#💻┃unity-talk
1 messages · Page 122 of 1
I personally don't know since I always use LTS versions but according to the screeenshots, there were errors about shaders and URP assets
that is incredibly vague
@gray frigate found it
how long is a piece of string?
that looks like a corruption in the global package cache
a basic automatic weighting will probably work fine
if the contents of the global cache are mangled, then every project you make will wind up with invalid package data
i've seen this cause very weird errors where random files are completely missing
yeah at the time, Apparently he did not have the URP asset
no, that would not cause a compilation error
they ended up deleting library folders a couple times, but that couldn't fix the issue either, until they installed another editor
a different editor version would wind up pulling in different package versions, which would avoid the issue
like dude why is this so slow i'm downloading pc and android support if i ever wanna create a mobile game but, this cant be this slow bro
you're installing thirteen modules?
why's there so many android stuff
how can we tell if its considered slow ? we know nothing of your internet speed or pc power...
ah, i see; a bunch of stuff gets listed
my internet is actually good but, this download aint fast
it is pulling down several gigabytes of data
Android build support requires quite a lot of extra tooling
yeah 3 MB/s is garbage plus you dont know how fast its writing as its downloading
gng i can download a 20gb of a game on steam in like less than 2 minutes
or on google
unity's version installer is slow for some reason
just take a speedtest just in case
I just opened my project and everything is pink?? Anybody know why?
i'm telling you bro i got the fastest wifi
is this a brand-new project you just created from a template?
no
I have this project for a few months now
open your Project Settings and show me the Graphics section
don't shit post or post memes. #📖┃code-of-conduct
it's a bit weird that you've got a URP asset named "New Universal Render Pipeline Asset" assigned there
ohhh i had this issue before
the default assets that come with the URP/HDRP templates aren't named this
that would not cause the shader to fail to compile
yes
i remember fixing it by like downloading the models properly
that pink color appears when a shader can't compile at all
Did you create this project with a URP template originally, or did you convert it to URP afterwards?
I converted it afterwards
The shader is completely missing
I also see that this material was imported along with the model
so, hey, maybe this is the case after all (:
why tho, yesterday everything was working fine and I havent changed anything
there was a guy here that actually helped me all the way through like he even downloaded the same models to fix my problem i forgot his name but i was really thankful to him
a couple of guys
i forgot their names
those pink model problems are annoying as hell tho
Select one of the model assets and go to the "Materials" tab in the inspector
lemme see that
e.g.
For some reason, the material generated by the importer is completely busted
these materials are sub-assets of the model asset; they can't be directly edited
i do suspect that the importer is getting confused and generating a shader that doesn't work with URP
what happens if you just right click the model asset and reimport it?
still pink
what happens if you click "Edit..." here?
it opens visual studio
does it open up a specific shader in VS?
Hm, okay
Create a new material and see if it looks broken
(and look at the console to see if a shader compile error is appearing)
There's no shader selected for either of these
it should be defaulting to Lit
why tho
notably, hitting Edit did open the lit shader in VS
the dropdown is blank, which makes it look like nothing is selected
and how do I fix it for my project?
Are you seeing any errors in the console?
no
Restart Unity and see if any appear afterwards.
You should see some kind of error message if the Lit shader isn't compiling
note that shader compile errors don't stick around like C# errors do when you clear the console
(and the console will also auto-clear when entering play mode by default)
this is the only thing that shows
how do i fix this? it seems the rotation of my meshes is wrong, i read somewhere using parents for the meshes and somehow thus correcting this, but how? i used the Wheel script on every mesh and gave it its mesh and collider, the TankControl script is on the object itself. https://pastes.dev/nLv26XFhx6 [got it!}
and this is after a restart?
yes
do other URP shaders work, or do they all behave the same?
how do I check that?
switch that material you made to use other URP shaders
open the dropdown at the top of the material editor
Now, what happens if you put it back on Lit?
@candid lark Don't post off-topic, including images. Remind you you are on your last warning already.
I only have this
....huh!
is that a bad huh
my first response to Weird Editor Gremlins™ is to delete the Library folder so that Unity has to reimport all of your assets
this is almost always perfectly safe (i do it regularly whenever I get annoyed by the size of the shader cache, tbh), but I would still advise backing up your project first
where is the library folder?
it's in the root of the project – next to Assets, ProjectSettings, etc.
you'll need to close unity and then delete it from your file browser
you can back up the project by copying everything that isn't the Library folder 😉
this one?
Yep
there are only a few weird situations where you can actually lose data by doing this:
- a broken editor script nukes your assets (the VRC Worlds SDK did this for a while! fun!!!)
- your project was only working because of some wacky corruption in the Library (this is very very unlikely, and you're already in trouble if this is the case anyway)
the SDK would see that no scenes have been imported yet and helpfully create a template scene
but it did this check too early, before scenes imported..
I'm especially curious because the Lit shader clearly exists
oh, two things:
- the reimport will take a while
- unity will open into a blank scene, since it will have forgotten which scene was open
that's a jumpscare (:
yeah I just noticed it takes long lol
It's reading and processing all of your assets (including those from packages)
I just hope it works
I hate stuff like that
It worked, thank you very much <3
Hey guys, i am currently working on my Character customizer and i have an problem with the Eyelids of the character. I wanted to make an slider to lower and higher it but the Rotation changes not only X axis and now i have no clue how to make an slider that controlls that 
(Pls ping me)
Would be very nice if anyone would help me 
nice (:
I usually try to understand exactly why an error happened, but this kind of thing falls into "gremlin" territory.
Fortunately, it's also the kind of thing that goes away after reimporting.
Im still wondering why it happened tho
weird
Has Unity crashed recently?
This usually happens because the eyelid bone object is already rotated on multiple axes in its default pose. So when you change only the X rotation, Unity combines it with the existing Y/Z rotations and the eyelid moves weirdly
So what should i do now?
Put it to 0 0 0 in blender
Best bet is to store the eyelid’s original rotation and apply an additional rotation relative to that original rotation. this can be done with Quaternion.Euler
So i want to check if i did understand it right. I set it to 0 0 0 in blender and then rotate it in Unity?
Yes that’s basically the idea, but there are slightly different approaches depending on how your rig is set up
Can i send and PNG in here from my model + rig?
I think for this, you may have to ask in the Blender discord as well
thanks unity, really helpful error.
A non-multisampled texture being bound to a multisampled sampler. Disabling in order to avoid undefined behavior. Please enable the bindMS flag on the texture.
