#💻┃unity-talk
1 messages · Page 123 of 1
You can use multiple IDE's but i would suggest to use the one unity recommends, you can get visual studio 2022, or visual studio code, and in your preferences under External Tools, you can link the script editor you want to use. visual studio 2022 and vs code, have Unity Specific addons aswell. The whole tile thing i dont know about, i don't do 2D stuff in unity.
The answer to 1 is probably "because you didn't do it right" and that's the best answer you can get with the information provided
Number 2 sounds like you just don't have any lights
Ok, random question for y'all, give me TWO animals that if you combine them together would make a cool scary monster? PS: this is for my new and first game.
cat and dog
The thing is, the body structure of a cat and a dog is pretty similar to make it look good, can you think of something else?
any insect with any non-insect
like what?
use your imagination
let me go to my drawing board
idea, how about a moth + deer
see thatts pretty fire
Spider + deer 
ill come up with a sketch of the moth deer
Question:
Anyone know if Intel Arc graphic cards have any known issues with Unity compared to Nvidia RTX cards? I'm considering getting an Arc B580 when I build my desktop this summer.
do you know a good tut on both of them
I cant say i know a good tutorial on what your specifically looking for but i do know one thats like 3 hours long that covers all the information of shader graph
whats it called?
!collab
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Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
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In every project even in the projects that I quickly give up, I give the company name a pretty odd one
The word isn't that bad but it can be rude
In every unity project
I would suggest having a consistent name, the "company name" in editor settings shows up in a few places (namely "persistent data path" and when you get logs at runtime) and you can access it by code too if you wanted, if you change it up often it could make it confusing to find certain files later
Does Unity have a demo scene on how to do realistic graphics?
Probably many throughout the years. Mainly hdrp sample projects and templates.
Fair enough. I'll take a look at them.
it's not "company name" though
I just put there a Czech word + Games
Well whatever you put in "company name" and "product name" becomes part of the path Unity uses for some things, regardless of the meaning those words have, if its not "company name" then im not sure I understand what your referring to
oh
hey i need help what channel should i talk in
Depends on what you want to talk about. Refer to #📑┃channel-directory
when i upload my tileset to the tile pallete tool it shows it as black
don't crosspost please, you've already asked in #🖼️┃2d-tools
go give this info there
sorry
I accidently clicked something and my orientation background is black, does anyone know how to revert this? 😅
I tried dragging it around and clicking on it
I'm also solo now, (after a while of working with a team on non-unity), still super recommend you to give it another shot
you have a bunch on the asset store, some are from unity but many community ones (especially on github) have explanations and notes in their shader / vfx graphs and readmes
https://assetstore.unity.com/packages/3d/environments/unity-terrain-hdrp-demo-scene-213198
Hey, I am having problems with opening my game can anyone help?
could you be more specific?
what issues are you having exactly?
have you successfully opened it previously?
did you change something right before this issue occuring?
No
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
Oh no
I did this before
I reset my downloads folder which deleted ther game but i put it on unity cloud thinking it will have a backup before I cleared my downloads
wait
Its still here?
as in, you put it in unity vcs?
What is that?
unity version control
how do I do that?
no, i'm asking what you did lol
I have no idea
well, is there anything in the project folder
It brings me to downloads folder
I think |I have the exported APK file for the game
Is there ANY way to open the game in unity hub from the APK file?
no. an apk is not a unity file. you never opened this in unity. you perhaps played it, but that is different. ripping and modding, etc, and not topics allowed here.
i hope you did not contact Unity support as this has absolutely nothing to do with them
By opening the folders in file explorer and looking what is in them
granted, i just woke up, but aren't they trying to open an APK like a project?
You have several folders that seem like potential matches
Ok
Sounds like they had something open in editor at some point
ok. I will step back until my eyes are fully open 😅
is the game in unity's servers or something
sorry if i entirely misunderstood what you are trying Wonky
I would spend this energy on looking at the folders you already have
This is what happens when I try to open the game
Unity is not storing them unless you use their version control service
What If I enable it now?
