#💻┃unity-talk

1 messages · Page 120 of 1

stuck flower
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Probably

dusk lichen
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what if the getcomponent is on a condition within the update

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so its not firing every frame

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still bad?

radiant pewter
latent meadow
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oh, you are probably right

stuck flower
near wigeon
radiant pewter
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whats the context for it?

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maybe we can recommend an alternative

dusk lichen
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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

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to get its magnitude

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but i cant cache it at runtime cause what when i have 500 items

stuck flower
dusk lichen
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i will have to cache 500 items

near wigeon
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why are you tracking them the whole time.. Only getcomponent when its relevant during the collision event

radiant pewter
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can't you just get them in OnCollisionEnter and add them to a list, and track them that way?

dusk lichen
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i just thought it was bad to use getcomponent anywhere other than awake or start

latent meadow
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@radiant pewter they are showing now. scroll down below the 60%

dusk lichen
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and u should setup event systems or something

near wigeon
stuck flower
dusk lichen
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i see, thank you

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so the rule isnt use it in awake/start, its try to avoid it being spammed

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well not "try", totally avoid it

stuck flower
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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)

dusk lichen
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design has to be easily 1 of the hardest things with game dev

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its so stressful

radiant pewter
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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?

stuck flower
dusk lichen
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if i was to cache all at start of the script id have to manually type each one i make inside the script right?

radiant pewter
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I mean on a non-technical level

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could you explain the mechanic? there might be a simpler solution

dusk lichen
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oh right now i have a npc and ive been messing around with networking

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i wanna throw the can at the npc and have it ragdoll at 0 health from the velocity

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but it syncs for the client too

radiant pewter
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oh, are the 500 items like the body parts ragdolling?

near wigeon
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networking ? notlikethis

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no offense but if you need to ask if you should or not get component in update. Should you be doing networking rn..

dusk lichen
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i have 4 years of C experience, networking unironically is 1 of the easier parts for me

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its more of the unity workflow im stuck at

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like the whole architechture

dusk lichen
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i mean im doing fine upto now

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but im doing owner authoritative so

radiant pewter
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NGO is quite a lot harder than regular native Unity

near wigeon
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do what you gotta do but you're going to be struggling you should do simpler projects in unity first

latent meadow
dusk lichen
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i feel like alot of it is already baked into unity

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i thought it was gonna be 10x harder than it is

radiant pewter
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so if you're struggling with the latter I recommend leaving it until you're a bit more comfortable with regular Unity

dusk lichen
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but unity abstracts hella of it

near wigeon
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which is why knowing regular unity behavior is much more important first so it better makes sense in NGO

radiant pewter
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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

dusk lichen
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no yeah i appreciate ur guys advice

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i just feel like it isnt that much different

stuck flower
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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.

dusk lichen
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any info that needs to be sent to server => rpc

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everything else clientside

radiant pewter
stuck flower
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Just be aware that networking is a hydra, one problem solved will grow into dozens of others

near wigeon
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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

dusk lichen
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oh yeah im not making anything that ill be releasing, im just messing around right now until im actually good enough to make something

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rn i still suck majorly

loud swallow
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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

latent meadow
gray frigate
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it's not, by default!

loud swallow
gray frigate
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that's a 3500x1910 image

loud swallow
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iv been trying to figure this out for so longgg

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that worked:3

latent meadow
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lol, i was looking for the res, but i'd never used aesprite. now i know

wispy pollen
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i fixed it i just turned interpolate on the rigidbody lmao

latent meadow
wispy pollen
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alrighty

granite lava
loud swallow
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So kindaaa yeah

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There is like thousands of tiles-

stark sorrel
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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

granite lava
loud swallow
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my other ones have been smaller

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and just the entire game is based on 16 ppu

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so to mess that up would not be so great

granite lava
latent meadow
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yeah, you tape a piece of cardboard across the break line 😁

tepid horizon
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Is anyone able to confirm if the Unity MCP is locked behind paywall?

worldly cave
near wigeon
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aw boo

tepid horizon
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Nevermind, found out. For a flipping local connection to the unity editor they require payment

near wigeon
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good. glad , whoever pays for that crap is a fool anyway

tepid horizon
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Yuck, there's free MCP servers out there rather just use that.

stuck flower
random flame
#

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

stuck flower
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!learn

vagrant rootBOT
tepid horizon
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yeahhh this unity ai stuff is insane

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this was NOT needed

latent meadow
# random flame I am very new to game development and I am self teaching… is there any app or AI...

