#💻┃unity-talk

1 messages · Page 121 of 1

gray frigate
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a half-second GC pause seems excessively long

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there's not a lot to go on with just this info, unfortunately

latent lake
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How can I check if a Collider2D’s exact shape (including things like PolygonCollider2D) would overlap with other colliders at an arbitrary position, without actually moving or instantiating the object in the scene? I’m working on nav/path generation and simulating positions in code, so what I need is essentially to “place” a collider shape at a given position and test if it would intersect with the world. Using bounds isn’t accurate enough since it’s just an AABB, and the built-in OverlapBox/Circle/Capsule methods only work for primitive shapes, not arbitrary collider types. Collider2D.Cast also doesn’t quite fit since it’s a sweep, not a pure overlap check at a specific position. Is there any way in Unity to query overlap using the actual collider geometry at a given position, or is this not supported?

heady gorge
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about to start tweaking i dont even know what to do

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i dont even

heady gorge
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i made like a basic system for typing in a randomized code

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and now im realizing like if i had several pincodes, for any reason, this shit is stuck to the UI

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i'd now have to entirely code something that has to keep changing the code on the UI and just have a singular thing, OR i make the pinpads prefabs with their own

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i dont even know bro

heady gorge
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how would i even make this a physical object in the world

latent lake
gray frigate
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you'd need to put an object with the 2D collider on it at the spot you want to test

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(and probably sync transforms, too)

modest meteor
heady gorge
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every item would have to have its own randomized code

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and then tell the ui that its a randomized code but

latent lake
heady gorge
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that wasnt even the original plan i fucked up.

is there a way to put panels in 3D space instead of as an overlay

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wait can i have 2 canvases at once

modest meteor
clever comet
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any idea what could be causing these lines on the terrain?

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closed the fog for visbility

latent lake
heady gorge
gray frigate
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the Terrain system has a myserious "base map" system, which bakes the terrain into a single texture and displays that at long ranges

heady gorge
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tbh this was just me trying to figure out how i'd do this system

gray frigate
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Try tunring up the "Base Map Distance" setting in the terrain settings

heady gorge
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i was planning to use it but now ive put myself in a weird spot

latent lake
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perhaps a way to spawn in each of the tiles prefabs to then do the checks and build the nav graph then delete all those prefabs

clever comet
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that was indeed the issue, thank u again

gray frigate
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The optimization probably made sense for much older hardware

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At long distances, you're rendering very few pixels of the terrain

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so you start caring more about the mesh density than anything else

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(and that will still vary dynamically with distance)

gray frigate
modest meteor
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you only need 1 canvas for this

void patrol
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i was looking to make a minimap fog of war effect (map uncovered when move near it), but most tutorials are using a "clear flags" setting on the camera which i cannot find, any alternatives? or am i just missing the option cause im blind

heady gorge
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im going to pause on this and create like an actual door i can interact with just to make sure im doing this right

modest meteor
crimson bluff
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I'm having a hard time installing assets through the git link, it keeps saying that there's an error of adding/removing, but does anyone know how to fix it

worldly cave
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whats the git link? Could be that it isnt setup properly to support direct installation

crimson bluff
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Sorry for late response

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i cant send links here but its the Toon Shaders

worldly cave
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im 99% sure you can send a git link here.....

crimson bluff
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Oh didnt copy the correctly 😭

worldly cave
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sometimes it could bug out

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you could just try installing it manually

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but this seems less like a package and more like an entire project

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so i dont think you could have installed this as an asset to begin with directly

crimson bluff
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How do I do that, I know you just donwload it and install it the same way but Im not sure how to find the right package or anything like that

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Like what files to choose from

worldly cave
crimson bluff
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Just import the whole thing?

worldly cave
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"adding everything from the repos assets folder into a custom folder in your own project"

crimson bluff
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I'll try that after im done finshining something up

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Thank you

gray frigate
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are you trying to install it with this option in the Package Manager?

crimson bluff
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Add package from git URL

gray frigate
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The repository itself is an entire Unity project

crimson bluff
gray frigate
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Yeah, that should work

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Note that this does include stuff like URP renderer assets. Importing them is fine, but they won't be used d

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It's possible that this includes custom renderer features (which have to be set up in your URP renderer asset)

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I'd download the entire repo, unzip it, and then add it to the Hub as an existing project

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You can probably then just copy the "ChiliMilkToonShader" folder into your main project

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the rest of the assets appear to be there for demo purposes

tough blade
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Howdy!

latent meadow
vagrant rootBOT
sick mason
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Hello everyone, I have a very big problem with Unity, I am a student and I need to use it. I downloaded Unity from the official website and all that, my problem now is that, first, it doesn't let me create any new project, second, when I create it, it deletes itself, it doesn't appear in the folder, it doesn't appear anywhere. When I finally create a single project, it doesn't let me open it, it just loads and nothing more. It is very frustrating since I am not good at all with these things and when I search, no one has an answer, not even my teacher. I hope someone can help me, thank you

worldly cave
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where are you creating the project?

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which directory?

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have you verified your drives arent too full?

sick mason
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directory as in where did i put the file to make the projects?

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and yeah, i made sure i have space in my drives

worldly cave
sick mason
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sorry if i get a bit mixed up with stuff , english is not my first

sick mason
worldly cave
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so what happens when you try to create a new project

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and you say it doesnt let you?

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does it show any kind of message or warning?

sick mason
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nope , no warning , no nothing

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dosnt load and immidiatly delets itself

worldly cave
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so how does it "not let you create" a project?

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what os are you on?

sick mason
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os?

worldly cave
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operating system

sick mason
sick mason
worldly cave
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thats something you just know?

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is it windows?

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mac, linux?

sick mason
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ah

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windows

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sorry

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tried to send a video to show it

latent meadow
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your own computer, or is this a school computer

sudden sparrow
sick mason
latent meadow
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ok

latent meadow
sudden sparrow
sick mason
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its pretty frustrating to do this since , well, i suck pretty bad with all of this

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and the teacher (who has been giving classes since 2019) just tells me "i dont know how to help you"

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not cool

sudden sparrow
sick mason
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i mean

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its not exactly school , its more like

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college ? i think

sudden sparrow
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ohh

sick mason
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here in argentina its like "faculty"

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basicly

sudden sparrow
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a part of big uni?

sick mason
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i guess

sudden sparrow
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ur beginner ?

sick mason
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either way , i still dont know why i hace this "gaming" class , since i am studying arts

sudden sparrow
sick mason
worldly cave
worldly cave
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besides technical art is a huge part of game development

sick mason
worldly cave
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who knows maybe you will find yourself working in the field in the future

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so its good the college is preparing you for it

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dont dismiss it

sick mason
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not this

sudden sparrow
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what artstyle are u studying?

sudden sparrow
sick mason
sick mason
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really long thing to basicly say "ah yes ,me painter, me profecional"

sick mason
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buuut

sick mason
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they have different ramifications

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like sculpture , painting , drawing and well , making games is one