What is in those GorillaTemplate folders?
Well you naturally need the files to exist
The template I used for the VR game
And none of those 3 folders are the project you actually worked on?
I have no idea
why don’t you know
I lost access to one before because I reset my downloads folder And I didnt know that the project was on there
Add all of them to Unity Hub and start looking through them. Alternatively try to recall some change you made and go through them in file explorer. Assets and code files are regular files you can open.
Have you checked trash bin?
Can someone help me with that I dont know how
If you deleted your project your project is deleted unfortunately
Its not there
There probably isn’t a happy ending here tbh
I can play the game because I have the APK for it I just cant update it
yes
Unity can't open built games. Recovering anything beyond this point is out of the scope of this server.
so to summarize, you had a GTAG template. you had that Project (the template) open in Unity and you Built it as APK. then something went wonky and you lost access to the project, but still have the APK?
Yesd
ok
I reset the downloads folder I think
its a good learning lesson tho, people need to understand, backups man.
I will jkust start over for the 3RD time
version control
use Source Control
How?
google how to use Git with Unity, or GitHub with Unity
but there is a general computer usage issue here too.. what on earth does 'reset the downloads folder' mean?
Like this ima show a screenshot
also, you need to make sure none of the folders are controlled by OneDrive
again, these are things to google about
i see. yes, you need to spend some time with 'ye olde google'
not much to say beyond what has been said. make sure that nothing is controlled by 'OneDrive'. google to understand how. make sure to use source control/version control once your get you possible hard drive space issues resolved, google how. that is really it. when you get back to Unity issues, we will probably see you again
Thanks for trying to help I will get back to making the game
@fallen warren When you have time, please watch this video in full: https://www.youtube.com/watch?v=8Dd7KRpKeaE
It explains version control, and how to use Git as version control. It also explains publishing your project to GitHub, and how to use GitHub desktop to easily achieve it.
It acts like one amongst other things, yes
Its history allows you to record backups since you can always go back through commits
But it is asking If i want a readme file like people will use my game?
I dont want people to use my game
General use of a Git repository is to collaborate with other users
Oh ok
So don't add a readme?
Ok i wont
set it to private
Dont think they will let you get away with that name pfp combination for long
Yeah I think you should change your name and pfp
!ban 1503707859312185395 impersonating an official Unity account
@unitysupport. banned
Reason: impersonating an official Unity account
Duration: Permanent
Hey, where do I go when they say this https://youtu.be/8Dd7KRpKeaE?t=418
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Currently I'm unable to open one of my projects (I'm on Ubuntu Linux.)
On UnityHub, I can click the project and the status goes to "modified a few seconds ago" but nothing happens
Anyone know what's up?
No sorry
The same, but in Visual Studio
They just happen to use VSCode which might differ to what you use
Then this is the step where you insert the project into the repository and get the changes they mention
Okie
And please make sure you use a proper gitignore file
One for Unity
This will be explained later down in the video so maybe listen to the whole thing before you start trying yourself
Ah may have figured it out, somehow it lost permissions to my project folder
Bad UX that it doesn't say anything, just fails silently
ok
but how do i make backups for the game
because right now its just a new file it created
not the game
@viscid raft
Hmm but something is a bit off here, I temporarily 777'd the projects folder, now it lets me create the project but "creating" it doesn't actually create any files where it's supposed to
Immediately after creating it just says "project not found on disc"
git will track the progress of your project. pushing commits to github records up to that part of the project (assuming you commit all files). If you made a mistake you can go back to a previous version by reverting commits
but how to link it to unity???
You can also make branches. These deviate from the main project to side-versions which allows you to experiment, refactor and generally change your stuff without polluting the main repo. You can also throw away the branch if you end up not using it.
You don't "link" Unity. You make a repository of your project and push it to GitHub
how do I do that?