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
What Texture?!
does anyone know how I can save my game whilst its in play mode? It wont let me stop it, i click the button it does nothing. And I cant save the scene because i am in play mode 😅
so i just learned that the tile map tile prefabs (which unity does spawn in the scene as a child of the tile map but they are hidden) do not update when the prefab is changed and you need to switch scenes and switch back for it to update and that has caused me so much frustration and time
so your editor is not frozen, but clicking the Play button isn't working?
yep, that is correct
ctrl+p is the shortcut; perhaps that'll work
unfortunately thats not doing anything either, I guess I'll have to restart the editor 😅 thanks anyway
do you maybe have errors?
check your console
wait... youre already in play mode and you cant stop it?
changes made in play mode are not saved.
i dont think thats what they are asking
i have a feeling that is their end goal
they most likely have an unsaved scene and cant leave play mode to save it
you may be right., i am only half here 🙂
altough people do need to become more habitual "savers" in general
too many people come here like "help Unity crashed and i lost 4 and a half hours of unsaved work"
idk if its just a my generation thing but i was taught to save as often as possible... never a minute or a singular change without saving
it is just natural for me too. ~50 years old. could be a generational thing
i think u gotta go through every gameobject and creating a struct for all the data u want to save and make sure theyre all json serializable, then foreach gameobjetc, save its data to this struct qand then write it to json, then when u enter playmode again u gotta deserialize it and load that data and sppawn in those gameobject again and apply the data to them, ofc there r ways to optimize this im sure i only ever did saving board positions
what

they are kind of describing how to save play mode changes
uh am i way too wrong here
I did, i recall seeing something about an unreffed script
i may have been wrong.. i do not think that is their goal
I think they are just trying to recover their unsaved scene changes after some sort of major issue happening in play mode 😄
yea i was stuck in play mode and could not exit it. I could not save either because i was stuck in play mode
ahhh i see
thank you anyway obada 🙂
uf been there
no worries
you usually save scripts to see the changes, and scripts are usually where its at so usually nothing major is lost, unless you spent a lot of time building a level, but u gotta then remember to save when making major scene changes
you should always be saving scene changes
major or minor
theres no downside to saving
is there some sort of autosave option?
i have saving in my musscle memory in code, but in unity i do not 🤣
for your scene? no, not without writing editor code to do it or downloading an asset that has editor code that does it
i see, okay thank you 🙂
I have 3 overlapping colliders that I am trying to get working correctly with onMouseDown. I keep seeming the grab the furthest one back, which is not what's intended.
(In the image, ideally, red should be on top, then yellow, then blue in the background)
is there a way to do this or should I swap to a raycast?
You could filter your ray cast by a specific layer
boy i love learning.
25 years+ into web and data + more.
moving into game dev now with unity, ima just write my animations in a enum, and not use the animator 😮
Yeah, I'm not doing raycast right now, I'm just using standard onMouseDown, but its throwing some inconsistent results
You could assign the others to be ignored
This function is not called on objects that belong to Ignore Raycast layer
https://docs.unity3d.com/ScriptReference/MonoBehaviour.OnMouseDown.html
btw.. doing all my animations states via c#, will i be in trouble down the line if i dont do it right?
lets say... 2+ years i have 100+ animations... low poly stuff.
place all my animations in the animator window, without the connectors.
what all think... im not scared of coding if all wondering xD
i love when my projects can reach 5k to 10k lines of code on a file.. 😮
are you using animancer?
uhh prob not.
look it up ;)
alrighttttt lol.. brb
waittt.. it add it to the inpector for debugging too. hmmmm
ahh right, the layers of different parts that can play at same time..
yeah ima go with not using node visuals hahah.
do note the one major downside to animancer is that every new major version is a new purchase
but ive been using version 7 for a while now with no issues so updating is not always nescessary either
I am making an rts game using lockstep. First time im looking into this method, but it looks to me like hiding specific data from other clients (that are using hacked clients/mods) is not really possible, since each client has to have all of the data to know what is where and in what position?
For example, in an ideal world any resources/buildings/units outside of the fog of war would never be sent to the client, but if I am using lockstep, they'd need to be, right?
ahh that is a good note.. boy.. this looks good though, not gonna lie, for the pro v8 that im watching.
def helps for sure if im going this route, damn... 90$ right now ;o
As a solo developer my biggest problem with making a game is knowing how to make a scene that technically works be visually compelling.
this might help
https://www.youtube.com/watch?v=fJps8QxOh4s
Today I dive into the critical planning phase of level design and creating environment art for video games. Learn from my past mistakes and 10+ years experience as an artist in the video game industry!
Follow Me on Artstation for more: https://www.artstation.com/pixelmasher
Planning out the assets and creating mood boards is an important part ...
I see that mentions using references. I usually try that. I think in the future I might do it more though.
yeah ill put Animancer pro on my list for sure, ima play around with just coding all for now on simple things and see how it goes.
thanks for the tip, this is prob what i will prob want to have anyways. haha.
I'm a big fan of Animancer
yeah im probably gong to be using it able already doing research, and already not liking the unity animator. :S .. hah
my avatar keep saying to big how i fix it

how i fix it..
I'm not sure what your question is 🤔
seems to be vrchat related
It says in the error message, your file is too big
!vrc
There's no command called
vrc.
Join the growing VRChat community as you explore, play, and create the future of social VR! https://discord.com/invite/vrchat
This is the appropriate place to ask about a VRChat avatar problem
(but yes: your avatar is too big; you probably need to reduce the size of your textures by cutting their resolutions)
Do you guys recommend nvchad or lazyvim for the neovim distro
although this appears to be wholly unrelated to Unity
is there any way i can hire someone to create a quick project for me?
!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**
gotchu
I have a problem with downloading the editor
Do I have to download something called Itranslate and put it in my files?
grid snapping for the node editor because im used to blender and unitys ruler snapping is BS 
wish i could resize the nodes to full grid cell sizes without the previews breaking in various ways
Any Wacom users in the chat? Unity 6.3.14 LTS does this for me with pen input. Drop downs a little tricky to use.
just wondering if anyone else has this, sometimes I will make changes in scene view while the game is running. When I end gameplay it will revert the changes I made back to the previous, how do you actually have changes you make during play committed?
without 3rd party assets to do so, you don't. well, i suppose you can write your own method, but that is well beyond a discord Q&A
or you could just copy everything.... and paste it after playing and compare 👁️ 👄 👁️
Hi everyone
why is this message not removed but yet when I asked about where to look for Unity jobs my message got deleted
it depends on how active the Mods are at that moment
not everything is 100% perfect sir.
and he was also told, then he said "Gotchu"
thats it.
Hi, im new here and I was wondering if anyone knows a good car controller like video/playlist on YouTube thats easy to follow for beginners that don't know much about unity
there are free car controller assets on the Unity Asset Store, so you know
this is not a showcase place, or whatever that is supposed to be. read the #📖┃code-of-conduct
I know but im wanting to actually code it though as I am wanting to learn c# while making this game since unreal engine has failed me so im giving unity a try again
IDK if anyone who happens to have done the same thing has kept a list, but generally, a quick google will help
Okay thanks
i copied and pasted this full message into google, and found video's
also found one that looks like their also teaching drifting + drifting marks lol.
you shouldn't have to, no. this seems like a broken install. perhaps check this checklist, but otherwise just try again
!install
- Make sure you have enough space including on
C:drive. - Check that it's not being blocked by antivirus/security programs.
