasm if not obvious)
Occlusion and frustrum culling have nothing to do with batches btw
They just help with optimization
Dont do that
It looks like a fun game
Hey everyone!
howdy. #🌱┃start-here
why is the color changing like that?
changing when/where
the left is game view, right is scene view
scene view is how its supposed to look
the white background of camera is blending with the sprite
ohh
where do i check that
im not sure
make sure you don't have transparency where you don't want it
Oops, deleted my reply because discord bugged and I thought i was in the wrong channel
Transparency is something you'd fix in an image editor
Guys. I have 650 euros to spend, what laptop can I buy for Unity development? I'm currently making indie games
Do you already own a desktop pc?
Changing the LOD was huge
Guys. I have 650 euros to spend, what laptop can I buy for Unity development? I'm currently making indie games
Good! Great!
Oh man you came to the right place
Why are you spamming this again? I've pointed you to the thread.
Oh wait idk euros
In the tutorial it told me to import tree assets but it never warned me to be careful of polycounts or really high detail assets and the trees and foliage I happened to choose were higher detail than the tutorial so it caused me problems but changing the LOD was the thing that seemed to really help, the only other thing I would change would be completely different assets, oh well, useful learning experience
ty ❤️
Here actually imma pc builder so imma send a minimum spec pc
AWESOME!
Unity also has an autoLOD tool for like 6.3
I am not spamming.
I don't know what you think of when you use the term "spam"
Plus that guide doesn't have the information I need
oh didn't know that 😄
What is PC builder?
go back and read it again. it has the info you need.
Then use the thread to ask follow up questions.
I would say this is a good "minimum", but you can go lower https://pcpartpicker.com/list/3hdmkD
Part List - AMD Ryzen 5 5600X, GeForce RTX 3060 12GB, Phanteks XT PRO ATX Mid Tower
Here is pc builder
Someone who builds computers
I'm actually really happy rn lol I felt like I learnt something extremely useful ty again @humble kayak :))))
So they have a website?
@brisk inlet I fq so you can talk to me for unity help
Youre welc dude
For the last time @cinder inlet #💻┃unity-talk message
Your game looks super cool, I'll beta test and give you help, I understand game dev theory and design so I can give advice
ffwfrtas sorry I ftf
!kick 158201337841057793 spam bot
@vodkakal kicked
Reason: spam bot
I sent it 😭 😭 🥀 ✌️
Not sure if this was for me but if it was It's just a tutorial I'm following, haven't go on to making my own games yet :p
It was for you
Dude I do this thing where I get a bunch of ppl and teach them code if you want to join
Thanks, but I am looking for a laptop 🤲 sorry for not mentioning
oh lol thanks, I can't take credit for following a tutorial though 😅
You did mention, I was just sending it for others, you're all good
Yes LMAO that's awesome
Gang, you're learning unity and thats tuff
@humble kayak They were directed to the thread, stop replying here.
My status has the server so join that if you want
I'm sorry how do I do that
My English isn't good
Ask in the thread, follow the link #1249155543264657408 message
idk how to see your servers
Its alr ill dm it
joined :>
Lol
Huh?
it is a thing you read, to make sure you understand it.
Wow thats good knowledge right there
Wait do you do anything unity related?
I havent seen any of your work
They are off topic so it yoinks them out of existance
Lol
!warn 1185955285475537026 Don't spam on the server
@fika387gaming warned
Reason: Don't spam on the server
Duration: Permanent
!purge 10 1185955285475537026
from @fika387gaming
that is why i linked the #📖┃code-of-conduct so you would be less confused.
is anybody able to help me with the animator i dont know what im doing wrong here
best to talk to #🏃┃animation
Ask the full question in #🏃┃animation
thanks
@wispy ruin If you don't have any constructive input stop spamming the channel.
Again, read #📖┃code-of-conduct
how can I fix this?
the SO data reference gets broken like this whenever i switch scenes
how are you assigning the reference?
are you dragging a scene object into the field?
I just created data on the assets menu
what do you mean
do you have any compile errors?
nothing
Looks like it's not a field they declared but the monoscript reference of the SO itself
No idea why this would happen though
@untold vector Show the script?
