#💻┃unity-talk

1 messages · Page 122 of 1

worldly cave
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which can be solved with a simple restart*

undone monolith
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I personally don't know since I always use LTS versions but according to the screeenshots, there were errors about shaders and URP assets

gray frigate
#

that is incredibly vague

undone monolith
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@gray frigate found it

candid lark
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Is rigging a body for a game easy

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Low poly

worldly cave
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how long is a piece of string?

gray frigate
gray frigate
gray frigate
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i've seen this cause very weird errors where random files are completely missing

undone monolith
gray frigate
#

no, that would not cause a compilation error

undone monolith
#

they ended up deleting library folders a couple times, but that couldn't fix the issue either, until they installed another editor

gray frigate
#

a different editor version would wind up pulling in different package versions, which would avoid the issue

candid lark
#

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

gray frigate
#

you're installing thirteen modules?

candid lark
#

why's there so many android stuff

near wigeon
gray frigate
#

ah, i see; a bunch of stuff gets listed

candid lark
#

my internet is actually good but, this download aint fast

gray frigate
#

it is pulling down several gigabytes of data

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Android build support requires quite a lot of extra tooling

near wigeon
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yeah 3 MB/s is garbage plus you dont know how fast its writing as its downloading

candid lark
#

gng i can download a 20gb of a game on steam in like less than 2 minutes

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or on google

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unity's version installer is slow for some reason

undone monolith
left coyote
#

I just opened my project and everything is pink?? Anybody know why?

candid lark
#

i'm telling you bro i got the fastest wifi

gray frigate
left coyote
#

I have this project for a few months now

gray frigate
#

open your Project Settings and show me the Graphics section

near wigeon
gray frigate
#

it's a bit weird that you've got a URP asset named "New Universal Render Pipeline Asset" assigned there

candid lark
#

ohhh i had this issue before

gray frigate
#

the default assets that come with the URP/HDRP templates aren't named this

candid lark
#

the issue were the models i think

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the pink models right

gray frigate
#

that would not cause the shader to fail to compile

left coyote
candid lark
#

i remember fixing it by like downloading the models properly

gray frigate
#

that pink color appears when a shader can't compile at all

candid lark
#

didnt fully fix tho

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it was a long time ago

gray frigate
# left coyote

Did you create this project with a URP template originally, or did you convert it to URP afterwards?

gray frigate
#

Okay.

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Show me one of the broken materials

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i'll want to see its inspector

gray frigate
#

The shader is completely missing

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I also see that this material was imported along with the model

gray frigate
left coyote
candid lark
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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

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i forgot their names

#

those pink model problems are annoying as hell tho

gray frigate
#

Select one of the model assets and go to the "Materials" tab in the inspector

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lemme see that

gray frigate
#

For some reason, the material generated by the importer is completely busted

left coyote
#

maybe Upgrade Project Materials to URP?

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would that help?

gray frigate
#

these materials are sub-assets of the model asset; they can't be directly edited

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i do suspect that the importer is getting confused and generating a shader that doesn't work with URP

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what happens if you just right click the model asset and reimport it?

gray frigate
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what happens if you click "Edit..." here?

left coyote
gray frigate
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does it open up a specific shader in VS?

left coyote
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the lit shader

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Universal Render Pipeline/Lit

gray frigate
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Hm, okay

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Create a new material and see if it looks broken

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(and look at the console to see if a shader compile error is appearing)

left coyote
vivid cedar
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There's no shader selected for either of these

gray frigate
#

it should be defaulting to Lit

left coyote
gray frigate
#

notably, hitting Edit did open the lit shader in VS

gray frigate
left coyote
gray frigate
#

Are you seeing any errors in the console?

gray frigate
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Restart Unity and see if any appear afterwards.

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You should see some kind of error message if the Lit shader isn't compiling

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note that shader compile errors don't stick around like C# errors do when you clear the console

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(and the console will also auto-clear when entering play mode by default)

left coyote
amber cobalt
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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!}

gray frigate
left coyote
gray frigate
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do other URP shaders work, or do they all behave the same?

left coyote
gray frigate
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switch that material you made to use other URP shaders

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open the dropdown at the top of the material editor

gray frigate
#

Now, what happens if you put it back on Lit?

charred fog
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@candid lark Don't post off-topic, including images. Remind you you are on your last warning already.

left coyote
gray frigate
#

....huh!

left coyote
gray frigate
#

my first response to Weird Editor Gremlins™ is to delete the Library folder so that Unity has to reimport all of your assets

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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

gray frigate
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it's in the root of the project – next to Assets, ProjectSettings, etc.