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but i am not going to do thato ne

sick mason
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and here i am

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having to do the first semester of programing

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and i am basicly about to fail it because my unity isnt working

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and i jsut came here for help loool

sudden sparrow
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UnityChanwow me beginner too but ill say if u have nothing to loose just uninstall everything related then install it again watching the installing tutorial on yt

latent meadow
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please shift over to the thread.

sudden sparrow
sick mason
south summit
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Unity accepts blender animations?

raven spindle
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Hey is anyone familiar with a tutorial or course I can take thayt covered the new input system used for an RPG style with attack and multiple weapons? I have taken the Junior Programmer Pathway and Game Developer pathway but any RPG seems to be ancient.

south summit
stuck flower
raven spindle
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was hoping to expedite my learning path, but this is probably better

wheat coral
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Hello guys. I need little help. Can anyone say how to make operating room in Unity VR? Its my project for 3 years on college and I dont know where to start. Its due to June.
I would really appriciate help 😃

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What should I learn firstly and what to focus on

stuck flower
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This sounds more like a question for Blender.

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Or whatever your 3D modeling software of choice is

worldly cave
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i mean yeah if its purely just the enviroment itself

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if you mean like actual interactive operation simulator or something...

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well thats a different story

latent meadow
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"i need to make a medically accurate surgery simulator in the next 24 hours! Where do i start learning Unity?"
this is what these half questions always sound like to me

worldly cave
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also theres no way this is your final project for 3 years in college yet A. youre starting it with 1 month left due, and B. your college has not taught you the very basics of Unity....

high heart
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Hi everyone,

I need a bit of help with Mac versions of my game distributed outside of Steam.

When someone downloads my game from the internet, they are met with a 'this application is damaged' error. However, that isn't correct, as running the game using a terminal command allows you to run the game perfectly fine. Also, when obtained locally without an internet connection, the game runs simply by double clicking it.

I know that Apple's security feature is weird, and I've seen quite a lot of Unity games with warnings when you first play it, however... it's simply a prompt that allows you to either choose "run anyways" or you go into your security settings to allow the app to run.

This however is really weird because it absolutely requires a special command on terminal, and I'm not sure why it's different from other ones.

I'm not a ceritified developer, but I don't think a lot of other small time hobbyist developers are either, so I'm not sure why my app requires terminal when others do not.

gray frigate
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This happens when an application is downloaded.

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If you run it through something like Steam or Itch, they wind up doing this for you

high heart
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I know that the launchers do it, but I keep getting messages from people who choose to do the downloads individually

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the chmod thing, isn't that something the downloader has to do on their end? Or can I just do it and then upload it.

gray frigate
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unless you go through the process of getting a certificate so you can sign your applications, people will have to do those two things for a directly-downloaded game

gray frigate
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I presume that macOS automatically removes the "executable" flag from anything untrusted that's downloaded from the internet

high heart
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When did this change? I remember previous unity games I made only needed a "allow anyways" prompt in the security settings, this is the first time it requires chmod

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Is this something being applied to all unity games that aren't developer ID signed?

I probably wouldn't take the step to get an ID unless I plan to make money from the iOS platform, honestly.

gray frigate
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I don't recall when the behavior changed

high heart
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I'll just put a readme into the dmg, I guess.

raven spindle
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How is it distributed if not through Apple Store?

high heart
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It's through itch.io, but a lot of mac users do not use the launcher

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And they started complaining saying that 'well other games don't have this problem'

gray frigate
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the itch app is very handy! it gives you actual patching...

raven spindle
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Curious as I am a mac user but haven't published anything, so you are just building the dmg and posting on itch

gray frigate
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I use itch's butler tool to upload

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basically the same thing

raven spindle
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if ok can you DM me th elink to your game, want to see what happens

stuck flower
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The way I usually solve this is ||don't bother building for Mac, let them buy a real computer||

gray frigate
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very helpful 🙂

high heart
gray frigate
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i would simply encourage them to use the itch app

high heart
gray frigate
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it makes updating way nicer

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(rather than just downloading the entire game over and over)

high heart
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I guess I'll put a readme into the dmg for now to let mac users know to use the launcher

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That won't mess with the launcher would it, putting a readme into the dmg...

gray frigate
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anyone who knows that a .dmg can be opened up will probably know how to deal with the issue 😉

high heart
gray frigate
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iirc itch lets you enter some "download notes" or something like that

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which shows on the download page

high heart
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I had mac beta tester volunteers who didn't even know that Mac had terminal

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They thought you had to download terminal

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lol

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And I had to step them through the process of the commands, and I was like "nobody is gonna run my game this way"

gray frigate
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oops, i was mixing up applications and disk images, lol

worldly cave
stuck flower
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For linux users, that is an impressive amount of restraint

high heart
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At least linux users don't have to use terminal to run individual apps

worldly cave
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does he know

high heart
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Do I know? I tested it.

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Unless you're trying to play games using Gentoo

uncut karma
uncut karma
worldly cave
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Maybe we are misunderstanding the data and Linux players really like to do quality assurance UnityChanThink

uncut karma
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But if its natively supported its natively supported.

gray frigate
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my friend just experienced a very interesting problem

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  • unity closed, complaining about a corrupted file in the Library
  • when reopening, it said it could not parse packages-lock.json
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Unity decided to overwrite the package lock file with the project settings asset

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holy memory corruption, batman

uncut karma
gray frigate
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🙃

reef dome
uncut karma
gray frigate
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my power went out

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amazing timing

gray frigate
uncut karma
plain iron
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UGUI or UI toolkit. People say UI tool kit is better for performance but i have no idea how much that matters

gray dirge
peak mountain
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anyone know the site we should use to paste code?

uncut karma
# plain iron UGUI or UI toolkit. People say UI tool kit is better for performance but i have ...

From a performance perspective, my understanding is that UI Toolkit doesn't require you to separate out UI groups into different canvases if your project is UI heavy. UGUI requires you to do that because when one element is changed the whole canvas needs to be redrawn.

If you're starting a new project, go UI Tooklit. If you're deep into an existing project that's using UGUI just keep using that but ensure you follow best practices for UI performance optimisation.

gray frigate
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!code

vagrant rootBOT
peak mountain
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So Idk if this is the right channel, but I do not think the coding channels are really the place to ask either since nothing is really broken and its more of a design question.

