#💻┃unity-talk
1 messages · Page 121 of 1
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?
you might want to talk to #🖼️┃2d-tools, or #⚛️┃physics .. not sure
i made like a basic system for typing in a randomized code
and now im realizing like if i had several pincodes, for any reason, this shit is stuck to the UI
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
i dont even know bro
hmm – there is https://docs.unity3d.com/6000.3/Documentation/ScriptReference/Physics2D.OverlapCollider.html, but this requires the collider to be positioned properly
how would i even make this a physical object in the world
can you explain what you mean exactly by positioned properly
you'd need to put an object with the 2D collider on it at the spot you want to test
(and probably sync transforms, too)
make it a model (in blender or probuilder, preferably blender though). or a texture works too (if you're fine with it being flat)
thing is like it has actual code on it
i made it like a UI item and then just completely overlooked that it wouldnt make sense
every item would have to have its own randomized code
and then tell the ui that its a randomized code but
yea but that requires instantiating the item, im doing a nav graph jump calculation which take up to 30 seconds for one graph in one small map so there are a lot of calculations, if each time i wanna do a jump check i spawn in an object it can messy rather than just getting the tiles gameobject prefab and getting the data from the collider component on it
that wasnt even the original plan i fucked up.
is there a way to put panels in 3D space instead of as an overlay
wait can i have 2 canvases at once
you can make a world space canvas, that way you could still use the ui version. that's a bad way to do it but it works.
and yes you can have multiple canvases
any idea what could be causing these lines on the terrain?
closed the fog for visbility
i suppose i could reuse some instantiated objects and just reposition them by setting the transform but still feels a bit complicated
my original plan was to have the player's camera sort of move to a camera, or move to a position in front of the actual pinpad, and then have this UI thing as an invisible overlay on the actual pinpad
the Terrain system has a myserious "base map" system, which bakes the terrain into a single texture and displays that at long ranges
tbh this was just me trying to figure out how i'd do this system
Try tunring up the "Base Map Distance" setting in the terrain settings
(this system scares me)
i was planning to use it but now ive put myself in a weird spot
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
learned a lot today, mostly that Unity Terrain is scary
that was indeed the issue, thank u again
The optimization probably made sense for much older hardware
At long distances, you're rendering very few pixels of the terrain
so you start caring more about the mesh density than anything else
(and that will still vary dynamically with distance)
moving far away from a high-resolution model doesn't reduce the number of vertices you have to process, hence why you vary the density
you can have the player's camera move to the keypad and then make the ui appear in front of it, that works
you only need 1 canvas for this
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
seems smart (on paper)
each keypad would prob have to have its own code
im going to pause on this and create like an actual door i can interact with just to make sure im doing this right
you can still reuse the ui. you dont need an entire different keypad when the code is different
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
whats the git link? Could be that it isnt setup properly to support direct installation
im 99% sure you can send a git link here.....
Oh didnt copy the correctly 😭
sometimes it could bug out
you could just try installing it manually
but this seems less like a package and more like an entire project
so i dont think you could have installed this as an asset to begin with directly
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
Like what files to choose from
i think you can get away with just adding everything from the repos asset folder into a custom folder in your own project
Just import the whole thing?
"adding everything from the repos assets folder into a custom folder in your own project"
what are you actually doing?
are you trying to install it with this option in the Package Manager?
Add package from git URL
this repository does not contain a package manifest file, so it can't be installed this way
The repository itself is an entire Unity project
Understood, but I was gonna to install it manually like that other guy said, just import the donwloaded file in the assets
Yeah, that should work
Note that this does include stuff like URP renderer assets. Importing them is fine, but they won't be used d
It's possible that this includes custom renderer features (which have to be set up in your URP renderer asset)
I'd download the entire repo, unzip it, and then add it to the Hub as an existing project
You can probably then just copy the "ChiliMilkToonShader" folder into your main project
the rest of the assets appear to be there for demo purposes
Howdy!
Howdy. #🌱┃start-here
: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
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
where are you creating the project?
which directory?
have you verified your drives arent too full?
directory as in where did i put the file to make the projects?
and yeah, i made sure i have space in my drives
yes where the project is located on your pc
sorry if i get a bit mixed up with stuff , english is not my first
its in a folder in my desktop now , tried it in other places before, did nothing
so what happens when you try to create a new project
and you say it doesnt let you?
does it show any kind of message or warning?
os?
operating system
i press new project, it loads, and it just disapears
sorry but how do i check that
your own computer, or is this a school computer
dude cant we post our unity project screen recorded with phone camera on social media?
its my own
ok
that came out of nowhere, and i am not sure why you are asking me.. did i somewhere say you can't?
