#💻┃unity-talk

1 messages · Page 118 of 1

gray frigate
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can you open the Sprite Editor for the spike sprite?

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i'm guessing that the spike image is just small

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it does not have enough pixels to fill up an entire tile

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(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)

crimson bluff
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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

gray frigate
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automatic conversion only works if there's an equivalent URP shader to switch to

copper gust
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^ if the shader doesn't support the pipeline your using you'd have to remake it yourself

ocean night
crimson bluff
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I hardly even know shaders and stuff too

gray frigate
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Both will have the same effect

copper gust
worldly cave
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thats why most assets let you know what pipeline version they are made for on the asset page itself

crimson bluff
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Is there another alternative to fix it or something close to fixing

copper gust
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not really

worldly cave
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no

crimson bluff
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How do I recreate it

copper gust
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Not to be like cynical but if you haven't messed with shaders before the short answer is you don't

worldly cave
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Yeah it wasnt a fully serious suggestion lol

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you basically bought the wrong kind of fuel for your car here...

crimson bluff
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Oh I didn't do anything with the she shaders or something

gray frigate
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in practice, it could be a pretty simple fix (e.g. replacing a few old imports with new ones)

copper gust
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but knowing what that means and fixing it is like

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its difficult to learn how to fix shaders directly, you'd have to learn how shaders work then understand the problems like naturally

pearl oyster
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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

misty pollen
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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

potent geyser
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What experience level are you?

misty pollen
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I've dabbled in jquery, python, html and css, but I'm assuming most of it is outdated and I need to start over

potent geyser
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Sure, you can start with just the understanding of C#/Unity as a whole before you jump into your idea

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!learn

vagrant rootBOT
potent geyser
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Then with the foundations down, you can start building on things you need to actually make your game.

misty pollen
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I've been doing the unity tutorial, essentials pathway, and so far its all...intuitive?

potent geyser
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What's your idea?

misty pollen
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I want to make one of those merge puzzle games, like merge dragons or elves, with some adjustments

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theres things that would make playing that kind of thing better, but people implement them sparingly, or locked behind paywalls

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So I'll try it myself, for funsies

potent geyser
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And the issue is you don't know where to start with the game as a whole?

misty pollen
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yeah

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I mean, I understand importing assets and all that

potent geyser
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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.

misty pollen
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but how to tell it this item goes here when you do this

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or store this item here

potent geyser
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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.

misty pollen
gritty dagger
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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 .

gray frigate
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I'm guessing you're doing physics queries to decide if a fence is allowed to spawn or not

gritty dagger
gray frigate
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please share your code properly:

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!code

vagrant rootBOT
gray frigate
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videos are very hard to look at

gritty dagger
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ok

gray frigate
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meaning that the things you just spawned won't be detected

gray frigate
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you can deal with this by calling Physics.SyncTransforms() before doing a query

gritty dagger
gray frigate
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Your current code is calling SpawnFence() once every frame

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this will fill in every single available lane sooner or later, since it's trying over and over

gray frigate
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since you did Random.Range(0, fenceSpawnPos.Length)

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perhaps you should do Random.Range(1, fenceSpawnPos.Length) instead, so that you always try to spawn at least one fence

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You'll also want to make sure you can't spawn a fence in every lane

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subtract 1 from the upper limit to do that

potent geyser
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Get your grid generated, spawn some units on it, move a unit. That would be more than enough to get started.

gritty dagger
gray frigate
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Even if it only decides to spawn 1 fence, you're calling it again the next frame

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so you eventually fill in all of the spots

gray frigate
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Random.Range excludes the high value

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so if you do Random.Range(0, 3), you'll get 0, 1, or 2

gray frigate
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which could still block every lane in just one call

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but that's not going to happen

misty pollen
potent geyser
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Watch a video /tutorial on how to make tetris, that would be a good place to start

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Unless someone made a mergin ggame tutorial already

misty pollen
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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

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There is a tutorial on collision merging, which will be useful, later

gritty dagger
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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

gritty dagger
brisk inlet
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Did you do galaxy strike?

gritty dagger
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yeah ofc

brisk inlet
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I'm on galaxy strike atm lol 😄

gritty dagger
twilit wraith
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Here are the images. Any chance you could exlain were the icrement snapping UI are?

brisk inlet
trim belfry
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İ need whishlist guys hpw can ı made it

brisk inlet
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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

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@gritty dagger xDD

worldly cave
trim belfry
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for my game

worldly cave
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are you talking about steam?