- Look through the logs for a real reason why the setup fails they are pinned [here](#💻┃unity-talk message).
If you still have issues, perform a clean install in another location:
- Install the Hub and Unity in a non-system drive or a clean new folder in the root of
C:drive. - Failing that use the recovery Refresh option or reinstall OS entirely then repeat the previous step.
oh they left, wonderful.
Damn
Question, what happens to the <GameName>_Data dir for MacOS builds?
by looking this up.
location within the app bundle - its located inside the .app package bundle, is what im reading off the web. lol
yourprojectapp.app/contents/ ??
.app "files" are actually folders in mac, yeah
im not a mac user 😛
oh a .app = folder then /datastuffhere?
lol i typed .add
hmm coding xd
gotcha
please help me with this problem
Lower the fov i think
Im not that good with unity tho, I only know ow how to make basic scenes and partially use the editor so I could be wrong
where can i change fov
Just select any close to you object on scene and double click it in inspector.
thanks
Uhh, thats not fov, that is camera clipping. You can turn it off somewhere in the top of the scene window.
At least I dont think so
click on any thing in your scene. move mouse over Scene view. press F
it will 'reset' the clipping
the double clicking mentioned above probably does the same
Quick question again, is it hard to fit a unity hdrp project on EXACTLY 4.7gb or less
it depends on the size of assets included. you can google to find the empty built project size
dude i thought unity used c++ too man i keep seeing c# videos mainly
i'm still learning c++ but like
unity is c# as far as the level you would be using it. the core, which you do not have access to, is c++
i don't know c# at all
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
i feel like if i try to learn that, i'll forget how to use c++
since i'm not even that good at c++
then why are you here?..
what is that question
what is your point?
Son all i'm saying is, is learning c# will be useful for me
Like i know it's easier than c++
child, figure out when you are speaking to your elders.
i was learning c++ before unity
well since ur in a unity community server for discord, yes C# will help.
the basics on the learning site should get you caught up pretty quick, if you can comprehend a bit of c++ already
Is c# really close to c++ or?
they are close. c# is easier.
C# is like a trillion times easier than C++, if youd really know C++, learning C# wouldnt cause any trouble for you
i finally got enough courage and downloaded unity
Shakespeare vs hood english
If you plan to use unity(or some other engine/framework that uses C#) - yes. Otherwise, no.
If you're asking whether C# is gonna improve your C++ understanding, then very unlikely. It's better to just focus on C++ in that case.
Based on my testing it seems like NDK SDK and JDK modules are just folders of files? Like they don’t need “installed” they just need to exist in the expected path?
Something broke between hub 3.10 to 3.18 and can’t use my old method to script mass install for a lab. But having some luck with manual multi-GB editor install and robocopying the module folders over to the expected path that I harvested from a demo install. Hub seems happy with that. Might be my only manner to pragmatically continue with managing Unity for edu lab install.
Not as advertisement but, that's why i was thinking of switching to Unreal Engine because of C++, i want to improve that then, later on sure i can start learning c#
Unreal Engine also has a completely different workflow compared to Unity
regardless of the language used
Yeah
Also Unreal relies a lot on blueprints, which is a visual scripting language
Wait is unreal that hard or something
for beginners
i'm not thinking of making anything big anyways
Sounds kinda weird to me. Like you didn't decide what you want to do. What your goal is. If you're gonna go with unreal, there's no point in planning to switch to unity later on.
Good point, if youre going to be choosing between the 2 engines, you should choose based on what your planned project would need
Does any know How long compiling C# scripts take? I think it's stuck
No, i said maybe the main would still be unreal engine if i manage to learn to use that, i feel like c++ is more important and where i study we learn c++ but it's slow i wanna speed it up myself
C++ is not nescessarily more important than C#
Was stuck for 20 mins earlier. Then I tried again and waited a bit then restarted pc
this happens when what you are making changes to a script?
and saving?
are you seeing any errors in the Unity console and your ide
Well, then you probably should be in some C++ or unreal discord, not unity. Unity is not gonna speed up your C++ learning in any way.
When I start a new project it gets stuck on the Compiling
ok this is now a completely different problem to what you initially mentioned
What does it say when its stuck?
Compiling C# Scripts with a progress bar that doesn't move
!logs Check the logs for errors
Editor logs
Windows: %LOCALAPPDATA%\Unity\Editor\Editor.log
MacOS: ~/Library/Logs/Unity/Editor.log
Linux: ~/.config/unity3d/Editor.log
Unity Hub
Windows: %UserProfile%\AppData\Roaming\UnityHub\logs
Mac: ~/Library/Application support/UnityHub/logs
Linux: ~/.config/UnityHub/logs
Likely would need a clean reinsall.
Make sure it's installed in a proper drive location, not a cloud or something.
If you don't find the reason for errors you might just repeat it on reinstall
Search for "error"
If it's stuck the errors would be at the end of the log as well
open log when it's stuck
Okay
Unity VCS client is not correctly configured
Idk wut dat means
Google didn't help
GG
!ide
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
Search would tell you that it's a Unity's Version Constol System, formerly PlasticSCM. Any other errors?
It's so odd. Cus unity worked on this computer before with no problems after install
To exclude it you can turn it off, remove the package to be sure, I think it was separate then.
Create new project without any services and see if it is getting stuck
2021 not in LTS anymore I think. Don't know what will it do to active services support like Unity version control.
Im having some issues with phsyics. I am making a pinball machine, but even tho i have a hinge limiting the flippers movement sometimes it just glitches above the ball or something and rotates in a way that shouldnt even be allowed by the joint
@fresh jasper Don't cross-post
I have these settings
thought that was for scripting
For everything physics related
mb
I tried launching another version and it works. Idk why the 2021.3.16f1 doesn't work
Make sure it's the latest minor version for it as well
You are way behind, 2021.3.45f2 is the latest
That should work still. Cus I'm trying to use the Marrow SDK
does the sdk really need the exact minor version?
Then you should seek support from their community.
Apparently they list it as requirement
Probably not
I felt like people here would know more about compiling getting stuck.
If you are running into an old bug, normal fix would be to update to the latest version. When dealing with SDKs it could be very well the fault of the SDK. So at this point you should ask them.
Did you check if you have any problem compiling when you create just a clean Unity project in that version?
There gonna update it soon probably.
If you don't then SDK is the problem
aand people are already poking fun at the unity ai thing
i knew at least someone would make fun of it
Did anyone find an addon or simple method to extract complex materials from blender to unity? Or at least export materials without needing to bake manually
they are different shader languages, as you probably figured out. there was a github project a while back that tried, but i do not think it took off. sadly, i cannot recall the name. asking google what you asked here would let you know if it exists. you do not need to 'bake' and flatten it. you would simply need to remake the material in Unity
weird, while in idle state. it should be playing the first one, but my dude is standing weird lol.
you should ask the animation room
ahh when i get more stuck lol i will, ima try to figure it out, check the guide more.