T^T i posted on reddit and now im banned
its pretty frustrating to do this since , well, i suck pretty bad with all of this
and the teacher (who has been giving classes since 2019) just tells me "i dont know how to help you"
not cool
u guys have schools for this?
ohh
a part of big uni?
i guess
ur beginner ?
either way , i still dont know why i hace this "gaming" class , since i am studying arts
😭 what u do there ? play games
i am in my second year , so . 4 years to go and have it done
is it a "gaming" class or a game development class lol
ooo cool
besides technical art is a huge part of game development
we make the game
who knows maybe you will find yourself working in the field in the future
so its good the college is preparing you for it
dont dismiss it
i see its cool
yeah! that!
the thing is that i am studying to get another title
not this
what artstyle are u studying?
what title?
Bachelor's degree in visual arts specializing in paintings
i see
really long thing to basicly say "ah yes ,me painter, me profecional"
ohh
they have different ramifications
like sculpture , painting , drawing and well , making games is one
but i am not going to do thato ne
thats soo cool
and here i am
having to do the first semester of programing
and i am basicly about to fail it because my unity isnt working
and i jsut came here for help loool
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
please shift over to the thread.
did that, no work
then ur pc is cursed
loool i hate iiittt
Unity accepts blender animations?
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.
If you can't find a tutorial that covers RPG elements with the new input system, you could always try learning the input system and RPG mechanics separately and then combine them yourself
I do think this would be a better approach and would stay with me more that watchign a tutorial.
was hoping to expedite my learning path, but this is probably better
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 😃
What should I learn firstly and what to focus on
This sounds more like a question for Blender.
Or whatever your 3D modeling software of choice is
i mean yeah if its purely just the enviroment itself
if you mean like actual interactive operation simulator or something...
well thats a different story
"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
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....
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.
i've always had to do two things to run an executable that wasn't built on my laptop:
- remove the
com.apple.quarantineattribute from the application itself chmod +xthe binary itself (the missing "executable" flag is what prompts that 'damaged' popup)
This happens when an application is downloaded.
If you run it through something like Steam or Itch, they wind up doing this for you
I know that the launchers do it, but I keep getting messages from people who choose to do the downloads individually
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.
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
Both of these things have to be done on the player's end.
I presume that macOS automatically removes the "executable" flag from anything untrusted that's downloaded from the internet
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
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.
I don't recall when the behavior changed
I'll just put a readme into the dmg, I guess.
How is it distributed if not through Apple Store?
It's through itch.io, but a lot of mac users do not use the launcher
And they started complaining saying that 'well other games don't have this problem'
the itch app is very handy! it gives you actual patching...
Curious as I am a mac user but haven't published anything, so you are just building the dmg and posting on itch
Yup
if ok can you DM me th elink to your game, want to see what happens
The way I usually solve this is ||don't bother building for Mac, let them buy a real computer||
very helpful 🙂
Does this allow mac users to download the app and then run it individually without the itch.io launcher?
No, it's just how I get my builds uploaded to Itch
i would simply encourage them to use the itch app
They're still like 20% of the people who play my games.
it makes updating way nicer
(rather than just downloading the entire game over and over)
I guess I'll put a readme into the dmg for now to let mac users know to use the launcher
That won't mess with the launcher would it, putting a readme into the dmg...
anyone who knows that a .dmg can be opened up will probably know how to deal with the issue 😉
No they don't, I can confirm lol
iirc itch lets you enter some "download notes" or something like that
which shows on the download page
I had mac beta tester volunteers who didn't even know that Mac had terminal
They thought you had to download terminal
lol
And I had to step them through the process of the commands, and I was like "nobody is gonna run my game this way"
oops, i was mixing up applications and disk images, lol
The developer of Rings of Saturn said that Linux players were only 5.8% of sales but produced 38% of all bug reports.

For linux users, that is an impressive amount of restraint
At least linux users don't have to use terminal to run individual apps
does he know
That's a significant margin. Not the norm for sure but worth getting it working.
Sounds about right from my experience, at least from a visual oddity perspective.
Maybe we are misunderstanding the data and Linux players really like to do quality assurance 
Must be it 🙂
But if its natively supported its natively supported.
my friend just experienced a very interesting problem
- unity closed, complaining about a corrupted file in the Library
- when reopening, it said it could not parse
packages-lock.json
Unity decided to overwrite the package lock file with the project settings asset
holy memory corruption, batman
Version control?
🙃
looks like your friend has a project for the day, learning git 😄
Hopefully the lesson to learn isn't too painful 🫡
(this makes me wonder if the disk is failing)
or RAM
UGUI or UI toolkit. People say UI tool kit is better for performance but i have no idea how much that matters
So what is the question? toolkit probably performs better on many scenarios, that doesn't matter much though. I prefer toolkit for my new projects, it's a matter of preferences of course. They are two very different workflows
anyone know the site we should use to paste code?
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.
the !code command lists several sites:
!code
📃 Large Code Blocks
Use links to services like:
https://pastes.dev/
https://paste.yunohost.org/
https://share.sidia.net/
https://paste.ofcode.org/
https://paste.myst.rs/
📃 Inline Code
Surround code with three backquotes. Not quotation marks.