You're overthinking it, they are just files
Did you watch the video?
It's explained how you push content to GitHub. If you watch the video you will understand how that works. After that it's a matter of making the same repository, but from your actual project, and pushing the changes
Learning git is very important if you want to get somewhat serious, just give it some time
After a while it starts to "click"
But the game is here and i have the file. how do I make a repo thing for an already existing Game??
Are you using github desktop or command line version of git?
github desktop
File -> New repository
I have both though
Yup you have to just create a repository from github desktop on the exact location where your game folder is
Yes but that makes a new code thing
new code thing?
Ohhhh ok then
It makes a new repo, like you ask for
There is a built-in .gitignore for Unity, make sure you enable that
Specify your project as the path and you have your repo
how?
what is the path?
Seriously?
oh i can find it now
I moved it to documents so i dont accidently delete it
Does this mean It will make backups?
not automatically, no
How to use git for this project
a repo can act as a backup, but you'll also have to commit and push changes - it's not directly like a backup
I would rather use git on this project
well if you were to use git you wouldn't be using uvc 
I want to use git
u can watch a 5 min video on youtube which will tell you everythking about git github and unity and ur ide. (tells you how to connect them and use them)
- more.
how do i connect this project to git?
hi, i got an issue that my texture2d and tmp text works on both my editor and play mode, but when i test it in both android and ios build, they just disappear
anyone have clue about it?
is there any way I can stop using unity version control
like remove it from the project
specifically, they’re the texture and text of a button
cant u just goto package manager then uninstall ? lol
@fallen warren if you click those 3 dots again and if your project IS connected to unity cloud, you should see the "disconnect from unity cloud" option there
or i mean source control
Okay I finally fixed it. It wasn't a permission issue. It's that a library called libxml2 which Unity depends on got abandoned and no longer comes with Ubuntu, and Chrome no longer pulls it as a dependency.
The workaround is to create symlink to a newer version of that library. For me it was: sudo ln -s /usr/lib/x86_64-linux-gnu/libxml2.so.16.1.2 /usr/lib/x86_64-linux-gnu/libxml2.so.2
and how do i add the lights in the tiles editor
bc when i need to paint with those tiles it wokrs just fine
there is a dedicated #🐧┃linux room
Ah I didn't have it on my channels list
I know Ubuntu 26.04 is a quite new but it's still an officially supported system, and it literally doesn't work without a bandaid fix
yeah, i got annoyed with the half hidden channels due to role (not that, that is a bad design), so i enabled them all
your option is to apply the bandaid yourself or inform Unity Support that there is an issue
Ye I did
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Is it possible to learn unity programming without tutorials when my only programming was in scratch or gamemaker? (Visual coding)
Depends what you count as tutorials and how you're planning to learn it instead
Learning it by myself
Is it possible learning from reading every possible things that you can type?
no
You'll still need to learn that
when you are programming, the IDE (visual studio, etc) do auto completion and auto suggestion for you. this is called syntax.
visual scripting does not do this for you in the same way.
there is absolutely no point on even considering learning "everything you can type" as it ends up being meaningless/impossible. the important thing is to know what can be done. this is literally the same in visual scripting. in the end, many, many people find that, due to the autocompletion to take care of spelling and reducing typing, regular c# scripting in an ide is easier and more efficient in the end than visual scripting. you still need to know the same concepts. as far as not using tutorials, you are just hurting yourself. it is a good idea to watch tutorials so you can see what can be done. you do not need to attempt to learn the logic from them. so, use tutorials, just use them how they would work for you.
Hmmm, does unity have a 3d noise texture?
are you using shader graph? @ john
I kinda know visual coding better bc i used scratch and gamemaker
But i want something that 3d is easier
my current one is a custom shader so no, but I do mix both shader graph and code shaders
the terrain tools package has a noise generator tool that you can export as textures
you would be surprised at how easy C# is to pick up
then teach me LOL
im not going to teach you
theres plenty of tutorials on the internet
do you think every single person here had another person intruct them? Most of the people here learned the same exact way, tutorials.