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if so you handle that through steam

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has nothing to do with unity

gritty dagger
polar basalt
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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)

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something like how conditional compilation works #if UNITY_EDITOR...

gray frigate
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Are you trying to prevent debug assets from being included?

hushed hamlet
polar basalt
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yes i figured that sorry for going away and thank you

hard parcel
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just looked at it, doesnt look too challenging but sure

worldly cave
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theres a lot of cool vfx/ui combinations they do

hard parcel
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looks like a 2 way router

worldly cave
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its all world space ui iirc

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pretty much all of it

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look up "division 2 contaminated zone" and see how the UI interacts with the enviroment, its really neat

hard parcel
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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

Game UI Database

The ultimate tool for Game UI and Interface designers. Explore over 1,300 games and 55,000 UI screenshots. Browse and filter by category, animation, colour, material, layout, game genre, and more.

worldly cave
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oh yeah those are just basic menus, but wheres the challenge and fun in that ;)

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if you wanna show off your asset, you gotta really show off

hard parcel
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You are talking about the little HUD display that follow the player

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yea that 's also extremely simple

worldly cave
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but the hud does interact with the enviroment

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its weird to describe

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i guess you really need to see footage of it

hard parcel
worldly cave
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yeah thats just the hud

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that parts simple

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but lets say you walk near some POI, the hud will litterally react and draw lines towards it for example

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its really unique no other game does it i think, so its a good opprotunity to show off what your asset can do :)

hard parcel
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In the library it would be a simple, portal usage with game object

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I'll search

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dont really know the game , if you could find a little video of that would be helpful

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Ah i see what you mean

jovial sapphire
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what is the best "first move" for a complete beginner in unity? to start with for possibly a first game practice test?

copper gust
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!learn

vagrant rootBOT
bright helm
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damn

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can you vibe code a unity game having 0 knowledge in c#

jovial sapphire
bright helm
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LETS GOO

jovial sapphire
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claude code is actually very good in coding you can connect it to your files

bright helm
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whos putting thumbs down

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show urself

hard parcel
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Thumbs up or down wont change reality.

copper gust
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the lying machine is not a good teacher

bright helm
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enlight us with your opinion

hard parcel
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He didnt ask for a teacher he asked about vibe coding

jovial sapphire
copper gust
bright helm
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also am expecting yall to be game devs swho made games

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how many installs did you get assuming you uploaded your games

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and how much did you made from them

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damn 🥲

jovial sapphire
bright helm
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can we really get rich from making games.. im starting to lose hope 😭

copper gust
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most people cannot no

jovial sapphire
balmy kettle
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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

bright helm
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oh

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how about installs does your games reach the light and peoplr install them

jovial sapphire
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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

copper gust
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I'm at 14.5mil downloads and $900 profit 😭 but those are mods so

stiff quest
bright helm
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DAAAAAAAAMN 14MILLION

hard parcel
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14.5 m download and only 900 in profits ?

misty pollen
potent geyser
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Grids are grids, how you visually represent it is up to you.

misty pollen
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Ok, thanks, still learning, obviously

balmy kettle
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why did you click that?

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that's just the tab. the screenshot isn't telling you to click it

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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

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you literally can

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see how painless it is to get help when you are up front about what you do/do not see?

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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

tidal bobcat
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Is there a Unity Recruiting Channel I am not seeing?

balmy kettle
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!collab

vagrant rootBOT
# balmy kettle !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**

tidal bobcat
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thx

sweet tartan
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you turned the gizmo off

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turn the icon off by clicking on the icon in the window you have open

balmy kettle
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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

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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.

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!support

vagrant rootBOT
balmy kettle
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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

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are you being intentionally obtuse about the difference between an official support channel and an official community?

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the support here is community-driven. not directly provided by unity. they just control the server making this their official community

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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?

copper gust
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this isn't a legal conversation

balmy kettle
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also suggesting an LLM for legal information is fucking bonkers

copper gust
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its 2026 people can't even get a hold of "unity offical" for legimate reasons let alone this nonsense

balmy kettle
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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

copper gust
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i mean yeah that's about the only big thing they are investing in right now lol

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Just an insanely unappealing personality.

stuck flower
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Oh god people like this are actually real

copper gust
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@potent geyser got a lil freak here

stuck flower
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I thought this was a thing grifters pretend to be to sell dick pills to awkward teenagers

potent geyser
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Whatever is happening here, we can stop, thanks.

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Childish insults included.

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No need to respond either ^

stuck flower
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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?

potent geyser
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Yeah, but I don't care. I'm telling you all to stop,thanks.

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If you have a question, feel free to ask.

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If you have feedback for Unity, the best place is on the Unity Discussions forums.

stuck flower
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Dude doesn't know how to click a button and turns into a fuckin James Bond villain

potent geyser
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Okay, next respond from either will mute you.

stuck flower
potent geyser
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We don't need to keep getting last words, it's tiring

scenic heron
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when i click add liscense and select the free one it doesnt do anything

balmy kettle
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!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

vagrant rootBOT
kind cosmos
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Ello (^▽^) everyone

balmy kettle
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<@&502884371011731486>

charred fog
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@half rain You've been told already there's no off-topic here.