To format as C#, add cs to the first line:
```cs
// Your code here
```
Add a comment with a line number if there is an error message.
Thank you
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);
}
Im already in the middle of a migration of ongui to ugui. Is there a reason to do ui toolkit at the start instead of finding a way to transition to it? RTS games are UI heavy i think so
can someone help w this, im getting into developing and this is a big issue with textures for objects from blender
the first one is not doing anything meaningful with the generic type
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)
Personal preference mostly if you're deep into the project. I'm building an RTS that is very UI heavy. I'm using UGUI and performance is just fine. Just have to ensure you break up your UI into various sections.
you should explain what's actually wrong here! is it the stretched texture on the right?
you need to UV-unwrap your model in Blender
how do i tell that its the same tiling as the other wall without reimporting it a couple times?
a good UV unwrap will give each surface roughly the same texture density
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)
So the code will be called from the LootManager script, that is where it will be used. In the loot manager i check the item type is itemtype gun and then cast it to GunInstance and work on it from there so my theory was I was saving the issues with casting.
However, as long as you don't place too many UV seams, it should be pretty consistent
k thanks
From what i can tell from ur videos my game will likely have much more UI to open and close but urs has enough that puts me at ease a little. I guess ill stick with UGUI until i run into problems
Also man that game looks like a great template for a dream game of Legend of Galactic Heroes. Looks cool
We have a lot of animated UI elements but the key is to separate out dynamic UI vs static UI. If you have elements that never need to be updated like perhaps the background of a global overlay then you put that on a canvas and put the dynamic text that is updated on the top. I think I have around 40 - 50 canvases at the moment.
Thanks! I appreciate it 🙂
How many of you guys here really support unity games made by unity developers.
I think your question might need more context, what are you trying to find out with polling the community on this? Are you trying to decide if making your game in Unity will affect if people will buy your game or something?
I don't support games made in any specific engine. A good or bad game can be made in any engine. If I think a game is going to be good, fun and enjoyable to me then I buy it. If not I don't buy it.
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
the unity ai is doing gods work rn
!IDE 👇 start by configuring vs code. then remove the offending line
If your IDE is not autocompleting code or underlining errors, please configure it.
Select one:
•
Visual Studio (Installed via Unity Hub)
•
Visual Studio (Installed manually)
•
VS Code
•
JetBrains Rider
• :question: Other/None
wdym configure it
☝️
Yup
doesnt help
in what way does that not help
what am i supposed to do with that
i got vs code installed already
yeah i did set it up with extensions
you need to get it configured for use with unity. if you'd bother reading the guide that the bot linked then you'd know that there are more steps to take
i did
im following the tutorial one to one
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.
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
yeah i figured
vs code keeps changing my code
get it configured
are you intentionally just ignoring the information provided
i got net sdk installed
did you follow the rest of the instructions
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
aight
thanks alot
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
On Windows btw, pretty simple build setup
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?
Do you have any code that is changing or setting the image? If you just added a totally new Canvas with a Image component and linked your controller graphic to it, then made a build, does it show up how you expect or also randomly break in the same way?
Not 100% sure but this feels like mipmapping + quality setting related
It's seemingly texture-consistent; when I have a coin texture, every graphic that uses that texture also breaks
It seems like it happens on Raw Images rather than Images, but it's not consistent with what is effected though
Most Raw Images are fine, but others (texture-consistent) are completely busted
- Make sure the texture import settings are configured the same way for different platforms.
- Make sure all platforms use the same quality settings.
If doesn't help, I'd compare frame debugger info in the editor vs build.
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)
That's really just a personal preference. Neither is better than the other. Just depends what the overall aesthetic is that you're trying to achieve.
In my opinion, Unity should remove the default input action asset and start projects without it, letting you make one from scratch
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?
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.
I think if they did that people would be begging them to add a default one
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
It has taken me nearly 9 hours, but I have fixed it, completed it, and cleaned it up
This is my first "mini game". I feel liberated.
What???? That's actually sick
really cool idea for sure, i didnt understand that also didnt get time to read in to it yet.
thx
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
i love it. and thank you for all that information!! love when people go into details like that, thx sir!
do any of these methods include third party assets? for example, a SpaceMouse package that installs under Packages, instead of Assets
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
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
None of them require third party stuff, all native stuff you can do in any version of Unity 5+ I too also usually do the manual first option out of habit, just faster for me than going through "unity hoops" even if it IS part of the engine
No, sorry. i mean, if i make a template, can it include myriad third party assets, that may install to Packages
oo
What I do really like about the Package Manager now though, is you can have packages that depend on other packages, so your idea of having for example a "generic UI system" and a "generic save/load system" you save as separate packages, you can have a "my cool game" package that depend on both, when you install "my cool game" it also installs the other 2
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 :/
ahhh i see what u mean. all makes sense now. ❤️
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
Awesome! Thank you. your insightful and thought out responses are always appreciated
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.