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

tepid horizon
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Is there a way to extract textures from a glb or fbx in unity

stuck flower
tepid horizon
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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

stuck flower
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This is like Unity's fifth attempt at making generative AI not pure ass and it has failed again

tepid horizon
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creativity is going to be dead

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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

stuck flower
fervent carbon
#

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

vagrant rootBOT
# latent meadow !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**

stuck flower
fervent carbon
latent meadow
fervent carbon
worldly cave
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then pay some composers to make it for you.

fervent carbon
fervent carbon
tepid horizon
fervent carbon
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Ngotta do some comms

stuck flower
tepid horizon
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Well it did indeed solve the problem

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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"

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And it did it all very well, that's the problem xD

stuck flower
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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

tepid horizon
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🤦‍♂️

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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)

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I have no doubt games are going to be pumped out like crazy with it

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It'll do models, images, textures, sounds. All from one prompt for 20 cents

stuck flower
tepid horizon
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I use ai alot for coding stuff (saving time) but honestly, allowing it to do models and textures is a bit insane..

stuck flower
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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 🙄

tepid horizon
#

real

cursive abyss
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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!
UnityChanThumbsUp

random flame
#

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

gray frigate
#

it depends on the kind of the asset

latent meadow
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and the license

sudden sparrow
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my player is stuck there like not climbing up nor down😭

sudden sparrow
gray frigate
#

If your asset is using the standard EULA (most are, but check!), it'll be covered in this article

random flame
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its an environments asset

sudden sparrow
#

oh damn speedtutor is in this server too

stuck flower
latent meadow
#

maybe try using a ramp, instead of step stairs collider. i mean, just for the collider. unless you are doing foot IK..

#

@sudden sparrow

latent meadow
#

Yes?

random flame
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single entity license

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its just me and him so im assuming by the license description i can share it right?

sudden sparrow
stuck flower
sudden sparrow
sudden sparrow
sudden sparrow
latent meadow
#

this is for the collider, not the actual stairs mesh. this is a standard trick.

random flame
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if it is single entity license how do i share with my partner on unity we are collabing on a project

gray frigate
random flame
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yes i did not see how to share it though i just seen it explain each license type

latent meadow
random flame
gray frigate
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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

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you don't own your friend's computer, most likely

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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

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the example given in the article makes it sound like a single-entity license would be appropriate here

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you haven't exactly formed a corporation involving you and your friend, but you are working otgether

random flame
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ok i see but how does the unity store know he is allowed to use the asset??

hushed fjord
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guys is the third person character controller from the unity standard assets any good? does it have too many problems interacting with physics?

latent meadow
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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'

gray frigate
#

But yes, if they're part of the same entity, then a single-entity license is appropriate

gray frigate
latent meadow
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oh, i started typing before you added that last part

gray frigate
#

Of course, if you import the asset into your project, it'll just..be there

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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

random flame
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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

sudden sparrow
latent meadow
balmy kettle
hushed fjord
#

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

latent meadow
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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.

hushed fjord
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fair enough

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thanks

worldly cave
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15*

hushed fjord
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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

mystic granite
#

can anyone help with this wasd movement for my game

plain dagger
vagrant rootBOT
# worldly cave !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

gray frigate
#

if so, show us the settings you used when generating the font atlas

hushed fjord
gray frigate
#

hm, i'd expect that to be okay with just extended ASCII

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can you also show us the resulting atlas texture?

gray frigate
# hushed fjord

"Auto Sizing" means that it makes the font as large as possible while still fitting in the atlas

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It's possible that, with the extended ASCII characters thrown in, there's just not enough space in a 512x512 atlas

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(so, you may need to use an Atlas Resolution 1024x1024)

gray frigate
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oh, i was looking for the actual texture

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you may need to click this to expand the preview pane

hushed fjord
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oh ok

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hm i expanded and nothing shows up

plain dagger
# hushed fjord

click "update atlas texture" and rebake with 2048x2048 instead

hushed fjord
#

ohhhh it fixed it

hushed fjord
#

and thanks @gray frigate

plain dagger
#

you can edit the settings to your desire and re bake

upper igloo
#

I finaly switch from being a roblix develuper to a unity developer

hushed fjord
gray frigate
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but yeah, sounds like it's solved anyway