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If you have feedback about Unity post in Discussions forum in the appropriate thread.

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!forums

vagrant rootBOT
charred fog
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!mute 1428173977771315343 3d Ignoring warnings, off-topic spam.

vagrant rootBOT
charred fog
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@half rain Also your very last warning concerning insulting people on the server.

bitter reef
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Can someone explain to me how unity handles multiplayer

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Like how do I start making multiplayer elements

latent meadow
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@bitter reef they are at the top of the main thread

bitter reef
narrow sequoia
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Does anyone else get errors when making a new project?

latent meadow
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show the errors with screenshots. include the version. include your operating system. Etc, Etc.

narrow sequoia
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oh right

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i just thought it'd be a common thing but i cant seem to find a solution

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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'

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which seems like something is installed wrong

latent meadow
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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.

narrow sequoia
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man

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i guess i'll try

latent meadow
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let us know if errors persist. i am pretty sure they will not.

narrow sequoia
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unity 6.0 worked

hot juniper
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I am coming back to unity after a few years, should I go with a character controller for my horror game?

pearl oyster
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How else should the character move? Or do you mean the built-in CharacterController?

torpid zephyr
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Is there anyone here? I need a little help

latent meadow
torpid zephyr
vagrant rootBOT
latent meadow
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also, vrchat is not supported here, as i suspect that is where this may go

torpid zephyr
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I do develop vr games yes. But nothing for vr chat whatsoever

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It’s auctally a couple questions about Unity version 2021.3.27F1

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And a big problem that is stopping me from building my game

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It occurred after I uninstalled and reinstalled my Unity version to fix a different error

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I can’t open Player Settings without my project just closing. No error messages no nothing

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No logs

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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

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It hasn’t logged anything

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And I can’t figure out a way to fix it

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And I also can’t fully reset my player settings or im screwed

copper gust
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most of us don't use unity 2021 so we might not be able to help you

torpid zephyr
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I love older Unity versions and auctally this is the only big problem I’ve ever had with 2021 surprisingly

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But I am unable to switch to unity 6 without big errors.

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Well

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Not errors but major problems

clever comet
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mayhaps

copper gust
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they would probably suggest upgrading

clever comet
#

Does anyone know where I can learn some Directional Movement/Strafing/ or just a full realistic locomotion set up

hard parcel
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@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

jagged cove
#

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)

pearl oyster
jagged cove
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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

abstract umbra
torpid zephyr
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But 2021 worked for everything else I had

abstract umbra
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It worked, now it doesnt

latent meadow
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i have them on temp ignore since i am not a fan of spamtastic chat, but did they try deleting the Library i wonder

torpid zephyr
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It has nothing to do with the library

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The library folder isn’t attached to the Unity version on 2021

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Therefore it doesent do much deleting it

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lol

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Because it is a editor issue

torpid zephyr
abstract umbra
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Also im not using 2021, dont see why would i

torpid zephyr
copper gust
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i've been super happy on the lts versions of 2022

torpid zephyr
copper gust
abstract umbra
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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.

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It may look scary, i had hundreds but it was just 2 or 3 repetitive errors

jovial sapphire
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!learn

vagrant rootBOT
latent meadow
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it is also in the Pinned Messages

latent meadow
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do not cross post

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@tropic oyster

tropic oyster
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i posted it like a day ago in code-beginner and it got lost and ignored

latent meadow
tropic oyster
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aight

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do you have any opinons on the topic perchance

charred fog
#

@tropic oyster You might want to provide more information.

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Also why are you continuing here if you've created a thread elsewhere.

tropic oyster
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I wasn't continuing here, I was wondering if they had opinions and then we could move to the thread I made

charred fog
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So clarify and ask questions in the thread

tropic oyster
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Alrighty

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I guess in a 20k person server separate channels need to be enforced :/

charred fog
latent meadow
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i am not a programmer. i do not have advice

tropic oyster
charred fog
#

What steps did you take to debug this?

silk dagger
latent meadow
#

!code

vagrant rootBOT
silk dagger
#

Just this code, and when i try to run the game — the character floats endlessly

charred fog
latent meadow
charred fog
#

So why are you asking here if you didn't attempt even to solve the problem yourself?

tulip linden
#

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?

bitter horizon
#

do i really need to learn all of C# just to get started on scripting in unity?