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class ItemData
{
public string itemName;
public bool isUnlocked;
public float price;
}
[System.Serializable]
public class UpgradeData
{
public int count;
public float price = 10;
}
[CreateAssetMenu(menuName = "Game/GameData")]
public class GameDataSO : ScriptableObject
{
public float gel;
public int clickUp = 1;
public List<ItemData> itemShopList;
public UpgradeData upgrade;
public int potionCount;
}
And what's the file name?
script file name?
yes
ScriptableObject.cs
it has to be GameDataSO
I am in China, I just use alipay in UAS, and I got banned, sad 😭
you'll need to talk to Unity Support directly.
Thanks, I am trying to connect Unity Support.
Hi everyone! I'm having a weird issue with my vehicle setup in Unity. I'm using a 3rd-person controller, but the problem is with the front-left wheel. The mesh appears to be inverted - the rim is facing inwards instead of outwards.
Just to clarify, the wheel is a single combined mesh (tire and rim are one object). I’ve been struggling with this for 4 hours and nothing seems to work. It’s not just a visual glitch; it actually affects the physics. When I try to steer, the car flips over because of how the wheel/collider is interacting with the ground. It's making the car completely undrivable.
hello
!ask @flat parcel
: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
this may be several issues at once
are you using physics to distort the mesh? how about Shapekeys? Lattice? i mean, a mesh does not just deform unless you are changing it through some means
perhaps the tire has a negative scale on one axis?
one of the issues might be an optical illusion of inverted Normals
!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**
No, I'm not using any intentional deformation like Shapekeys or Lattice. The issue is that my Wheel Collider (the green circle) seems to be misaligned or too thin compared to the 3D wheel mesh. When the car tilts during a turn, the mesh clips through the ground before the physics collider can react, making it look like the wheel is "sinking" or becoming transparent. I'm currently working on realigning the Wheel Collider and adjusting the suspension stiffness to fix this.
check what Fen said.. that makes some sense
also, there is a dedicated #⚛️┃physics room
THANK YOU BRO
!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**
your message was already deleted by a Moderator, And, the collab was already posted at that time
@old anvil
what is meaning
@old anvil Read the bot message and follow the link #💻┃unity-talk message
means you cant post what you did in here
so how i acn do
run the message through a translator if English is not your primary language
Use a translator.
run this through a tranlsator
@old anvil Use a translator to translate this #💻┃unity-talk message
"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:" https://discussions.unity.com/c/collaboration/46
ok thanks for your help but what should i do can you help me
you have already been told what to do. either get a friend to translate for you, or keep trying machine translation.
no what i do on my story
no, i cannot help you. most cannot since there is too much of a language barrier.
Anyone heard of StereoBehavior?
honeslty im surprised, most translators including google translate are good enough to hold conversations in, this person might just be too young to understand whats being said to them language barrier or not
i have to agree
I prefer DolbyAtmosBehaviour
no my primary language is arabic
Google's service, offered free of charge, instantly translates words, phrases, and web pages between English and over 100 other languages.
i think you just further prove my point
advice about What Specifically?
yes
i have story about game but i need a team
@old anvil You've been told already, this is not the place to ask.
where i can ask
that is not a term i have heard of. do you mean stereoscopic rendering?
yes it is excellent
it is better than mono because thats the stuff the beatles used in the 50s
I see. Thank you. 🙏
i was in language barrier mode. i missed the joke entirely.
i wanted to develop on roblox but they kinda made it ass so im switching to unity
alright thanks
Question is there a way to detect when a device is connected/disconnected and to activate a method based on that?
Like when to give aim assist if a controller if plugged in?
i have a firing point for lal projectiles to come out... somehow some of them come out 1cm on the right... makes 0 sense
Specfically I'm trying to disable player controls until they reconnect a device to the PC
oh wouldn't that just be enabling/disabling the input actions?
Yes
Im fairly certain I cant just make unity force disconnect a device so I had to resort to just disabling the movement system when they enter an area
Right now im trying to figure out how to get a method to trigger when I connect a new controller or device so that movement re-enables
Are the projectiles a prefab ?
yes
youve verified that the transforms for all the object in the prefab are set up correctly?
but has nothing else to interviene with it
show us the script
initially thought it might be a collider or something
show us the script that handles the spawning
and the projectile script itself
!code
📃 Large Code Blocks
Use links to services like:
https://pastes.dev/
https://paste.yunohost.org/
https://share.sidia.net/
https://paste.ofcode.org/
https://paste.myst.rs/
📃 Inline Code
Surround code with three backquotes. Not quotation marks.