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I was interested in seeing how much space each character got in the texture

upper igloo
#

Im trying to develup a game but for some reson c++ wont work

gray frigate
#

If you put it back to 512x512, the characters should look very small

gray frigate
#

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)

hushed fjord
gray frigate
upper igloo
gray frigate
#

did you change it from SDFAA to some other mode?

hushed fjord
#

let me see

upper igloo
hushed fjord
upper igloo
worldly cave
#

you could, but its wiser to use c#

upper igloo
hushed fjord
worldly cave
#

if you know c++ then c# is going to be intuitively easier to pick up

worldly cave
upper igloo
hushed fjord
upper igloo
hushed fjord
plain dagger
hushed fjord
worldly cave
#

What i would give for Unreal to support c# 🤤

upper igloo
worldly cave
#

but native support would be class

hushed fjord
plain dagger
#

wont happen and thats getting too offtopic

hushed fjord
#

fr

upper igloo
plain dagger
plain dagger
#

Ha okay

agile rain
#

unity ai 🤮

uncut karma
clever comet
#

How can I tell my renderer to allow two direction lights to render two separate shadows?

vagrant bramble
#

cpp ❌
ccp ✅

uncut karma
loud swallow
#

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?

forest otter
#

Hey, is 6.7 when it gets released still on track for CoreCLR or did they roll that back?

#

Meaning zero compile time

uncut karma
loud swallow
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how can i make it so my character is can walk both behind and infront of the lampost

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does that make sense?

uncut karma
# loud swallow 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.

shut cipher
#

Hi why I cannot find the AI menu bar.

shut cipher
#

Okay thx I will check it out

bitter horizon
#

how do i turn on anti aliasing inside of unity

uncut karma
bitter horizon
#

i applied it on camera too wont work

bitter horizon
uncut karma
uncut karma
#

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.

bitter horizon
#

the edges still look jagged with every setting

uncut karma
#

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.

bitter horizon
#

ok thanks

uncut karma
bitter horizon
#

i looked everywhere

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nothing worked

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i deleted the project i'll make another try again

uncut karma
bitter horizon
#

but i did find URP stuff

uncut karma
#

It's called URP-HighFidelity

bitter horizon
#

yeah that

uncut karma
#

Search for it in your project.

bitter horizon
uncut karma
#

Ah wait sorry you did already post that. I missed it. My apologies.

#

That's about where my knowledge of URP ends.

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Maybe create a new render pipeline asset as opposed to a whole new project.

bitter horizon
#

ok thanks for help

uncut karma
bitter horizon
uncut karma
#

Do you have multiple render pipelines called 'URP-HighFidelity'?

bitter horizon
#

balanced, high fidelity, level 1 and quality

uncut karma
#

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?

#

or is the config different?

formal wadi
#

hello, where i can post a video of my game and someone give a feedback?

formal wadi
azure musk
#

@uncut karma is this good can i keep going? i'm new too unity.

uncut karma
uncut karma
# azure musk

Nice, well done! But really everyone is always learning and good is incredibly subjective. If you achieved your goals then that's great 🙂

balmy kettle
#

!learn 👇 nobody is going to privately tutor you for free.

vagrant rootBOT
south summit
#

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

south summit
#

hi?

sweet tartan
south summit
#

just bad offset for now, its -90 degrees in X

#

i will explain more after

latent meadow
#

<@&502884371011731486> spamming in multiple channels

sage basin
#

!ban 723436267672698880 off-topic religious spam

vagrant rootBOT
uncut parcel
#

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.

latent meadow
brisk inlet
#

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.

latent meadow
uncut parcel
#

pretty sure it's set up like that because iteration 0 wouldn't do anything if the first loop of it has chunkLength * 0

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but functionally it probably doesn't matter much

brisk inlet
radiant sigil
#

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

latent meadow
#

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

radiant sigil
#

there is no material section

#

oh it is 6000.4

latent meadow
#

google might know

radiant sigil
#

yeah searched a lot but as I see there is only 1 option left which is scanning

latent meadow
# radiant sigil 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.

radiant sigil
#

I see thank you for your response I think I have to do it manually

elfin narwhal
#

hi all

#

now to unity here, was wondering if anybody would help me with an invantory system for a game im making?

vagrant rootBOT
# latent meadow !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

elfin narwhal
latent meadow
#

there is no one here to do the work for you..
if you have a specific question, ask it in the appropriate room.

elfin narwhal
latent meadow
#

Ask a specific question.

elfin narwhal
latent meadow
#

"WHy do i get this error message when i do this?"
"Why does the drag fail, here is my code for this part"

elfin narwhal
#

I want a Grid invantory system (Tarkov like) for a game im making, can anybody help?

latent meadow
#

no.