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 🤔
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)
im actually doing that right now, URP does look very ugly sometimes
ACES is nice for more accurate colours
aces is not 'more accurate', it is just a grading
its just more consistent
Are mobile games dead
no
its also a standard
I don’t think I’ve seen anybody working on a mobile game these days
All I see are pc game devs
Still
When I look on social media apps it’s all pc game devs promoting their games
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!
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
im using ACES but I just feel like URP is a big downgrade from HDRP; but hdrp truly eats fps 😅 maybe I should rephrase it to, "hdrp" is easier to make look something good for someone that doesnt know what he is doing
its really is I honestly spend -so- much time on URP making it look decent
not a good RP for realism
you need to understand a lot of colour theory and be able to easily identify what makes things look off, lots of skill involved
my advice would be to send your scene to artists and let them tell you whats off, I do that all time
sometimes we look at our scenes too long and we lose the ability to notice exactly whats off
I checked out the YouTubers u mentioned, seems like they mainly make vr games
Which is nice
How do y’all even come up with fun games anymore
I feel like all the ideas have been taken
I agree but on the other hand URP feels much more supported, lots more tutorials guides and blogs on the internet + asset store content from what I saw
Also I find it a lot easier to convert HDRP shader graph and vfx to URP than vice verca
it's mostly about the optimization and how they manage / build stuff
Like if I made a endless runner or battle royale game, there’s already loads of those
and the communities
And it feels like I’m just making a clone of it
These days u gotta think outside the box since normal ideas might not work
implementation matters more than the idea
a genre is not just one game, try to combine them add twists or come up with a random specific mechanic and build your world around it
What do you mean
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
Hollow knight as well, metroidvanias exists for tens of years yet the game about slaying bugs in their kingdom is fun and engaging
Hmm is it?
I’ve never really officially published a game yet so i don’t really know how most of this works, but I’m in the process of making a game and It feels like whatever I try to make there’s already tons of it around
And I can’t really compete with AAA games
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
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.
Yea that’s prob why it feels like everyone’s moving to making pc games
Try uploading to Itch.io and Gamejolt, the comments you get from people who play it get you some good self security boost
just use a good thumbnail so people click and try your game
new ideas are often a twist on existing ideas, if you wanted to tell a story you'd definitely tell a story that's already been told. what makes it different is the twist. what if I changed the location? the time period? the prespective? the style? the aesthetic? the audience?
yep
theres a million ways to make it new, but really not every unique idea is a good one
yeah also battle royale isn't new,
There was minecraft hypixel hunger games before that, and even other stuff before it
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
how many battlefields and call of duties exists again?
I see
way too many lol
people still play all of them
yeah and the player count only goes up
Isn’t itch.io for pc games, I’m making a mobile game
I'd argue now is the best time to get into Unity
Do they
it's for any
Even if they do play
they do
you'd find mostly pc horror games but lots of mobile as well
They’ll all say it feels like a cod clone
so what
I was planning on making a endless runner game
that sounds like it would take forever! 😄
But I’m lowkey scared since there’s already so many
I want to make a vr space exploration game
if not, iterate or go on with the next idea
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? 🙂
I should find a few people to test out my game and see what they think
you can make a #1180170818983051344 and ask there
I already made a dev log actually
It’s called endless runner game
then you are ahead of the game. note, that is the only place on this server you can ask for that
Didn’t really gain much attraction tho
I see
Where can I do that
its the internet use your imagination
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.
Whether there is competition or not, if I believe in my game then there is a chancei t will work out. My mindset at least
(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)
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.
Yeah plus not every game is made for money or an audience. 🙂 I know most of mine are because its meaningful to me.
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.
So true.
Yeah I feel that one.
Unity Talk: Non-programming Unity development topics & questions not covered by specific channels. Prolonged discussions and game design questions should be threaded.
Threaded where? I looked in channels and theres only archived game design channel
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
i have a question
a "minimize"?
Probably referring to greyed out OS window button. I imagine this is something Microsoft prefers.
that's true, I bought a second monitor specifically for the UI builder screen
huh, you can't minimize a floating window containing the UI Builder?
yeah literally, have to keep it on the 2nd monitor
are you not able to minimize floating windows in general on Windows?
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
Is anyone familiar with dbd style skill checks? Are those just sliders?
are they one of those clock like reaction time checks?
I wouldn't use an actual Slider component, but it's kind of the same idea
is there a way to give a suggestion for a unity learn pathway specifically?
Not a direct way no i dont think
unless the pathways have some "review" or "feedback" button somewhere
actually dont they have reviews??
wait was the templates tab always a thing in the Unity hub?
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.
It's new feature I don't saw before.