@silent tinsel perhaps check that out ^
if you have significant prior experience with visual scripting, then you've already learnt the hardest part, the logic
Its a good message hell i would even argue that "Logic" transcends programming in general, just being a good problem solver is a skill transferable across many different hobbies and professions
well, i know the logic, the only problem is learning the language
the language may be difficult depending on your past experiences or expectations, but trust me, it's not as difficult as it seems
it's more daunting than it is difficult
c# is also very easy in comparison to some other languages
okay ty
there are some pins in #💻┃code-beginner you should check out
for getting started with c#
i think its a great starting point. if someone only learns C# and nothing else they can do pretty much anything, from mobile apps, to games, even web dev, .dll plugins... game mods. etc
only thing about c# is OOP sucks ass
Gonna be real hard to find a game engine using a declarative language
here they come
bro were you born in like 1975 or sum
no
i love oop man
idk why
OOP is vastly overdone. It's treated as the "default" when it absolutely shouldn't be. But specifically game development is the best case scenario for OOP. Games involve objects, those objects have hierarchical structures.
In most programs, you're just representing data, and data isn't a "thing". Video games are usually trying to represent some sort of actual space, which does contain "thing"s.
helo.
It's actually called intelIsense or something like that and it has nothing to do with the IDE, usually and is extension based, so you can write your own and accomplish the same thing with scripting languages
what is helps you to complete correctly is syntax. you feel free to write one for a text editor to your hearts content.
Nope, auto complete, go to defintions, find all references. And many more, intelIsense
no yeah i totally agree with this tbh
go explain it to them then. i honestly have no idea why you are feeling the need to attempt to be so pedantic.
still hate it though xd
guys Sorry for the Interpret but I fixed the issue. I safely downgraded the project to ** Unity 6 (6000.3.13f1) LTS version.**
that Bug of the Local volume blending in the HDRP in Unity 6 6000.4.6f1.
and I really Appreciate your support and Recommendation. Thank you all. here it fixed and don't mind this Massage and Plz Continue.
^_~
I have, I had to, for my reactiveuitoolkit library that's built on top of ui tool kit
oh god dont get me started on ui toolkit
mind if i get back to work now?
It's not that complex either
ugui >
Yea you already said you don't like it, with no reason.
-
more complex to get started
-
buggy/bad design, for example if you edit a uss in ide and forget to save ui builder before saving your file, it'll just refresh your entire ui builder and revert anything you've changed
-
web dev sucks ass, if i wanted to design a webpage i'd be a web dev
pros: you can get a lot cleaner and uniform UI with ui toolkit i guess
but then again can you really?
ugui has layout groups, basically everything ui toolkit has
just less complex to use, if you dont know web dev anyway
if ur familiar with web dev then sure
Something being similar to another well-trodden form of development is a good thing, actually. Transferability of skills is a very important thing in programming. You really don't want to get super good at a closed system and then have that system go belly-up and be left with no skills of value
suppose it depends what workflow you are more used to
Well put.
There are a lot of web developers looking for work you could hire to work on your video game, or if the video game goes bust, there's a lot of web development work you could use your USS skills at
I think for a medium to complex ui, ui toolkit is so much better.. by a large margin
and on top of all this, the ui im making is a world space ui, which i dont know how this is going to pan out with ui toolkit
ive looked online and apparently ui toolkit is still kinda aids with worldspace UIs
so maybe ill have to redo and do it all again in ugui
Ui tool kit works very well in workspace
Also, this is a very well-worn design problem. Web development is massive, and basically every possible pain point has been found and sanded down. If there's a thing you want to do, chances are, someone has wanted it before and solved it. Then you just need to figure out how to translate the CSS to USS
yeah but if you decide to go into web development as a career you just hate ur life
Just configure it to do so, I am working on a demo for my library that does exactly that, world space ui interaction
even if i was paid $500k a year i wouldnt do web dev
Okay but that is like, the definition of a "you problem"
not really, i base this off my peers and hwo much they hate their life as a web dev
its a generalised opinion
Literally everybody hates their job. Humans do not dream of labor
Web dev suck, could be depends on which area your in, if it's purely design yea
Once you go more into more complex fields.. it gets just as interesting as other areas.