#

!collab

vagrant rootBOT
# latent meadow !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**

elfin narwhal
latent meadow
# radiant sigil I see thank you for your response I think I have to do it manually

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.");
    }
}
latent meadow
elfin narwhal
latent meadow
elfin narwhal
latent meadow
#

<@&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.

elfin narwhal
elfin narwhal
uncut karma
# elfin narwhal I want a Grid invantory system (Tarkov like) for a game im making, can anybody h...

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latent meadow
#

with that outline, you could add any missing texture reference in the conversion @ Mekiaqu

elfin narwhal
elfin narwhal
uncut karma
# elfin narwhal with outdated unity stuff? no thanks

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.

uncut karma
elfin narwhal
elfin narwhal
uncut karma
#

Code Monkey is a fantastic resource.

elfin narwhal
uncut karma
elfin narwhal
uncut karma
#

I'm not familiar with that channel so I can't speak to how good it is or not.

elfin narwhal
uncut karma
#

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.

elfin narwhal
uncut karma
#

I can't see how a grid system at its core is not like Escape from Tarkov unless I'm missing something fundamental here.

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It is at least the bones of it.

charred fog
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@elfin narwhal Don't insult people trying to help you. You've been provided with several options as well.

elfin narwhal
uncut karma
charred fog
elfin narwhal
uncut karma
uncut karma
# elfin narwhal i mean i alredy got the ovemnt system done

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

elfin narwhal
uncut karma
#

That's the only way to really learn the engine, learn by doing again and again and again.

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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.

molten ore
#

This is disco from GP

clever comet
quartz monolith
#

Hello everyone, my model is displaying like this. Can it be an issue?

latent meadow
#

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

quartz monolith
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it was looking like this

latent meadow
#

and what occurred to change it?

quartz monolith
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the model rotation in blender

gray dirge
#

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

quartz monolith
latent meadow
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i do similar, with a different plugin. it is a mess without something like that

gray dirge
#

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.

quartz monolith
#

Okay thank you guys for your recommendations :)

jovial sapphire
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How do yall start making a game? Do you begin with the physics, the assets, or something completely different?

gray dirge
#

ideating, validating, prototyping. For me visuals often comes last

gray frigate
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the primary gameplay loop, constructed out of the jankiest programmer art imaginable

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i started a horror game by making a capsule that ran at you if it saw you

latent meadow
#

I do all the art/assets first, then sit there for years wishing i was a better programmer 😁

gray dirge
#

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...

gray frigate
#

once you're actually moving, you can start doing whatever you want, really

latent meadow
#

Ouch. I felt that in my soul @ AleksiH 🥲

jovial sapphire
uncut karma
# jovial sapphire How do yall start making a game? Do you begin with the physics, the assets, or s...

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.

tight idol
#

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?

potent geyser
#

I can ask

latent meadow
#

yeah, i cannot find anything about it either.

latent meadow
tight idol
latent meadow
#

interesting. i feel so left out 🥲 🙂 kidding. i would not have time for it anyways

potent geyser
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@tight idol It's legit. I can DM you the invite.

gilded pebble
#

fish

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@desert kiln broski

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am here

#

sry for ping i guess

desert kiln
desert kiln
gilded pebble
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errr

#

i forgot

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fish memory

desert kiln
#

😠

gilded pebble
#

urrrh

#

dont feel bad

desert kiln
#

Okay mate

gilded pebble
#

wel bro

desert kiln
#

Yes?

gilded pebble
#

why is uhhhhhhhmmmmmm blocked

#

i g

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idk

potent geyser
#

Can you two take this to DMs? This isn't the place.

gilded pebble
#

well we are startign unity talk rn

potent geyser
#

No, you're not. You're spamming. Take it to DMs.

gilded pebble
#

ig

#

Well does one make real looking terrain in Unity

#

just one question

exotic vortex
#

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

potent geyser
#

It reads like that's the reason, yeah

exotic vortex
#

it's been showing as an advert when i am logged in, for a couple of weeks too

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but yeah, just such an odd restriction

stuck flower
#

This has been your One Question™ Thank you for calling.

gilded pebble
#

errr

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no gifs

#

sad

exotic vortex
#

no memes allowed buddy

gilded pebble
#

its k

#

ig

latent meadow
gilded pebble
#

not meme

near wigeon
gilded pebble
#

nvm

latent meadow
ivory stream
#

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?

latent meadow
#

click walk left in the dialog instead..

ivory stream
near wigeon
#

Also you should not be saving your project in OneDrive it causes issues

#

permissions issues, sync issues etc.

ivory stream
stuck flower
#

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

near wigeon
#

MicroSlop at its finest

latent meadow
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MacroFlop™

wraith walrus
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I need some help. I'm doing a project for my thesis and i struggle with some stuff here.