I wonder how much it would cost for someone to have a look at my project and help me out of the mess I coded myself into
!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**
I'm not offering a job
I just need help but I feel like this has become too complex to expect it for free ig
then pay someone on the linked forum, or actually ask question and let people decide if they want to help.
that seems to be for jobs but I'm not looking to pay someone a regular income
you can post what you want there, if legitimate. if not, google for another place to hire people.
no I'm not looking to hire
Hi 😄
howdy. #🌱┃start-here
Does anyone know what this weird flare is? I don't have any lights in my scene and it's mostly not visible (It flickers whem moving around it, with it only being visible at certain angles it seems.)
#1391720450752516147 would be the place to ask
Alright, thank you!
this isn't a channel for advertisement, you're free to post a #1180170818983051344 though
oh they left too. drive by advertisement...
Hi
Howdy. #🌱┃start-here
first time it takes me that long
send help
i dragged it into unity like the person who gave it to me told me to but i have no idea how to its scripts work
why are you attempting to do that? Modding, Ripping, Etc, are off topic here
oh okay
is your project big to take all this time?😅
yea lol around 150GB
- this is a clean build in il2cpp btw
i think theyre kidding me 💀 yeah thats it imma go jump
6 hours for ts
it can take a long time for shaders to compile. i had a clean build that took over 30 hours for shaders to compile because there was no stripping (needed to stop the stripping for some debugging)
oh well 😔 damn
on the bright side, it shouldn't need to recopile those shaders it has already compiled so starting the build again should catch up to that same point rather quickly, unless you do another clean build
yeah makes sense
Found a bug in unity from 6.2 to 6.3 and 6.4
what do i do with this bug ?
report it?
!bug
🪲 To make bug reporting as quickly as possible, we made a bug reporting application for you. When running Unity choose Help->Report a Bug in the menu, or you can access it directly through the executable in the directory where Unity is installed. It will also launch automatically if you experience a crash.
📝 If your bug report is to do with Documentation, either an error, typo, or omission, you can report it by scrolling to the bottom of the page where you found the issue and click ‘Report a problem on this page’!
💡If your report is to do with a new feature idea, you can check the Unity Product Roadmaps page to see if your idea has already been planned.
For more complete instructions on how to report bugs, access: https://unity3d.com/unity/qa/bug-reporting
How long does they usually notice them ?
How much can i actually learn during summer holidays 
Enough to make simple games?
almost done making the ui example you suggested with the interactive game place
over 3 months? sure
Nice
ah that was you i forgot lol
sounds great, ping me when you get it done i would like to see it :)
bro u can make an fps in a summer holiday
will do that upgrade from 6.2 to 6.3 makes ui document rebuild every frame for no reason if you select the uidocument in the hirachy tree is annoying and i am thinking of building guards against that to the library at least until unity fix it back to 6.2 stable version
given its only when you actually select the UI Document but it can be annoying
Where does one go to ask for help with a problem with importing models from blender to unity.
Thank you
Why does Unity have to shove an AI into everything
You think its just Unity?
shareholders 😔
follow the money, money follow hype
Well what's the point of making games then
Where can I find Unity 1.0
why would you want that lol
The oldest you're going to get is something like Unity 5
Everyone is shoving AI into everything right now.
It's like 5 years ago when everyone decided that their app MUST have blockchain integration
AI is being hyped so bad right now that in some companies, they'll fire you if you aren't aggressively using AI to generate your code.
Do you actually mean 1.0 from 2005? In case you didn't know, the naming jumped from 2022 directly to unity 6. Unity 5 was released on 2015 after which they used the year as version number until now. You can browse the download archive (https://unity.com/releases/editor/archive) which has more versions available than the Unity Hub. No Unity 1.0 there either I'm afraid
I meant 1.0 from 2005. I want to see how well it runs on my pc, since unity 6 editor keeps on lagging when I run it
that doesn't sound like a reasonable way to test something lol
it was originally a mac app. do you even have a mac with old OSX
perhaps you can explain your actual problem
I basically want to see if my computer will be able to run 1.0 at the best performance, see how much I can push it limits as well
this is a really horrible idea for a multitude of reasons, and you're not going to be able to find that version anyways
Dang
why not just run a modern barebones 3d game engine at that point?
thats basically what you'd be doing with the 2005 version anyways
Like what is the point with it even? It is not like game engines have become magnitudes slower over the years, if anything there are a lot more optimization stuff added over the years. More expensive graphics features too but you don't have to use those. It would have also only supported some age old graphics libraries which would not run very well if at all on your PC unless it is from that same era
older version does not mean better perf
@thorny ploverIf your editor is lagging, turn off g-sync (or amd equivalent) and/or change dx12 to dx11
if only this were the case
you could switch to a hypothetical version of Unity that was released in 1693
and thus achieve ultimate performance
How can I make a navigation bar like this?
i wouldn't really even call this a navigation bar (though it could be cause it switched menus) it's just buttons with some visuals added on
ive called things like this nav bars myself but its easy with toggle buttons or buttons with enable/disabled states
How should I build this in Unity? Should I first create the background color, then add each button separately? As you can see, each button has some spacing between them, and the selected middle button is bigger and raised. How should I structure this properly in Unity?
i think this is just a preference thing for how you like doing it, but then again im not a UI/UX designer so no idea
ok
you?
me?
though im sure this is split into 3 different stages, the trim & the dark purple background, the buttons themself, and the icons on the buttons (would be child objects of each button). not really sure what's confusing about this though
yes
was a joke but you should first to learn some basics of how to build UI and control layout in unity
https://learn.unity.com/pathway/creative-core/unit/creative-core-ui/tutorial/get-started-with-user-interfaces
A user interface (UI) is what allows a user to interact with a program and a UI designer is responsible for making those interactions as clear and enjoyable as possible. In this tutorial, you’ll learn a bit more about what UI design is and the tools available in Unity to help you create UIs. Then, you’ll open your project and begin customizi...
But how should I make the border so that when I click on the Shop button, it changes like the Home screen tab?
like here i am in home
shop
Someone makes these graphics for you
and you change how the button looks (and its width) depending on its selected state
When i worked on such things our artists made the button bg graphics and icons. You can also make em, find some for free or buy
could also do the lazy route of having the whole nav bar be a "different" nav bar for each focused menu
That would probably be even worse for a beginner to manage
just saying should've clarified this as the problem from the start, asking how to make a nav bar and how to make a dynamic nav bar are two different questions
yes what i dont understand is the dynamic boarder
It's probably just part of the art asset
ima be honest i dont think the boarder is dynamic it looks like the bump is part of the button and not the boarder
Pretty sure it's just drawn like that
I don't think there's anything fancy about it
could be
so how can i make it?
Paint, Photoshop, clip studio, whatever your fancy
It can be two sets of sprites cleverly divided to swap cleanly
could do something simple like this where each border and set of buttons is toggled on and off based off what menu is selected
see this is what i meant when saying the border bump looks like it's part of the button image
Nah, that frame is one asset and they have 5 versions of them.