Which pattern is better in the long run? See this paste for reference. https://pastes.dev/BKCWeFDWnJ

public T CreateItemInstance<T>(ItemDefinition item) where T : ItemInstance, new()
{
    var instance = new T();
    instance.runtimeID = GetNextID();
    return instance;
}

or

    public ItemInstance GetItemInstance(ItemDefinition item) 
    {
        var id = GetNextID();
        return item.CreateInstance(id);
    }
plain iron
inland tulip
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can someone help w this, im getting into developing and this is a big issue with textures for objects from blender

gray frigate
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the latter would, at least, be able to ensure that the correct kind of item instances gets created (since the ItemDefinition is responsible for it)

uncut karma
gray frigate
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you need to UV-unwrap your model in Blender

inland tulip
gray frigate
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a good UV unwrap will give each surface roughly the same texture density

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for rotation, you'll need to check that in Blender (it would be helpful to add a UV checker texture so you can preview the layout)

peak mountain
gray frigate
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However, as long as you don't place too many UV seams, it should be pretty consistent

inland tulip
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k thanks

plain iron
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Also man that game looks like a great template for a dream game of Legend of Galactic Heroes. Looks cool

uncut karma
fickle rapids
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How many of you guys here really support unity games made by unity developers.

fair cove
uncut karma
heady gorge
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okay yall know how sometimes you can interact with a 3d object in a game and it sort of has the camera sort of pan in on the item so you can properly focus on it

slim pond
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the unity ai is doing gods work rn

bitter horizon
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i was following the unity tutorial

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this keeps happening

balmy kettle
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!IDE 👇 start by configuring vs code. then remove the offending line

vagrant rootBOT
balmy kettle
bitter horizon
balmy kettle
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in what way does that not help

bitter horizon
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i got vs code installed already

heady gorge
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but did you set it up?

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like the instructions on that page?

bitter horizon
balmy kettle
bitter horizon
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im following the tutorial one to one

teal plinth
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Hello everyone, idk if anyone here knows how to build for Meta Quest, I attempted building and running a project but it's just a black window on the actual headset, doesn't even go to a "vr view" per se. Link works fine when testing it's only when I try and build it for standalone.

heady gorge
# uncut karma Yup

i was thinking of trying somthing like that but now im just wondering if for the sake of convenience i should have just have the player swap cameras instantly

stark agate
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read the error

bitter horizon
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vs code keeps changing my code

balmy kettle
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get it configured

stark agate
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hence why they asked you to set it up properly

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or use visual studio :P

bitter horizon
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this is what i got installed

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whats wrong

balmy kettle
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are you intentionally just ignoring the information provided

bitter horizon
balmy kettle
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did you follow the rest of the instructions

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if yes: it is configured and there's nothing more you need to do, and you should now see the error underlined in red.
if no: then follow the rest of the troubleshooting steps

cunning flicker
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Does anybody have an idea why random images in the build just seemingly break? The import settings are identical for all the images pictured but in the build for some reason this particular image just breaks, and it's not just this one

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On Windows btw, pretty simple build setup

fair cove
# heady gorge i was thinking of trying somthing like that but now im just wondering if for the...

Depending on how many objects in your scene can be "inspected" swapping cameras sounds like a lot of extra cameras to manage, if your locking the players ability to move and use abilities and stuff while "inspecting" then maybe having a empty transform for where the camera should rest attached to your objects, or using some kind of distance calculation would let you just reposition the single FPS camera to where it should be?

fair cove
copper gust
cunning flicker
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It's seemingly texture-consistent; when I have a coin texture, every graphic that uses that texture also breaks

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It seems like it happens on Raw Images rather than Images, but it's not consistent with what is effected though

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Most Raw Images are fine, but others (texture-consistent) are completely busted

slow dirge
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If doesn't help, I'd compare frame debugger info in the editor vs build.

cunning flicker
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I just discovered that if I set the import settings on the broken textures to be a Sprite, it fixes it for the Raw Images (even though Raw Images don't require Sprites)

uncut karma
forest otter
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In my opinion, Unity should remove the default input action asset and start projects without it, letting you make one from scratch

peak ice
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Hlw. I was a bit confused regarding the current trend about unity ai. Suppose someone enjoys exploring and learning new mechanics in unity.It can be shaders,car physics,procedural stuffs etc. Should they use unity ai for it? I mean that wont be fun right?

slow dirge
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It depends on what part you find fun exactly. And how you use the AI. You don't have to delegate it all to it, but you could ask it questions that could help you take the right direction.

vivid cedar
fair cove
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Unity also lets you create templates, so you could create a new project, delete the default input and any other cleanup for how youd like to start a fresh project with, then save it as a template - use that project as your future "new project" starting point

heady gorge
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This is my first "mini game". I feel liberated.

forest otter
strong lily
fair cove
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Yup, there are several ways Unity lets you customize how you use the engine - simplest way is just to use File Explorer and copy the entire project folder containing "Assets", "Library" etc and rename it - another way is saving your project as a package in Unitys context menu, then add it to any blank project through Package Manager, just like how you would add Cinemachine for example or something from the asset store, you do the same with your package (you could even upload it to git and pull it in that way from Package Manager) - or you can zip it as a custom "Project Template", do a bit of manual work and move it to the same folder Unity looks at to show you the default templates for your specific version (thats the biggest downside about the latter approach, its version-specific) - you can find tutorials on either approach searching "Unity custom packages" or "Unity custom project templates" @forest otter @strong lily

strong lily
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i love it. and thank you for all that information!! love when people go into details like that, thx sir!

latent meadow
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do any of these methods include third party assets? for example, a SpaceMouse package that installs under Packages, instead of Assets

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i usually just do the manual copy method (method one in your description), but if a template project can include Packages too, as soon as the latest Hub update hits Linux, i would rather do that

strong lily
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kinda cool tbh, cuz im just building systems seperated, so later i can just add my sysems into a world and test and enjoy my own little fun xd

fair cove
latent meadow
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No, sorry. i mean, if i make a template, can it include myriad third party assets, that may install to Packages

strong lily
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oo

fair cove
latent meadow
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It might not be known yet. i can test later when it hits linux (the hub update). a bit exhausted right now as i just spent over an hour fighting a problem that did not actually exist :/

strong lily
fair cove
# latent meadow No, sorry. i mean, if i make a template, can it include myriad third party asset...

Ohh - yeah thats possible, the way the "Package Templates" work, is basiaclly you create a .tar "zip" with a JSON-like file that tells Unity what packages, project settings, starting assets to import, etc this is essentially all that Unity has pre-setup when you click "HDRP" for example and it gives you some sample scenes and imports a bunch of packages for you already, your just manually setting up one of those "HDRP" default templates as your own

latent meadow
strong lily
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lol fun, man, unity is kinda easy to make simple systems when u know very little of the engine it self.

quick 30min, setup for a auto fire turret that tracks "layers" lol.

i like this alot haha.

lavish flare
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Any tips for making URP look good? It took me a couple clicks in HDRP to have decent lightning and fog but in URP everything feels so washed 🤔

potent geyser
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I believe the default tone mapping is set to neutral in the post processing. You could start fresh by turning that off (setting it to none)

clever comet
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ACES is nice for more accurate colours

latent meadow
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aces is not 'more accurate', it is just a grading

clever comet
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its just more consistent

barren nacelle
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Are mobile games dead

clever comet
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no

clever comet
barren nacelle
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I don’t think I’ve seen anybody working on a mobile game these days

latent meadow
barren nacelle
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All I see are pc game devs