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you'll need to close unity and then delete it from your file browser

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you can back up the project by copying everything that isn't the Library folder 😉

gray frigate
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Yep

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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)
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the SDK would see that no scenes have been imported yet and helpfully create a template scene

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but it did this check too early, before scenes imported..

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I'm especially curious because the Lit shader clearly exists

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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
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that's a jumpscare (:

left coyote
gray frigate
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It's reading and processing all of your assets (including those from packages)

left coyote
#

I hate stuff like that

left coyote
cursive abyss
#

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 notlikethis
(Pls ping me)

Would be very nice if anyone would help me UnityChanThumbsUp

gray frigate
# left coyote It worked, thank you very much <3

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.

left coyote
#

weird

gray frigate
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Has Unity crashed recently?

left coyote
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nothing happened

undone monolith
cursive abyss
undone monolith
cursive abyss
undone monolith
cursive abyss
#

Can i send and PNG in here from my model + rig?

undone monolith
latent meadow
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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?!

snow patrol
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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 😅

latent lake
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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

gray frigate
snow patrol
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yep, that is correct

gray frigate
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ctrl+p is the shortcut; perhaps that'll work

snow patrol
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unfortunately thats not doing anything either, I guess I'll have to restart the editor 😅 thanks anyway

worldly cave
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check your console

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wait... youre already in play mode and you cant stop it?

latent meadow
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changes made in play mode are not saved.

worldly cave
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i dont think thats what they are asking

latent meadow
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i have a feeling that is their end goal

worldly cave
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they most likely have an unsaved scene and cant leave play mode to save it

latent meadow
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you may be right., i am only half here 🙂

worldly cave
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altough people do need to become more habitual "savers" in general

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too many people come here like "help Unity crashed and i lost 4 and a half hours of unsaved work"

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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

latent meadow
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it is just natural for me too. ~50 years old. could be a generational thing

latent lake
# snow patrol does anyone know how I can save my game whilst its in play mode? It wont let me ...

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

worldly cave
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what

snow patrol
latent meadow
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they are kind of describing how to save play mode changes

latent lake
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uh am i way too wrong here

snow patrol
worldly cave
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so wait you were stuck in playmode right?

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and you couldnt save your scene?

latent meadow
silent mica
snow patrol
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yea i was stuck in play mode and could not exit it. I could not save either because i was stuck in play mode

snow patrol
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thank you anyway obada 🙂

latent lake
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uf been there

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no worries

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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

worldly cave
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you should always be saving scene changes

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major or minor

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theres no downside to saving

snow patrol
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is there some sort of autosave option?

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i have saving in my musscle memory in code, but in unity i do not 🤣

balmy kettle
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for your scene? no, not without writing editor code to do it or downloading an asset that has editor code that does it

snow patrol
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i see, okay thank you 🙂

rare lance
#

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?

dusky forum
strong lily
#

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 😮

rare lance
dusky forum
strong lily
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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

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i love when my projects can reach 5k to 10k lines of code on a file.. 😮

worldly cave
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are you using animancer?

strong lily
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uhh prob not.

worldly cave
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look it up ;)

strong lily
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alrighttttt lol.. brb

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waittt.. it add it to the inpector for debugging too. hmmmm

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ahh right, the layers of different parts that can play at same time..
yeah ima go with not using node visuals hahah.

worldly cave
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do note the one major downside to animancer is that every new major version is a new purchase

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but ive been using version 7 for a while now with no issues so updating is not always nescessary either

snow patrol
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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?

strong lily
#

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

exotic vigil
#

As a solo developer my biggest problem with making a game is knowing how to make a scene that technically works be visually compelling.

abstract umbra
# exotic vigil As a solo developer my biggest problem with making a game is knowing how to make...

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 ...

▶ Play video
exotic vigil
#

I see that mentions using references. I usually try that. I think in the future I might do it more though.

strong lily
#

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.

gray frigate
#

I'm a big fan of Animancer

strong lily
#

yeah im probably gong to be using it able already doing research, and already not liking the unity animator. :S .. hah

last jetty
#

my avatar keep saying to big how i fix it

robust vortex
last jetty
robust vortex
#

I'm not sure what your question is 🤔

worldly cave
#

seems to be vrchat related

last jetty
#

how i fix?

robust vortex
gray frigate
#

!vrc

vagrant rootBOT
gray frigate
#

bah

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!vrchat

vagrant rootBOT
gray frigate
#

This is the appropriate place to ask about a VRChat avatar problem

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(but yes: your avatar is too big; you probably need to reduce the size of your textures by cutting their resolutions)

broken rover
#

Do you guys recommend nvchad or lazyvim for the neovim distro

latent meadow
gray frigate
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although this appears to be wholly unrelated to Unity

austere compass
#

is there any way i can hire someone to create a quick project for me?