To format as C#, add cs to the first line:
```cs
// Your code here
```
Add a comment with a line number if there is an error message.
this is for the projectile
it also has the pooling system in it
I don't really know how to do it but I think you need to look up how to enable/disable input actions from unitys inbuild input action map
This could possibly be it
does it happen if you lower the rpm
i noticed sometimes when i have projectile pooling its as if unity doesnt give the object enough time to return its transform back and it offsets it
is there a way to do LUT in 2d post processing?
it still happens even if the attack timing is slower
does the projectile script also handle spawning the projectile?
this is the controller for the animations and shooting point and everything
yeah no i think this website just has shit caching
it's done this a lot of times
it loads for me
Is catlike coding down for anyone else. Is there a downloaded one I can use?
it is down here too
dam!
Looks like they're a better game developer than web developer: https://web.archive.org/web/20260430163003/https://catlikecoding.com/
I wish I can download it
could it be the spinning causing this?
offsetting the spawn position if its tied to that game object?
I thought it is the animation
doing the testing right now
nop
it functions weirdly too
i am not a programmer. as someone who hacks through things, i would try calling it in fixedupdate. i would even test in lateupdate
not the reading of the key to fire, but the call to the animation
The rpm might be too high to have individual projectiles here honestly
unless you specifically need them to be projectile based
updating the animator would happen on frames anyway though, unless it were manually set to use the fixed timestep
it also might be pooling issues honestly
where is the pool physically located?
ideally it should be the same place as the point they spawn from
should, but i do not trust them there comp u taters (i said that in my best cowboy accent in my head)
not should, would
@empty grotto is pivot of the projectiles set correctly? eg they're visually centered on their origin
yes, but that is not what i am saying. i am saying pulse call the animation start in fixedupdate. not try to change how the animation itself is calculated. just my train of thought, not expected to work. just something i would have tried
yeah he showed it in a screenshot
i also dont think it would be the cause, because then they would all be offset
🧐
did i not scroll back far enough? im not seeing it
he showed that the projectile prefab has 0,0,0 transforms
if you modify the velocity of a rigidbody it won't do anything until the next fixedupdate since that's when the rb will respond - i'm saying the same is true for the animator, it won't respond until the next update
i'm not asking about the prefab root's position, that doesn't matter - it'll be overridden when instantiated anyways
i specifically mentioned visually
I still think that even if it was visually offset, it would apply across all of them
if you try just pausing and checking the ones that are wrong, are they different from the correct ones in a pattern somehow? (other than the position) eg some extra rotation, a different animator state?
if each bullet were rotated differently, it could be one of the contributing causes
this is what i am trying to say. obviously not tested as i do not have the rest
private float _nextFireTime;
private void FixedUpdate() // Use FixedUpdate for consistent range checks
{
Transform player = PlayerReference.Instance;
if (player == null)
{
Idle();
return;
}
float distance = Vector3.Distance(transform.position, player.position);
if (distance <= attackRange)
{
// Only attack if enough time has passed
if (Time.time >= _nextFireTime)
{
Attack(player);
_nextFireTime = Time.time + fireRate;
}
}
else if (distance <= detectionRange)
{
Chase(player);
}
else
{
Idle();
}
}
private void Update()
{
// Keep visual here for maximum smoothness
UpdateAnimation();
}
i'm confused what you mean by "pulse call the animation start" then
i was supposed to be asleep two hours ago. it is something only my half asleep brain understood what i meant, hence the attempt at relaying through code
yeah that's understandable
i wanna make the wine/beer in bottle effect seen in half life alyx and gta 6 but i dont know how to code in hlsl and have minimal knowledge of shadergraph so i looked up some tutorials but all the videos are for unlit toony stylized ones and i want mine to be realistic. Can anyone help ive been searching for stuff for like 3 days now its driving me mad
im using hdrp btw
most of the tutorials are just showing off how to get the liquid behaviour
getting the liquid itself to look more realistic is something else entirely
but here https://80.lv/articles/simulating-liquids-in-a-bottle-with-a-shader see if this helps you
theres some good insight here
Hello, I am quite still new and I am experiencing issues with the terrain system. So I was making some grass prefabs for the terrain and it was floating I managed to fix it but then I now get this error
Tree prefab at index 0 is missing.