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Instead of pointing from the firepoint of the weapon, it points from the same player character.

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I think i messed up

jagged cove
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the bullet is parented to the character

near wigeon
vagrant rootBOT
# near wigeon 👇

: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

near wigeon
#

show the complete setup.. the video by itself isnt enough

stuck flower
#

It does look like the bullet is a child object of the player though. That is at least part of it

sand harbor
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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.

near wigeon
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also "ai" code notlikethis

abstract umbra
sand harbor
sand harbor
latent meadow
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is that even on the list of sites we use?

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!code

vagrant rootBOT
latent meadow
#

seems not.

sand harbor
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oh, i just kinda always used codeshare, my bad

stuck flower
near wigeon
#

the link does work

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oh wait it got changed

#

wth

stuck flower
#

It's a link to an ASCII dong

sand harbor
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Dude, wtf IS THAT

near wigeon
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thats weird, it changed without me even refreshing the page

stuck flower
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Probably changed it after you called it out as AI.

sand harbor
#

No, like the code is def ai, like i said, it just has to work, but I didnt post that

latent meadow
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there is a reason they researched and picked particular paste sites. perhaps this is external, perhaps it is a 'joke', hard to tell

peak mountain
#

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.

sand harbor
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Yea, okay, this one

near wigeon
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you also need to post the instantiation code

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and show screenshots of the console window during playmode

sand harbor
near wigeon
# sand harbor

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

peak mountain
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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

near wigeon
#

I give benefit of doubt too quick 😆

sand harbor
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Oh, yeah, it dont get called, weird

sand harbor
peak mountain
sand harbor
charred fog
#

!warn 752864425509388309 Don't troll on the server.

vagrant rootBOT
charred fog
peak mountain
sand harbor
#

I wasn't trolling though, the stuff about disliking computers and Texas was true. I know why I got warned though

sand harbor
#

When? No I'm genuine, when? I wasnt trying to ragebait anyone nor mean any offense, I'm sorry if i did.

potent geyser
#

No need to answer the when, let's move on.

charred fog
#

@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.

south summit
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this vid contains more details

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is a problem of blender?

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the animations are made on blender btw

peak mountain
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you have yet to tell us the problem you're having

south summit
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the animation is not only not applied, it also makes the model becoming like that

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-90 of degree with a scale of 100

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wait

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may sent my animation import settings?

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srry for the bad english

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im just trying to apply this animation to an existing model

charred fog
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If you have scaling issues during animation it might be malformed. Should load it up into Blender and make sure there are no anomalies.

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All modifiers should be applied before animating.

south summit
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i did it

charred fog
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You should follow any tutorial on animating and importing animated models into Unity. Pay attention to export settings as well.

south summit
charred fog
#

Find that tutorial.

analog crane
#

Okay so, how exactly does lfs work? Does it just select any file in the list in .gitattributes? Even if it's < 1MB?

latent meadow
wary cobalt
vital nymph
#

does anyone know of any discords specifically for fighting game development?

silent granite
#

i need help on making a mod menu

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i need to do a script for menu open and close script/component

fair cove
livid venture
#

wait mb ill make it a vid

dull terrace
#

yo someone knows if it is possible working on the same project with two people

livid venture
#

yeah you need like unity could or smt

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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

vivid cedar
dull terrace
#

i know it is possible but i want to no how

vivid cedar
#

Using version control such as Git or Unity Version Control

dull terrace
#

ok thx

vale skiff
#

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

fair cove
# vale skiff hey im sorry can someome please help me and walk me through on how to do the don...