vagrant rootBOT
# worldly cave !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**

austere compass
#

gotchu

rapid vessel
#

I have a problem with downloading the editor

#

Do I have to download something called Itranslate and put it in my files?

raw apex
#

grid snapping for the node editor because im used to blender and unitys ruler snapping is BS blobnodslow
wish i could resize the nodes to full grid cell sizes without the previews breaking in various ways

tight tundra
#

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.

tawdry hamlet
#

may somone

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hllp me

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i need to use the ai

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for unity

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how

safe garden
#

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?

latent meadow
humble valve
#

or you could just copy everything.... and paste it after playing and compare 👁️ 👄 👁️

manic ermine
#

Hi everyone

late quarry
latent meadow
#

it depends on how active the Mods are at that moment

strong lily
#

not everything is 100% perfect sir.

and he was also told, then he said "Gotchu"

thats it.

brittle helm
#

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

latent meadow
brittle helm
latent meadow
#

IDK if anyone who happens to have done the same thing has kept a list, but generally, a quick google will help

strong lily
storm patio
#

!install

vagrant rootBOT
# storm patio !install
When Unity fails to install checklist
  • Make sure you have enough space including on C: drive.
  • Check that it's not being blocked by antivirus/security programs.
  • Look through the logs for a real reason why the setup fails they are pinned [here](#💻┃unity-talk message).

If you still have issues, perform a clean install in another location:

  • Install the Hub and Unity in a non-system drive or a clean new folder in the root of C: drive.
  • Failing that use the recovery Refresh option or reinstall OS entirely then repeat the previous step.
storm patio
#

oh they left, wonderful.

brittle helm
analog crane
#

Question, what happens to the <GameName>_Data dir for MacOS builds?

strong lily
#

by looking this up.

location within the app bundle - its located inside the .app package bundle, is what im reading off the web. lol

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yourprojectapp.app/contents/ ??

storm patio
strong lily
#

im not a mac user 😛

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oh a .app = folder then /datastuffhere?

#

lol i typed .add
hmm coding xd

storm patio
#

i can't answer what zed asked about though, i haven't built for mac before

strong lily
#

gotcha

fast shell
#

please help me with this problem

brittle helm
#

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

fast shell
#

where can i change fov

subtle owl
fast shell
#

thanks

humble kayak
#

Uhh, thats not fov, that is camera clipping. You can turn it off somewhere in the top of the scene window.

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At least I dont think so

latent meadow
#

click on any thing in your scene. move mouse over Scene view. press F

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it will 'reset' the clipping

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the double clicking mentioned above probably does the same

brittle helm
#

Quick question again, is it hard to fit a unity hdrp project on EXACTLY 4.7gb or less

latent meadow
#

it depends on the size of assets included. you can google to find the empty built project size

candid lark
#

dude i thought unity used c++ too man i keep seeing c# videos mainly

#

i'm still learning c++ but like

latent meadow
#

unity is c# as far as the level you would be using it. the core, which you do not have access to, is c++

candid lark
#

i don't know c# at all

latent meadow
#

!learn

vagrant rootBOT
candid lark
#

i feel like if i try to learn that, i'll forget how to use c++

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since i'm not even that good at c++

latent meadow
#

then why are you here?..

candid lark
#

what is that question

latent meadow
#

what is your point?

strong lily
#

.. yeah i dont get it either lol

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C# for unity, and ur learning c++?

candid lark
#

Son all i'm saying is, is learning c# will be useful for me

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Like i know it's easier than c++

latent meadow
#

child, figure out when you are speaking to your elders.

candid lark
strong lily
#

well since ur in a unity community server for discord, yes C# will help.

latent meadow
#

the basics on the learning site should get you caught up pretty quick, if you can comprehend a bit of c++ already

candid lark
#

Is c# really close to c++ or?

latent meadow
#

they are close. c# is easier.

abstract umbra
near venture
#

i finally got enough courage and downloaded unity

vagrant bramble
slow dirge
lean ridge
#

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.

candid lark
worldly cave
#

Unreal Engine also has a completely different workflow compared to Unity

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regardless of the language used

candid lark
#

Yeah

worldly cave
#

Also Unreal relies a lot on blueprints, which is a visual scripting language

candid lark
#

Wait is unreal that hard or something

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for beginners

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i'm not thinking of making anything big anyways

worldly cave
#

In my opinion its harder than Unity for beginners to pick up

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but it also depends

slow dirge
worldly cave
#

Good point, if youre going to be choosing between the 2 engines, you should choose based on what your planned project would need

rare scarab
#

Does any know How long compiling C# scripts take? I think it's stuck

worldly cave
#

should be relatively quick but it depends

#

how long has it been stuck for

candid lark
#

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

worldly cave
rare scarab
worldly cave
#

this happens when what you are making changes to a script?