All prefabs are there but idk how to fix this. Would be thankful for help.
Anyone remember a game called wwe immortals
i have no idea of what im doing but im doing, now im trying to learn about equipment
Is there a particular question?
Where should I manage item placement and respawn behavior in my project?
I want to understand how positioning and respawning work so I can structure my game properly.
Also, since I’m using free assets, I’m worried about having duplicate or unused items — should I organize and delete assets now, or leave that for later?
Hey everyone! 👋
I’m just starting out with game development using Unity, and I don’t have any prior experience in this field.
Right now I’m using OpenAI Codex to help generate code and ChatGPT to understand what I need to do, but I still feel a bit lost when it comes to the overall development process.
To give some context: I work with roofing, so I’m used to having a very clear step-by-step process (start → middle → finish). In game development, I’m struggling to understand what that “correct order” should be.
Here are my main questions:
At what point should I start building the map?
Should I focus first on core mechanics (movement, combat, etc.) or start building the world?
What features should come first in a project like an MMORPG?
How would you structure the early stages to avoid a messy project later?
I really want to learn the right way from the beginning and avoid rework in the future.
Any guidance or advice on how you approach this would mean a lot 🙏
I know I could ask gpt it but I think a professional opinion is wayyy more valid 😄
thank you i’ll have a look
"I really want to learn the right way from the beginning"
youre not exactly off to a great start...
using ai to write your code for you
also youre trying to build an mmorpg alone?
😢 xD
typically you go for a prototype first
also an MMORPG is a massive project, it should not be your first - you will very quickly burn out before reaching anything presentable
What's the best way stopping the canvas overlapping with the 3d scene
yes and I saw its the most complicated, but I dont want nothing to much, so far I'm trying to figure out how works, now its more for learning, no i have the code and i ask to explain the code to me
what's the issue there? the canvas is in screenspace, it doesn't exactly exist in the same space to physically overlap
just being an MMORPG is already a lot, "nothing too much" doesn't really work
and yeah no don't use AI for learning
you need prior experience to use it properly, which you don't have right now
in edit the scene, the canvas blocking some sceneparts
I have done so far a Tower Defense online course it was fun, i was thinking about do one for 3D game a saw one for 65$ i may end up getting it so i can learn the step by step too
If you want a proper workflow honestly you should do some smaller projects first instead of diving right into your main goal
free courses exist btw
gotcha, you can hide it from the scene temporarily with the eye icons in the hierarchy
Passion and a goal is great, but without experience you're just gonna fast track to burnout
ask me how i know
Hii, any idea why mixamo doesnt work?
can you be more specific
Mmm I usually do the spawn management in the game, item data from either simplejson or an SO.
For the extra assets you usually don't need to worry, they only get added to the build if referenced or in special folders
Im sorry. The anymation doesnt play at all, the model is rigged and on my other models its the same setup except there it works. In play mode, looking at the animator its playing, but looking at the model it aint
When I build my game it crashes mid way through can anyone help?
Share your last editor log with this info in #💻┃code-beginner or #1390355039272439868
What do you mean
If you want help with unity crashing mid build you need to share your editor log file (because that will contain info about the crash)
I hope this makes sense
What is that? I'm still kinda new to unity
a log file?
Yes
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
I can't find it and it is very confusing for me.
The paths above state where it can be found for your OS. %LOCALAPPDATA% can be navigated to in explorer to jump to your user app data local folder
Some independent research can explain this more ⬆️
If that STILL confuses you then i guess time to learn more about finding files
From my POV it's like trying to understand ancient hieroglyphics without researching anything about it or even have any knowledge about it.
So yes it still confuses me.
