#💻┃unity-talk
1 messages · Page 120 of 1
what if the getcomponent is on a condition within the update
so its not firing every frame
still bad?
as a general rule yes, but not necessarily
oh, you are probably right
Why would you need to check in Update before getting a component? If it's a component that comes into being during gameplay, you should probably have everything get that reference as soon as that object is created instead of waiting until next frame
not necessarily. Only if you are certain it only happens once
but you're better off fixing the design if you need to do it in update
so im trying to figure out how to throw a can at an npc and it ragdolls, but the collisionenter obviously i need to grab the component of the item im throwing
to get its magnitude
but i cant cache it at runtime cause what when i have 500 items
OnCollisionEnter is not Update. Getting components in an OnCollisionEnter is fairly normal
i will have to cache 500 items
why are you tracking them the whole time.. Only getcomponent when its relevant during the collision event
can't you just get them in OnCollisionEnter and add them to a list, and track them that way?
i just thought it was bad to use getcomponent anywhere other than awake or start
@radiant pewter they are showing now. scroll down below the 60%
and u should setup event systems or something
legend, thanks
its only "bad" to do it every frame, its perfectly normal to use it in other context if its done only once or so.
Eg raycast result
You should do it in Awake or Start as much as possible, but your question wasn't "is it bad to use getcomponent anywhere else" it was specifically "is it bad to use getcomponent in update"
The former question, I'd probably have answered "Generally, yes, but sometimes you might need to grab one during a collision event or something which isn't terrible"
i see, thank you
so the rule isnt use it in awake/start, its try to avoid it being spammed
well not "try", totally avoid it
Right. And even if it's a one-time thing you'll do conditionally in Update, it shouldn't be in there for organizational reasons, rather than performance. (You shouldn't make your Update functions a monolith of conditions, it'll be a nightmare to maintain)
btw bonk I'm guessing the 500 items was being hyperbolic, but could you give more detail on what you mean there? like what items and why you need to track them?
It is, in fact, the only hard part. Other things that seem hard are actually design problems with groucho glasses and a trenchcoat
like, right now i have a itemdatabase and like a store with a bunch of items, all different items and also multiple of the same
if i was to cache all at start of the script id have to manually type each one i make inside the script right?
I mean on a non-technical level
could you explain the mechanic? there might be a simpler solution
oh right now i have a npc and ive been messing around with networking
i wanna throw the can at the npc and have it ragdoll at 0 health from the velocity
but it syncs for the client too
oh, are the 500 items like the body parts ragdolling?
networking ? 
no offense but if you need to ask if you should or not get component in update. Should you be doing networking rn..
i have 4 years of C experience, networking unironically is 1 of the easier parts for me
its more of the unity workflow im stuck at
like the whole architechture
completely unrelated in unity
NGO is quite a lot harder than regular native Unity
do what you gotta do but you're going to be struggling you should do simpler projects in unity first
for future reference, there are #1390346827005431951 and #1390346492019212368 rooms
i feel like alot of it is already baked into unity
i thought it was gonna be 10x harder than it is
so if you're struggling with the latter I recommend leaving it until you're a bit more comfortable with regular Unity
but unity abstracts hella of it
which is why knowing regular unity behavior is much more important first so it better makes sense in NGO
not a dig at you at all, this is coming from my own experience having learned NGO/networking this year after a few years of Unity
I mean, being aware enough to ask if it's a bad idea shows at least a commitment to learning things the right way that most of the people who dive into a gorilla tag VRMMO as their first project don't have.
but yeah back to topic, I'm still not sure what you mean with the items
Just be aware that networking is a hydra, one problem solved will grow into dozens of others
keep in mind. and its very important.
You at very least need to start using the Unity Networking tools to test really high ping and see how much your game changes and you need to come up with clever solutions for poor connections / high ping situations
oh yeah im not making anything that ill be releasing, im just messing around right now until im actually good enough to make something
rn i still suck majorly
can someone please help me figure out why when i bring aseprite sprites into unity it does this? it doesnt do this for anything made in other software just aseprite
is the max size big enough ?
you may have to talk to #🖼️┃2d-tools
it's not, by default!
THANK YOU SO MUCHHHH
that's a 3500x1910 image
lol, i was looking for the res, but i'd never used aesprite. now i know
i fixed it i just turned interpolate on the rigidbody lmao
good for now. i still suggests going through the pathways. you may find Many things you were not yet aware of
alrighty
Does you sprite really need to be that big though?
Uhmmm its a tilemap
So kindaaa yeah
There is like thousands of tiles-
hello everyone, i have some sort of dilemma in making my game, like i have a split-screen system where two players can play from one device, however i dont know how to create sound for, like for one player its easy he just hears everything in the right distance and thats it, but in split screen if both are on long distance how sounds must play? and what to do or just make that every sound its hearable for both cameras and they just lay on each other
Hmm, do tilemaps need to be that big?
How many actual pixels are there inside one of those "pixels"? I think it's more than 4
this one does because its the tilemap for the whole city
my other ones have been smaller
and just the entire game is based on 16 ppu
so to mess that up would not be so great
Yeah just fuse everything I guess, it's splitscreen anyways, unless you expect players to do some cheeky engineering to hide each other's side of the screen
Though I have no idea how you'd do something like that, maybe it's easy? Eh
yeah, you tape a piece of cardboard across the break line 😁
Is anyone able to confirm if the Unity MCP is locked behind paywall?
what is MCP ?
"Enable AI agents to interact directly with the Unity Editor through the Model Context Protocol (MCP)."
🤮
aw boo
Nevermind, found out. For a flipping local connection to the unity editor they require payment
good. glad , whoever pays for that crap is a fool anyway
Yuck, there's free MCP servers out there rather just use that.
The Zordon-lookin motherfucker from TRON
I am very new to game development and I am self teaching… is there any app or AI that can write scripts for me… I know I need to learn but I am very lost and I have twin toddlers so my time is limited to an hour or two a day. Would really appreciate any tips.. currently trying to script a door to open when I click E on it and also have some doors locked unless player has required key
The app is called "you" and the AI is called "The complicated neurochemical processes that form the human brain"
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often time AI ends up taking longer. it Will make mistakes. Unity is offering a new Beta trial of its latest AI integration. that is most likely more involved than you are prepared for. if you just need quick scripts, i suggest Gemini. that is googles AI. it has done amazing things for me.
keep in mind, you will be entirely lost without actually learning things yourself, and it will be frustrating as frustrating can be. you Must take the Essentials Pathway on the learning site, and in order to really do anything, the Junior Programmers Pathway. then i would move onto Creative core and the newest Game Design Pathway. You simply will not even know how to 'turn the lights on' regardless of having a multi-billion dollar parrot insisting the door is a jar (pun).
https://discord.com/channels/489222168727519232/1202574086115557446
Is there a way to extract textures from a glb or fbx in unity
Welcome to the world of venture capital and the financialization of everything
I mean I just wanted it to make a script for a syringe for my game and i come back and it made me a whole new 3d model
I do know and have used tools that can generate images
and I do know and have used tools that can generate 3d models from images
but it kinda sickened me when I came back and seen that like you decided to go and generate a 3d image, then generate a model from that. and do it all like what
This is like Unity's fifth attempt at making generative AI not pure ass and it has failed again
creativity is going to be dead
Well I mean it's pretty dang good and works with the tools it has given but it did stuff I didn't really ask for
You've just spent several posts pointing out exactly why it never will be
Where can i find free composers and pixel artist for my geometry type game, we need alot of composers bc every level is another composer
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You probably won't. People have a tendency to want to be paid for work they do
Im asking where
read the bot message.
I know, i created some tracks myself, but i find it pretty boring if i make all of the music
then pay some composers to make it for you.