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and saving?

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are you seeing any errors in the Unity console and your ide

slow dirge
#

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.

rare scarab
#

When I start a new project it gets stuck on the Compiling

worldly cave
#

ok this is now a completely different problem to what you initially mentioned

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What does it say when its stuck?

rare scarab
#

Compiling C# Scripts with a progress bar that doesn't move

charred fog
#

!logs Check the logs for errors

vagrant rootBOT
# charred fog !logs Check the logs for errors
📝 Logs

Documentation

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

charred fog
#

Likely would need a clean reinsall.

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Make sure it's installed in a proper drive location, not a cloud or something.

rare scarab
#

I'm using version 2021.3.16f1

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Ima reinstall

charred fog
#

If you don't find the reason for errors you might just repeat it on reinstall

rare scarab
#

Idk what I was reading in the logs

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Was just a bunch of stuff

charred fog
#

Search for "error"

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If it's stuck the errors would be at the end of the log as well

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open log when it's stuck

rare scarab
#

Okay

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Unity VCS client is not correctly configured

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Idk wut dat means

#

Google didn't help

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GG

slow dirge
#

!ide

vagrant rootBOT
charred fog
rare scarab
#

It's so odd. Cus unity worked on this computer before with no problems after install

charred fog
#

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

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2021 not in LTS anymore I think. Don't know what will it do to active services support like Unity version control.

brave lark
#

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

charred fog
#

@fresh jasper Don't cross-post

brave lark
#

I have these settings

latent meadow
brave lark
#

thought that was for scripting

charred fog
#

For everything physics related

brave lark
#

alr

#

i put it there

fresh jasper
rare scarab
charred fog
#

Make sure it's the latest minor version for it as well

#

You are way behind, 2021.3.45f2 is the latest

rare scarab
#

That should work still. Cus I'm trying to use the Marrow SDK

worldly cave
#

does the sdk really need the exact minor version?

charred fog
#

Apparently they list it as requirement

rare scarab
rare scarab
charred fog
#

Did you check if you have any problem compiling when you create just a clean Unity project in that version?

rare scarab
charred fog
#

If you don't then SDK is the problem

final flame
#

aand people are already poking fun at the unity ai thing

near venture
ivory flax
#

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

latent meadow
#

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

strong lily
#

weird, while in idle state. it should be playing the first one, but my dude is standing weird lol.

latent meadow
#

you should ask the animation room

strong lily
#

ahh when i get more stuck lol i will, ima try to figure it out, check the guide more.

dusk dock
#

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

latent meadow
#

!collab

vagrant rootBOT
# latent meadow !collab

:loudspeaker: Collaborating and Job Posting

We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
• ** Collaboration & Jobs**

dusk dock
#

I'm not offering a job

topaz wadi
#

how to turn on the boundary for my canvas?

#

can't see the lines

latent meadow
dusk dock
#

I just need help but I feel like this has become too complex to expect it for free ig

latent meadow
#

then pay someone on the linked forum, or actually ask question and let people decide if they want to help.

dusk dock
latent meadow
#

you can post what you want there, if legitimate. if not, google for another place to hire people.

dusk dock
#

no I'm not looking to hire

distant gale
#

Hi 😄

latent meadow
twilit wraith
#

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.)

latent meadow
twilit wraith
#

Alright, thank you!

storm patio
#

oh they left too. drive by advertisement...

pure sable
#

Hi

latent meadow
vale pivot
#

first time it takes me that long notlikethis send help

latent meadow
noble locust
#

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

latent meadow
#

why are you attempting to do that? Modding, Ripping, Etc, are off topic here

noble locust
#

oh okay

fleet jay
vale pivot
#
  • this is a clean build in il2cpp btw
#

i think theyre kidding me 💀 yeah thats it imma go jump

#

6 hours for ts

worldly cave
#

why would you even wait more than 30 minutes

#

let alone 6 hours

vale pivot
#

its a big project

#

and clean build

balmy kettle
#

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)

vale pivot
#

oh well 😔 damn

balmy kettle
#

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

vale pivot
#

yeah makes sense

hard parcel
#

Found a bug in unity from 6.2 to 6.3 and 6.4

what do i do with this bug ?

worldly cave
#

report it?

balmy kettle
#

!bug

vagrant rootBOT
# balmy kettle !bug
Reporting bugs

🪲 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

hard parcel
#

How long does they usually notice them ?