@plain dagger
just read the ai thing from google
Okay
Ok
how to improve this? it feels blank
Add colour to the bar where the black dot is so when it goes side to side theres colour coming out behind it like a trail yk?
sure
lemme see
ok im sorry
Fun Fact no one asked for but I thought it is worth sharing: Had to manually copy a Renderer2D using File Explorer from older Unity project just because Version Control decided to lose the original upon recovering
you've screenshot the bug reporter tool, that's unrelated to whatever issue you are referring to and is how you report issues to unity
So how do I stop it happening mid build
stop what happening
The whole project crashing mid build
!logs well first, you need to find out what is actually causing it
Editor logs
Windows: %LOCALAPPDATA%\Unity\Editor\Editor.log
MacOS: ~/Library/Logs/Unity/Editor.log
Linux: ~/.config/unity3d/Editor.log
Unity Hub
Windows: %UserProfile%\AppData\Roaming\UnityHub\logs
Mac: ~/Library/Application support/UnityHub/logs
Linux: ~/.config/UnityHub/logs
I tried that but I can't find the issue
then i don't know what you expect anyone to tell you
Idk]
If only someone said what to do before hmmm....
Yeah I really wonder
does anyone have a moment to help me with my issue? its related to a blockbench model exported via fbx with animaitons into unity and using the nav mesh for navigation
!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
ah my apologies but thank you
im working on a system that im considering to make it an asset or at least compatible with most projects.
it requires (or at least i see the most effective solution to a problem i had to be) downloading an asset that allows for multiple tags per game object, or coding it myself
from my experience, having several tags on a game object seems to be quite handy, meaning other projects would likely already have an asset that does that or has implemented it in some way
what worries me is that if i add my own way of adding several tags to a game object, it might clash with already existing multi-tag systems, or if i rely on an asset to make it happen, then there is too much dependency
i am seeking advice on how to approach this
Tags are usually not a good solution for indicating what an object is and seeing as it takes 5 mins to do this id not bother
Hey, does anyone have any cool, high-quality assets for FPS games? Like buildings, props, etc.
the asset store does
most people just use checking for components as checking for "tags"
if(thing.TryGetComponent(out Enemy enemy) && enemy.type == EnemyType.FooBar)
hey so the visibility toggle for publishing worlds is just gone, it vanished, help?
ping me please
by "takes 5 mins to do this" what are you referring to?
Making a component to hold a list of strings
in a first person game when importing assets, is it "normal" having to change the scale by a good amount / having to guess whats about the right scale? For example I imported a weapon and I had to change its scale to 0.2
i suppose thats often better, but i dont think that would work in my case. I have several "obstacles" with different behavior, some are solid, are have trigger colliders, and i want to identify which is which on collision, which i do by having a tag for each object, like "spike" tag, "lava", "poison gas", etc. but id like a way to also know if its an obstacle or not, without having to check every obstacle tag individually, cant use collision layers for this either because some obstacles are "ground" layer for ground collision related logic, etc. I also use several tile maps and the obstacles can be spread across several of them due to their different nature, i could grab all tile maps in some sort of manager on game start, and build a "combined tile map" (i have a system for that already where it can create a collection of a tiles combined attributes across tilemaps) and from that use a box the size of the player to check all the tiles we occupy and check those but that seems inefficient, so idk
hm so a sort of tag-like approach that isnt tied to the actual tag system?
this is inheritance
Obstacle : MonoBehaviour
Spike : Obstacle
Lava : Obstacle
PoisonGas : Obstacle
etc.
hmmm i see
are you familiar with inheritence as a concept?
yes i understand your approach
we can trygetcomponent Spike to know if its a spike or try get component obstacle if we want to know if its any tpye of onstacle
and we create a script to contain those classes and attach em as component
i suppose i had subconsciously narrowed my view on this too much on this
what im working on is a pathfinder and i already had a sort of database containing information on tiles, like an SO containing a list of obstacle tiles, a list of X or list of Y so i was trying too much to link it with that in some way or rely on something too simple like tags
yes but going further down this path, depending on what your doing you ideally would never need to trygetcomponent the specific decedents of Obstacle, because you would use inheritance based functions to handle this, eg. you might have
Obstacle
public virtal void OnPlayerEnter(Player player)
Spike
public override void OnPlayerEnter(Player player)
//damage the player
hm so we alwyas get component obstacle and call this virtual method with the player as a parameter to do what u want it to do to the player, and each sub cass overrides the method for custom implemetation
that is a cleaner approach
yuuup
i just hadnt really planned for any logic for these obstacles, just different damage but i suppose this is better
that way also obstacle can have a "damage" field also
just gennerally inheritance stuff like this will clean up your code and make things make way more sense
which is used in the overridden method
can someone dev my game
you don't have to do this but going a layer deeper a lot of games would go straight to having some kinda Interactable base layer and then Obstacle might descend from that
so then Obstacle is no longer in charge of figuring out when the player (or other entities) have contacted it or not
so it would now be
-Interactable
-Obstacle
-Spike
-Pickup
-HealthPickup
etc. etc.