Oh aight
I am to broke lol
What do you mean by that
Ngotta do some comms
You've been pointing out how AI sucks ass at solving the problem it is ostensibly designed to do.
Well it did indeed solve the problem
I just didn't expect
"Add a syringe to my player that lets me click and disinfect the zombies" to come to "Generate a image, generate a 3d model from the image. Code the logic for the syringe"
And it did it all very well, that's the problem xD
So you got something completely unrelated to what you were asking for, but you're impressed anyway because the nonsense it generated looks neat and you just accepted it? You should probably have enough confidence in your own abilities to recognize cheap slop and want better
🤦♂️
What I'm trying to say is this hands alot of the creativity of things over to ai, even with a short vague prompt it creates everything you asked for and more (what it expects you to be doing with it)
I have no doubt games are going to be pumped out like crazy with it
It'll do models, images, textures, sounds. All from one prompt for 20 cents
And they'll all be dogshit no one will want to play, just like the millions of asset flips littering the bottom of the steam charts
I use ai alot for coding stuff (saving time) but honestly, allowing it to do models and textures is a bit insane..
Because what Unity really needed was a way to make even worse products with even less effort for grifters to turn into steam trading card laundering schemes 🙄
real
Hey i really dont know how to write this so sorry for confusion. I am currently making an game (obis xD) and i wanted to make an Charakter i made one thats not the problem the real problem is the following: I have a blank skin but i want it to be like an Schedule 1 charakter. So like the Shirt is a texture the pants are also Textures but the Eyes and hair arent. I also need to be able to configurate the Parts but HOW i dont find any tutorials :(
Any Ideas?
I am happy for anyone that could help me out!

i want to buy an asset off the asset store from unity but how do i share it with a friend? do we both have to pay for it or do i get a license i can send him somehow
it depends on the kind of the asset
and the license
my player is stuck there like not climbing up nor down😭
can anyone see any problem here?
If your asset is using the standard EULA (most are, but check!), it'll be covered in this article
its an environments asset
oh damn speedtutor is in this server too
Doesn't matter what the asset is, it matters what its license is.
maybe try using a ramp, instead of step stairs collider. i mean, just for the collider. unless you are doing foot IK..
@sudden sparrow
ramp?
Yes?
single entity license
its just me and him so im assuming by the license description i can share it right?
whats ramp?
ohh
nah but i want steps
this is working for other steps idk why its stuck at jus one place
this is for the collider, not the actual stairs mesh. this is a standard trick.
if it is single entity license how do i share with my partner on unity we are collabing on a project
how that works
did you read the article I linked?
yes i did not see how to share it though i just seen it explain each license type
google this "use ramp collider for stairs, unity"
sorry if im missing something im trying to figure this stuff out before i spend some money
The actual wording in the Asset Store EULA is more restrictive than this; notably:
END-USER is granted a license to install and use Assets on an unlimited number of computers provided that these computers belong to END-USER
you don't own your friend's computer, most likely
so my most accurate reading of the EULA is that you'd need a multi-entity license to share this asset with other people collaborating with you on a project
the example given in the article makes it sound like a single-entity license would be appropriate here
you haven't exactly formed a corporation involving you and your friend, but you are working otgether
ok i see but how does the unity store know he is allowed to use the asset??
guys is the third person character controller from the unity standard assets any good? does it have too many problems interacting with physics?
i disagree. if they are the same 'company', and the second guy will not use the asset apart from with the purchaser, it should be ok for art and sound assets. it is most likely Not ok for assets like 'Odin'
That's the distinction of an "extension" asset
But yes, if they're part of the same entity, then a single-entity license is appropriate
If you purchase the asset for an organization, then anyone in that organization will be able to download and import it themselves.
oh, i started typing before you added that last part
Of course, if you import the asset into your project, it'll just..be there
stuff from the Asset Store is dumped directly into your project's Assets folder; they aren't downloaded separately when you load the project up
ya we are having problems were we cant even have him see my scene.. we made a ticket with unity support but its taking a while... he is able to see project file and load into it but its a blank space
it was due to floor collider T^T solved now ty
i think the third person controller is not a physics based controller, so if you are using physics to move a character, IIRC< this is not the controller to use. but more clarification of 'interacting with physics' would help someone answer
if they can see the project files then they just need to open the scene
good to know. thanks
interacting with physics like, you into a pile of boxes with rigidbodies, and the player interacts with it without any problems just like a an object with rigidbody and a collider would
triggering physics in other things should not be an issue for that controller.. But, i would prefer someone with more experience with it to answer for sure.
thats another to the counter
15*
i made a font asset of times new roman with extended ascii (cause i speak portuguese and i need to use ç ê ã characters) and idk why the text now looks really bad, low resolution
can anyone help with this wasd movement for my game
Did you reduce the resolution of each character to fit too many into one texture? Multiple textures for fonts are supported
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you're using TextMeshPro, correct?
if so, show us the settings you used when generating the font atlas
yeah
ok
hm, i'd expect that to be okay with just extended ASCII
can you also show us the resulting atlas texture?
"Auto Sizing" means that it makes the font as large as possible while still fitting in the atlas
It's possible that, with the extended ASCII characters thrown in, there's just not enough space in a 512x512 atlas
(so, you may need to use an Atlas Resolution 1024x1024)
oh, i was looking for the actual texture
you may need to click this to expand the preview pane
click "update atlas texture" and rebake with 2048x2048 instead
ohhhh it fixed it
thanks
and thanks @gray frigate
you can edit the settings to your desire and re bake
I finaly switch from being a roblix develuper to a unity developer
yeah, good to know
oh, right, the texture would have been a sub-asset; it wouldn't appear here
but yeah, sounds like it's solved anyway
I was interested in seeing how much space each character got in the texture
makes sense
Im trying to develup a game but for some reson c++ wont work
that was it btw
c++ is hard
A fair bit of space is getting wasted by those missing characters (the empty boxes) and the control characters (e.g. L SEP and RLI)
yeah. didnt even know characters were rendered as images, thought they were like .svg so kind of infinite resolution
this atlas doesn't look right, though; it should look more like this
notice how the characters are "fuzzy"
#include <iostream>
Int main()[
Std::cout << "I guess it kinda is";
Return 0;
]
did you change it from SDFAA to some other mode?
when generating the initial atlas of after the rebake? either way, i dont think i did
let me see
yeah
But why wont it work when I try to develup my game
wait youre trying to use c++ on unity?
Ya you can right?
you could, but its wiser to use c#
But c++ is so mutch faster
i mean, i have never seen someone use it
if you know c++ then c# is going to be intuitively easier to pick up
yeah
faster in which way?
Dose anyone just make there assets in blender like me
i don't think its worth it considering the compatibility issues
What about c++ during runtime is that ok?
i do. i mean the models. then i export them to unity and turn them into assets
you can invoke c++ code from c# but only c# can interact with the unity api
also the lack of tutorials online
What i would give for Unreal to support c# 🤤
Oh shoot I got c++ mixed with unrell
Yeah i saw that and the other one unrealsharp or something
but native support would be class
it does have a node like coding system as far as i know, which is kind of an alternative to c++
wont happen and thats getting too offtopic
fr
Im new to game development what is an api?
it means dont try to use cpp in unity for now 😆
API
C++❎️ cpp✅️
Ha okay
unity ai 🤮
The majority of our assets are in blender. It's great!
How can I tell my renderer to allow two direction lights to render two separate shadows?
cpp ❌
ccp ✅
You don't have to tell the renderers anything. Just ensure the geometry is on the same physics layer that each light is including in its culling pass.
in a top down 2d game whats the best way replicate depth? Like here how ehn the player is physically in front of the lampost they are in front and when they are behind they are behind?