It just came out, yes
Is Unity 6.4 safe to use yet or is it still in an open beta state?
It's the recommended version to use
Wasn't it having errors with the shaders? I remember a lot of people complaining about it
I personally am unaware about these errors since I always use LTS versions
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?
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?
no
Lol
we back!
I am doing the course Create with code unit 3 I am just a bit confused how can i make a plane solid?
the plane is already solid with the mesh collider
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
when i run it the thing is the player just goes through it
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?
it continue to fall the tutorial doesnt cover it because its already preset
you'd have to show the setup of player and scripts
move your character up slightly higher before pressing play
Thank you! 😭
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
Is it js me or is pro builder tweaking
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 
looks like AO
Whats that?
Ambient occlusion
if youre on urp it should be a renderer feature you can adjust or disable
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.
the cli is available as the hub, and a headless version can apparently also be downloaded separately from the hub (but i have not seen where)
at least, that's what i gathered last time i checked #💻┃unity-talk message
Just trying to wrap my brain around this. We run a unity lab at work (high school) and I’m prepping for scripted install this summer. Having an awful time with old headless method and saw the news about the new CLI. Thought maybe that could save me some headache. But I can’t find the dang thing.
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)
Who even uses Unity AI
it's pretty good for quick stuff, and the animations one is very powerful and gives legit results
Thanks fixed it
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?
Probably you
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.
Hard to say without seeing it tbh
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
do you have cinemachine in the project?
no clue what that is so probably no
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
Wouldn't that make you feel lazy
i feel like just chanbging the values alone isnt going to fix it, ive had different results with the same values but consistently
i have no clue
You might be right. No harm reporting it if you have the time and a small repro case
I think it makes me efficient, it's not that I'm not using the engine or not building, so not lazy
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
Fair
you can try copying the whole components you changed pasting somewhere else, then pasting back
oh you can also copy everything
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.
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
are you still in playmode?
well, the second time you do things you usually do them better
thats like a full hour of work gone
at least you learned, happens to all of us
i didnt learn anything cuz this physics engine is doing random shit
sorry im just kinda frustrated rn
I'd strongly recommend you to enable playmode tint in the Unity settings
i knew i was in playmode
😭
but i needed to see live changes
and thoguht surely there is a feature to keep your changes
Also I have this auto installed on every project I build. one of the best assets you will use occasionally
https://assetstore.unity.com/packages/tools/utilities/play-mode-saver-104836
ill probs get this
it's free
awesome lets goooo
ty for the help
Hey everyone. I need some good recommendations for 1990s-esque simcade rally car vehicle physics. Any price range will do.
Have you looked on the asset store?
why wont this if statement work?
this is a unity server, also you don't have an if statement there
oh, also whats wrong with talking about unity code in a unity server
that isn't unity code
note that c, c++, and c# are all separate programming languages
This is c++
Unless you’ve rewritten unity to use c++ then this can’t be unity
What game engine can acualy use c++
Unreal is the most popular engine that uses c++
Although lots of other AAA games have used C++ on their own proprietary engines
Can you import blender assets into unreal engin
Yes
This is the Unity server, if you have questions for Unreal, go to their server.
Although I would recommend taking this to a unreal server
could I get help with unity? I uploaded a project years ago and I think the scene POV is skewed
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
It’s not, unity has multiple templates, tutorials and offical assets to help you do so
Don’t expect good results using ai
No offense but again, you're tagged as programmer so of course it easier for you. It used to be drag and drop to have fps controller in your projects, doesnt feel like it anymore
!collab @ripe gazelle
: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**
That still is the case but engines and controllers are complicated and issues can arise, we’d need to know specifically what your running into in #💻┃code-beginner if you need assistance. (But if it’s all ai generated that’s hard to help)
I couldn't even get Unity's official fps controller to work, it gave me errors, not sure why, i'll try now again and show you the error if it appears
Assets and tutorials have a version requirement, make sure it's the supported one.
nah brah am switching to Godot
Is there a way to drag to select multiple in the hierarchy like you can in the scene
select one in hir then it’s either shift + click or ctrl + click and it will select everything in between
Thanks
okh
I’ve got this error where when I put the apk on vr it’s a 2d game on my vr game
!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**
is there like an general Help Chat or should i ask questions here?
#1390346827005431951 make a thread, so people can come back to your question later instead of getting lost in chat
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
Wdym move an object like that again? Do you want to snap the object to where your mouse is?
The arrows can only do it on one axis at a time
grab the box and move it
do you mean you want to snap to the nearest surface?
well its just the question why my assets look so bad if i drag them into the scene i would say creatin an own thread for this would be a bit much. But if you say so i could crate an thred
The one the mouse is on
hold control and shift, then drag the box, does it do what you want? I'm still not fully understanding what you mean
Yeah that works, thanks
this is the general help. #🌱┃start-here . if it is in fact code related, the already linked room might make sense.