hm interesting
i do have item class
i worked on it long time ago so my memory is hazy
but its essentially a similar set up to thialready actually
or itemPickup and item
i dont quite get the benefit of having another layer though
what would be similar between everything that having a main parent class as such would be beneficial?
or i sippose just a "OnCollide" overridable method
to clean up collision method in player down even more
Instead of Obstacle and Pickup both having literally different (but potentially identical) implementations of detecting when the player is "interacting" with them that would be instead just 1 implementation defined in Interactable
this is good because your only maintaining that single implementation, but also in a more theoretical sense it's not really Obstacle and Pickups "job" to do those kinda physics/ontriggerenter things
i mean they contain logic on how to hanlde it but its the player OnCollisionEnter2D that handles it
or on trigger
right
your more than welcome not to immediately jump into doing that though, i'm just elaborating on where this inheritence type path can go
potentially yeah but with this the player only has to know/care about Interactable, not not if its Obstacle or Pickup etc.
Player : MonoBehaviour
OnTriggerEnter(Collider other)
if (other.TryGetComponent(out Interactable interactable)
interactable.OnInteract(this)
Interactable : MonoBehaviour
virtual void OnInteract(Player player)
but thennn we could also apply this inheritence stuff to player as well, where it could be
Entity : MonoBehaviour
Player : Entity
and now Interactable could have
Interactable : MonoBehaviour
virtual void OnInteract(Entity entity)
and now because we have layered inheritence going down both sides you can have situations where an enemy (deriving from Entity) could naturally trigger a PoisonGas stuff
and all of this is without using tags 😇
feels like this might get a little messy but definitely will take it into consideration
once i finish my pathfinder i might revisit every script and do a bunch of reworks
inheritance and/or traits exist in languages for a reason
a this point im starting to believe tags are just there for beginners
They really are
saying this should pop a achivement for being a unity programmer
your getting there !
honestly even first time i used them they felt a little limited
Im not surprised unity only uses it for main camera assignment
but i suppose gotta start slowly
yeah i don't expect you to take it all in from the get go but that's the path towards "better" code in that regard
i won't elaborate because they are a little scary but just for term association Interface's play into more sophisticated approches to this kinda inheritence stuff
i do have an "enemy" class in my game and then "ground enemy" and "air enemy" since i hadnt really thought of any other entity but yea i suppose i was half way there, regardless this is still quite nice to hear
sometimes you just need to hear things after a certain level of experience and you absorb that information differently
oh yes i watched a few tutorials about them
i think i used them in a previous project which now uh sits in the dust after i tried making the game multiplayer and messed everything up (no version control) and gave up on it
but yea i think i need a little more experience for them to feel more uh enlightening
games are software and good design patterns for software are well documented online
Modern languages have features such as interfaces for good reasons
im still such a rookie 😵💫
Sigh. Now I am trying to use godot.
this server is not the place to get support or vent about it :/
Okay, I may done after this.
unityden anallayan türk varmı
i need some possible suggestions
what do yall do if you leave a project for a while, come back to it, and then its just broken
fix it
i dont know what to fix, it was working before i went on break 
i just wanted to quickly go through my entire game, at least the like the basic system, and it just
start with whatever is not working
ai nav meshes
ok so Start there?
maybe if i reload the entire project it'll go back to normal
ah that would have been too easy 🗿
its this nonsense again
thats an easy fix
if it is any closer to the surface its going to be fused into the object
is there something im misunderstanding about it
okay every single level simultaneously broke for the same two errors ig
how did you verify your agent is actually still active and on navmesh
actually all but one
if you have multiple agents start by disabling their gameobject and work with just 1 at time
i realized my mistake
the agent is active. the surface is not.
ah yeah that'll
that'll do it
see, easy fix
you might've set it and forgot about it, i've dont that b4
new 2 week break incoming once more 🗣️
also if you aren't already start working with Version Control in case you need to revert anything
i think i originally set it up but then something about it irritated me and i undid it
it might have been something to do with trying to access it on a different device and not getting anywhere
git is easy and gives good piece of mind things are backed up
Quick question for Unity devs here:
How much would you charge for a Match-3 game (Candy Crush style)
if you ONLY handle coding (no assets, all provided)?