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

rare steppe
#

For modifiers , is it better to have then centralised or distributed to entities

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Eg Regen

latent meadow
rare steppe
#

Yep

vale skiff
#

okay thank you sm

valid niche
#

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

vale skiff
#

i domt know how or here or how to make the script for dont destroy load

violet thunder
near wigeon
potent geyser
near wigeon
#

the more you do it, the more you can remember it and apply it to your own thing

trail zinc
#

how do i colloab with one of my friends on a project that i allready made?

near wigeon
trail zinc
#

oh ok

#

were is that im kinda new

#

ok bruh

latent meadow
faint basin
#

Sup everyone !! Are there any Indian unity devs here?

storm patio
plain iron
#

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

storm patio
#

this kind of thing typically comes with experience unfortunately

#

specifically working with stuff to understand how they play out

faint basin
storm patio
#

which, well, you've found out half the story lol

near wigeon
#

what does line number have significance in anything though?

#

or you talking about a monolith..

plain iron
#

Im genuinely not smart enough to do that, it would probably take me months how discouraging

plain iron
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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

storm patio
near wigeon
#

literally years

worldly cave
#

at least you didnt use AI, otherwise the issue would have been exponentially worse...

storm patio
#

like i mentioned, experience-based skill 😉

near wigeon
#

also someitmes its easier to just redo the whole project with what you learned already to fix
rafactoring often takes longer

storm patio
#

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)

plain iron
#

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

storm patio
#

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

bronze laurel
#

today i found out theres a videoplayer in unity so watched alberqueque by weird al in it

worldly cave
#

and think about what AI means for it

#

and why using it might have been screwing you over in the long run.

plain iron
#

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

storm patio
#

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

storm patio
#

those are important too

#

even more so, arguably

plain iron
#

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

storm patio
#

nah, you need proper rest

worldly cave
slate blade
#

Can anyone help me find the Unity CLI that's mentioned in the most recent Unity Hub release notes??

storm patio
#

it would be in a terminal

slate blade
#

funny

bronze laurel
storm patio
# slate blade funny

you haven't given much info about what you're having issues with, and i don't know how experienced or not you are.

slate blade
#

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?

Unity

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.

The Unity CLI is a standalone binary that lets you install Editors, manage modules, and automate Hub workflows from the terminal, independently of the Unity Hub desktop application.

storm patio
#

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)

slate blade
#

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

Reference for the Hub command-line interface that runs through the Unity Hub desktop application in headless mode.

The Unity CLI is a standalone binary that lets you install Editors, manage modules, and automate Hub workflows from the terminal, independently of the Unity Hub desktop application.

storm patio
#

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

slate blade
#

been lookin for it all day

storm patio
#

wait this is a different one

#

there's 3 CLI's

#

notlikethis
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?
slate blade
storm patio
#

is there a reason you're going for that one specifically? it seems to just be a headless version of "hub cli" (hub)

storm patio
#

can't seem to find the download, though, yeah.

heady gorge
#

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()

plain dagger
near wigeon
#

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.```
heady gorge
#

you said enum and i got terrified because i didnt recognize what that was short for

near wigeon
#

enumeration
they are just numerical constants with human readable labels

heady gorge
#

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

near wigeon
#

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

near wigeon
#

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

heady gorge
#

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

near wigeon
#

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

heady gorge
#

this can be done i just gotta buckle down

near wigeon
latent lake
#

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

heady gorge
#

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

plain dagger
plain dagger
near wigeon
#

each time you rotate the tile

heady gorge
#

you mean compare them to the solution each time the tile is changed? ye thats what the final array is for

plain dagger
#

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

near wigeon
#

true. all you need is 1 array for the correct "path"

heady gorge
latent lake
heady gorge
#

i was planning to start with 4 tiles and then scale later

plain dagger
#

variant? me no understand

heady gorge
#

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

plain dagger
#

level config with 2d grid of tiles -> copy into current game tiles -> check current game tiles on each change -> win

stuck flower
plain dagger
heady gorge
#

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

plain dagger
#
struct Tile
{
  public Vector2Int Pos;
  public Direction Dir;
  public Color Color;
}

public Tile[,] tiles;
heady gorge
#

am i overcomplicating this

near wigeon
latent lake
heady gorge
#

this is overwhelming to think about
i should make sure to be properly hydrated

stuck flower
near wigeon
#

@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

heady gorge
#

not the bounds?

heady gorge
#

tragic, ive never had to plan so far ahead before

near wigeon
#

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

heady gorge
#

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

near wigeon
#

whatever you do think the tile only knows its own things but should only tell that to the main handler like TileManager

latent lake
# stuck flower I don't know what you mean by "recreate the area"