Unity Chat: Non-programming Unity development topics & questions not covered by specific channels.** Prolonged discussions and game design questions should be threaded.**
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
#1391720450752516147 it is not really a bug. it has to do with how depth is calculated in transparents
It's a feature of its own some desire, but I had to adjust and reimport the mesh as fbx
there are several ways to mitigate it, and several causes of it
I migrated from roblox studio, you could get the same effect if you gave two parts the glass material
And made it even slightly transparent
it is most likely already answered in #1390346776804069396 , in one of the posts. if not, you can use the general thread there
When is pro builders next patch
It keeps bullshiting me
Why does it scale like that
Hello, I recently started using Unity and I have an issue where my Tile Palette is black. Could someone help me?
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. 🙁
code doesnt work from the unity learn tutorial
!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.
the error you presented is what i sent the fix for, aside from that, go over your code and see what you missed
you are explicitly not using the input system package with the code from that tutorial
so the tutorial is outdated or sum?
just flip it to use both
it's using the old input manager, so you need to change the setting to use that (or both) in order for that code to work.
holy fuck magic!
yo thanks dude
"!Science!"
They should update the Unity Learn website honestly. The outdated information there confuses me sometimes as well, I have to Google the rest
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
pretty sure they do specify versions, but yes. (regarding the learning site)
there were no versions above the 2019 version
well.. 😄
Yeah they specify versions for 6.3, 6.0 and older versions, but they haven't updated the information there itself
yeah the just realized the tutorial is 6 years old
you should file a bug report (or whatever the current means are for the learning site) the bit i saw had been updated, but i have historically seen what you are mentioning
Wait what are you referring to?
begginer scripting course on unity learn
The pathways in the learn website does feature newer versions
oh what
Free tutorials, courses, and guided pathways for mastering real-time 3D development skills to make video games, VR, AR, and more.
they didnt update this one then
Oh yeah that's strange. These ones are old
really old
is it still worth to learn
Are you learning programming as a first time for Unity?
yep
i have 3 years experience in 3d modeling but never coded before
I'd recommend checking out the Junior Programmer Pathway. It supports 6.0, although some information there are slightly outdated too
okay
Free tutorials, courses, and guided pathways for mastering real-time 3D development skills to make video games, VR, AR, and more.
should i scrap the begginer scripting stuff i was doing
If information there are too outdated, probably yes
honestly, the one from 2019 confused me, more than helped.
i localized it as reference though
alright thanks
thanks @latent meadow
hey guys anyone knows good Mathf.Lerp guide in yt?
I'd recommend reading the Unity documentation
Unity already has covered this
Does anyone know if theres a way to change texture2D properties on runtime via code?
If Unity Shader Graph Nodes were the same as Blender life would be soooooo much easier
hi, is there a discord channel here equivalent to "Donut Help?"
a bit embarassing to flood this general channel with dumb questions
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
This channel is the general help channel
altough most questions especially beginner ones can be googled easily
Hello, guys! Is it a glitch or something or that's how Unity renders image when you move in the editor?
Select something and press F. Try to use WASD to move instead of scroll wheel.
oh, fixed thanks! What was it?
Clipping planes get adjusted when you use the scroll wheel or focus on small/large objects.
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)
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
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?
read the warning/suggestion and find out
well just before i buy the 14$ package, just wanna know if anyone was using it..
im not sure with downloading assets from things and making sure they work with my unity 2022.3 lts
thx
its an animation pack
How animations work hasn't changed, so it's likely still useable.
its engine agnostic (technically)
that will answer my question, thanks peeps 🙂
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...
your object has a scale of 93
to small?, what would be the normal scale?
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"
how would i rotate something as if it were a clock hand
like having one end be the sort of center ig
put the pivot there
blender or make child have appropriate offset from parent and rotate parent instead
pivot
thank ye
simple setup in unity to get you going:
- Make sure tool handle position is set to "pivot"
- Make a cube
- Change x scale to 10
- Right click the cube and say "make empty parent"
- Set the cube (the child)'s x position to 5 (half the scale we set above)
- Select the empty parent
- Rotate the empty parent on the z axis
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)
they're probably scaled in Blender then? It all depends on your export settings in blender and import settings in unity
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
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
you also have an issue here where your z axis (blue arrow) is pointing to the tank's right, which is wrong. So you'll need to fix that orientation issue as well. That's also done in blender export settings
scene view is on Global
however, the tank is also not rotated
so that's still correct 😛
yeah
oh yeah i know where to do that, thanks!
why is the C# on unity different from the C# I know
a bit confused by this 
what specifically about that is confusing you?
here's what it equals to
idk its just confusing
whats confusing you here specifically
in what way
i got blocked for like 3 messages
what
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
all I say is that im confused by it, idk man. it's okay to not reply if u dnt wanna help
i literally cannot help until you explain what you are confused by
hence why i asked what specifically is confusing about it
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
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 :( ]
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?