Is $2k too low / fair / too high?
Heys any Hindi language
I'd say depends on the amount of work it takes to develop. Decide on your hourly average price, then estimate the amount of hours it would take to complete, multiply and use that as the price. +- based on mood/effort/complexity.
considering there are 300 tutorials and github packages already complete, i'd say shoot for $100,000 if the buyer is that unaware/lazy and willing to invest (irony/sarcasm again, with reason)
Hello
hello
when i generate lighting the walls and floors look like this, why? the original looks like this
can anyone help the stupid lighting in my scene glitches in play mode. i would change it from realtime to baked but i have a trigger that disables it for performance
-_-
should i go with a rtx 5070 or rx 9070 paired with my ryzen 5 5600?
the rx9070 might be cheaper than the rtx5070, and they have comparable performance in games, but if you see yourself doing CUDA programming or cloning repos that use CUDA programming, only the rtx5070 will work since CUDA is proprietary to NVIDIA
I have a RX 6700XT after upgrading from a GTX1070, but I can no longer run programs that only use CUDA for gpu parallelization
Yea things like bakery are cuda only 🙁
I blame nvidia gpus being the overwhelming majority for too long
a bit off-topic so i will not really get into it, but ROCm is taking off. (imagine that as AMDs answer to CUDA)
same price they are
ill also do unreal engine
i want to get started in gamr dev so ill try different game engines probably
i did a shitty pixelart game where you can do basically nothing like last year in unity and i want to do unity3d now
and i heard rx 9070 runs like crap in productivity
also for modeling
or rendering
my 9070xt does great, blender can render decently fast with HIP rt enabled
blame software for only targeting nvidia and not cross device apis
This is so frustrating, I'm using Unity Chan's scripts for Spring Bones, works fine until I close Unity and re-open the project, suddenly none of the scripts work? Just shows me this. Any ideas?
Wow Good Mod.
Can't help but notice the most obnoxious posting while trying to read Discord.
In any case, you can promote your posting on Unity Discussions.
!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:
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does it 'wake up' if you adjust, say, a stiffness setting?
or is that not even showing
None of it shows up, even the Spring Manager does the same thing.
I checked the scripts, no errors.
i suggest deleting the Library and letting it rebuild then
@ivory flax Can You Check Your Dm?
one other thing you can do is 'refresh' the script. add like // refresh comment to force recompile and see if that helps
make sure you have read the #📖┃code-of-conduct
surprisingly worked?
But it'll break when I restart again im sure
IDK why, i just saw a similar behavior recently with an entirely unrelated script
i am very curious to see if it holds through the reload/restart
im testing now
okay I think I figured it out, some conflicting scripts that were doing a similar thing
avoided the library nuke 
thanks for your assistance
sure thing
Yo
ask away, if needed we can direct you to a better channel (e.g. #1391720450752516147 for graphic stuff)
https://learn.unity.com/pathway/game-development - is this preferable to the "Junior Developer" pathway now? i'm a C# developer already but am new to unity.
Free tutorials, courses, and guided pathways for mastering real-time 3D development skills to make video games, VR, AR, and more.
i think thats something new, never seen it before
yep! new as of a little over a month ago! :D.
they both have merit. if you have the time, i suggest both
Junior Programmer Pathway would obviously run a bit heavier on the coding side of things.
oh ok. is it weird to say i learn by doing as opposed to watching?
learn how you learn. just strive for accuracy and efficiency
is there anywhere I can ask a question about git?
need a programer for horror game
: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**
if it is Unity related, this is generally the room git questions are asked in
it probably isnt unity related but idk where to ask
not here then
read the #📖┃code-of-conduct
gotcha! i think i'll look into Game Development and then go into JR Developer for a refresher.
will Awake retrigger at the beginning of a new scene if its an item thats set to not be destroyed on load
#💻┃code-beginner would know
no
Awake is triggered when the object loads
if it's DDOL, it's moved into a new scene and stays active, not getting destroyed/unloaded, not getting reloaded
dang
thanks
Has anyone used com.unity.vectorgraphics? Did you have any problems with him?