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Still

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When I look on social media apps it’s all pc game devs promoting their games

brisk anvil
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24 hours later both assets are fantastic.
If you get around well with Unity's regular ik (put sockets under bones and play with your pose/animation a bit so it fits) then you don't really need it.

my main use for it was because I needed dynamic ik (jump to zipline and hold it, retargetting animation, etc) so it was pretty useful! otherwise Unity's basic ik is awesome

#

and magica cloth 2 should be built in :O this asset is freaking incredible I can't believe I only saw it now lol!

brisk anvil
# barren nacelle I don’t think I’ve seen anybody working on a mobile game these days

there are many, I used to get loads of them on youtube shorts when I used to watch

Also the asset store is full with assets that are optimized specifically for mobile and VR
if you are looking for others, other than #📱┃mobile lots of youtubers have mobile & vr communites, some known ones are Valem Tutorials, Fist Full of Shrimp (also he has a cool blog about how to optimize for mobile and vr) and on X and Reddit you have lots of folks posting mobile at #Unity3D

lavish flare
clever comet
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not a good RP for realism

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you need to understand a lot of colour theory and be able to easily identify what makes things look off, lots of skill involved

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my advice would be to send your scene to artists and let them tell you whats off, I do that all time

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sometimes we look at our scenes too long and we lose the ability to notice exactly whats off

barren nacelle
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Which is nice

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How do y’all even come up with fun games anymore

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I feel like all the ideas have been taken

brisk anvil
brisk anvil
barren nacelle
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Like if I made a endless runner or battle royale game, there’s already loads of those

brisk anvil
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and the communities

barren nacelle
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And it feels like I’m just making a clone of it

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These days u gotta think outside the box since normal ideas might not work

lavish flare
brisk anvil
barren nacelle
brisk anvil
#

celeste as the idea "a generic 2D parkour game with abillities" sounds boring and done a billion times but the game is still super creative and refreshing

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Hollow knight as well, metroidvanias exists for tens of years yet the game about slaying bugs in their kingdom is fun and engaging

barren nacelle
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And I can’t really compete with AAA games

brisk anvil
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also mobile is a market which nowdays is dominated by strong companies and "high tech" style offices, it's mostly indie pc and consoles that enjoy new ideas

lavish flare
# barren nacelle What do you mean

How many games are pretty much the same? Yet they exist on the same timeline, because their implementation slightly differs. Different art style for example does a lot already. You dont have to be unique to succeed whether its a game or a product imo.

barren nacelle
brisk anvil
#

just use a good thumbnail so people click and try your game

clever comet
clever comet
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theres a million ways to make it new, but really not every unique idea is a good one

brisk anvil
clever comet
#

I agree that implementation is more important, I dont mind playing an RPG for the 10th time because if its done well ill still enjoy it and thats what video games are for

brisk anvil
clever comet
#

people still play all of them

brisk anvil
#

yeah and the player count only goes up

barren nacelle
brisk anvil
#

I'd argue now is the best time to get into Unity

barren nacelle
barren nacelle
#

Even if they do play

clever comet
#

they do

brisk anvil
#

you'd find mostly pc horror games but lots of mobile as well

barren nacelle
#

They’ll all say it feels like a cod clone

brisk anvil
#

so what

lavish flare
#

who cares

#

everything is a clone of a clone

barren nacelle
#

I was planning on making a endless runner game

latent meadow
#

that sounds like it would take forever! 😄

barren nacelle
#

But I’m lowkey scared since there’s already so many

lavish flare
#

brother

#

build the core idea, get people to playtest

#

see if there is interest

warm ore
#

I want to make a vr space exploration game

lavish flare
#

if not, iterate or go on with the next idea

barren nacelle
#

I should do this

lavish flare
#

im currently building yet another arena shooter and I playe tested it with like 10 people and validated that its an idea that might actually work out

#

how many arena games already exist? 🙂

barren nacelle
latent meadow
barren nacelle
#

It’s called endless runner game

latent meadow
#

then you are ahead of the game. note, that is the only place on this server you can ask for that

barren nacelle
#

Didn’t really gain much attraction tho

lavish flare
#

could spend some money if you cant find any

#

pay people to test with you

barren nacelle
lavish flare
#

its the internet use your imagination

barren nacelle
#

Ah I see

#

YouTubers

#

Basically

hushed hamlet
# lavish flare how many arena games already exist? 🙂

Steam is prob 250k titles, itch another 1m? (although a mixed bag of course) Then consoles to consider. Given arena shooters is fairly popular, I'd assume you'll be facing at least 10k reasonable games for competition. But you should pull actual stats to check.

lavish flare
hushed hamlet
#

(it's part of the reason most publishers I talk with now are budgeting 1.5x to 2x marketing cost to dev cost these days, where it used to be more 1 to 1)

lavish flare
#

right, I come from a webdev background as a lead and from my experience if you want something in the market you gotta spend at least half of it on marketing and with todays velocity you will be looking for even more.

hushed hamlet
latent meadow
#

understandable. i tried to work on a game for profit. i had no interest in it. if it is not something i have heart in, it won't get done.

hushed hamlet
#

So true.

lavish flare
#

Yeah I feel that one.

latent meadow
#

Unity Talk: Non-programming Unity development topics & questions not covered by specific channels. Prolonged discussions and game design questions should be threaded.

sand harbor
#

Threaded where? I looked in channels and theres only archived game design channel

latent meadow
sand harbor
#

Hi, yall, I dont know much about game design and need a way to comunicate to the player when, during the duel, they can aim and when to shoot. I don't really want to use on screen prompts, cause that ruins the immersion imo, but just making the reticle grey, when aiming, then white for when to draw didnt feel intuitive at all, please help

cinder lark
#

i have a question

latent meadow
dusk lichen
#

UI builder kinda annoying to use

#

why is there even a minimize if you cant use it

gray frigate
#

a "minimize"?

silent mica
dusk lichen
jagged cove
gray frigate
#

huh, you can't minimize a floating window containing the UI Builder?

dusk lichen
#

yeah literally, have to keep it on the 2nd monitor

gray frigate
#

are you not able to minimize floating windows in general on Windows?

dusk lichen
#

no i can, it works on unity

#

but editor popped out

#

minimize greyed out

#

but i can see why, its because they dont make the editor a separate window when you pop it out

#

they should really

heady gorge
#

Is anyone familiar with dbd style skill checks? Are those just sliders?

worldly cave
#

are they one of those clock like reaction time checks?

gray frigate
#

I wouldn't use an actual Slider component, but it's kind of the same idea

undone monolith
#

is there a way to give a suggestion for a unity learn pathway specifically?

worldly cave
#

unless the pathways have some "review" or "feedback" button somewhere

#

actually dont they have reviews??

undone monolith
#

wait was the templates tab always a thing in the Unity hub?

silent mica
# gray frigate are you not able to minimize floating windows in general on Windows?