worldly cave
#

we dont know

#

could be weeks, could be never

#

depends on the severity i suppose

jagged sage
#

How much can i actually learn during summer holidays UnityChanClever

worldly cave
#

a decent bit

#

but it depends

jagged sage
hard parcel
worldly cave
#

over 3 months? sure

jagged sage
worldly cave
#

sounds great, ping me when you get it done i would like to see it :)

glossy topaz
hard parcel
#

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

tight finch
#

Where does one go to ask for help with a problem with importing models from blender to unity.

balmy kettle
tight finch
#

Thank you

atomic folio
#

Why does Unity have to shove an AI into everything

near wigeon
storm patio
#

shareholders 😔

near wigeon
#

follow the money, money follow hype

atomic folio
#

Well what's the point of making games then

storm patio
#

for fun

#

the AI is still optional, for now...

thorny plover
#

Where can I find Unity 1.0

storm patio
#

why would you want that lol

gray frigate
#

The oldest you're going to get is something like Unity 5

mystic oriole
#

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.

gray frigate
#

it's Agentic™

#

agentic quantum blockchain

gray dirge
thorny plover
mystic oriole
near wigeon
#

it was originally a mac app. do you even have a mac with old OSX

gray frigate
#

perhaps you can explain your actual problem

thorny plover
#

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

mystic oriole
thorny plover
#

Dang

mystic oriole
#

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

gray dirge
#

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

storm patio
mystic oriole
#

@thorny ploverIf your editor is lagging, turn off g-sync (or amd equivalent) and/or change dx12 to dx11

gray frigate
#

you could switch to a hypothetical version of Unity that was released in 1693

#

and thus achieve ultimate performance

glass cipher
#

How can I make a navigation bar like this?

tall hearth
plain dagger
#

ive called things like this nav bars myself but its easy with toggle buttons or buttons with enable/disabled states

glass cipher
tall hearth
#

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

plain dagger
#

me?

tall hearth
# glass cipher How can I make a navigation bar like this?

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

glass cipher
plain dagger
# glass cipher 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

Unity Learn

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...

glass cipher
#

like here i am in home

plain dagger
#

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

tall hearth
plain dagger
tall hearth
# glass cipher shop

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

glass cipher
#

yes what i dont understand is the dynamic boarder

stuck flower
#

It's probably just part of the art asset

tall hearth
stuck flower
#

Pretty sure it's just drawn like that

#

I don't think there's anything fancy about it

tall hearth
glass cipher
#

so how can i make it?

stuck flower
#

Paint, Photoshop, clip studio, whatever your fancy

plain dagger
#

It can be two sets of sprites cleverly divided to swap cleanly

tall hearth
plain dagger
tall hearth
# plain dagger

see this is what i meant when saying the border bump looks like it's part of the button image

potent geyser
#

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.

plain dagger
#

Nah i think you can do it as i said, ive implemented a few nav bars like this

#

what do i know 🤷‍♂️

nocturne raptor
#

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?

tall hearth
plain dagger
#

there are but usually you want whats easiest for the dev and artist to do

potent geyser
glass cipher
#

thanks

tall hearth
# plain dagger

this actually bothers me now the Shop button has a space between it and the border but the start button doesn't

plain dagger
glass cipher
#

you right

nocturne raptor
potent geyser
#

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

nocturne raptor
#

It shows that scripts are missing from it for some reason

#

Yeah, first person controller is missing as well

potent geyser
#

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)

abstract ibex
#

is OnMouseDown() not recommended ? Chatgpt says that for some reason

slow dirge
abstract ibex
#

i dont believe it

slow dirge
#

Then don't ask it in the first place..?

abstract ibex
#

it just recommended that to me that way

#

the info might be outdated

slow dirge
#

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.

abstract ibex
#

thanks!

slow dirge
#

Then you can use your own brain to reason about the explanation or ask other people about it.

abstract ibex
#

got it, thanks for the advice

potent geyser
#

I'm curious to know what the reason was though

abstract ibex
#

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 ?

potent geyser
#

Oh, I meant the reason you were given not to use it.

#

But for handling those, just a raycast from the camera.

fast sentinel
#

Hi anybody wanna collab on a fps

potent geyser
vagrant rootBOT
# potent geyser !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**

fast sentinel
native spear
fast sentinel
# native spear 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

craggy swan
#

How do you set a gameobject to a parent thorugh code?

potent geyser
#

transform.SetParent (theOtherTransform);

craggy swan
#

I see

#

thank you

gusty fox
#

How to fix normal map in Shader graph?

slow dirge
bitter horizon
#

how do i make unity run faster

#

it takes ages to load and run

gusty fox
slow dirge
# gusty fox 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.

gusty fox
#

Then which shader I want to use

kindred perch
#

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.