silk dagger
#

Unity keeps crashing, i also download other editor verison

charred fog
latent meadow
#

also, the Junior Programmer Pathway on the learning site is a good start

vagrant rootBOT
#

:teacher: Unity Learn ↗

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

latent meadow
#

it is not terribly surprising that 6.4 crashes. 6.0 shouldn't, unless you do something strange @ Jangan

bitter horizon
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i meant do i need to learn everything inside of C# to truely start making stuff in unity?

silk dagger
latent meadow
tulip linden
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the more complex the feature, the more knowledge you will need

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much of it you will only pick up along the way

bitter horizon
latent meadow
#

my advice is what i already said. do the Junior Programmer Pathway on the already linked learning site

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learning as you go is fine

latent meadow
#

that is what i linked.

humble kayak
#

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

humble hatch
#

Hello! Can anyone provide me a way to solve the problem of spamming input axises?

humble kayak
#

Yeah, like my own crafted api

brisk inlet
#

Can anyone help me? My game gets super laggy at this point of the game I don't understand why?

humble kayak
#

OH MY GOD

bitter horizon
humble kayak
latent meadow
#

look at the tri and vertex count @brisk inlet

humble kayak
brisk inlet
#

or where they're coming from, why it's happening 🙁

bitter horizon
humble kayak
#

More is worse

brisk inlet
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how do I get rid of draw calls

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i marked everything that doesnt move as static already

humble kayak
#

Oh

bitter horizon
brisk inlet
#

I enabled GPU instancing as well

humble kayak
#

😭 🥀 ✌️

brisk inlet
#

🙁

humble kayak
#

Go to yout tube and find smth called draw call optimization, it helps a lot

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Thats how I optimize

latent meadow
#

also, see if you can reduce the tri count

bitter horizon
# humble kayak Sure

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?

humble kayak
# brisk inlet 🙁

Also, remember- 20000 draw calls is an achievement, I lag out at 1000 and had to lower that 😭

brisk inlet
#

idk what's going on it with 😭

humble kayak
humble kayak
charred fog
brisk inlet
#

but it doesn't make sense for anything to happen at that exact moment of the game D:

humble kayak
brisk inlet
#

but it randomly just does D:

humble kayak
#

Where does the lag spike at how many batches in the stats thing?

latent meadow
#

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.

humble kayak
#

Yuh

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What he said

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Your game is tryna render too much and your cpu is bottleneching the gpu

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Just find some tut and it should help UnityChanThumbsUp

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Here actually let me link ine

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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:/...

▶ Play video
brisk inlet
humble kayak
#

Did you try combining all of the models into 1?

tight geyser
#

hi i created a game and uplouded it to itch i would love if you could check it out
the binding of gal

brisk inlet
brisk inlet
humble kayak
brisk inlet
humble kayak
#

I know, go search up how to do them

brisk inlet
#

but idk why I need it if the tutorial didn't need it

latent meadow
#

then just delete the terrain and call it a day. in fact, delete the whole game. (sarcasm if not obvious)

humble kayak
#

Occlusion and frustrum culling have nothing to do with batches btw

#

They just help with optimization

humble kayak
#

It looks like a fun game

fierce spoke
#

Hey everyone!

latent meadow
grand jacinth
#

why is the color changing like that?

latent meadow
#

changing when/where

grand jacinth
#

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

storm patio
violet thunder
#

Transparency is something you'd fix in an image editor

grand jacinth
#

okay

#

thank u

cinder inlet
#

Guys. I have 650 euros to spend, what laptop can I buy for Unity development? I'm currently making indie games

worldly cave
#

Do you already own a desktop pc?

cinder inlet
#

Guys. I have 650 euros to spend, what laptop can I buy for Unity development? I'm currently making indie games

humble kayak
#

Good! Great!

humble kayak
charred fog
humble kayak
#

Oh wait idk euros

brisk inlet
# humble kayak Good! Great!

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 ❤️

humble kayak
#

Here actually imma pc builder so imma send a minimum spec pc

humble kayak
#

Unity also has an autoLOD tool for like 6.3

cinder inlet
#

I don't know what you think of when you use the term "spam"

#

Plus that guide doesn't have the information I need

brisk inlet
cinder inlet
latent meadow
charred fog
humble kayak
#

Here is pc builder

humble kayak
brisk inlet
#

I'm actually really happy rn lol I felt like I learnt something extremely useful ty again @humble kayak :))))

cinder inlet
humble kayak
#

@brisk inlet I fq so you can talk to me for unity help

charred fog
humble kayak
#

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

cinder inlet
#

ffwfrtas sorry I ftf

charred fog
#

!kick 158201337841057793 spam bot

vagrant rootBOT
humble kayak
brisk inlet
humble kayak
#

It was for you

humble kayak
cinder inlet
brisk inlet
humble kayak
humble kayak
charred fog
#

@humble kayak They were directed to the thread, stop replying here.