I believe Unity had a version with window flags where you could, but IIRC people complained about how every Unity window ended up showing up in taskbar and alt+tab interaction.
I believe the additional window decorations were also part of this, but this is the compromise they landed on. Unity used to maintain their own windowing logic.

delicate trench
potent geyser
#

It just came out, yes

undone monolith
#

Is Unity 6.4 safe to use yet or is it still in an open beta state?

potent geyser
#

It's the recommended version to use

undone monolith
#

I personally am unaware about these errors since I always use LTS versions

potent geyser
#

That's a very specific thing to ask, who knows. Maybe? Maybe it's been fixed in the numerous updates/minor releases since you last read about it? You need to dig into it to actually see if it was the case and if it still is.

#

Otherwise, no need to wring your hands over it, just try it out?

lean ridge
#

Hi all. I read about the new CLI with hub 3.18 but the release notes suggest it’s a separate binary install on the hub page. Can’t seem to find it though unless I’m looking in the wrong place?

long sapphire
#

Hello there

#

Is there anyone that can see this ?

near wigeon
long sapphire
final harbor
#

we back!

fast latch
#

I am doing the course Create with code unit 3 I am just a bit confused how can i make a plane solid?

near wigeon
latent meadow
#

visually, use a flattened cube. if you mean solid in the fact he is not falling through, see navs answer

#

man, emoticons are still screwy, or i need to clear my cache

fast latch
latent meadow
#

go back and review all the steps in the tutorial, i am 99% sure it is covered, unless Unity is trying to be socratic again. does it continue to fall, or only that far?

fast latch
near wigeon
# fast latch

you'd have to show the setup of player and scripts

latent meadow
fast latch
stuck flower
#

Your collider is a trigger

fast latch
#

Thank you! 😭

hoary mural
#

i builded my game prototype first time and I have a strange problem with graphics... it appears randomly. The problem is not in the editor and I have no idea what could be causing it

coral violet
#

Is it js me or is pro builder tweaking

cursive abyss
#

Hey guys, i imported my Charakter from Blender and saw this Shadow typ thing and i have no clue where this comes from and why this happens. Would be nice to get some help & ideas to fix it UnityChanThumbsUp

worldly cave
#

looks like AO

cursive abyss
worldly cave
#

Ambient occlusion

#

if youre on urp it should be a renderer feature you can adjust or disable

lean ridge
#

Is the new CLI to be installed after the hub and essentially via the hub? Documentation isn’t that clear but that’s what I’m questioning.

storm patio
lean ridge
#

Like there didn’t seem to be a download for it nor instructions on where you install it from. Guide said to reference hub page but hub page had nothing about it (just the gui hub)

atomic folio
#

Who even uses Unity AI

brisk anvil
cursive abyss
brisk anvil
#

is there a #shadergraph

#

#urp

#

I'm trying stuff lmao

#

I have a bug in shader graph where I can't connect a node the second time unless I disconnect it's output first.

#

it seems common / popular since 2022, should I still report it?

gray dirge
brisk anvil
# sage basin https://unity.huh.how/graphics/shader-graph/vert-frag

Thanks, but It does eventually connect and compile if I delete the existing output first, then reconnect it. So I don’t think it’s a real vertex/fragment incompatibility, because then it should stay invalid. Feels more like Shader Graph’s editor state/port validation getting stuck until the edge is recreated.

sage basin
#

Hard to say without seeing it tbh

brisk anvil
brave lark
#

hi hi, i could REALLY use some help. i spent like a super long time tweaking this nightmare configuration in the insprector, but i am on run mode. please tell me there is a way to keep everything rn when im already in playmode

brisk anvil
#

do you have cinemachine in the project?

brave lark
#

no clue what that is so probably no

brisk anvil
#

can you take a screenshot of everything you changed and then copy the values?

#

you can also right click on some values and copy them, which later allow you to paste directly

atomic folio
brave lark
#

i have no clue

sage basin
# brisk anvil

You might be right. No harm reporting it if you have the time and a small repro case

brisk anvil
brave lark
#

but ig ill try so there is no way? i dont get how unity still doesnt have a feature to just save your shit if you fucked up and changed it in play mode. like bro

brisk anvil
brisk anvil
#

select all the objects you changed in the Hierarchy, CTRL + C, try to paste ctrl+v to see you copied,

Then exit play mode and paste again.

brave lark
#

you have got to be kidding me

#

so i made screenshots

#

and i put in every value

#

or at least im quite sure i did

brisk anvil
#

are you still in playmode?

brave lark
#

and now it combusts

#

no not anymore

brisk anvil
#

well, the second time you do things you usually do them better

brave lark
#

thats like a full hour of work gone

brisk anvil
#

at least you learned, happens to all of us

brave lark
#

i didnt learn anything cuz this physics engine is doing random shit

#

sorry im just kinda frustrated rn

brisk anvil
#

I'd strongly recommend you to enable playmode tint in the Unity settings

brave lark
#

i knew i was in playmode

#

😭

#

but i needed to see live changes

#

and thoguht surely there is a feature to keep your changes

brisk anvil
brisk anvil
#

it's free

brave lark
#

good

#

LETS GO it works i just forgot a decimal just double checked

brisk anvil
#

awesome lets goooo

brave lark
#

ty for the help

lyric ruin
#

Hey everyone. I need some good recommendations for 1990s-esque simcade rally car vehicle physics. Any price range will do.

potent geyser
#

Have you looked on the asset store?

upper igloo
#

why wont this if statement work?

storm patio
upper igloo
storm patio
#

note that c, c++, and c# are all separate programming languages

peak briar
#

Unless you’ve rewritten unity to use c++ then this can’t be unity

upper igloo
peak briar
upper igloo
peak briar
#

Yes

potent geyser
#

This is the Unity server, if you have questions for Unreal, go to their server.

peak briar
#

Although I would recommend taking this to a unreal server

round bloom
#

could I get help with unity? I uploaded a project years ago and I think the scene POV is skewed

chrome radish
#

Hey guys, why is it so difficult to implement simple fps controller nowdays? Came back to unity after break and importing fps controllers from unity hub or asking ai assistant to make simple script i paste inside capsule with main camera just results in errors and nothing working. I'm not programmer and just want simple controller to test my levels i build with

copper gust
#

Don’t expect good results using ai

chrome radish
silent mica
#

!collab @ripe gazelle

vagrant rootBOT
copper gust
chrome radish
charred fog
#

Assets and tutorials have a version requirement, make sure it's the supported one.

chrome radish
#

nah brah am switching to Godot

vagrant bramble
#

Is there a way to drag to select multiple in the hierarchy like you can in the scene

copper gust
vagrant bramble
#

Thanks

ripe gazelle
livid venture
#

I’ve got this error where when I put the apk on vr it’s a 2d game on my vr game

pearl oyster
#

!collab

vagrant rootBOT
# pearl oyster !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**

undone fjord
#

is there like an general Help Chat or should i ask questions here?