Hey, is 6.7 when it gets released still on track for CoreCLR or did they roll that back?
Meaning zero compile time
I would think some kind of faked shadow to help give a greater sense of depth.
no sorry thats not what i meant
how can i make it so my character is can walk both behind and infront of the lampost
does that make sense?
Yeah makes sense. Apologies for my misunderstanding. I've never made a 2D game before, 3D only so I'm not entirely should how you would set it up. You obviously need colliders to prevent clipping through the base of the light post and you need a way to render the character behind the light post. You probably have to be switching the order in which images are rendererd or perhaps use a custom shader that would use the z position the character and use that to determine the rendering order.
I'm just making some guesses here as to how you could approach it. Like I said this sort of game isn't my area.
Hi why I cannot find the AI menu bar.
Okay thx I will check it out
how do i turn on anti aliasing inside of unity
If you meaning the game view then it depends on what render pipeline. if you're in the universal then it's on the camera I believe. In BIRP it's on the post processing stack.
yeah im using something called URP High Fidelity
i applied it on camera too wont work
this is with and without anti aliasing
Anti Aliasing is only applied to the game view. If that's where you're looking then try having a loot at the AA settings under Project Settings --> Quality.
Looks like it's configured, try changing to another AA option on the camera. See if you get different results. Not all AAs solutions are the same.
it doesnt affect anything
the edges still look jagged with every setting
Something mustn't be getting set. My project is in BIRP so my knowledge of URP is limited. You've got a render pipeline asset set so perhaps there's a setting in there you need to adjust to enable AA
The render pipeline asset should live somewhere in your project structure.
ok thanks
No worries, did that work?
idk man
i looked everywhere
nothing worked
i deleted the project i'll make another try again
Did you find the URP render pipeline asset?
i dont know specifically
but i did find URP stuff
It's called URP-HighFidelity
yeah that
Search for it in your project.
this is it right?
Ah wait sorry you did already post that. I missed it. My apologies.
That's about where my knowledge of URP ends.
Maybe create a new render pipeline asset as opposed to a whole new project.
ok thanks for help
You're welcome, sorry I couldn't help more.
i think this is causing issue
Do you have multiple render pipelines called 'URP-HighFidelity'?
yeah
balanced, high fidelity, level 1 and quality
Okay so looks like you're accessing the settings for Level1 in this screenshot.
When you click on this pipeline asset. What file does it take you to? What are the settings there?
Is it this? #💻┃unity-talk message
or is the config different?
hello, where i can post a video of my game and someone give a feedback?
thanks!
@uncut karma is this good can i keep going? i'm new too unity.
Sorry, I'm not sure what you're asking me?
Nice, well done! But really everyone is always learning and good is incredibly subjective. If you achieved your goals then that's great 🙂
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Unity can work with fbx animation kind?
Bc I'm trying to link the model with the imported animation and it gives nothing :/
Transform hierarchy mismatch etc
hi?
you provided no useful information to help you with. Yes Unity supports FBX animation, and it supports separate models and animations https://docs.unity3d.com/Manual/Splittinganimations.html
there is no off-topic here. read the #📖┃code-of-conduct
<@&502884371011731486> spamming in multiple channels
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Implementing some bullet impact sounds, and someone correct me if I'm wrong but I thought that the PlayOneShot method was meant to help with cases like this where the sound should still play when the GameObject is destroyed. Is that not right? It seems like they get cut off instantly.
I've just moved onto the "Royal Run" tutorial. Is there a reason for the code to be extra complicated? I just deleted a bunch of code lines and the functionality seems to be the same.
In this scene it spawns chunkPrefabs as the floor where the player is + 12 times ahead of the player.
pretty sure it's set up like that because iteration 0 wouldn't do anything if the first loop of it has chunkLength * 0
but functionally it probably doesn't matter much
sorry
guys why did the pipeline converting system changed?
can't I just select some materials and convert them to the target pipeline?
like why I am waiting for 5 minutes for a scan
is there any other way??
even after scan the materials are still pink
why the hell they changed it I just want to select materials and press a button that converts them this is easy as it was
you can select materials and convert only them.
Edit>Rendering>Materials>Convert
@radiant sigil
oh, i am in 6.0. i do not know if 6.3 or 6.4 changed it
I am using 6.0 and Edit>Rendering only has generate core commandbuffers and shader includes
there is no material section
oh it is 6000.4
google might know
yeah searched a lot but as I see there is only 1 option left which is scanning
i do not have 6.3 or 6.4 installed, but according to research, it appears to have been removed.
the couple of ways i see to do it are annoying, but you can use the pipeline converter, deselect all, and only select the few you want to convert.
also, you could select the materials you want to convert as a group and manually adjust the shader property. i think this will leave you with a bunch of manual work though.
There should be a way to write a, Editor Script to do what you want, but that is beyond me.
I see thank you for your response I think I have to do it manually
hi all
now to unity here, was wondering if anybody would help me with an invantory system for a game im making?
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i have looked online but nobudy has done the type of thing im looking for
there is no one here to do the work for you..
if you have a specific question, ask it in the appropriate room.
im not asking people to do the work fo me? im asking if anybody would help as i said in my origanal message.
Ask a specific question.
? what
"WHy do i get this error message when i do this?"
"Why does the drag fail, here is my code for this part"
I want a Grid invantory system (Tarkov like) for a game im making, can anybody help?
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then dont comment? if you dont have any help be quiet.
i just tested this. it is working on 6.0. it is just 'vibe coded' with Gemini, but works for me.
using UnityEngine;
using UnityEditor;
public class DirectMaterialSwap
{
[MenuItem("Edit/Rendering/Materials/Force Convert Selection to URP")]
public static void ForceConvert()
{
foreach (Object obj in Selection.objects)
{
if (obj is Material mat)
{
Undo.RecordObject(mat, "Convert Material");
// 1. Grab current textures/colors
Color color = mat.HasProperty("_Color") ? mat.GetColor("_Color") : Color.white;
Texture tex = mat.HasProperty("_MainTex") ? mat.GetTexture("_MainTex") : null;
Texture bump = mat.HasProperty("_BumpMap") ? mat.GetTexture("_BumpMap") : null;
// 2. Change shader
mat.shader = Shader.Find("Universal Render Pipeline/Lit");
// 3. Re-map standard properties to URP names
if (tex != null) mat.SetTexture("_BaseMap", tex);
mat.SetColor("_BaseColor", color);
if (bump != null) {
mat.SetTexture("_BumpMap", bump);
mat.EnableKeyword("_NORMALMAP");
}
EditorUtility.SetDirty(mat);
}
}
AssetDatabase.SaveAssets();
Debug.Log("Direct conversion complete for selected materials only.");
}
}
read the #📖┃code-of-conduct and the bot messages already sent to you.
ofc you use Ai....
i dont take orders from ppl who ty too hard
one last time, read the #📖┃code-of-conduct
OnE LaSt TiMe dude grow up.
<@&502884371011731486> i have no desire to deal with this one.#💻┃unity-talk message , seems a comprehension issue with an attitude, so, no point in continuing to try to point them in the right direction.
my guy youre not a mod, i never asked you to help, as i asked in the Mian GC for help on somthing,
and PPS i never asked for a collab, i asked for help.
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with that outline, you could add any missing texture reference in the conversion @ Mekiaqu
with outdated unity stuff? no thanks
you are the missing texture nobody wants (:
Did you even watch the video? The mechanics and frameworks are still valid. You'll often find in game development that the exact thing you're searching for doesn't exist and you need to look at the resources you have and convert them for your purposes.
That's pretty uncalled for.