humble kayak
#

Mb

#

Alr

humble kayak
cinder inlet
#

My English isn't good

charred fog
brisk inlet
humble kayak
brisk inlet
#

joined :>

humble kayak
#

Lol

latent meadow
humble kayak
#

Huh?

latent meadow
#

it is a thing you read, to make sure you understand it.

humble kayak
#

Wow thats good knowledge right there

humble kayak
#

I havent seen any of your work

#

They are off topic so it yoinks them out of existance

#

Lol

charred fog
#

!warn 1185955285475537026 Don't spam on the server

vagrant rootBOT
charred fog
#

!purge 10 1185955285475537026

vagrant rootBOT
latent meadow
rain arrow
#

is anybody able to help me with the animator i dont know what im doing wrong here

rain arrow
charred fog
#

@wispy ruin If you don't have any constructive input stop spamming the channel.

untold vector
#

how can I fix this?
the SO data reference gets broken like this whenever i switch scenes

worldly cave
#

how are you assigning the reference?

#

are you dragging a scene object into the field?

untold vector
#

I just created data on the assets menu

untold vector
worldly cave
#

do you have any compile errors?

untold vector
#

nothing

violet thunder
#

No idea why this would happen though

worldly cave
#

Yeah youre right

#

maybe they changed what it inherits from?

violet thunder
#

@untold vector Show the script?

untold vector
#
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;
}
charred fog
#

And what's the file name?

untold vector
#

script file name?

charred fog
#

yes

untold vector
#

ScriptableObject.cs

worldly cave
#

it has to be GameDataSO

untold vector
#

oh

#

i see

#

it works now

#

thank you

shut cipher
#

I am in China, I just use alipay in UAS, and I got banned, sad 😭

latent meadow
#

you'll need to talk to Unity Support directly.

shut cipher
#

Thanks, I am trying to connect Unity Support.

flat parcel
#

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.

old anvil
#

hello

latent meadow
#

!ask @flat parcel

vagrant rootBOT
# latent meadow !ask <@793794556700524545>

: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

flat parcel
latent meadow
#

this may be several issues at once

latent meadow
# flat parcel

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

gray frigate
#

perhaps the tire has a negative scale on one axis?

latent meadow
#

one of the issues might be an optical illusion of inverted Normals

charred fog
#

!collab

vagrant rootBOT
# charred fog !collab

:loudspeaker: Collaborating and Job Posting

We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
• ** Collaboration & Jobs**

flat parcel
# latent meadow are you using physics to distort the mesh? how about Shapekeys? Lattice? i mea...

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.

latent meadow
#

check what Fen said.. that makes some sense

flat parcel
worldly cave
#

!collab

vagrant rootBOT
# worldly cave !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**

latent meadow
#

your message was already deleted by a Moderator, And, the collab was already posted at that time

#

@old anvil

old anvil
#

what is meaning

charred fog
worldly cave
old anvil
#

so how i acn do

latent meadow
#

run the message through a translator if English is not your primary language

old anvil
#

so how i can do

#

iam from egypt

latent meadow
#

Use a translator.

old anvil
#

ok

#

i need team to work with team

latent meadow
#

run this through a tranlsator

charred fog
latent meadow
#

"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

old anvil
#

ok thanks for your help but what should i do can you help me

latent meadow
#

you have already been told what to do. either get a friend to translate for you, or keep trying machine translation.

old anvil
#

no what i do on my story

latent meadow
#

no, i cannot help you. most cannot since there is too much of a language barrier.

pliant breach
#

Anyone heard of StereoBehavior?

worldly cave
violet thunder
latent meadow
old anvil
#

i just need help

#

can any one give my advice

worldly cave
latent meadow
#

advice about What Specifically?

old anvil
#

i have story about game but i need a team

charred fog
#

@old anvil You've been told already, this is not the place to ask.

old anvil
#

thanks

#

good luck for every one

latent meadow
rain summit
#

it is better than mono because thats the stuff the beatles used in the 50s

pliant breach
#

I see. Thank you. 🙏

latent meadow
#

i was in language barrier mode. i missed the joke entirely.

odd lion
#

i wanted to develop on roblox but they kinda made it ass so im switching to unity

latent meadow
odd lion
#

alright thanks

short grove
#

Question is there a way to detect when a device is connected/disconnected and to activate a method based on that?

brisk inlet
empty grotto
short grove
brisk inlet
#

oh wouldn't that just be enabling/disabling the input actions?

short grove
worldly cave
empty grotto
worldly cave
#

youve verified that the transforms for all the object in the prefab are set up correctly?