lunar cloak
#

#1390346827005431951 make a thread, so people can come back to your question later instead of getting lost in chat

vagrant bramble
#

When you initially drag an asset into the scene, the origin of that asset will be wherever your mouse is. Is there a way to move an object like that again

lunar cloak
vagrant bramble
#

The arrows can only do it on one axis at a time

jagged cove
#

grab the box and move it

vagrant bramble
#

The box can do two axis

jagged cove
undone fjord
vagrant bramble
jagged cove
vagrant bramble
#

Yeah that works, thanks

latent meadow
#

Unity Chat: Non-programming Unity development topics & questions not covered by specific channels.** Prolonged discussions and game design questions should be threaded.**

vagrant bramble
#

I came across what might be a rendering bug, I had an obj that was 3 separate meshes, I imported it, set the material to transparent, and if one was lined up behind the other, you could see the behind one clear as day

latent meadow
#

#1391720450752516147 it is not really a bug. it has to do with how depth is calculated in transparents

vagrant bramble
#

It's a feature of its own some desire, but I had to adjust and reimport the mesh as fbx

latent meadow
#

there are several ways to mitigate it, and several causes of it

vagrant bramble
#

And made it even slightly transparent

latent meadow
#

it is most likely already answered in #1390346776804069396 , in one of the posts. if not, you can use the general thread there

coral violet
#

When is pro builders next patch

#

It keeps bullshiting me

#

Why does it scale like that

latent meadow
vocal barn
#

Hello, I recently started using Unity and I have an issue where my Tile Palette is black. Could someone help me?

latent meadow
lean ridge
#

I saw in the 3.18 announcement a corrected URL/method for getting the new CLI binary, but every variation I try of installing an editor with it results with iruntime not found in container. 🙁

bitter horizon
#

code doesnt work from the unity learn tutorial

latent meadow
#

!input

vagrant rootBOT
# latent meadow !input
How to Set Input

To set Active Input Handling, go to:
Project Settings > Player > Active Input Handling

• Input Manager (Old): Use the original Input settings.
• Input System Package (New): Uses the new input system package.
• Both: Use both systems.

bitter horizon
#

doesnt work still

latent meadow
#

the error you presented is what i sent the fix for, aside from that, go over your code and see what you missed

balmy kettle
bitter horizon
latent meadow
#

just flip it to use both

balmy kettle
bitter horizon
#

yo thanks dude

latent meadow
#

"!Science!"

undone monolith
#

They should update the Unity Learn website honestly. The outdated information there confuses me sometimes as well, I have to Google the rest

balmy kettle
#

it also generally helps to read your errors because it told you that you are trying to use the Input class but your input handling was set to Input System

latent meadow
#

pretty sure they do specify versions, but yes. (regarding the learning site)

bitter horizon
latent meadow
#

well.. 😄

bitter horizon
undone monolith
bitter horizon
#

yeah the just realized the tutorial is 6 years old

latent meadow
undone monolith
bitter horizon
undone monolith
#

The pathways in the learn website does feature newer versions

bitter horizon
#

they didnt update this one then

undone monolith
bitter horizon
#

really old

#

is it still worth to learn

undone monolith
bitter horizon
#

i have 3 years experience in 3d modeling but never coded before

undone monolith
# bitter horizon yep

I'd recommend checking out the Junior Programmer Pathway. It supports 6.0, although some information there are slightly outdated too

undone monolith
bitter horizon
undone monolith
latent meadow
#

honestly, the one from 2019 confused me, more than helped.

#

i localized it as reference though

bitter horizon
#

thanks @latent meadow

finite igloo
#

hey guys anyone knows good Mathf.Lerp guide in yt?

undone monolith
#

Unity already has covered this

balmy palm
#

Does anyone know if theres a way to change texture2D properties on runtime via code?

warm elbow
#

If Unity Shader Graph Nodes were the same as Blender life would be soooooo much easier

topaz wadi
#

hi, is there a discord channel here equivalent to "Donut Help?"

#

a bit embarassing to flood this general channel with dumb questions

vagrant rootBOT
topaz wadi
#

im already there and reading stuff

#

just in case I get stuck

worldly cave
#

altough most questions especially beginner ones can be googled easily

boreal river
#

Hello, guys! Is it a glitch or something or that's how Unity renders image when you move in the editor?

silent mica
boreal river
#

oh, fixed thanks! What was it?

silent mica
gray frigate
#

the further apart the near and far clip planes are, the less precise depth values become

#

so they have to stay somewhat close together

#

(that's why Unity doesn't just set them to 1e-6 and 1e6 and call it a day)

strong lily
#

has anyone used
Universal Animation Library 2 pack from itchio?
is it still up to date and will work with unity 2022.3 lts?

#

i would goto their discord, but link broken :S

worldly cave
#

Any reason youre asking?

#

looks like just an animation pack

topaz wadi
#

currently following this tutorial, mine is on the right. This tutorial was 3-4 years ago, why is the velocity marked out?

#

are there some huge changes for scripting?

balmy kettle
#

read the warning/suggestion and find out

worldly cave
#

we use linearVelocity now

#

but also yes your ide would tell you why

strong lily
#

im not sure with downloading assets from things and making sure they work with my unity 2022.3 lts

topaz wadi
#

thx

potent geyser
#

How animations work hasn't changed, so it's likely still useable.

worldly cave
#

its engine agnostic (technically)

strong lily
#

that will answer my question, thanks peeps 🙂

amber cobalt
#

sry i dont know if this is the right channel. Is there a reason why my wheel colliders when spawned look this messed up? in this tutorial these wheel colliders are almost the same size and same direction as the wheels. What could be responsible for this? can the origin of this cause further issues with other features in unity?https://www.youtube.com/watch?v=jr4eb4F9PSQ&list=PLyh3AdCGPTSLg0PZuD1ykJJDnC1mThI42 ( colliders visible at 0.51)

In this series of videos we will learn, How to make a simple Car movement, Camera follow and add Engine sounds to our Vehicle in Unity 3D by using C#.

In this specific video we will learn the basic and most efficient way to make a Car move, steer and brake by using Unity's Wheel collider component.

SUBSCRIBE FOR MORE !
https://bit.ly/3dR...