The buttons themselves are individual sprites that swap between the selected and unselected ones.
Nah i think you can do it as i said, ive implemented a few nav bars like this
what do i know 🤷♂️
Hi, so I am completely new to unity, and downloaded and imported some assets into the unity editor. I was following along a video showing me how to do things, and basically some of the things shown are completely different from what is shown in the video, on top of that, the assets I'm trying to use says its missing scripts. How do I go about trouble shooting these things?
well the thing is there are many ways of doing it ~_~
there are but usually you want whats easiest for the dev and artist to do
Start by listing out the first main error?
thanks
this actually bothers me now the Shop button has a space between it and the border but the start button doesn't
perhaps the parts were placed poorly but they are probably separate pieces to build each button
you right
Okay, so when I go under the same lists as the video shows, the lists are completely different. I followed along with it, and unsure why its different.
What's the error though?
I also see that you're using the third person controller vs the other is using the first person controller
It shows that scripts are missing from it for some reason
Yeah, first person controller is missing as well
Also, depending on how old the video is, these assets had changed from the original start assets to the now new starter assets (not that new)
is OnMouseDown() not recommended ? Chatgpt says that for some reason
Why not ask it for explanation? 🤷♂️
Then don't ask it in the first place..?
OnMouseDown is fine if it works for your case. The api is very old and it's not entirely clear how it works, so it might be difficult to reason about compared to more direct methods, like raycasting manually.
thanks!
Again, if you don't trust the Ai, don't talk to it at all. If you do trust it enough to ask a question, at least get an explanation out of it too.
Then you can use your own brain to reason about the explanation or ask other people about it.
got it, thanks for the advice
I'm curious to know what the reason was though
im simply detecting clicks, hovers and such on world game objects
its a new project so might as well find the cleanest way
instead of the usual
how do u guys detect these ?
Oh, I meant the reason you were given not to use it.
But for handling those, just a raycast from the camera.
Hi anybody wanna collab on a fps
!collab
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My fault
Do you need developer?
It's more for just fun and a project my friend asked me to make I'm not very good at coding and don't got no money so it was just if anyone wanted to help
Okay, plz send dm
How do you set a gameobject to a parent thorugh code?
transform.SetParent (theOtherTransform);
ahh its a transform method
I see
thank you
How to fix normal map in Shader graph?
Is that an unlit shader graph perhaps?
Yes
Well, then it doesn't have a normal output. There's no point in it, as there's no lighting logic running behind the scenes. As opposed to lit graph.
Then which shader I want to use
So, all i'm trying to do is generate my own grass asset, set up a Wind Vertex Shader, and move on to the next part of my demo design. But I can't get this grass to load. Unity keeps on crashing. I even desimated it's poly count to 12k from 320k and even placing 1.9 size brush it causes my unity to have to load and slow down. I am growing far more frustrated, I want to use my grass not someoen elses asset.
Lit probably..? Unless you want to implement your own lighting model. 🤷♂️
Use the profiler for investigating performance issues.
Read logs for investigating crashes.
You'll need to be a big more specific than that.
whenever i save a script and come back to unity, it loads stuff and takes some time
i watched some people do this thing their unity didnt took as long
Yes, it needs to recompile the code and reload the program state. You can disable automatic asset refresh to avoid it from happening when you don't want, and instead trigger the refresh manually
It can take less or more time depending on your project scale and hardware capabilities
it would help if i made sure my model was oriented correctly, It looks a lot better now but performance is still low, thanks I'll look at the profiler
You can check the domain reload/compile report in the logs to see what's taking most of the time.
my pc is high end it wouldnt take that long
Pff... You're underestimating compilation/building processes
Your high end pc is nothing when it comes to that. 😬
my bad
so the loading is inevitable?
Yes. If you want your changes to be applied, it has to recompile and do domain reload. Though, there might be ways to make it faster.
I don't even know how long it takes for you, how big your project is, and many other possibly relevant factors. So it's impossible to say anything for sure.
alright
thanks
its a bad feeling to have an idea but have 0 clue how to really make it work in reality
Probably. Unless you have tons of money to throw at people to do the thinking for you.
yay, the game visual is nice, but my scene is slow to respond. But it is fully loaded though. and it is my grass.
Now i'll work on that vertex shader to add wind, while i also deal with the scene display issue. Game display 100% fine, scene display turtly.
ive been trying to figure out how dbd does their skill checks and i just cant get it to click
imagine my surprise when you cant do shapes on UI
Not sure what dbd is.
Why not? There are many ways to have custom shaped ui.
i couldnt think of a way to describe it so i found this random website that specifically showcases the feature im trying to figure out
its like a spinny thing
and you have to have your spinny thing hit the "good" zone at the right time, too early/late and its a fail
hi whats up
Hello
if anyone has any ideas on how to recreate this, would be greatly appreciated
ive been thinking sliders, changing a pivot on an image and have it rotate like a clock, while having it check for overlap and input
i have an idea for how it'd work but i suck at explainning things ~_~
i was thinking of having a slider loop around from 0-100 on a bool and then having it check if the handle touches the good spot
Spinning/rotating "clock hands" basically. Might want to separate the logic from the visuals though. I'm not sure which one you're having trouble with.
which is why i was trying to find shapes on the UI and BAM closest ive got is 2D sprites
Yes, you'd use custom sprites for something like that.
Hi guys if I wanted to make multiplayer unity game on steam or something how much would cost monthly to host ?
if you want it circular i think 360 would be better, but otherwise it's a simple thing to implement, you can have a value that increments off deltatime and have it modulo to the 360 and when the button is pressed to "stop" it it'd check it's current value and see if it's within the range that the white is in
i was thinking about it having a range thats acceptable. that also works, i'd just have to keep in mind that the spinning thing and the image are two separate parts, but the image itself would be rotating randomly
this depends on many factors
oh
i mean the only thing that'd be rotation randomly is the hand no? even then i wouldn't consider it "randomly"
i mean the hand would usually rotate the same direction every time
i may have to experiment for quite some more time
sorry for ignoring i was occupied
uhm i see ur problem
i think using custom sprites is the better idea
i was just saying hello cuz you said hello 
what a nice guy
or girl
i dunno
🫡
i think i know how to do it, you can use 3 sprites, one with the red line around were is supposed to be the border of the circle, other of the circle with one of the borders with the trigger drawed, and a third one that is the text in the center, after you can use a animated trigger that follows the movement of the red line that is continuous,and also another trigger that place itself in the place were is supossed to be the trigger depending on the sprite and rotation of that sprite(im talking about the circle sprite)
i also suck a bit explaning things but i think you can get what im trying to say
btw i need help with something but is far from a trouble with thecnical stuff is more about decisions
very rudimentary test here but (by this i mean the visuals look awful, and the code is also more then likely awful). code for what i did: https://pastebin.com/T23Az9R7
I’ve got this error where when I put the apk on vr it’s a 2d game
Are you going to tell what the error is or are we supposed to guess? Also, #🥽┃virtual-reality
If i spent 6 hours a day learning sure 
Im a slow learner
I tend to overthink stuff to the point that i dont understand it
Like when i tried to code an hp system myself
I had like 13 lines of code
Not knowing it could be done in 3
13 lines vs 3 lines really isn't a metric of a good programmer. Sometimes people compress code just for the sake of having fewer lines, and it actually becomes harder to read, debug, or expand later. 