slow dirge
slow dirge
slow dirge
bitter horizon
#

i watched some people do this thing their unity didnt took as long

slow dirge
slow dirge
kindred perch
#

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

slow dirge
bitter horizon
slow dirge
#

Pff... You're underestimating compilation/building processes

#

Your high end pc is nothing when it comes to that. 😬

bitter horizon
#

so the loading is inevitable?

slow dirge
# bitter horizon 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.

heady gorge
#

its a bad feeling to have an idea but have 0 clue how to really make it work in reality

slow dirge
#

Probably. Unless you have tons of money to throw at people to do the thinking for you.

kindred perch
#

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.

heady gorge
#

imagine my surprise when you cant do shapes on UI

slow dirge
heady gorge
#

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

glass wyvern
#

hi whats up

heady gorge
heady gorge
tall hearth
heady gorge
#

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

slow dirge
heady gorge
slow dirge
#

Yes, you'd use custom sprites for something like that.

noble oar
#

Hi guys if I wanted to make multiplayer unity game on steam or something how much would cost monthly to host ?

tall hearth
heady gorge
tall hearth
noble oar
#

oh

heady gorge
#

ive been plotting for 3ish days now

#

its now 12:01 am
this makes the 3rd

tall hearth
heady gorge
#

i mean the hand would usually rotate the same direction every time

#

i may have to experiment for quite some more time

glass wyvern
#

uhm i see ur problem

#

i think using custom sprites is the better idea

heady gorge
#

i was just saying hello cuz you said hello UnityChanCelebrate

glass wyvern
#

or girl

#

i dunno

heady gorge
#

🫡

glass wyvern
#

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

tall hearth
livid venture
#

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

pearl oyster
jagged sage
#

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

robust vortex
#

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. kekwait

brisk inlet
#

Is there a way to get rid of that horizontal line in the middle?

brisk inlet
gray dirge
brisk inlet
split patio
#

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 🙏

storm patio
#

!ask

vagrant rootBOT
# storm patio !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

gilded shell
#

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 ?

pearl oyster
#

You just have to browse the repositories and try to find one that's active and interests you

latent meadow
#

maybe also check the collab forum

#

!collab

vagrant rootBOT
# latent meadow !collab

:loudspeaker: Collaborating and Job Posting

We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
• ** Collaboration & Jobs**

gilded shell
#

thanks a lot

brave lark
#

I placed a area light but i dont see anything

#

not sure if i configured it wrong

pearl oyster
#

Have you baked the lights? It's set to baked only

brave lark
#

ye im not sure how to do that

#

i thought that just mean it works on play

latent meadow
pine shell
#

!code

vagrant rootBOT
brave lark
#

itws a light

brittle helm
#

oor is this the wronng channel for that

storm patio
#

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

brittle helm
#

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

brittle helm
#

Thats what I managed to get last night but handbrake just sets the full brakeforce to all 4 wheels

hot kestrel
#

Hi

#

I had question related to Unity

#

Why Unity packages are installed separately per project?

latent meadow
#

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

hot kestrel
#

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

potent geyser
#

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.

dusk crystal
#

which agent do you use to use unity skills for local llm

rough field
hot kestrel
#

Come on guys you don't need to download debug module of unreal

#

Whatever. Personal preferences

noble oar
#

Is it super difficult to make a profitable game on steam ?

#

Currently a roblox dev

latent meadow
earnest stratus
#

can anyone one

idle mica
wispy reef
#

hey i am getting Unable to refresh license. Please try again.
after hub upgrade

#

tried forum solution but didn't work

golden lark
#

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

potent geyser
#

If you select the object, in the inspector for it you should be able to target a source prefab at the top.

golden lark
#

It says Missing, since I deleted it from the folder

#

I don't want it as a prefab, it was just an accidental drag 😄

potent geyser
#

Oh, then in that case right click the object itself and "unpack completely".

golden lark
#

That doesn't seem to appear as an option

golden lark
wispy reef
latent meadow
#

"tried forum solution" dos not mean anything unless you link to the specific post with what you tried.

wispy reef
latent meadow
#

i assume this all used to work and is a new problem

wispy reef
#

The problem was resolved automatically after restarting the device.

hard parcel
#

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

dusk lichen
#

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

hard parcel
#

ah boy

#

And yet you are asking how do you change the padding

dusk lichen
#

yeah, would have took 2seconds in ugui

#

i dont think its possible in ui toolkit unless i create a label on my button

hard parcel
#

@dusk lichen You have a reason why uitoolkit is bad ?

dusk lichen
#

which is why im asking

hard parcel
#

you can do anything with ui toolkit

dusk lichen
#

lol, no you cant

#

its like 90% feature rich

charred fog
dusk lichen
#

tyvm

hard parcel
#

its closer to 99% feature rich.