▶ Play video
amber cobalt
vivid cedar
#

normal scale is 1

#

93 is very, very large

#

that's why your wheel colliders are very very large

#

Basically you're importing the model as way too small, so you tried to compensate by scaling the object up

#

but that has an effect on everything

#

The best solution here is to move your renderer out of the main hierarchy

#

Right now you have this:

Root (MeshRenderer, Rigidbody probably, scaled to 93,93,93)
   Wheels```

Change it to this:

```Root (Rigidbody, Scaled to 1, 1, 1)
   Renderer (MeshRenderer, scaled however you want, probably 93,93,93)
   Wheels (scaled to 1, 1, 1)```
#

Basically the key rule of thumb to follow is "If an object has children, it must not be scaled"

heady gorge
#

how would i rotate something as if it were a clock hand
like having one end be the sort of center ig

near wigeon
#

blender or make child have appropriate offset from parent and rotate parent instead

heady gorge
#

pivot
thank ye

vivid cedar
amber cobalt
# vivid cedar Basically the key rule of thumb to follow is "If an object has children, it must...

thanks for answering, problem is, i didnt scale anything. I import the model, thing has a scale of 1; the childrend of the model have different ones, such as an example wheels have 93.93187, the body has a scale of 416. is the whole model itself to big when imported? if it is to big, how should i make it smaller if:"If an object has children, it must not be scaled" ? Should i make the model smaller in blender? (i created it there)

vivid cedar
#

you probably want to bake the transforms in blender (or apply them or whatever)

#

that makes all the scales positions and rotations of the sub objects identity values and repositions the actual mesh vertices so they all come in as 1,1,1 and positioned properly (iirc)

#

Yeah I think "apply transforms" is a blender export option

gray frigate
#

By default, you'll get a 100x scale on FBX files exported from blender

#

the "Apply Scalings" option defaults to "All Local"

#

"FBX All" will give you a scale of 1

vivid cedar
gray frigate
#

scene view is on Global

#

however, the tank is also not rotated

#

so that's still correct 😛

vivid cedar
#

yeah

amber cobalt
topaz wadi
#

notlikethis why is the C# on unity different from the C# I know

worldly cave
#

its the same C#

#

just a different workflow

topaz wadi
#

a bit confused by this UnityChanPanicWork

balmy kettle
#

what specifically about that is confusing you?

topaz wadi
#

here's what it equals to

topaz wadi
worldly cave
#

whats confusing you here specifically

balmy kettle
topaz wadi
#

i got blocked for like 3 messages

worldly cave
#

what

balmy kettle
#

you start off by claiming that unity c# is different from the c# that you know then you go on to say a simple if statement is confusing but this is literally basic c# no different in any version of c# that ever existed

topaz wadi
#

all I say is that im confused by it, idk man. it's okay to not reply if u dnt wanna help

balmy kettle
#

i literally cannot help until you explain what you are confused by

#

hence why i asked what specifically is confusing about it

worldly cave
#

this guy is just trolling atp

#

because what kind of help are you expecting here? a there there and a pat on the back

#

we cant help you understand something if we dont know why and how it confuses you

amber cobalt
# vivid cedar you also have an issue here where your z axis (blue arrow) is pointing to the ta...

ok so i exported it now with -y forward orientation at first: after adding the wheel colliders, they all are rotated 90° automatically, so i thought its wrong export direction again and exported it with -x forward orientation, but the problem persists. should i just rotate them atp or will this cause problems further development? (also, which of them is angled correctly?) [edit: the right one shouldve worked already, its working now, i wasted 1h on this bullshit :( ]

pale furnace
#

For mantle systems is it usually better to have custom placed trigger boxes or some kind of code in the player's movement that automatically checks for edges?

spark tundra
#

hello, I need a help about this issue I'm currently facing.

I am working on a 3D project in Unity HDRP.
I was using Unity 6000.2.6f2 version.

and It worked fine. But I had to Upgrade the Editor version to 6000.4.6f1 (latest) due to some issues, and Now editor is Fine but there is a another problem.

I using Local volume profiles for the cover the area of my games map. Like I made my game Map load and unload as a tiles and each tile had it's own box collier for the volume profile to update.

it worked fine in old version but now it won't work like that.

In the editor (Scene Mode) I have to manually Toggle the effects to see the updated area's volume data. But some of them are working( volumetric clouds and fog etc..)

but the colors and some other things are not working as expected and due to that game is not kind a looks wired.

here is the video that showing the issue. If you know some way to fix it. that will be a big help.

gray frigate
spark tundra
coral violet
#

why does that happen

worldly cave
#

why did you crosspost

#

after already posting it in the correct location

viscid egret
#

Did you have a need for 6.4 specifically? What made you go for 6.4 over something like 6.3 LTS?

#

Do you have a cam with MainCamera tag on it somewhere? Saw thread related to that mentioning it helped -> But it was URP

coral violet
#

Oh

worldly cave
#

you posted in the correct channel

#

dont crosspost into the incorrect channel then

spark tundra
spark tundra
viscid egret
#

Ah okay but it does have that MainCamera tag on it right? Was just what mentioned helped in that thread so might be worth checking.

spark tundra
#

should I down grade the Editor to fix it? I mean that case wasn't in 6000.2.6f2 version. any recommendations of Stable Unity Editor version?

viscid egret
#

I generally find LTS more stable than "Recommended", you could try going to the latest version of 6.3 see if you have better luck with that.

undone monolith
spark tundra
#

Thanks, I'll try, tbh Switching editor's is a big pain.
😑

near wigeon
#

not a good idea to switch a project version unless you have a real specific reason to do so

viscid egret
#

but if you do stick to lts <..<

spark tundra
#

yeah I agreed with it but I never thought this issue.

latent meadow
latent meadow
#

the 6.3 suggestion is safer than 6.4

spark tundra
spark tundra
gray frigate
#

You should not attempt to downgrade. You should go back to a revision of the project before you upgraded the editor version.

spark tundra
gray frigate
#

yes; unity knows how to convert old versions of serialized data into newer versions

#

but older editor versions will have no clue about the newer versions of data

#

You should use the Rendering Debugger to examine what's actually happening. It can show you the exact volume data that any camera (including the Scene view camera) is seeing

#

I'm guessing you'll see stale data for certain volume components until you toggle post-processing off ando n

spark tundra
#

hey just In case is there any safer way to Downgrade I mean yeah I know the risk but,

you know we must have a backup plan or something like that. ~_~

vagrant bramble
#

Is there a way to make a mesh have a double sided material

amber cobalt
#

my wheel colliders are rotated 90 degrees, why? how do i fix it?

gray frigate
vagrant bramble
gray frigate
#

Some shaders do not have a "double sided" option

#

what shader are you using?

vagrant bramble
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I haven't touched its shader, it's standard right now

spark tundra
#

what is the RP?

Built in, URP, HDRP?

gray frigate
spark tundra
#

URP & HDRP have the toggle in metirial though.

gray frigate
#

yeah, their "standard" shaders have that option

vagrant bramble
gray frigate
#

I'm not sure what the best option is in BiRP

gray frigate
spark tundra
gray frigate
#

i want to double check what you're using

vagrant bramble
#

I created the material in unity and slapped the albedo onto it

amber cobalt
gray frigate
vagrant bramble
#

(double sided global did nothing)

spark tundra
vagrant bramble
#

Which shader do I use

spark tundra
#

it's standard one and it's for built-in rp

#

hold up I'll try to drop the shader with it give me a moment.

vagrant bramble
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There's a bunch of shaders that make it double sided like the ui ones but makes it visible through itself

spark tundra
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you want to make it wokr on mesh, correct?

vagrant bramble
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Yeah

spark tundra
#

ok then wait a moment.

#

@vagrant bramble hey is it okay I DM ya?

vagrant bramble
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Yeah

spark tundra
#

ok

coral violet
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Should I use blender to make my assets

wanton jasper
#

is there a reason why my tech and classroom, post asking for help was deleted?

undone monolith
undone monolith
wanton jasper
#

I made a post, asking for help trying to transfer some animations from one asset to another, from the Horse animset pro, to my own character. And when I looked at it today it was gone.

coral violet
#

Also what is the best version of unity should I use

undone monolith
wanton jasper
#

I’m wondering if I did something wrong, so when I do repost it, it’s not against any rule or anything.

coral violet
undone monolith
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6.4 currently has a few issues, not sure why it is recommended

coral violet
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Because I’m literally just doing shit and praying to work