The vid is 4 years old, unity has changed a LOT of stuff and renamed many things, i just want somthing simple and up-to date
well in all fairnes thay where being a dick to me in the first place.
a foreach loop is a foreach loop. Core coding principles don't change.
Code Monkey is a fantastic resource.
idm about the coding princables as i dont know C# as i said im new to unity ad i just want somthing upto date and simple.
Okay so then why claim its outdated? The core principles are still very valid, even if it's from a 4 year old video.
its not just about code, you need other things and as im using Unity 6 i dont want problems trying to figure out what is what because this "Thing" has chnaged over the years
Like I said, core principles are core principles. Here's a video for Unity 6. I'm not sure what you searched for online because there's lots of videos on YouTube.
https://www.youtube.com/watch?v=PUKYv-afRnc&list=PLXG1jSmcT-NVNBRb-dCMBsCUbn_xtcwBo
Learn Game Development And Skip Tutorial Hell: https://www.skool.com/unity-unlocked-gamedev-skool-1638/about
I'm not familiar with that channel so I can't speak to how good it is or not.
i have looked at some of them but its not the style im looking for, thats the problem
Not sure what you mean by style? If you're referring to visuals well you need to make those yourself to achieve the visual style. In terms of function a grid system is a grid system.
i want a tarkov like invantory sytem
Code Monkey specifically mentioned Tarkov. It might not be exactly the same but you need to be able to adapt things yourself.
I can't see how a grid system at its core is not like Escape from Tarkov unless I'm missing something fundamental here.
It is at least the bones of it.
@elfin narwhal Don't insult people trying to help you. You've been provided with several options as well.
as im only 6 days into it i dont really know how to script thats why i came looking for IRL help insted of a vidio
Okay, if you're only 6 days in then an inventory system like escape from tarkov is probably too advanced to be tackling.
There's no personal tutelage here. Start on Unity Learn with courses and tutorials. Inventory tutorial at this point will be over your head anyway.
i mean i alredy got the ovemnt system done
Even if you found someone to help you most of what they went through while teaching you would probably forget if you're only 6 days in. So how can you make changes and improvements to it if you don't understand it?
If you did that all yourself that's great! If you followed videos or just copy/pasted code then maybe put the brakes on and work on the movement system a bit more.
My camera system in my game took way more than 6 days to implement properly from scratch.
and look, I'm not saying you shouldn't use external resources. Far from it. But if you game is just a collection of YouTube videos and code from the internet then that can create issues down the line
i mean its only a joystick and a jump buttion and ur able to look around still buggy lol
Still, that's a good effort. But build more on that. Try not to search for specific chunks of code. Instead query for functions that might exist already that do what you need them to do within Unity.
That's the only way to really learn the engine, learn by doing again and again and again.
The game you want to make will take a lot longer than you think. That inventory system you could easily work on for 40 hours a week for a couple of weeks to build everything you want.
This is disco from GP
This is the case for my geometry and lights still it doesnt work. Its worth mentioning im on URP
Hello everyone, my model is displaying like this. Can it be an issue?
we have no way of knowing without seeing the original in blender or something, or having you explain what you think might be an issue
yeah your right its just that just before my model was rotated so when i moved the model up it would change the x axis
it was looking like this
and what occurred to change it?
the model rotation in blender
I personally use this plugin I believe: https://github.com/EdyJ/blender-to-unity-fbx-exporter. Blender and Unity use totally different axes so the models usually comes with wrong orientation by default. I just like to use a plugin that takes care of the rotation in a way that Unity supports so I don't have to mess with that manually
thank you i will have a look
i do similar, with a different plugin. it is a mess without something like that
If you watch a Blender to Unity export/import tutorial, they probably rotate the model in Blender, apply it in some weird orientation and rotate again (or something similar, haven't done that in a long time). That works but why do that manually when tools exist to do the work for you. There is also the Apply Transform option in the export settings in Blender but that only works for simple models, for models with more complicated hierarchies things again break badly.
Okay thank you guys for your recommendations :)
How do yall start making a game? Do you begin with the physics, the assets, or something completely different?
features
ideating, validating, prototyping. For me visuals often comes last
the primary gameplay loop, constructed out of the jankiest programmer art imaginable
i started a horror game by making a capsule that ran at you if it saw you
I do all the art/assets first, then sit there for years wishing i was a better programmer 😁
sometimes do that too when I feel like doing some 3D modelling, either way most of my games never get finished sooo, does it really matter...
once you're actually moving, you can start doing whatever you want, really
Ouch. I felt that in my soul @ AleksiH 🥲
not a bad strat tbh. i hate modelling anyways
As eXCom mentioned features. Break them down in a design document, the high level goal of each feature. Once you have your design document think about what are the core fundamental features. Features that if you took them away the game simply wouldn't. For example in an strategy game, selecting objects and moving them are really important core features. So you'd start working on them and slowly build out from there.
Hey, I received this e-mail from Unity with subject "Expert Lab: High Quality Lighting Workflows in Unity URP". It's a free webinar I think and should be tomorrow. The register link however doesn't work. Can't find anything about the event in Unity website though. Is it legit and if yes, where can I register?
I can ask
yeah, i cannot find anything about it either.
out of curiosity, if you hover over the email, address portion, what email address sent it to you?
It's from info @ unity3d.com, the link points to app.response. unity3d.com
interesting. i feel so left out 🥲 🙂 kidding. i would not have time for it anyways
@tight idol It's legit. I can DM you the invite.
Yeah, please do
Nahh you are cool
What do you want tho?
😠
Okay mate
wel bro
Yes?
Can you two take this to DMs? This isn't the place.
well we are startign unity talk rn
Sure MB
No, you're not. You're spamming. Take it to DMs.
Can someone explain why this Unity asset store code doesn't work The code is not valid? Is it because I've purchased more than 4 assets historically? That seems like such an illogical restriction, so I can't help but think it must be something else
It reads like that's the reason, yeah
it's been showing as an advert when i am logged in, for a couple of weeks too
but yeah, just such an odd restriction
"Does one make real looking terrain in Unity"
Yes, if one takes the time to make it so.
This has been your One Question™ Thank you for calling.
no memes allowed buddy
can you chill with the constant vertical messaging .
nvm
read the link #📖┃code-of-conduct you are in violation already
Something is not right. When i create ,,walk left.anim" it saves as ,,walk right.anim" and then it wants to overwrite things. How do i fix this?
click walk left in the dialog instead..
are you selecting Walkright ?
Nope, i just clicked it on screen by mistake. I'll try what bean suggested
Also you should not be saving your project in OneDrive it causes issues
permissions issues, sync issues etc.
Oh, okay, I'll switch it. It was set by deafult
At some point Windows is gonna decide "You don't actually need that file, do you?" and replace it with a symlink and your entire project will break
MicroSlop at its finest
MacroFlop™
I need some help. I'm doing a project for my thesis and i struggle with some stuff here.
Instead of pointing from the firepoint of the weapon, it points from the same player character.
I think i messed up
the bullet is parented to the character
👇
: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
show the complete setup.. the video by itself isnt enough
It does look like the bullet is a child object of the player though. That is at least part of it
Hi Yall, Can anyone plase help me? If I spawn my zombies in normally they work, but if i instantiate them it all breaks and they dont do nothing except sink into the ground like this.
this isn't even the instantiate code
also "ai" code 
when i click the link, i dont even see any code, its more like a 18+ picture that should be bannable probably 🤔
I tried to fixing it with chatgpt, and like 70% is made by ai cause like, its for school and im not rlly evenexpected to know stuff yet
Try leaving and retrying, probably just some idk
📃 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.
seems not.
oh, i just kinda always used codeshare, my bad
https://pastes.dev
does this work?