Is there a way to get rid of that horizontal line in the middle?
What is it?
the horizontal line
I see it but I don't know what it is. I assume it's part of the skybox. How have you set up your skybox?
it's always there in every new unity project
oh wow, it's the fog settings of the skybox
hello
i’m a 3d desinger in Blender and i have an idea and i have to use untiy to do it and i have tried to make it by myself but it was hard so i need help on it 😭
so if anyone intrested DM me 🙏
we don't do DMs here, it defeats the purpose of having a community server
!ask
:thinking: Asking Questions
:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
-# For more posting guidelines, go to #🌱┃start-here
Hello i have helped many people develop projects in Unity, but i have never been able to do this as a contributor on GitHub. More precisely, I couldnt find such projects. How can i find projects that are open to contributions ?
You just have to browse the repositories and try to find one that's active and interests you
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thanks a lot
Have you baked the lights? It's set to baked only
!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.
how would i add a handbrake to this that makes the car do a sort of drift?
https://paste.ofcode.org/GeM44SKJ8tgWVPMS37aPCT
oor is this the wronng channel for that
well a handbrake is just applying braking to all wheels isn't it
or maybe just the backwheels
not sure if that'd actually result in a controllable drift though lol
Idk, im trying to make a racing game but has the style of those Japanese togue vhs tapes that have been uploaded to YouTube and I kinda need a handbrake or a sliding feature in general
Thats what I managed to get last night but handbrake just sets the full brakeforce to all 4 wheels
Hi
I had question related to Unity
Why Unity packages are installed separately per project?
because that is the way they designed it. Why would i want my 5GB Medieval Castle package in my 2d game project? it makes absolutely no sense that packages would be shared across all projects.
if you make a lot of projects and want to include packages from the start, look into Templates
But unreal does the opposite, everything is in the engine by default nothing gets shipped to project until you turn it something
It seems inconvenient
And I'm sure there are people complaining that that's the wrong way of doing it too.
Extreme bloating
How often are you making the same kind of project that you need to install all these packages constantly to the point it's inconvenient?
And if so, as mentioned above, Unity allows you to make templates so you don't have to.
which agent do you use to use unity skills for local llm
and the engine ends up being 100GB, but unreal still has plugins that can be installed on a per project basis
Come on guys you don't need to download debug module of unreal
Whatever. Personal preferences
#1391720450752516147 @ ChaCha
can anyone one
Ah sorry, I missed that 😅 thanks! I’ll ask there instead
hey i am getting Unable to refresh license. Please try again.
after hub upgrade
tried forum solution but didn't work
I accidentally dragged an object into a folder as a prefab. I deleted it from the folder again, but now the objects shows up in red, as though it needs a prefab source.
Not that it changes anything; it still works - but are there any way to make it appear as a normal object again?
https://puu.sh/KMSR6/6326a96917.png
If you select the object, in the inspector for it you should be able to target a source prefab at the top.
It says Missing, since I deleted it from the folder
I don't want it as a prefab, it was just an accidental drag 😄
Oh, then in that case right click the object itself and "unpack completely".
That doesn't seem to appear as an option
Ah! Gotcha. Thank you 😄
any other solution? tried request licensee but its failed cant even download it
"tried forum solution" dos not mean anything unless you link to the specific post with what you tried.
checked firewall and antivirus , log out sign in , license request
if you are sure it is not firewall or AV, your best path is to contact Unity Support directly
i assume this all used to work and is a new problem
The problem was resolved automatically after restarting the device.
Steps to reproduce:1. Open the attached “IN-123831.zip” project2. Open the “BugScene” scene3. Enter Play Mode4. Observe the colored ...
Posted it yesterday, today turned to in progress for version 6.6
Given that's like 6 months from now but still nice
I added a workaround for it in my library for now until they fix it
Hmm wait what, they switched it
how do you change the padding on a text element inside a button in UI toolkit?
UI toolkit is horrible i am never using this again after im done with this UI
uGUI is 10x better
yeah, would have took 2seconds in ugui
i dont think its possible in ui toolkit unless i create a label on my button
@dusk lichen You have a reason why uitoolkit is bad ?
which is why im asking
you can do anything with ui toolkit
#🧰┃ui-toolkit checkout the pinned resources there as well.
tyvm
its closer to 99% feature rich.
but still doesnt answer the question why you dont like it ?
bro am i here to have a debate with you why i dont like ui toolkit or are you going to answer the question
80% of you have a god complex and just wanna debatre
get a life lmao
some people like to use other things, theres nothing wrong with it. its more catered towards a web dev, which i am not
i prefer ugui
who cares
idk why it bothers u so much
I am not trying to have a debate i am genuinely curious why you dont like it, @dusk lichen
as for "padding on a text element"
you'd add it to its parent i think
adding any sort of padding just moves the button elements and not the text
<Box><Text ><Box>
add the padding to the box
lemme see
Its almsot exactly like web / html/css
@Bonk, i am developing a library that makes uitoolkit just like react, so what sound like a debate was just me trying to figure out if should throw more time at it. is all
does changing the padding of the button not do what you want?
Are you adding Margin by any chance rather the Padding ?
maybe i need to restart my ui builder cuz it does this all the time
does the button have any other elements as children?
nope, no children of this button
this is a child of the taskbar though
let me restart ui builder, numerous times though ive clicked settings and its done some other random stuff that i didnt want it to do
maybe i just need to reinstall unity
hmm sounds excessive
probably why i hate toolkit so much 😭
hmm weird, for me other then how the databinding works, is absolutely awesome, and the databinding is also solveable but everyone and they choices.
i wonder if they would ever depracate the older system
Weird 🙂
i think its my pc honestly, ive needed to change my cooler for like 5 months now and ive just been winging it, sometimes it overheats and turns off
maybe i corrupted something somehwere
is there still a lighting channel that I can read back through or not anymore?
thank you 🙏
@plucky aspen also #archived-lighting
omg yes thank you!
can someone please help how to rotate camera
Tap arrow axis in right top
thanks
Anyone knows why my project is empty in unity after moving it to a different drive?
hello , where can i search for people to collaborate with me on a project ?
if you see your assets in the assets folder then you just need to open the scene you were working on
!collab 👇
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ty
you haven't opened a scene, most likely (as boxfriend mentioned above)
Yeah, i moved the entire folder (except library and temp) and added the folder inside unity hub
library is where volatile/cache stuff lives, including what scene was opened last
so you won't have the scene open by default
Do i need the library folder?