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.
If you can make the latter behave well, then it's much nicer – you don't need to hand-author every single mantle point
sorry for the disturb 😶 i mean I kind a should have post the problem after your answer came.
why does that happen
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
dont crosspost
you posted in the correct channel
dont crosspost into the incorrect channel then
I used the 6000.2.6f2 but it had a Issue of Crashing inspector sometimes when Mostly displaying array type components.
It became really annoying so I thought the latest version is a good call. when I did move to this, that inspector crashing issue is fixed but then this happens.
umm No It's only My main camera. and all other things handled by Cinemachine (Camera related) , so I don't use any other cameras anywhere.
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.
Yeah it is. I just checked it again.
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?
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.
Although 6.4 is recommended, from what I've seen, there's a lot of users lately complaining about errors they've been having from that editor version. Like you said, LTS is usually the best, especially when starting out and it's personally what I use for my projects
Thanks, I'll try, tbh Switching editor's is a big pain.
😑
not a good idea to switch a project version unless you have a real specific reason to do so
but if you do stick to lts <..<
yeah I agreed with it but I never thought this issue.
6.0 is the stable version, but downgrading is not really a supported thing.
Now I'm kind a scared...
the 6.3 suggestion is safer than 6.4
Yeah I mean I agreed too. I'll gve it a try, few backups are Ready just in case.
6.3, yeah I'll might try that, I post on a reddit about this and 1 person told me the same.
Chat GPT (NO Offence) recommenced the Unity 2022.3 LTS or Unity 6000.3 LTS too.
I think i'll go with 6.3
You should not attempt to downgrade. You should go back to a revision of the project before you upgraded the editor version.
I kind a have a fear of Downgrading too. My friend told me that it's mostly ok to upgrade but downgrading can cause an unexpected issues.
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
hmm I think I need to try that.
I mean other than that issue the engine is working much better without having inspector crashes.
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. ~_~
Is there a way to make a mesh have a double sided material
my wheel colliders are rotated 90 degrees, why? how do i fix it?
That's a property of the material itself, not the model.
So how do I make it double sided
I haven't touched its shader, it's standard right now
what is the RP?
Built in, URP, HDRP?
The wheel collider expects a specific direction to be the axis of rotation. Sounds like you've got the wrong one here
URP & HDRP have the toggle in metirial though.
yeah, their "standard" shaders have that option
What are these
I'm not sure what the best option is in BiRP
screenshot your material inspector for me
render pipeline.
i want to double check what you're using
I created the material in unity and slapped the albedo onto it
how do i change the specific direction for the axis of rotation?
You'd need to put the model on a child object, so that you can rotate it to match the expected axis
(double sided global did nothing)
yeah Built in materials don't have the Double sided Toggle in them.
but there was a way to do it by editing the shader.
Which shader do I use
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.
There's a bunch of shaders that make it double sided like the ui ones but makes it visible through itself
you want to make it wokr on mesh, correct?
Yeah
Yeah
ok
Should I use blender to make my assets
is there a reason why my tech and classroom, post asking for help was deleted?
There are other 3d modelling software too, just in case you're unaware, but the most recommended and most popular choice is indeed Blender
Fair thanks for the info
could you elaborate more?
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.
Also what is the best version of unity should I use
Wtf
That’s weird
have you perhaps tried making the post again?
I’m wondering if I did something wrong, so when I do repost it, it’s not against any rule or anything.
Ion think that it breaks the rules lowk
I would really recommend using an LTS version (Long Time Support)
6.3 LTS is a good choice
6.4 currently has a few issues, not sure why it is recommended
a post where?
in this discord?
Im lowk new to unity, how do i know what version im in
Because I’m literally just doing shit and praying to work
in your Unity hub, check your Installs tab
Yes I made a sub thread under the tech and classroom channel. But when I went to look at it today it was gone.
Maybe that’s why my probuilder lost it
if you downloaded 6.4, my advice is to delete that
you made a post in #1157336089242112090 asking for help to transfer animations between 2 assets?
yeah it got removed because thats almost certainly not where you would make that kind of post
I’ll check, you might’ve saved me from a incoming migraine
Oh I made it under news and tech???? That’s my fault, I could have sworn I made it under tech and class support
well i dont know what you made it under
i dont see a single channel called tech and class support here ?
Also
i assumed it was #1157336089242112090
can you link the channel you are talking about
Do u use #1390346776804069396 to post ur renders or to get help for specific problems
Correct
the latter
Man the tutorial guy really ment it when he said unity is a love hate relationship
yeah honest to god i dont even have access to that channel, if you need help with animations you use #🏃┃animation
I see
If it's a Unity issue, sure but Blender has their own discord
No like
I just wanna post my rendering in unity
then no
Ohhh I gotcha I’ll try there. Thank you!!
So I can js send it here?