<@&502884371011731486> fake link
It's a link to an ASCII dong
Dude, wtf IS THAT
thats weird, it changed without me even refreshing the page
Probably changed it after you called it out as AI.
No, like the code is def ai, like i said, it just has to work, but I didnt post that
there is a reason they researched and picked particular paste sites. perhaps this is external, perhaps it is a 'joke', hard to tell
anyone have any assets they use for realistic terrain generation, im trying to build an open world forrest scene and the built in tools just are not cutting it.
https://pastes.dev/QJI3N2wbAX
Does this work?
Yea, okay, this one
you also need to post the instantiation code
and show screenshots of the console window during playmode
verify that agent.Warp line is running by putting a log inside there then look at console.
the agent shouldnt move by itself, unless its not a navmesh it wont sink so you probably put something there that did that like rigidbody
nav you're a good man. This dude posts chatgpt generated code with vague description of the problem "it all just breaks" and you're still here trying to help him lol
I give benefit of doubt too quick 😆
Oh, yeah, it dont get called, weird
Friend, Im on a cs school even though i hate being on my computer, I understand why yall'd be mad, but I genuinelly just want these years to pass so i can finally move to Texas and be a dayworker. Preety much all my effort goes into learning those skills instead of these. Im sorry.
You're wasting your money on a degree if you're ai generating your school projects might as well just light the money on fire and call it a day.
Im not from America, Im from Slovenia and we have free educational system, so it aint about that, It's more just me needing to burn 4 years(2 now) for to turn 18 and be able to travel to the freeest country out there
!warn 752864425509388309 Don't troll on the server.
@zonnawolfy warned
Reason: Don't troll on the server.
Duration: Permanent
Take a look at #📖┃code-of-conduct as well
I thought this guy was being dead ass serious for a minute
Im sorry
I wasn't trolling though, the stuff about disliking computers and Texas was true. I know why I got warned though
obvious ragebait
When? No I'm genuine, when? I wasnt trying to ragebait anyone nor mean any offense, I'm sorry if i did.
No need to answer the when, let's move on.
@sand harbor Again, read #📖┃code-of-conduct , there's no off-topic. If you don't have a Unity related question don't spam the channel.
this vid contains more details
is a problem of blender?
the animations are made on blender btw
that video really doesn't tell us anything.
you have yet to tell us the problem you're having
the animation is not only not applied, it also makes the model becoming like that
-90 of degree with a scale of 100
wait
may sent my animation import settings?
srry for the bad english
this
im just trying to apply this animation to an existing model
If you have scaling issues during animation it might be malformed. Should load it up into Blender and make sure there are no anomalies.
All modifiers should be applied before animating.
all transforms applied?
i did it
You should follow any tutorial on animating and importing animated models into Unity. Pay attention to export settings as well.
Blender did have a Unity exporter converter? 🤔
Find that tutorial.
Okay so, how exactly does lfs work? Does it just select any file in the list in .gitattributes? Even if it's < 1MB?
sorry gonna send it there
does anyone know of any discords specifically for fighting game development?
i need help on making a mod menu
i need to do a script for menu open and close script/component
By "mod menu" I assume you mean a feature for a game your building, and not modding an existing game - if so, what do you have so far and what part are you actually stuck on?
wait mb ill make it a vid
yo someone knows if it is possible working on the same project with two people
yeah you need like unity could or smt
yo wsp i was wondering if anyones knows how to fix this my unity gtag fan game servers aint working and the xr gorilla rig has no physics
THink for a second - how do game studios make games with Unity? Logically it must be possible.
i know it is possible but i want to no how
Using version control such as Git or Unity Version Control
ok thx
hey im sorry can someome please help me and walk me through on how to do the dont destroy on load in unity so i can do audio link
Maybe these pages will help: https://unity.huh.how/references/singletons
and https://docs.unity3d.com/ScriptReference/Object.DontDestroyOnLoad.html - if theres something specific your struggling with after going through that, maybe you can explain further exactly where you are stuck and what your trying to achieve vs the result your getting
For modifiers , is it better to have then centralised or distributed to entities
Eg Regen
Yep
okay thank you sm
does anyone know a good way to learn unity without tutorials? i have a bad habit of copying them so i want to try and learn on my own in a productive way
i domt know how or here or how to make the script for dont destroy load
You were linked two pages, did you read them? If you are confused about something specific, ask about that
gotta start somewhere, nothing wrong with copying something as long as you learn bits in pieces to remember
Pay someone to essentially reiterate what the tutorials already do.
the more you do it, the more you can remember it and apply it to your own thing
how do i colloab with one of my friends on a project that i allready made?
version control, preferably GIT
latest
oh ok
were is that im kinda new
ok bruh
it is valid advice. this is not a 'where'. it is a whole big thing
Sup everyone !! Are there any Indian unity devs here?
ok ill search it up
not really what this server is for, sorry https://nohello.net
Im at the point where the code base is 44k. I need to do a large code review but frankly im too low iq and a noob to do it. This is the time where i have to stop everything and seriously clean the whole thing before going back to building. Is there some kind of service for this or what else to do
this kind of thing typically comes with experience unfortunately
specifically working with stuff to understand how they play out
thx for notifying, im new here so had no idea bout that
which, well, you've found out half the story lol
what does line number have significance in anything though?
or you talking about a monolith..
Im genuinely not smart enough to do that, it would probably take me months how discouraging
There is so much junk code in it that i need to slim down. I crashed out over trying to make multi agent path finding and its clear I need to clean everything up
it takes months to years to pick up this skill typically, it's not an issue of you not being smart, this is a thing that takes quite a bit of effort and time
literally years
at least you didnt use AI, otherwise the issue would have been exponentially worse...
like i mentioned, experience-based skill 😉
also someitmes its easier to just redo the whole project with what you learned already to fix
rafactoring often takes longer
there are some sites that describe "code smells", you could start there to identify the worst offenders (note that you shouldn't like, worry about this 100% of the time though tbh - it's something that you should keep in mind, but don't fall victim to analysis paralysis)
uhhh no i originally was not doing AI for like 15k lines. And i began losing my mind trying to implement things i didnt fully understand. And now im at a reset where i would like to stop AI after solving multi agent path finding. But i dont believe i can do it until its cleaned up which i have no talent to do
also, don't underestimate just planning out on paper or a diagram tool of some kind
people that have had a lot of experience aren't skipping planning, they just have done it enough times to do it in their head on the fly
today i found out theres a videoplayer in unity so watched alberqueque by weird al in it
think about your problem
and think about what AI means for it
and why using it might have been screwing you over in the long run.
The thing is if i dont use it at this point im not going to complete the project at all. I already broke my OLED monitor throwing my fist through the screen. I just emotionally cant do it
having to make things you don't know how to is part of the process, but you typically figure out how to do it first before actually doing it
take a break then
those are important too
even more so, arguably
I tried, it weighs on my mind no matter what i do. Whether i go to the beach, or a fair. I have been having to take benzos just to fall asleep
I want to be at least be on 2nd base and sit there for awhile with a clean code base
So i can at least stop going insane
nah, you need proper rest
we cant discuss decompiled games and mods here.
Can anyone help me find the Unity CLI that's mentioned in the most recent Unity Hub release notes??
it would be in a terminal
funny
oh, sorry
you haven't given much info about what you're having issues with, and i don't know how experienced or not you are.
According to the latest Unity Hub release notes ( https://unity.com/unity-hub/release-notes ) there's a Unity CLI, documented here: https://docs.unity.com/en-us/hub/unity-cli
According to the above documentation, you install the CLI from here ( https://unity.com/download ), but .... where? I already have Unity Hub installed, and I just updated it to 3.18.0. However, there is no unity available from the command line.