empty grotto
#

but has nothing else to interviene with it

worldly cave
#

show us the script

empty grotto
#

initially thought it might be a collider or something

worldly cave
#

show us the script that handles the spawning

#

and the projectile script itself

#

!code

vagrant rootBOT
empty grotto
#

this is for the projectile

#

it also has the pooling system in it

brisk inlet
worldly cave
#

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

vocal ice
latent meadow
empty grotto
worldly cave
#

does the projectile script also handle spawning the projectile?

empty grotto
worldly cave
storm patio
#

yeah no i think this website just has shit caching

#

it's done this a lot of times

#

it loads for me

frank cedar
#

Is catlike coding down for anyone else. Is there a downloaded one I can use?

empty grotto
#

can you double check?

#

it works well for me even in incognito

frank cedar
#

dam!

pearl oyster
frank cedar
#

I wish I can download it

worldly cave
#

offsetting the spawn position if its tied to that game object?

empty grotto
#

I thought it is the animation

#

doing the testing right now

#

it functions weirdly too

latent meadow
#

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

worldly cave
#

The rpm might be too high to have individual projectiles here honestly

#

unless you specifically need them to be projectile based

storm patio
worldly cave
#

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

latent meadow
storm patio
#

not should, would

#

@empty grotto is pivot of the projectiles set correctly? eg they're visually centered on their origin

latent meadow
#

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

worldly cave
#

i also dont think it would be the cause, because then they would all be offset

#

🧐

storm patio
worldly cave
#

he showed that the projectile prefab has 0,0,0 transforms

storm patio
storm patio
#

i specifically mentioned visually

worldly cave
#

I still think that even if it was visually offset, it would apply across all of them

storm patio
# empty grotto

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?

storm patio
latent meadow
#

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();
}
storm patio
#

i'm confused what you mean by "pulse call the animation start" then

latent meadow
#

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

storm patio
#

yeah that's understandable

signal grove
#

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

worldly cave
#

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

#

theres some good insight here

near adder
#

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.

hexed tendon
#

Anyone remember a game called wwe immortals

uneven tangle
worldly cave
uneven tangle
#

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 😄

signal grove
worldly cave
#

using ai to write your code for you

#

also youre trying to build an mmorpg alone?

storm patio
chrome plinth
#

What's the best way stopping the canvas overlapping with the 3d scene

uneven tangle
#

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

storm patio
storm patio
#

and yeah no don't use AI for learning

#

you need prior experience to use it properly, which you don't have right now

chrome plinth
uneven tangle
steep dagger
storm patio
steep dagger
#

Passion and a goal is great, but without experience you're just gonna fast track to burnout

#

ask me how i know

sand harbor
#

Hii, any idea why mixamo doesnt work?

storm patio
#

can you be more specific

hushed hamlet
#

For the extra assets you usually don't need to worry, they only get added to the build if referenced or in special folders

sand harbor
# storm patio can you be more specific

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

small yacht
#

When I build my game it crashes mid way through can anyone help?

plain dagger
plain dagger
# small yacht 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

small yacht
#

What is that? I'm still kinda new to unity

plain dagger
#

a log file?

small yacht
#

Yes

plain dagger
#

text file with information

#

le google would tell you this

#

!logs

vagrant rootBOT
# plain dagger !logs
📝 Logs

Documentation

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

small yacht
plain dagger
#

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

plain dagger
#

If that STILL confuses you then i guess time to learn more about finding files

small yacht
#

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

plain dagger
small yacht
#

Okay

plain dagger
#

copy pasta in explorer

#

watch computer do magic

small yacht
#

Ok

umbral mason
#

how to improve this? it feels blank

small yacht
plain dagger
#

This isnt the place for design advice 😆

#

reference the game ui database

umbral mason
misty jacinth
#

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

small yacht
#

Uhm does anyone know how to solve this?

#

Issue

#

when i build

balmy kettle
#

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

small yacht
#

So how do I stop it happening mid build

balmy kettle
#

stop what happening

small yacht
#

The whole project crashing mid build

balmy kettle
#

!logs well first, you need to find out what is actually causing it

vagrant rootBOT
small yacht
#

I tried that but I can't find the issue

balmy kettle
#

then i don't know what you expect anyone to tell you

small yacht
#

Idk]

plain dagger
#

If only someone said what to do before hmmm....

small yacht
#

Yeah I really wonder

keen heath
#

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

balmy kettle
#

!ask 👇

vagrant rootBOT
# balmy kettle !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

keen heath
#

ah my apologies but thank you

latent lake
#

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

plain dagger
#

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

main gull
#

Hey, does anyone have any cool, high-quality assets for FPS games? Like buildings, props, etc.

balmy kettle
#

the asset store does

copper gust
plain dagger
#

if(thing.TryGetComponent(out Enemy enemy) && enemy.type == EnemyType.FooBar)

silver laurel
#

hey so the visibility toggle for publishing worlds is just gone, it vanished, help?