but still doesnt answer the question why you dont like it ?

dusk lichen
#

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

hard parcel
#

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

dusk lichen
#

adding any sort of padding just moves the button elements and not the text

hard parcel
#

<Box><Text ><Box>

add the padding to the box

dusk lichen
#

lemme see

hard parcel
#

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

gray frigate
dusk lichen
#

nope, it drops the entire button further below

gray frigate
#

that's what the margin does

#

e.g. this is 64px of margin and 64px of padding

hard parcel
#

Are you adding Margin by any chance rather the Padding ?

dusk lichen
#

maybe i need to restart my ui builder cuz it does this all the time

gray frigate
#

does the button have any other elements as children?

dusk lichen
#

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

hard parcel
#

hmm sounds excessive

dusk lichen
#

probably why i hate toolkit so much 😭

hard parcel
#

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

dusk lichen
#

i did need a restart btw

#

its working as intended now

#

ty

hard parcel
#

Weird 🙂

dusk lichen
#

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

plucky aspen
#

is there still a lighting channel that I can read back through or not anymore?

latent meadow
plucky aspen
#

thank you 🙏

latent meadow
plucky aspen
fast shell
#

can someone please help how to rotate camera

stiff quest
fast shell
#

thanks

crisp rivet
#

Anyone knows why my project is empty in unity after moving it to a different drive?

arctic jay
#

hello , where can i search for people to collaborate with me on a project ?

balmy kettle
#

if you see your assets in the assets folder then you just need to open the scene you were working on

vagrant rootBOT
# balmy kettle !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**

arctic jay
storm patio
crisp rivet
storm patio
#

library is where volatile/cache stuff lives, including what scene was opened last
so you won't have the scene open by default

crisp rivet
latent meadow
#

as i think this is a (lack of) terminology issue, let me say it this way. Open the Level you were working on

worldly cave
#

you dont need the library folder

#

it will rebuild*** itself

crisp rivet
#

Looks like everything is working inside unity, except the scene

balmy kettle
#

again, you literally just need to open the scene

worldly cave
#

People who thought their project is broken but didnt open a scene counter: 17

latent meadow
#

well, it Might be an addressables thing..

crisp rivet
worldly cave
#

its almost always just that lol

balmy kettle
#

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

brisk anvil
#

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 😂

potent geyser
#

The popup that asks you to save unsaved changes before changing scenes is the reminder.

gray dirge
#

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)

potent geyser
#

But you need to ride that CTRL+S out of habit for sure.

strong lily
brisk anvil
# potent geyser The popup that asks you to save unsaved changes before changing scenes _is_ the ...

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

brisk anvil
potent geyser
#

You could probably whip up a quick editor script that reminds you every 5 minutes to save if one hasn't been detected.

brisk anvil
#

yea

strong lily
#

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.

potent geyser
#

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

strong lily
#

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%

gray dirge
#

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

strong lily
#

yeah like if i built a system, then ill create a editor script around it.... "if needed" xd

brisk anvil
#

perfect

#

and I shall never worry about saving again

strong lily
#

LOL ❤️

brisk anvil
#

jk, the habit is super important in any case

strong lily
#

add in, remind me in 10 / 20 / 30 mins. xd

balmy kettle
#

could probably also just make that script save the scene instead of just reminding you to save the scene

strong lily
#

yeah that too aha

fallen coral
#

i got

#

20$

latent meadow
#

!collab

vagrant rootBOT
# latent meadow !collab

:loudspeaker: Collaborating and Job Posting

We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
• ** Collaboration & Jobs**

fallen coral
#

okookookokokookoook

fossil bolt
#

hi

latent meadow
brisk anvil
#

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

latent meadow
#

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

brisk anvil
#

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

brisk anvil
# latent meadow i dislike git, and most source control. i have to get setup again, but i was usi...

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

latent meadow
#

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

latent meadow
#

if you have a question about the statement, feel free to ask, Nomnom 🙂

gray frigate
#

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

hexed path
#

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.

latent meadow
#

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

hexed path
#

Remote Desktop?

latent meadow
#

basically

hexed path
#

was that fast enough?

latent meadow
#

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)

hexed path
#

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

plain dagger
#

I use parsec to connect to my work pc all the time is great

vestal torrent
#

Where did the probuilder window go in U6?

strong lily
#

toolbar?

vestal torrent
#

I also don't see any options to create ProBuilder objects at all in the create menu.

strong lily
vestal torrent
#

I have 6.0.9 installed, I'm on Unity 6.4

latent meadow
#

try pressing ~ and see if it is just hidden

strong lily
#

dang they got info on everything xd

vestal torrent
#

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..