Does anyone know more about this?
Find out what’s new in the latest release of the Unity Hub. Download the Unity Hub to install Unity Editor versions and manage your projects.
there's also a manual page for the cli, btw
https://docs.unity3d.com/6000.4/Documentation/Manual/command-line-run-unity.html
seems to just be the unity editor itself
(a file can be both an executable graphical app and a cli app or a graphical app that can be opened by command line)
Thank you! However, I get the impression this refers to https://docs.unity.com/en-us/hub/hub-cli and does not refer to https://docs.unity.com/en-us/hub/unity-cli
oh that naming is wonderful
the docs page you linked above calls it just the unity cli too
from what the docs say, seems like it'd be a separate download on the same page as the hub download
probably hidden in a menu
my current device isn't logged in so i can't check myself, but i could in a sec if you can't find it
been lookin for it all day
ok on a different device now - seems like the docs page just says to run the unity hub as the executable
wait this is a different one
there's 3 CLI's

ok so
- "unity cli" (editor) - run the editor executable via command line
- "hub cli" (hub) - run the hub executable via command line
- "unity cli" (hub) - seems to be a separate download
the last one is the one you want, right?
This is the one I'm after https://docs.unity.com/en-us/hub/unity-cli#install-the-cli
is there a reason you're going for that one specifically? it seems to just be a headless version of "hub cli" (hub)
can't seem to find the download, though, yeah.
does anyone have any experience in making puzzles like these?
is it easier to create an overlay of invisible grid panels that individually track their positions and how close they are to a solution
OR
would it be easier to directly have it so that clicking the game object panels themselves to control their orientation and how close they are to a solution
i feel like they could both work, and i was originally going to go for the first, with no backdrop, but i realized i wanted the actual item to be a physically 3D thing the player can look at from a distance
thing im worried about in the second is if they start trying to interact with it from a distance. technically it would still trigger OnMouseClick()
Its easy to detect clicks on objects with colliders using an event system
I even have an example project demonstrating this! https://github.com/rob5300/Unity-EventSystem-Events-Example
whatever you chose you should make the tiles themselves only send signals to the main script that figures out if the path is correct
I done this type of puzzle before and used ENUM for the tile types also
then the logic was on a 2D array
You could potentially do it with a struct of bools too
public struct TileDirection {
public bool South;
public bool North;
Etc.```
you said enum and i got terrified because i didnt recognize what that was short for
enumeration
they are just numerical constants with human readable labels
i will try to do both and maybe i will understand this mechanic better
thank ye both
i wonder if there is a way to track what part of a game object collider is colliding with something
the struct with bools might be easier
So basically If you had a horizontal only tile
I would check off the
East and West bools
you dont need collisions for this , at all
think of the bools as the "openings" in which direction the current can flow
a tile with West/East open would never work on a tile South/East
the next logical step would be East/Any here
so East opening (in this case EXIT) lines up with another East opening
so you will know the pathing can flow if the exits match the "entrance" opening
ngl i got all this way here and then i realized that i havent used multidimensional arrays a lot. i dont even think ive touched them since my python classes who knows how many months ago
maybe last year idk
i think i remember the general gist, but checking values is going to be the hard part. i should probably start with something simple to test out, like a 2x2
a 2D array is very simple like X/Y coordinates in a grid think..chess, battleship etc.
You don't have to use 2D array but makes everything easy and keeps logic nice and agnostic to the graphics
especially generating paths if you ever do so you can use things like AStar or whatever pathing to generate valid ones
been a while since I touched this stuff, I did back in the day trying to do the Bioshock vending machine hack
this can be done i just gotta buckle down

how do collider bounds work exactly?
this is what it shows when i click on it
but surely that isnt enough to display a capsule collider bounds
i just realized that i'd need to have an array that scrolls through all possible alternatives for the panel to change to, an array to keep track of all current panels, and then an array to compare against to make sure its all correct
this will be sensational
Thats the constructor for the struct Bounds yes
Cant you refresh state based on changed tiles only? If you know the current valid flow through the puzzle you can break and re calculate from the change or refresh it all
each time you rotate the tile
you mean compare them to the solution each time the tile is changed? ye thats what the final array is for
but why does it need a new array?
isnt the win state here "can get from start to end via tiles"?
If the grid is not crazy big and you use a single dimensional array with a struct this will be very fast to traverse
true. all you need is 1 array for the correct "path"
yes
the first array is for each individual tile so they have a variant. whether it be red or blue, or horizontal or vertical, or whatnot
the second is for all the current tiles
and the final is the correct solution
unless i am misunderstanding what is being said
i mean yes i understand those basics but i still dont get how it can contain polygons and such, i suppose it just creates a sort of box around them, so if you want to do an overlap in the shape of a collider, it would have to be an overlap box?
i was planning to start with 4 tiles and then scale later
variant? me no understand
like if i were to rotate the tile, i'd need to say that the tile is facing left or right or up or down
level config with 2d grid of tiles -> copy into current game tiles -> check current game tiles on each change -> win
I don't understand what you don't understand. It's the bounding box of the collider
that is part of the state of a single tile
ye
thats more so just for that singular one, which will inform the bigger array what should be considered the player's attempted solution
and then the other array is just to have a set correct array
struct Tile
{
public Vector2Int Pos;
public Direction Dir;
public Color Color;
}
public Tile[,] tiles;
am i overcomplicating this
if you were to go with my earlier suggestion.
say
a tile that has south/west direction
now you rotate and its west/north
i was just wondering if there was some easy way to recreate the area on the collider, even if its an odd shape
this is overwhelming to think about
i should make sure to be properly hydrated
I don't know what you mean by "recreate the area"
@heady gorge from what you shown in photo, you need 2 directions (or 4 max?) not just one . they may rotate a tile and also break the current flowing into it up until that point
is this about the collider shape itself?
not the bounds?
if i do something like this i'd probably need like a bool to say whether its powered or not @near wigeon
tragic, ive never had to plan so far ahead before
that depends on your specific needs/design for that one I'm not familiar with.. only ones more akin to the Bioshock waterflow hack . Similar ig
im just realizing im not even sure how to get each individual tile to know if they should be powered or not 🗿
give me a couple hours im gonna figure something out
whatever you do think the tile only knows its own things but should only tell that to the main handler like TileManager
lets say i have such a collider, or a capsule collider, or a any non standard shape. If i want to perform a check (and i cant use runtime functions like onCollisionEnter2D) to see wether a gameobject or whatever exist within such a shape, is there a way to create an "area" to use as a check like this using only information we can get from a collider2d component?
Yes, that "area" is the collider.
how can i do it? Im in a situation where i need to do this during editor time in a scene where the collider component i can access is from a prefab and not an instance in the scene
i still need help
like how do i get the scene swap
and how do i put the script in something to put into unity or whatever as well can someone please hop in a call with me and walk me through it ive been stressing on it all day
If you don't know how to put a script on an object, you should be checking out !learn
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How performance intensive is it to go through references? Like if there's a script called player master which contains all player related scripts would it be intensive to call "playerMaster.GetPlayerAbilitiesScript().GetRocketPunch().RocketPunchMovement()" each frame while for example in the movement script while a rocket punch propells you forwards?
why cant we just hop on a call
Because there aren't voice channels here
we can add each other n call if that works
No
!learn
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!learn
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You're supposed to read the bot not do the command again
im trying to import a .fbx file to unity but for some reason the textures dont attach to the object
and it doesnt allow me to extract textures
ping me if you can help
It would seem it doesn't have any attached textures then
So you have textures, use those
Depends on what GetPlayerAbilitiesScript and GetRocketPunch is doing, the "performance intensive" part would depend on if they are looping through a lot or creating a lot in the same frame - you can use the "Profiler" to see if it has a noticeable impact on your games overall performance but likely it would be negligable compared to other things in your scene - though that seems like a oddly long chain of references to me, what is it that your trying to do where this might concern you? And why cant you keep a reference to RocketPunchMovement after you use it for the first time instead of re-calling the "Get"s every frame?