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?

stuck flower
latent lake
stuck flower
vale skiff
#

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

stuck flower
vagrant rootBOT
#

:teacher: Unity Learn ↗

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

pale furnace
#

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?

vale skiff
#

why cant we just hop on a call

stuck flower
vale skiff
#

but how do i add a script with visual studio if thats what i ened

#

need

vale skiff
stuck flower
#

No

vagrant rootBOT
vale skiff
#

!learn

vagrant rootBOT
stuck flower
vale skiff
#

im so confusewd

#

im seeing n looking art and doing everything n im still confused

mossy meadow
#

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

stuck flower
mossy meadow
#

it comes with textures tho

#

or is that different?

stuck flower
#

So you have textures, use those

mossy meadow
#

thats the point

#

idk how

fair cove
# pale furnace How performance intensive is it to go through references? Like if there's a scri...

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?

vale skiff
#

what do i need in order to make and put the scripts

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visual studio?

uncut karma
# mossy meadow idk how

Create a material and assign the textures to the material. then assign the material to the model.

fair cove
# vale skiff visual studio?

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

pale furnace
vale skiff
#

and im trying to make it where i cee the c# when i click on the game object

#

cause i dont see it

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and im trying to figure out the stuff u sent me earlier

shy idol
#

is there any voice chats on this server where people hang out?

mossy meadow
fair cove
# pale furnace The movement script calls the rocket punch each frame that the rocket punch is a...

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

mossy meadow
worldly cave
#

the issue is your textures seem to follow metallic roughness

worldly cave
mossy meadow
#

omfg im stupid

worldly cave
#

!learn

vagrant rootBOT
worldly cave
#

you should know how to create basic materials and assign textures

mossy meadow
#

no its that this specific one had the names marked

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the others didnt

uncut karma
worldly cave
#

doesnt change the actual problem im seeing here lol

pale furnace
fair cove
# vale skiff so do i just copy n paste the dontdestroyonload into visual studio

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

mossy meadow
mossy meadow
worldly cave
#

base color, metallic, normal and rougness

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in that order.

mossy meadow
#

always?

worldly cave
#

no?

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i can just tell lol

#

because thats how those typically look like

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altough you could swap rougness and metallic

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they look similliar

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now adays we do something called channel packing

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basically have 1 texture and use it for numerous different inputs, its crazy stuff

real agate
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yall my world is blackened out i think i pressed a key by mistake anybody know something

uncut karma
#

I'm very confused about what object you're trying to texture.

vale skiff
mossy meadow
worldly cave
vagrant rootBOT
worldly cave
#

theres an "essentials" pathway

real agate
#

nvm

fair cove
# pale furnace Ah ok that's good. I chose not to have a finite state machine cause a lot of the...

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"

heady gorge
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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

mental pulsar
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Again Unity doing stupid things, lol, why to lock the MCP behind a paywall? It runs locally and people use their own models

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Same stupid thing that they did with Platform Toolkit integrations

uncut karma
# mossy meadow i was just trying to understand how to deal with this .fbx problem. the exact ob...

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...

▶ Play video
mossy meadow
#

first time ever using unity

near wigeon
#

it would suck if a player fails because technically it was never solvable

heady gorge
#

would be funny (to me, not to them)

uncut karma
# mossy meadow first time ever using unity

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.

mossy meadow
#

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

worldly cave
worldly cave
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i suggest you start with those

heady gorge
#

struggling to figure out this system oof
i dont want to look it up though cuz i feel like i can figure it out

uncut karma
# worldly cave thats a bit of an absolute dont you think?

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.

heady gorge
#

i feel like i have the pieces of knowledge, i just got to figure out where they go...

worldly cave
#

like i agree with 99% of what you say

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but nothing is certain

uncut karma
# worldly cave 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.

worldly cave
#

i dont think thats what you said initially

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or rather not how it read

worldly cave
#

also to "learn" something is an entirely arbitrary distinction to begin with

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and more so an umbrella term

uncut karma
worldly cave
#

Its less about it being "inferred" and more so about it being a different statement compared to what you later clarified

uncut karma
worldly cave
#

Even in the context of Unity

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i still think its an absolute

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because learning and to learn is a loosely defined term to begin with

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or better yet its arbitrary.