gray frigate
#

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

vestal torrent
#

Some unrelated shader scripts were failing to compile, causing the plugin to not be 'installed'

gray frigate
#

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

slate kayak
#

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?

latent meadow
slate kayak
#

Ah thanks ill redirect my question there!

gray frigate
#

the former

#

ai-tools is for generative AI questions

latent meadow
gray frigate
#

right, i'd put that in that category

strong lily
#

should build a C&C game in unity hmmmm... i miss that game xd

strong lily
#

c&c + factorio style + base defence. ;o.. that be fun haha

stark goblet
#

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.

near wigeon
stark goblet
near wigeon
#

scratch good to teaching some logic flows sure but so can beginner c#

stark goblet
untold gull
#

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 ?

strong lily
#

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

worldly cave
#

that wouldnt be the place to put it

#

besides you dont have to make a post, just look at the pins.

stark goblet
strong lily
#

prob my fault obv xd

stark goblet
#

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?

worldly cave
vagrant rootBOT
worldly cave
#

here this

stark goblet
#

alrighty

noble oar
#

is it easy to make unity game do well ? Or very difficult (Money wise)

near wigeon
#

is it easy? of course not

latent meadow
strong lily
#

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

noble oar
noble oar
#

or not answerable

near wigeon
#

it depends on too many things to be answerable

noble oar
#

tragic

worldly cave
noble oar
#

my string is 1 inch

#

what abt urs

strong lily
#

so many options to use unity for, wish has tonns of answers and questions xd

silk cargo
#

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!

latent meadow
#

!learn

vagrant rootBOT
silk cargo
#

Thanks!!

slim narwhal
#

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?

latent meadow
#

i am not sure what you mean by streaming assets, but have you looked at Addressables?

slim narwhal
#

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

latent meadow
#

you have definitely picked one of the harder subjects. good luck

obtuse haven
#

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

latent meadow
#

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.

quiet olive
#

bro all the tutorials for the new input system are ass, i can't understand a bit of it

slim narwhal
#

i have a very basic understanding of it

quiet olive
slim narwhal
fair cove
# slim narwhal well, the plan is other users would be able to use a similar format in persisten...

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

slim narwhal
#

uhhhhhh
basically mod support...

latent meadow
copper gust
#

Depends on the game for mod related stuff tbh

fair cove
slim narwhal
# copper gust Depends on the game for mod related stuff tbh

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

quiet olive
#

is there any difference

latent meadow
#

perhaps follow Dibbie's suggestion

quiet olive
#

all of samyam's stuff is from 4 or 5 years ago

fair cove
# slim narwhal well, i think i have an idea basically, the game will be split into 4 "objects" ...

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

latent meadow
#

the 'new' input system is older than that. @ MineTerra

copper gust
# slim narwhal well, i think i have an idea basically, the game will be split into 4 "objects" ...

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

fair cove
slim narwhal
quiet olive
latent meadow
copper gust
#

but yes that is possible

slim narwhal
#

oh really?

#

hang on lemme reread it

copper gust
#

Look up LethalLevelLoader if you wanna see me do it lol

slim narwhal
#

whats LethalLevelLoader?

copper gust
#

mod stuff I can’t elaborate on here

tawdry mango
#

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

balmy kettle
#

game development isn't a multiplayer game. there aren't "lobbies"

olive gale
#

Is there like a help section so I can get tips on how to make my game?

balmy kettle
#

!ask 👇 it's basically all help channels

vagrant rootBOT
# balmy kettle !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

dusky forum
olive gale
#

So I needed tips on how to make that work

slow dirge
olive gale
#

Oh ok

glass wyvern
#

hi whats up

#

i need help with my game develoment process

#

i feel stuck

#

stuck like for 3 years

#

someone to talk about it?

humble valve
#

!ask and dont ask to ask

balmy kettle
#

!ask

vagrant rootBOT
# humble valve !ask and dont ask to 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

vagrant rootBOT
# balmy kettle !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

balmy kettle
#

double kill

glass wyvern
#

no no

#

its not a question of thecnical stuff

#

its more about what to do with my project

balmy kettle
#

this isn't a social hangout space. if you have questions, then ask them.

slim narwhal
#

we dont know what your project is

glass wyvern
balmy kettle
#

if you want feedback about what you already have then make a post in #1180170818983051344 soliciting feedback

slow dirge
#

Not idle talk.

glass wyvern
slow dirge
#

Then break it down. Analyse the problems, get to the root of it. Then present it as a question and ask for possible solutions.

glass wyvern
#

wow thank you a lot

inland tulip
#

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.

agile abyss
inland tulip
#

k thanks