#

ping me please

latent lake
plain dagger
lavish flare
#

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

latent lake
# copper gust most people just use checking for components as checking for "tags"

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

latent lake
copper gust
#

this is inheritance

#

Obstacle : MonoBehaviour
Spike : Obstacle
Lava : Obstacle
PoisonGas : Obstacle
etc.

plain dagger
#

Indeed

#

Or many enums to define attributes per tile/thing

latent lake
#

hmmm i see

copper gust
#

are you familiar with inheritence as a concept?

latent lake
#

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

copper gust
latent lake
#

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

copper gust
#

yuuup

latent lake
#

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

copper gust
#

just gennerally inheritance stuff like this will clean up your code and make things make way more sense

latent lake
#

which is used in the overridden method

pallid coral
#

can someone dev my game

copper gust
#

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.

latent lake
#

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

latent lake
#

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

copper gust
#

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

latent lake
#

or on trigger

#

right

copper gust
#

your more than welcome not to immediately jump into doing that though, i'm just elaborating on where this inheritence type path can go

copper gust
#
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)
plain dagger
#

Hurray for basic OO!

#

who knew we figured out this stuff 20+ years ago

copper gust
#

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 😇

latent lake
#

once i finish my pathfinder i might revisit every script and do a bunch of reworks

plain dagger
#

inheritance and/or traits exist in languages for a reason

latent lake
plain dagger
#

They really are

copper gust
#

your getting there !

latent lake
#

honestly even first time i used them they felt a little limited

plain dagger
#

Im not surprised unity only uses it for main camera assignment

latent lake
#

but i suppose gotta start slowly

copper gust
#

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

latent lake
#

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

latent lake
#

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

latent lake
plain dagger
#

games are software and good design patterns for software are well documented online

#

Modern languages have features such as interfaces for good reasons

latent lake
#

im still such a rookie 😵‍💫

shut cipher
#

Sigh. Now I am trying to use godot.

plain dagger
shut cipher
#

Okay, I may done after this.

placid lantern
#

unityden anallayan türk varmı

heady gorge
#

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

heady gorge
#

i dont know what to fix, it was working before i went on break notlikethis

#

i just wanted to quickly go through my entire game, at least the like the basic system, and it just

near wigeon
#

start with whatever is not working

heady gorge
#

ai nav meshes

near wigeon
#

ok so Start there?

heady gorge
#

maybe if i reload the entire project it'll go back to normal

#

ah that would have been too easy 🗿

#

its this nonsense again

near wigeon
#

thats an easy fix

heady gorge
#

if it is any closer to the surface its going to be fused into the object

heady gorge
#

okay every single level simultaneously broke for the same two errors ig

near wigeon
#

how did you verify your agent is actually still active and on navmesh

heady gorge
#

actually all but one

near wigeon
#

if you have multiple agents start by disabling their gameobject and work with just 1 at time

heady gorge
#

ah yeah that'll

#

that'll do it

near wigeon
#

see, easy fix

heady gorge
#

🫡

#

i dont know why it changed, but i can only hope for no more surprises

near wigeon
#

you might've set it and forgot about it, i've dont that b4

heady gorge
#

new 2 week break incoming once more 🗣️

near wigeon
#

also if you aren't already start working with Version Control in case you need to revert anything

heady gorge
#

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

near wigeon
#

git is easy and gives good piece of mind things are backed up

random badge
#

hello

#

this is my first message

latent meadow
ruby jetty
#

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?

quartz ermine
#

Heys any Hindi language

slow dirge
latent meadow
#

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)

stone bolt
#

Hello

still basalt
#

hello

ivory flax
#

when i generate lighting the walls and floors look like this, why? the original looks like this

latent meadow
bleak ridge
#

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

latent meadow
bleak ridge
jolly mural
#

should i go with a rtx 5070 or rx 9070 paired with my ryzen 5 5600?

jagged cove
# jolly mural 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

plain dagger
latent meadow
#

a bit off-topic so i will not really get into it, but ROCm is taking off. (imagine that as AMDs answer to CUDA)

jolly mural
#

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

plain dagger
#

blame software for only targeting nvidia and not cross device apis

clever comet
#

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?

dim anchor
#

Wow Good Mod.

potent geyser
#

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

vagrant rootBOT
# potent geyser !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**

latent meadow
#

or is that not even showing

clever comet
#

None of it shows up, even the Spring Manager does the same thing.