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so to pretend it then has some absolute rules is just silly in my opinion

uncut karma
#

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.

worldly cave
#

I mean yes for most situations you need to actually practice

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we agree on that

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but i say "most" there are some things where theory gets you far enough, certain simpler things that is

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but that kinda breaks the "only" assumption in my eyes

uncut karma
#

For software development you 100% need practice.

worldly cave
#

youre missunderstanding what im saying here

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but ultimately it is a bit of a pointless argument so i think we should stop cluttering the chat

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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"

uncut karma
#

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.

uncut karma
#

@worldly cave what are you working on at the moment in Unity?

worldly cave
#

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

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you?

uncut karma
sharp stream
#

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#

slow dirge
#

!learn

vagrant rootBOT
sharp stream
#

thanks

bitter horizon
#

can you not change the resolution in scene

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i fixed the edged in the game view but couldnt fix the pixelated ahh screen in the scene view

copper gust
#

you cannot no

heady gorge
#

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

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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

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i could have sworn ive had it where it'd start in the center

low rover
#

can i transfer my project from unity 2022.3.62f3 to unity newer version?

vagrant rootBOT
#
When Unity fails to install checklist
  • 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.
slow dirge
hushed hamlet
#

I have a feeling you aren't using source control yet.

#

But couuuld be wrong

low rover
#

oh thanks guys

#

actually i wanted to use unity ai assistant but i think my version doesnt support that package

azure musk
#

why did dev use only load part of the music in some unity game?

uncut karma
azure musk
uncut karma
#

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.

azure musk
#

no the music file is not all loaded in memory some games

uncut karma
azure musk
#

why playing the game

uncut karma
#

Got it. Well I can imagine it's to save on memory for music files that might be quite long and large.

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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.

dusky forum
#

The unity discord server is more for sharing and support for game development. Try the collaboration forums.

#

!collab

vagrant rootBOT
# dusky forum !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**

inner nest
#

Prediction... I don't know why the OBS isn't picking it up very badly

latent meadow
#

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.

vagrant rootBOT
crimson wind
#

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?

copper gust
#

no

crimson wind
brisk anvil
#

YESSSSS 😮 😮 😮

#

Best hub update everrrrrrrr

#

no more the nightmare of injecting a project to the old templates 😁 😁

#

this is fantastic

brisk anvil
latent meadow
#

i guess that update has not hit Linux yet. looking forward to it

uncut karma
pearl oyster
#

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

slow dirge
#

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.

latent meadow
#

!collab

vagrant rootBOT
# latent meadow !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**

fallen dragon
#

Why tons of text in editor is just ... its so stupid

slow dirge
#

The editor is being lazy

#

Or cynical.

uncut parcel
#

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

latent meadow
upper igloo
#

Visual studio crashed and my script got deleated.

jovial sapphire
#

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

smoky lintel
#

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

uncut parcel
#

good to know

lapis tapir
#

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?

latent meadow
#

what drama?

lapis tapir
# latent meadow 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

latent meadow
lapis tapir
#

Also thanks for clarifying 🙏

latent meadow
#

they do not tend to repeat things they fire a CEO over, no.
YW

lapis tapir
storm patio
storm patio
storm patio
jovial sapphire
storm patio
#

what about the rigidbody?

brisk anvil
#

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$ 😁

latent meadow
#

i never did get around to using FinalIK (i own it, just never used it yet), but Magica Cloth 2 is great

rose trout
#

I agree with Magical Cloth 2. I am using it for my game and it works really well

gusty fox
#

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

latent meadow
vagrant bramble
#

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

short grotto
#

im doing moible game to test performance i have to rebuild the whole thing everysingle time ?

vagrant bramble
#

Is there a way to turn off this ugly blue I got from navmesh baking

vagrant bramble
#

Thanks

heady gorge
#

OH

clever comet
#

Is there a Unity Like Terrain system that I can draw on using Materials?

#

Terrain Layers kinda suck

latent meadow
gray frigate
#

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)

clever comet
#

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

gaunt python
#

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

gray frigate
#

You'd need to switch to profiling Edit Mode up here

#

Random spikes are often caused by garbage collector pauses

gray frigate
gaunt python
heady gorge
#

did a huge amount of coding for a puzzle system just to realize it conflicts with the interact system

gray frigate
#

Each profiler marker displays two percentages:

  • The total time taken (Total)
  • The time taken outside of child markers (Self)
#

So, almost all of the time is being spent inside the IMGUIContainer marker

#

(and not in a child marker, like OnGUI)