Hi guys what is the Avg. Age here?
Directly proportional to how long it's been since someone last mentioned gorilla tag
Physically or mentally?
Hahah both?
I feel 12 mentally when I am in here
Damn and your real age?
we do not take a census, and this line of questioning is odd.
Hi, I am currently trying to build a program, but I don't know in which channel I can ask about it. Can someone help me?
: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
Can You Tell Me Where I Find Dev, Or How To Ask For Developers?
you'd follow the link in the bot message below
: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**
Well, I am trying to build a AR tracking (Using Google's VPS) application to track the user's IRL real-time position and to be able to look at pre-placed AR Billboards. The target audience is the public, as well as architects. The main idea and point is to place these AR billboards (so you can point up your device to a building and see it) with little info onto them and when pressed, to open up a popup, in which there is more information about it (architect, the year, that it was built in, and more). I am a lil ashamed to admit, that I used AI in order to try and do it, but as we all know at some point, the AI started to talk bollocks, so now I am banging my head against a wall and don't know what to do (Till now, I used the prebuilt ARCore Extensions Geospatial sample and worked on it, but I am completely open to change everything up). Can someone point me into a direction of what to do, if there is a similar thing already made, to tell me what it is and where to look for it and just help me out if possible
i would imagine there are already several frameworks to do specifically this, but the 'job' comes in in entering the data itself. it sounds like you are re-inventing the wheel, but maybe something is different about yours. if you want to know the name of other frameworks/software that is already doing that, That is what you should ask the AI. if you need technical help with specific questions you can talk to #🤯┃augmented-reality , but as stated in #📖┃code-of-conduct do not share or ask for help with AI generated slop code.
I would like to start from the beginning, AI slop is completely shit and made me bang my head against a wall for a month. That is why I am asking on where to get started. As for the size of entering the database - or now, the app will be on a local level.
ok, then your best bet is to check the Pinned Messages in the linked #🤯┃augmented-reality room, to start
what should I look for?
you click this
you follow the links that interest you.
but, what should I go for? the samples, documentation, what?
you need to snap out of "i am talking to AI" mode, and snap into "thinking for yourself" mode.
can somebody help me? Everytime I enter the playmode in unity, it just loads forever and freezes. Im on mac
This random picture of your macbook isn't particularly helpful. Most likely you've written an infinite loop in your code
I completed the essentials pathway, and only a couple of errors, I'm pleased, I expected far more
I didn't do the publishing aspect, as I've no interest in it, currently
yeah, it is commonly skipped
Were you recently writing some code? It most likely is in the code you were most recently touching.
alright thanks ill look there
If you have recently written any while or for loops, those are the most likely suspects
oooh i found it thanks guys appreciate it
It helped me understand some solid basics with the physics of the engine, which was nice
now to see if I can apply this stuff to my project
if you had read the #📖┃code-of-conduct you would know that, that is a topic not allowed on this server, period.
Oh ok,I‘m sorry
@frigid thorn Why are you pinging an admin for this?
@frigid thorn Read #📖┃code-of-conduct , don't ping people into your questions. Research the topic and ask an informed question.
liar
@byte.apk kicked
Reason: spam
?ban 1258971032107225223
byte.apk was banned.
Imagine coming back to whine that hard. Oof.
Hey heyy!! I'm pretty new to unity and coding in C#
is there someone who can help me out with my school final project?
as a 2D animator, coding is not my strong suit
i understand this question is silly but how do i make my image texture filtering - closest not inside unity before i import the png
Hello, I`m new to unity, but unfortunately I ran into some problems trying to open a new file. I´ve recorded the way I try to open the file and the error message that pops up. Retrying doesn´t help and clicking diagnose closes the file I´m trying to open
Did you read what it says? Your unity installation is likely corrupted
Re-install that Unity editor version
I`ve already tried that a couple times but it never worked for me unfortunately
Check the file path mentioned in the error