#

I checked the scripts, no errors.

latent meadow
#

i suggest deleting the Library and letting it rebuild then

dim anchor
#

@ivory flax Can You Check Your Dm?

latent meadow
#

one other thing you can do is 'refresh' the script. add like // refresh comment to force recompile and see if that helps

latent meadow
clever comet
#

But it'll break when I restart again im sure

latent meadow
#

IDK why, i just saw a similar behavior recently with an entirely unrelated script

clever comet
#

strange

#

very strange

#

it also reset ALL of my settings

#

painful

latent meadow
#

i am very curious to see if it holds through the reload/restart

clever comet
#

im testing now

#

okay I think I figured it out, some conflicting scripts that were doing a similar thing

#

avoided the library nuke UnityChanThumbsUp

#

thanks for your assistance

latent meadow
#

sure thing

sacred moon
#

Yo

plain dagger
#

ask away, if needed we can direct you to a better channel (e.g. #1391720450752516147 for graphic stuff)

summer sorrel
#

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.

Unity Learn

Free tutorials, courses, and guided pathways for mastering real-time 3D development skills to make video games, VR, AR, and more.

abstract umbra
summer sorrel
#

yep! new as of a little over a month ago! :D.

latent meadow
#

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.

summer sorrel
#

oh ok. is it weird to say i learn by doing as opposed to watching?

latent meadow
#

learn how you learn. just strive for accuracy and efficiency

dusk dock
#

is there anywhere I can ask a question about git?

severe portal
#

need a programer for horror game

vagrant rootBOT
#

: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**

latent meadow
dusk dock
#

it probably isnt unity related but idk where to ask

latent meadow
#

not here then

dusk dock
#

but then where

#

google is only telling me the opposite of what I want

summer sorrel
#

gotcha! i think i'll look into Game Development and then go into JR Developer for a refresher.

heady gorge
#

will Awake retrigger at the beginning of a new scene if its an item thats set to not be destroyed on load

storm patio
#

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

heady gorge
#

dang
thanks

trim hornet
#

Has anyone used com.unity.vectorgraphics? Did you have any problems with him?

cursive abyss
#

Hi guys what is the Avg. Age here?

stuck flower
viscid raft
cursive abyss
viscid raft
#

I feel 12 mentally when I am in here

cursive abyss
#

Damn and your real age?

latent meadow
#

we do not take a census, and this line of questioning is odd.

weak cloak
#

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?

vagrant rootBOT
dim anchor
latent meadow
vagrant rootBOT
weak cloak
# weak cloak Hi, I am currently trying to build a program, but I don't know in which channel ...

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

latent meadow
# weak cloak Well, I am trying to build a AR tracking (Using Google's VPS) application to tra...

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.

weak cloak
latent meadow
latent meadow
#

you click this

you follow the links that interest you.

weak cloak
#

but, what should I go for? the samples, documentation, what?

latent meadow
#

you need to snap out of "i am talking to AI" mode, and snap into "thinking for yourself" mode.

weak cloak
#

yeah

#

fr

#

sry man

#

TYSM for the help, I will look for what I need

gloomy nacelle
#

can somebody help me? Everytime I enter the playmode in unity, it just loads forever and freezes. Im on mac

vivid cedar
gloomy nacelle
#

how would I go about finding this

#

just look through all of them?

misty pollen
#

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

latent meadow
#

yeah, it is commonly skipped

vivid cedar
gloomy nacelle
#

alright thanks ill look there

vivid cedar
gloomy nacelle
#

oooh i found it thanks guys appreciate it

misty pollen
#

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

latent meadow
#

if you had read the #📖┃code-of-conduct you would know that, that is a topic not allowed on this server, period.

frigid thorn
#

how to inv some one to my project

#

@humble abyss

charred fog
#

@frigid thorn Why are you pinging an admin for this?

frigid thorn
#

my friend told me he would help

#

it was byet

charred fog
#

@frigid thorn Read #📖┃code-of-conduct , don't ping people into your questions. Research the topic and ask an informed question.

frigid thorn
#

liar

charred fog
#

@bright jungle Don't spam or troll on the server.

#

!kick 1258971032107225223 spam

vagrant rootBOT
frigid thorn
#

dang

#

@charred fog hes back

#

calm down

charred fog
#

?ban 1258971032107225223

novel scarabBOT
#

dynoSuccess byte.apk was banned.

potent geyser
#

Imagine coming back to whine that hard. Oof.

hard fractal
#

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

cold rock
#

i understand this question is silly but how do i make my image texture filtering - closest not inside unity before i import the png

celest needle
#

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

vivid cedar
#

Re-install that Unity editor version

celest needle
#

I`ve already tried that a couple times but it never worked for me unfortunately

vivid cedar