Create a material and assign the textures to the material. then assign the material to the model.
Id suggest Visual Studio Community, yes - the script is just a regular text file like any other that happens to have a ".cs" extension instead of a ".txt", technically you can edit it in anything you want but Visual Studio Community, provides tools that makes it easier to type the specific C# related keywords that Unity can compile
The movement script calls the rocket punch each frame that the rocket punch is active and checks if it is active. I could save the reference but I don't want to bloat the project with stored references to every single ability that controls movement temporarily since there would be a lot of them.
so do i just copy n paste the dontdestroyonload into visual studio
and im trying to make it where i cee the c# when i click on the game object
cause i dont see it
and im trying to figure out the stuff u sent me earlier
is there any voice chats on this server where people hang out?
when you say that you are simplifying by saying assign, but there is like a bunch options that idk how to use.
From a performance point, that does not sound like it will create a concerning bottleneck in your framerate, but from a organizational point it sounds like that could become difficult to maintain - though you wouldnt have to have your movement know about every single ability in your game, in fact usually your movement doesnt need to know abilities even exist, it should just need to know how to move your player, while some other scripts entire job is to handle the current ability, which you can later define as a punch or kick or teleport or whatever you want - it doesnt change much about the performance impact, just the organization of your references, you could look into how a "Finite State Machine" pattern is setup if you want to try that kind of approach, but yours with having several references in "Movement" doesnt sound problematic on its own, performance-wise
i know. but idk what is what
the issue is your textures seem to follow metallic roughness
you need to get acquainted with some Unity basics i fear
omfg im stupid
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
you should know how to create basic materials and assign textures
I never said I was simplifying anything. I saw you needed direction and gave you some information. I'm new to the conversation.
You need to drag the different textures into the texture slots. Base Map, Metallic, normal, etc. One they're on the material, drag that material onto the geometry.
doesnt change the actual problem im seeing here lol
Ah ok that's good. I chose not to have a finite state machine cause a lot of the movement altering things stack with each other so rather than a single movement state I usually have each active ability and input adding to a total movement direction.
Sounds like you might have skipped ahead some of the beginner tutorials, have you seen the "beginner" pathway on Unity Learn? They cover everything you just asked and more, going over how the engine works, and how to use C# to make stuff happen, they might not cover "DontDestroyOnLoad" specifically, but theyll give you the tools and understanding to navigate the engine and C# so you can use whatever part of the API and apply it to your specific use-case
i knew i had. its that for other objects the textures were not identified so i was clueless
it doesnt? alr tell me which is which
always?
no?
i can just tell lol
because thats how those typically look like
altough you could swap rougness and metallic
they look similliar
now adays we do something called channel packing
basically have 1 texture and use it for numerous different inputs, its crazy stuff
yall my world is blackened out i think i pressed a key by mistake anybody know something
I thought this object already had material 08 - Default assigned and you have a bunch of textures named 08_Default_albedo, 08_Default_AO etc.
I'm very confused about what object you're trying to texture.
wheres the beginning tutoria;
i was just trying to understand how to deal with this .fbx problem. the exact object didnt matter
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
theres an "essentials" pathway
nvm
Got it
Ah I see, maybe you could either have a list of vectors that "+=" onto your default movement vector before the final calculation, and the abilities add/remove their affect via a function call, or you could have a "AbilitiesManager" that handles all the stacking of all affects and passes the change along to others, I believe its similar to the "Command" pattern IIRC, if you wanted to see an example of "ability stacking"
i just realized, i dont even need to check if the total solution is correct. i just need to use whatever system that tells the others what is on or off on the final node. that way if the node is on its completed its purpose.
ive been trying to think of ways i can do it, and then eventually scale it to be randomized though ive considered that randomization might risk an unsolveable puzzle
Hmm ok I'll check that out
Again Unity doing stupid things, lol, why to lock the MCP behind a paywall? It runs locally and people use their own models
Same stupid thing that they did with Platform Toolkit integrations
I suggest checking out some material tutorials if you want to understand what everything means or at least be able to take the next steps to understand what it all means.
https://www.youtube.com/watch?v=jQTl7W4comU
This is an update to the official Unity materials tutorial, which is now around 10 years old and is sadly out of date.
It covers:
- Creating materials
- Assigning materials to GameObjects
- Shaders
- Editing material properties
- Reusing materials
This video references the official Unity video on the Standard Shader, which you can find here:
ht...
thanks, i appreciate the help
first time ever using unity
might risk an unsolveable puzzle
yup thats why if you going to randomize it you still need some level of control so typically you get algos that work here like DPF , A* or BFS etc.
(you can partially scramble the parts after)
it would suck if a player fails because technically it was never solvable
would be funny (to me, not to them)
Yeah so you're going to need a lot of tutorials. Almost everything is going to be confusing but that's okay. It will take years and that's okay also. Just keep at it and keep trying.
You can only learn by doing. The best way to learn in my experience is by doing.
tbh im just doing unity for fun. low level programming is my thing. i just thought that taking some time off to make a game would be fun
thats a bit of an absolute dont you think?
the unity learn page has a lot of great free courses for getting familiar with the engine
i suggest you start with those
struggling to figure out this system oof
i dont want to look it up though cuz i feel like i can figure it out
In context of development then yeah think its perfectly valid. The same way someone studying to be an electrician can only truly learn by applying their trade. I'm not going to hire an electrician who's only read books or watched videos.
I'm not saying you can't learn anything by watching a video. I'm saying for it to truly stick and for your confidence and understanding to grow you have to actually do the work. You have to apply your knowledge, otherwise it slips away.
i feel like i have the pieces of knowledge, i just got to figure out where they go...
thats still a bit of an absolute lol
like i agree with 99% of what you say
but nothing is certain
I've never met anyone who has become good at something without dedicating a fair amount of time to perfecting their craft. There's always exceptions to a rule but 99.9999% of people need to apply themselves.
The world is built around the rule, not the exception to that rule and if someone is asking for advice on a Discord server I'm assuming they're part of that 99.9999% just like me.
this is far different from what you are saying right now
also to "learn" something is an entirely arbitrary distinction to begin with
and more so an umbrella term
I mean, I thought it could be easily inferred. Apologies if that wasn't the case. This server is about giving realistic advice. Look. I'll update it for you.
Its less about it being "inferred" and more so about it being a different statement compared to what you later clarified
We're on a Unity Discord server. My advice was solely in relation to the Unity. I never said the only way to learn anything in life is by doing.
I think you might be getting caught up on the context but I'm happy to hear a counterpoint to realistically learning Unity.
Even in the context of Unity
i still think its an absolute
because learning and to learn is a loosely defined term to begin with
or better yet its arbitrary.
so to pretend it then has some absolute rules is just silly in my opinion
Okay I understand. But if you don't apply what you've read or watched you won't get very far with Unity. Trust me. I'm not going to tell someone they don't need to 'do' stuff to learn.
I mean yes for most situations you need to actually practice
we agree on that
but i say "most" there are some things where theory gets you far enough, certain simpler things that is
but that kinda breaks the "only" assumption in my eyes
For software development you 100% need practice.
youre missunderstanding what im saying here
but ultimately it is a bit of a pointless argument so i think we should stop cluttering the chat
at the end of the day we do agree pretty much on the majority of the argument, theres just some things we can leave at an "agree to disagree"
If you just want to conceptually learn about game development sure, you don't need to apply yourself. The person I was responding to clearly wasn't wanting to conceptually understand. They were trying to do the work.