undone monolith
wanton jasper
coral violet
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Maybe that’s why my probuilder lost it

undone monolith
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if you downloaded 6.4, my advice is to delete that

worldly cave
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yeah it got removed because thats almost certainly not where you would make that kind of post

coral violet
wanton jasper
worldly cave
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well i dont know what you made it under

#

i dont see a single channel called tech and class support here ?

coral violet
#

Also

worldly cave
#

can you link the channel you are talking about

coral violet
coral violet
#

Man the tutorial guy really ment it when he said unity is a love hate relationship

worldly cave
coral violet
undone monolith
coral violet
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I just wanna post my rendering in unity

worldly cave
#

then no

wanton jasper
worldly cave
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theres no channel for that

coral violet
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So I can js send it here?

worldly cave
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no

#

because this is a help channel

coral violet
#

Oh

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wait

#

So this server is a help server

worldly cave
#

yes

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not a social space

coral violet
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Damn

worldly cave
#

no off topic or general chat of any kind

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purely Unity assistance

latent meadow
coral violet
#

Ohhh

charred fog
undone monolith
# coral violet Ohhh

A rule of thumb, before asking a question here, be sure to do thorough research, which includes Googling your problems. Asking here should be your last option, especially if the solution to your problem is really simple

coral violet
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So 6.4 is just buggy?

undone monolith
coral violet
undone monolith
coral violet
#

Anyways uh

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I’m gonna remake some renders wish me luck💯

low dagger
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it says use input manager
if input manager is legacy and disabled by default shouldn't i just use the newer input system

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this course even recognizes that newer versions default to the input system

balmy kettle
#

it's typically best to use the same version of the editor that the course(s) you are following use. but also there's nothing wrong with using the input manager, you just need to change a setting and restart the editor to make it work

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also if you did want to use the input system you'd have to go and learn that separately to continue following along with that course

low dagger
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yea i get that

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but it's all independent research from here anyway i imagine

wispy pollen
#

i made a elk character for my n64 ARG horror game! what do you guys think and what should I change? (pretty bare bones right now but it is a very early model and still has lots of stuff to change)

balmy kettle
low dagger
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i was just curious if learning to use the input manager would be a waste of my time if newer projects will just use the input system anyway

#

but there's no harm learning both

balmy kettle
#

it's not a waste because you won't need to pause your current learning to go learn something else first.
the input system is better imo, but there's nothing wrong with the input manager

low dagger
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okay thanks

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i think i'll just go through the course as is

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then come back and swap to the new system

wispy pollen
vagrant rootBOT
latent meadow
feral pike
#

Hi! How do I stop the Race Condition problem where an object collides with 2 different objects at the exact same time? I tried using a bool but didn't work

gray frigate
#

what did you actually do?

feral pike
#

The tennis ball is supposed to end the episode when it touches the gray zone, but also if the ball touches the same part of the court 2 times.

gray frigate
#

so it's trying to end the current rally twice?

dense escarp
#

Was does most people hate gtag locomotion games

gray frigate
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The first thing that comes to mind: the tennis ball should tell a "game controller" that the rally should end

near wigeon
gray frigate
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it's okay if the ball asks it to end the rally more than once

#

but the requests will be ignored

feral pike
gray frigate
#

you said you tried to prevent this

dense escarp
gray frigate
#

show me how you did that

feral pike
#

ok

gray frigate
near wigeon
gray frigate
#

this generally leads to extremely confusing problems

gray frigate
# feral pike ok

use one of these sites to share the relevant code (or just post it inline if it's small)

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!code

vagrant rootBOT
worldly cave
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most people coming here asking for help with their gtag fan games are children

dense escarp
worldly cave
#

Then you understand just fine and your question has been answered

dense escarp
candid lark
#

Hey so i downloaded the latest version of unity and I'm in the project but, while downloading it, it paused a few times and i cancelled it but, now when i opened the project it opened like, the version somehow downloaded could there be errors occuring

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Like there's no problem i just got in the project but could there be errors occuring afterwards

undone monolith
candid lark
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Is the update downloaded fully

worldly cave
#

im confused as to what you are asking here

#

were you downloading or installing?

undone monolith
candid lark
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I'm asking if there would be any errors occuring afterwards, like can i get in the project without the version being fully downloaded

gray frigate
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i don't know what "the version somehow downloaded" means

#

if you've opened the editor, then it is clearly installed on your computer

undone monolith
worldly cave
#

so i asked for you to clarify

latent meadow
#

Big difference

undone monolith
gray frigate
candid lark
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I uninstalled unity fully before and downloaded it and, now it wanted a version for me to install , but when i was installing the version it got paused and i even cancelled it to reinstall it, but the project can be opened somehow.

worldly cave
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it probably tried to install a newer version of the editor

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but you still have the old version installed which is the one that opened

#

thats my theory at least

candid lark
worldly cave
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if you arent sure you can just uninstall the editor version and reinstall it properly

gray frigate
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It's possible that you interrupted the hub while it was installing additional modules; you'd still have a working editor install

worldly cave
#

also are you sure

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it was the editor

#

and not the hub itself

#

because the hub consistently has new versions ready to be installed

candid lark
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bro what, no i remember uninstalling everything about unity before

#

Hold on let me actually check the version

#

Yeah it's 6.4

topaz wadi
#

what does he mean by this? he didn't put his object on his canvas or sum sht

worldly cave
candid lark
#

A version cannot be opened if it's not fully downloaded right

worldly cave
#

installed* and typically yes

undone monolith
candid lark
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is that why you got 6.3 lts in your user

strong lily
#

i still on 2022.3 lts ;o

candid lark
#

okay i am gonna do that

gray frigate
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looking at your message history

charred fog
candid lark
#

If 6.4 is full of bugs why does it say recommended

gray frigate
#

Unity will generally recommend the latest major release of Unity

undone monolith
gray frigate
#

It is true that new releases are going to be buggier at first

#

6.4 is on its sixth patch release, so it's pretty fresh

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note how 6.3 is on patch 15 (and 6.0 is on patch 74)

#

It is reasonable to use the newest LTS.

#

(LTS means 'long term support' – that major version of Unity will get updates for longer than most releases)

candid lark
#

Blender is actually getting me tired af bro

#

I feel old

gray frigate
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note that it does not mean "no bugs"; it just means you'll get patches for longer

undone monolith
gray frigate
#

what are these catastrophic ongoing issues?

worldly cave
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ive only seen issues with the editor itself