Damn
you should #🌱┃start-here
Ohhh
That channel is in the Educators category as you might have noticed, and it's for classroom support for teachers.
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
Yeah I do that alot, thank you tho
So 6.4 is just buggy?
Apparently, yes
I haven't faced those issues since I always use LTS versions to be on the safe side
Like in terms of tools and shaders and stuff?
Correct
Well all my homies hate on 6.4🔥🔥
Anyways uh
I’m gonna remake some renders wish me luck💯
it says use input manager
if input manager is legacy and disabled by default shouldn't i just use the newer input system
this course even recognizes that newer versions default to the input system
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
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
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)
#1180170818983051344 to solicit feedback and #🏆┃daily-win to just show off your work, this channel is not a showcase channel
this is Unity editor dev help
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
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
okay thanks
i think i'll just go through the course as is
then come back and swap to the new system
oops sorry lol
📃 Large Code Blocks
Use links to services like:
https://pastes.dev/
https://paste.yunohost.org/
https://share.sidia.net/
https://paste.ofcode.org/
https://paste.myst.rs/
📃 Inline Code
Surround code with three backquotes. Not quotation marks.
To format as C#, add cs to the first line:
```cs
// Your code here
```
Add a comment with a line number if there is an error message.
Thanks for the advice 
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
what did you actually do?
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.
so it's trying to end the current rally twice?
Was does most people hate gtag locomotion games
The first thing that comes to mind: the tennis ball should tell a "game controller" that the rally should end
this is a Unity dev help discord not random discussions about games
it's okay if the ball asks it to end the rally more than once
but the requests will be ignored
yea, twice if the ball touches the line between green and gray
you said you tried to prevent this
I mean I did ask once in this server how do I make gtag locomotion games and no one helped
show me how you did that
ok
we get an abnormal number of people trying to make a "gtag fangame" with zero prior unity experience
because its not something you can easily answer.. its a nonsense question.
You begin by doing it any of the other game styles, learn the basics and build up
this generally leads to extremely confusing problems
use one of these sites to share the relevant code (or just post it inline if it's small)
!code
📃 Large Code Blocks
Use links to services like:
https://pastes.dev/
https://paste.yunohost.org/
https://share.sidia.net/
https://paste.ofcode.org/
https://paste.myst.rs/
📃 Inline Code
Surround code with three backquotes. Not quotation marks.
To format as C#, add cs to the first line:
```cs
// Your code here
```
Add a comment with a line number if there is an error message.
low effort garbage 99% of the time, so people dont waste their time with it
most people coming here asking for help with their gtag fan games are children
The people who ask about gtag copies are annoying
Then you understand just fine and your question has been answered
Like asset ripping
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
Like there's no problem i just got in the project but could there be errors occuring afterwards
Lemme guess, you downloaded 6.4?
Is the update downloaded fully
I already know what his issue is, but let's double check
I'm asking if there would be any errors occuring afterwards, like can i get in the project without the version being fully downloaded
i don't know what "the version somehow downloaded" means
if you've opened the editor, then it is clearly installed on your computer
have you downloaded Unity 6.4 editor?
its a bit pedantic... but there is a very clear and obvious difference between "downloading" something and "installing" something
so i asked for you to clarify
Big difference
#💻┃code-beginner btw
oh, I see: you cancelled the installation, but the Hub is now showing that you have the editor installed anyway?
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.
it probably tried to install a newer version of the editor
but you still have the old version installed which is the one that opened
thats my theory at least
Yeah exactly, I'm asking it because I don't want to errors happening when I'm middle of something
if you arent sure you can just uninstall the editor version and reinstall it properly
It's possible that you interrupted the hub while it was installing additional modules; you'd still have a working editor install
also are you sure
it was the editor
and not the hub itself
because the hub consistently has new versions ready to be installed
bro what, no i remember uninstalling everything about unity before
Hold on let me actually check the version
Yeah it's 6.4
what does he mean by this? he didn't put his object on his canvas or sum sht
if its a UGUI object then yeah it has to be on the canvas
A version cannot be opened if it's not fully downloaded right
installed* and typically yes
delete 6.4
download 6.3 LTS instead since 6.4 is known to have some issues
is that why you got 6.3 lts in your user
i still on 2022.3 lts ;o
okay i am gonna do that
you are weirdly dedicated to warning people about the terrors of 6.4
looking at your message history
Updates are constantly coming out, check the change logs if issues you had have been solved already.
If 6.4 is full of bugs why does it say recommended
Unity will generally recommend the latest major release of Unity
Not sure but it's best to be on the safe side and use LTS versions
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
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)
note that it does not mean "no bugs"; it just means you'll get patches for longer
I think it shouldn't be labelled as recommended or should be available to public if there's still ongoing issues, especially new users wouldn't have any idea what to do
what are these catastrophic ongoing issues?
ive only seen issues with the editor itself