Sure, that's fine with me 😊
@worldly cave what are you working on at the moment in Unity?
My own project Vandalite... however i wouldnt say im "working" more so been dealing with an annoying bug regarding motion matching for the last few weeks
you?
What type of game is it?
I'm working on a space sci-fi RTS called Falling Frontier.
as a summer project i want to make a game but i dont know how to code. what is the best place to learn c#
Google basically.
But also unity learn for unity specific C#.
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
thanks
can you not change the resolution in scene
i fixed the edged in the game view but couldnt fix the pixelated ahh screen in the scene view
you cannot no
okay i got tired of working on the sort of puzzle sorting system but i realized midway id created something that was kinda the basics of a sort of pin system
i was wondering though if anyone knows what setting would properly have that 0 in the middle
im almost starting to think i should have two panels on each side be blank but i feel like it should be possible to have them do so but its just not letting me
i could have sworn ive had it where it'd start in the center
can i transfer my project from unity 2022.3.62f3 to unity newer version?
- Make sure you have enough space including on
C:drive. - Check that it's not being blocked by antivirus/security programs.
- Look through the logs for a real reason why the setup fails they are pinned [here](#💻┃unity-talk message).
If you still have issues, perform a clean install in another location:
- Install the Hub and Unity in a non-system drive or a clean new folder in the root of
C:drive. - Failing that use the recovery Refresh option or reinstall OS entirely then repeat the previous step.
Yes. The question is how difficult that would be. 🤷♂️
I'd definitely back it up first :P.
I have a feeling you aren't using source control yet.
But couuuld be wrong
oh thanks guys
actually i wanted to use unity ai assistant but i think my version doesnt support that package
why did dev use only load part of the music in some unity game?
Not sure what you mean? Can you please elaborate further.
why do developer make unity games then use stream off the HDD for the music?
You mean why does someone make a unity game and package music files with the game on the hard drive?
I think the above is what you might be asking so I'll give a few details around that. Music in games is a very legally complex.
1.) You need to have a license to use the music in the first place.
2.) If you do have a license, how the music is used matters. Most musical licenses are limited to being packaged and distributed within the game only. Releasing the music elsewhere (even if its in your game) isn't covered under a standard musical use license.
3.) Some music might only be for a certain portion of a track and not the full track
4.) If someone owns the music and the full rights, they still might only want to keep their music within the game and not release it publicly.
Without knowing more I'm a bit lost as to what more detail to provide.
no the music file is not all loaded in memory some games
Do you mean it's streamed from another server?
i mean it streamed from HDD
why playing the game
Got it. Well I can imagine it's to save on memory for music files that might be quite long and large.
But that's going to cost more CPU time.
I'm sure there's other reasons but that's what sticks out in my mind immediately.
The unity discord server is more for sharing and support for game development. Try the collaboration forums.
!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**
Can anyone help me with this? The NPCs aren't doing what the first NPC is doing.
Prediction... I don't know why the OBS isn't picking it up very badly
if obs usually works well, restart your computer. it may solve more than one issue.
and this should be obvious, but no one can 'help you with this' since you have not shown Anything useful. people would just be guessing.
:thinking: Asking Questions
:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
-# For more posting guidelines, go to #🌱┃start-here
is capping fps of my game to 60 a good choice if its a story game especially if i am going for a horror aspect?
no
alright😢
YESSSSS 😮 😮 😮
Best hub update everrrrrrrr
no more the nightmare of injecting a project to the old templates 😁 😁
this is fantastic
I mean depends on why do you want to cap to 60?
i guess that update has not hit Linux yet. looking forward to it
No, unless you're targeting a specific hardware configuration like a console and are wanting to maintain a certain degree of visual fidelity.
If you aren't targeting consoles then the only time you should force a limited frame rate is in a menu to help reduce coil whine on GPUs.
On the other hand if by story game you mean a visual novel type of thing that consists mostly of text and still images, capping the framerate wouldn't be a bad idea because it doesn't need those hundreds of frames per second
You can also it's best to have vsync on by default and provide an option to enable/disable it or set custom framerate in the settings.
The player has the right to decide if they need an built-in heater, want to burn through their electricity bill or contribute to global warming.
By disabling vsync and frame cap, you're basically let your cpu/gpu run through the frames as fast as they possibly can.
!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**
Why tons of text in editor is just ... its so stupid
Anyone know anything about particles not appearing in build time the way they do in editor time? One of my particles just does not look the same at all
saw something about build settings and platform optimizations affecting it but found nothing in specific for it
Visual studio crashed and my script got deleated.
i made an really simple car with wheel colliders etc in unity, but my car is moving backwards on its own? even while i removed all the colliders etc its moving backwards...... how do i even fix this lmao
i haven't even used this new feature yet and i already love it!
this will be a huge time saver, especially when I have to make the same set of changes every time i create a new project
It has to do with the current FPS
good to know
Hiii
Quick question as I’m super new to unity and c# and I wanna start developing a mini game for awhile now and I was gonna use unity but I’ve heard theres been some drama that affects mostly indie developers
Is this still relevant or no?
what drama?
Something about unity charging money per install or something similar
Again I’m not very familiar and I’ve tried to search online but it’s all old comments so just wanted to ask here before I fully commit to unity
no. that was rescinded before it took effect and that CEO was fired.
I c so it’s not gonna happen again or anything right?
Also thanks for clarifying 🙏
they do not tend to repeat things they fire a CEO over, no.
YW

fwiw this seems like a bug and not a design choice. a layout/library reset may be in order
gonna need some more info to go off of. is it moving backwards due to physics, your own movement code, gravity, something else?
save often 😉
something i dont know. i removed the script and it was still moving, removed all the colliders, and it was still moving.
what about the rigidbody?
About to get FinalIK and Magica Cloth 2 after many years of keeping an eye on both packages. Just in time, last 2 hours of springsale getting it for 45$ 😁
i never did get around to using FinalIK (i own it, just never used it yet), but Magica Cloth 2 is great
I agree with Magical Cloth 2. I am using it for my game and it works really well
The right side texture from AAA game
And I am using 2k texture
The texture are looks better than my. How to make like this textures
best to talk to #🔀┃art-asset-workflow
One of the most aggravating unity features is the fact that when you open certain menus (like the three dot menus in the top right), you click it to open it but you can't click again to close it, it just opens it again, you have to click somewhere else to get it off
im doing moible game to test performance i have to rebuild the whole thing everysingle time ?
Thanks
OH
Is there a Unity Like Terrain system that I can draw on using Materials?
Terrain Layers kinda suck
standard Terrain renders with a single material: you can use many different textures, but they're all getting rendered together
that's what sets it apart from a plain old mesh renderer
notably, blending between completely different materials would be a huge hassle
(i'm not sure how you'd even do it, other than rendering both and then lerping the resulting color)
I imagined it the same Texture Layers work
Polybrush does it sort of using vertex colours
but I was wondering if theres like a known way that im missing
ill elaborate in #⛰️┃terrain-3d
Does anyone know why even in an empty scene EditorLoop gives these annoying 500ms spikes once in every 2-15 seconds?
And why can't I expand EditorLoop to check which function takes so long
Deep profile doesn't help though
You'd need to switch to profiling Edit Mode up here
Random spikes are often caused by garbage collector pauses
note that the collection will continue even after pausing the game, so you'll need to quickly stop recording after a spike occurs
I'm not really into math but how come there's only 0.3% OnGUI and everything else inside UIR.DrawChain is 0% 😭
did a huge amount of coding for a puzzle system just to realize it conflicts with the interact system