Followed this guide, it which these 2 folder should not be copied / moved
https://discussions.unity.com/t/moving-the-project/45147
as i think this is a (lack of) terminology issue, let me say it this way. Open the Level you were working on
Looks like everything is working inside unity, except the scene
again, you literally just need to open the scene
People who thought their project is broken but didnt open a scene counter: 17
well, it Might be an addressables thing..
That was it
its almost always just that lol
yeah like 9 times out of 10 when someone moves their project or shares it with someone else and "everything is missing" it's the scene just not being open
Swapped scenes and accidently clicked "don't save" because I forgot to save. is there any auto backup??
lol not only I failed myself but also the warning window prompt 🤦🏻♂️
UNITY BACKS UP
I found a backup file in{Project Folder}/Temp/__Backupscenes LETS GO
I definitely need a save reminder though 😂
The popup that asks you to save unsaved changes before changing scenes is the reminder.
nice! I would recommend making a habit of clicking Ctrl + S every now and then. I usually do that every time before I press play for example (as infinite loop for instance could crash the editor)
But you need to ride that CTRL+S out of habit for sure.
ctrl + s is my best friend.. i feel like my fingers always on it and ready. xd
yea, I misclicked the don't save button, totally on me
usually I save every 2 minutes without even thinking, but after some time you forget you do it like you forget you are breathing 🙂
I wanna make a reminder like the Steam toast that would come up every few minutes reminding me to save. I've been working on this scene like 5 hours today, and my last save was around an hour ago unfortunetly. even though I already save as a habbit
I've already made it a habit, super weird I forgot!
cheers to Unity for saving my ass here :)
You could probably whip up a quick editor script that reminds you every 5 minutes to save if one hasn't been detected.
yea
i been having fun lately making weird Editor tools just to have fun in my demo world lol. its alot fun what we can do, yet so much more to learn as well.
If you can make something quick, the payoff in time is definitely there.
I created a basic level editor/track editor for our game that has spend up making levels by like 1000% lol
yeah, it can really help speed things up if ur a solo dev, and u take some time creating ur editor scripts for tasks etc.
really great tool 100%
Making custom editor stuff is just fun. Most of the time it's something that I spend much more time working on than I would just doing things by hand but that's what programming is all about is it not?
Of course they can save a lot of time too on bigger projects no doubt
yeah like if i built a system, then ill create a editor script around it.... "if needed" xd
LOL ❤️
jk, the habit is super important in any case
add in, remind me in 10 / 20 / 30 mins. xd
could probably also just make that script save the scene instead of just reminding you to save the scene
yeah that too aha
!collab
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okookookokokookoook
hi
howdy. #🌱┃start-here
Initially I started with that but I find myself discarding changes in git very often,
I could add an auto save mode to it though
Might as well put it on the asset store for free, this is super useful and might save a bunch of time
Lmao there are already a bunch
i dislike git, and most source control. i have to get setup again, but i was using a custom Editor script that literally saved the 'before' version of any file i changed. it just did this incrementally. i was using a local 'compare' for scripts if needed.
does not make sense for most people or workflows, but for how i do things, it was great
If it fits your needs, It sounds great
Eventually what you did is some kind of a source control
I also did something similar long time ago,
I already knew git well but it was still oddly painful with unity
I eventually took the step and now I can say it's incredible,
It works super well for me and saves me really a lot of time
I ended up putting a main repository for a game,
And for each repo I have an inner assetstore git repo, (purchased assets, managed by Asset Inventory to keep it light and optimized)
GameSystems git repo (all my code, shared between projects, such as player, npc/enemy ai code, etc, git ignore just for code files)
And on the main repo, everything that is specific to that game, like scenes, code and prefabs + resources, which is managed by sceneblocks that I strongly strongly recommend. You can't look back from it
^That's my setup for git
cool deal! i may require something like that in the future, but as a solo dev, i have found most source control to be overkill, if not detrimental
if you have a question about the statement, feel free to ask, Nomnom 🙂
source control is really easy when you're working solo :p
you get all of the benefits without having to deal with Alice and Bob both making 50,000 incompatible edits simultaneously
Does anyone have any experience running Unity and/or Blender over Parsec on a local network?
I'm traveling and my setup is very minimal - just a Macbook Air. I'm thinking about adding a mini-ITX workstation to the rig, but might want to run it headless.
no, and i do not know how mac works, but back when i was on windows, i would have just remote controlled the computer. technically you could work on an android tablet since it was basically just a virtual screen
Remote Desktop?
basically
was that fast enough?
on a LAN, yes
the thing to keep in mind, is it is just a compressed video stream with uploaded controls, which is minimal bandwidth. you can probably watch 4k over the internet.. (very basically, for example)
I think Parsec might be limited to 1080 - although I don't know. I guess that's another consideration because the laptop has essentially a 5k screen.
but I take your point about streaming speed
I use parsec to connect to my work pc all the time is great
Where did the probuilder window go in U6?
toolbar?
I've been looking for a way to add a toolbar but I don't see it
I also don't see any options to create ProBuilder objects at all in the create menu.
Yeah, don't have that button..
I have 6.0.9 installed, I'm on Unity 6.4
#🛠️┃probuilder check the pinned messages
try pressing ~ and see if it is just hidden
dang they got info on everything xd
I'm wondering if it's just not installed correctly, somehow?
I see literally 0 signs that ProBuilder is installed other than Package manager saying it is (I've reinstalled and everything)
So I'm not sure if this is a package issue or me just not understanding the probuilder rework
Oh I think I know what's happening..
it lives entirely in an overlay menu now, and the menu may be disabled
ah, but you've looked in that list
ensure you don't have any compile errors
That was the issue
Some unrelated shader scripts were failing to compile, causing the plugin to not be 'installed'
yeah – until Unity manages to compile, the new scripts won't do anything
The package will be installed from the POV of the package manager, but the scripts haven't done anything yet
Guys im currently investivating unity ml-agents for an artistic project, im very new to unity and was wondering if anyone has used it to train their own 3D models locomotion, in my case im only looking to train a rodents how to crawl in a burrow. Is there a simplified, streamlined workflow for this?
#1202574086115557446 or #🤖┃ai-navigation hmm. i thought there was an ML room. must has mis-recalled
Ah thanks ill redirect my question there!
looking through the channel, i have to disagree. it does specifically seem to cover ML agents too, the #1202574086115557446 room i mean. Edit: Nevermind,. i misunderstood what you said @ Fen
right, i'd put that in that category
should build a C&C game in unity hmmmm... i miss that game xd
c&c + factorio style + base defence. ;o.. that be fun haha
How good is unity for a struggling beginner? or do i start with something simpler like scratch. i just keep finding myself coming back to the idea of unity.
pretty good but you need at least basic coding though
thats sorta why i thought of starting with a learning tool like scratch?
scratch good to teaching some logic flows sure but so can beginner c#
check pins in #💻┃code-beginner
i made a post a while back there, and i was told my post wasent related to coding.
Guys I have a question, if I want to make a gravity system like in mario galaxy, but without realistic movement, keeping the physic of mario 64 / mario galaxy movements style, should I use a rigidbody or a character controller component ?
i would just start with c#, it will give you so many open lanes later on down the road. the more you learn
almost feels endless lanes tbh. xd
i started years ago with javascript / json / databases.
ummm javascript does not scale well xd
this was years ago tho lol
well if it isnt related to coding then yeah
that wouldnt be the place to put it
besides you dont have to make a post, just look at the pins.
Were your forced to use javascript or was it by choice?
my brain learned javascript really FAST because i learn to script in python first.
then javascript gave me so many idea's but every time i scaled, i failed.
prob my fault obv xd
I have another question that is most likely in the pins, but are there any modern unity-tubers you guys would suggest?
or is there a better way to start?
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
here 
alrighty
is it easy to make unity game do well ? Or very difficult (Money wise)
nobody can answer that lol
is it easy? of course not
i see. i misinterpreted what you said. i understand now.
got a long history of langs i used lol.
visual basic, back when single player games had like binary code / values, then got into c++ cuz enjoyed building UI systems lol.
python for scripts + machine learning...
javascript for web games / sites.
now. C#.. xD

it depends on too many things to be answerable
tragic
how long is a piece of string ;)
so many options to use unity for, wish has tonns of answers and questions xd
Hey guys! I want to make an FPS but ive NEVER EVER in my entire damn life touched programming, im willing to troubleshoot and i need help!
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
Thanks!!
when making a modding api, should I create all features and behaviours in StreamingAssets or should I have the game put the data in persistentDataPath?
or just have it load from unity assets directly?
i am not sure what you mean by streaming assets, but have you looked at Addressables?
well, the plan is other users would be able to use a similar format in persistenData and the game would be able to load it at runtime
you have definitely picked one of the harder subjects. good luck
im really new to making stuff and texturing can someone please help me texture my thing. im crying i dont understand it i can send the blend file pls help
that is not how this server works. you can ask on the blender server if you need blender help. there are more than enough tutorials on youtube, etc to teach you everything you need, too.
bro all the tutorials for the new input system are ass, i can't understand a bit of it
i have a very basic understanding of it
can you send me the tutorial you used
i didnt use a tutorial
While I cant help you with modding anything, my suggestion would be to consider 1: how is your data stored? and 2: how is your data constructed in Unity? "PersistantData" is just a path to a folder like any other on someones computer, nothing special about it (other than maybe certain system permissions), what matters is if the files in that folder are in a format your game already knows how to represent, the API and Unity tools you use depend on if they help solve 1 of those 2 (or ideally both) issues
uhhhhhh
basically mod support...
#🖱️┃input-system check the pinned messages
Depends on the game for mod related stuff tbh
I would suggest "samyam" on YouTube, she has a great playlist on how to use it, then the official packages docs "how do I...?" provides lots of common use-case examples, and the package itself come with several sample projects such as a rebinding sample project if you needed that feature for example
well, i think i have an idea
basically, the game will be split into 4 "objects" (with more to come if i feel like it) and 3 "systems"
the objects are Apples, Effects, Items and Props
the systems are Behaviours, Objects and Managers
Behaviours are what mods create. They define how an object should act.
Objects are the Apples, Effects, Items or Props themselves. They store behaviours and other data (like textures, sounds, rigidbody, etc)
Managers are responsible for spawning or obtaining info of an active object. For example, the AppleSpawner is the manager for Apples, which handles spawning apples and the weighted randomness
basically i need to know whether i should write my behaviour system in streamingassets or in regular assets
the tutorial in pinned messages doesn't look the same as what I'm using 😭
first is mine (I set up the movement inputs) and the other is the tutorial
is there any difference
will check her out
perhaps follow Dibbie's suggestion
all of samyam's stuff is from 4 or 5 years ago
I would think regardless where you decide to write the file to, your game would need to know how to read that file in a way it can be used in a build, otherwise its just "a text file with words" and no real "behavior" to actually do anything with, if a modder defines a "prefab with a rigidbody and some sound file on my computer", your game needs to know how to read that text file in a way that spawns a prefab that doesnt exist, attach components at runtime and convert bytes of a file path into usable data, where you store that likely doesnt matter much
the 'new' input system is older than that. @ MineTerra
I can’t fully answer this question rn (on the phone) but you’d want to make the system in assets but look for content in streamingassets basically. Worth keeping in mind for any modding we can discuss in this server, modders cannot provide their own custom c# code, so they need to provide their own json files, images, maybe lua code etc and you need to find that stuff at runtime and integrate it into your game
The input system hasnt changed much, it still uses events and polling so all of them should still be helpful
couldnt modders just compile it into a dll and the game could read from that?
i just looked that up, it seems I'm just a moron
this is a question to be asked in the already known input room, so you know.
alright
We can’t talk about that kind of stuff here afaik as it starts to break unity tos even though the convo is in good faith
but yes that is possible
Look up LethalLevelLoader if you wanna see me do it lol
whats LethalLevelLoader?
mod stuff I can’t elaborate on here
hello guy can somone comme in a call to help me i want to do a game with my friend bot we r not able to join the same lobby we realy need help ahaha
game development isn't a multiplayer game. there aren't "lobbies"
Is there like a help section so I can get tips on how to make my game?
!ask 👇 it's basically all help channels
: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
What kind of tip specifically? You'd check the pinned messages specific to a channel relative to what you're interested. Other than that check the unity learn website for tutorials.
I have a 3d space marine model but when I import it to unity an arm and it's chest bones disappear which doesn't allow me to make my boy move and stuff
So I needed tips on how to make that work
This sounds like a bit out of the "tips" category and more "help troubleshoot". And we can't help with that unless you share all the possible details and context + demonstration of the issue.
Oh ok
hi whats up
i need help with my game develoment process
i feel stuck
stuck like for 3 years
someone to talk about it?
!ask and dont ask to ask
!ask
:thinking: Asking Questions
:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
-# For more posting guidelines, go to #🌱┃start-here
: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
double kill
no no
its not a question of thecnical stuff
its more about what to do with my project
this isn't a social hangout space. if you have questions, then ask them.
we dont know what your project is
mixs kind of social with develpoment process
if you want feedback about what you already have then make a post in #1180170818983051344 soliciting feedback
oh
okay so thank you
Design or management questions are fine as well, but they need to be actual questions.
Not idle talk.
thank you its just that its a complex topic
Then break it down. Analyse the problems, get to the root of it. Then present it as a question and ask for possible solutions.
wow thank you a lot
So i want those wood planks to be a wood texture, but i want the edges and sides to be outlined with a slightly darker wood color and its a little blended in, but idk how. So can someone help me.
You make a shader for that, you could also go and make the texture naturally do that to but that isnt scalable
k thanks