But purely design is hell
Try to create a multi pages/menu ui without ui toolkit.
I think it would be much easier with it
i did my ATM with ugui + events, works fine
how to set controlled file/folder to private and ignored?(in unity version control)
probably modify the ignore.conf manually ? idk much about uvc
you keep something "private" by not committing it in the first place
there should be an equivalent to git rm --cached, where you delete a file from the repository without removing it from the working tree
yah , but now i want to seperated logic in brach to two branches
i mix up two mechanics logic
so two separate branches and then cherry pick ?
or you'd have to look into GIT and how its done then find equivalent in UVC
deleted item from dev ops then checkout and ignored, at last deleted from project
hiii. how do i import tilesets then apply them?
wdym ?
apply then again?
nevermind the again
had a brainfart
also how can i make these sprites separate to apply each as needed?
slice them in Sprite Editor
Hello
hi
Anyone currently making a card game in unity? Specifically the standard 52 card card deck? Not any magic type of cards or anything. Just normal playing cards. ?
mediocre nonsense at its finest
The reason i ask is because im building a system that is aimed to help devs create card games with ease.
is this a pitch meeting or
You've used the new Unity AI Beta for this???
I may need a couple of people to use it so I can make sure it is user friendly and easy to understand.
if its unity related you may make a post in #1180170818983051344 and put in a proper request in post
Bro, what exactly do you expect a newborn baby to do, build a nuclear reactor?
Ah ok thanks
yeah
all babies do is shit and cry, the difference is that isn't posted here
I expect not to give newborn any sort of tools until they grow up
That’s literally what a beta is for: testing it before it grows up. Keeping it locked away won’t make it better.
🤣
its beta to entice future subscriptions, its going to remain as mediocre as possible
create slop content -> train on slop content -> create more slop
the cyclic nature of "AI"
Maybe, but that still doesn’t mean testing it is pointless. If nobody tries it, nobody knows what it can or can’t do.
I think developers don't realize, Unity's AI feature is more of a utility/tool used for quick ideas or prototypes, but I'm afraid that people may misuse the features and build quick cash grab games and try and get smth out of it, which is honestly really horrible for this industry
not saying that, you are individual and you may try it yourself but the latter isn't true.. People have tried it, hence the inevitable conclusion
if nobody tries it then unity might stop funding it
that would be fantastic
I agree with that. I don’t think AI should replace actual development or design work. For me it’s more like a quick prototyping tool, not something to generate a whole game with no effort. Bad developers will make bad games with or without AI.
at this point I'd take Template flipping over slop flipping
those were the "good ol days"
kinda sad
Fair enough. I’m not defending it as good, just saying it can still be useful for quick prototypes or rough ideas.
if it works for you, thats good. Don't expect many traditionalist / true devs to look favorably towards it
I do understand Unity's intention with this new feature, but obviously it's receiving backlash due to how developers will ACTUALLY use it and tend to rely on it
the intention is investment money
** Greed
I think people who completely reject AI will struggle long-term. It shouldn’t replace real skill, but ignoring it completely is also a bad strategy.
nah
there are benefits to it in small capacities but its not worth transitioning into slop because its "new and shiny"
I get that. But being a “true dev” shouldn’t mean refusing new tools. It should mean knowing when to use them and when not to rely on them. AI can help with prototypes, but it can’t replace actual understanding.
being a "true" dev is developing
thats it
people actively avoiding them are aware of what they can and can't do
they knowingly avoid them
To be honest, the official Unity AI integration still feels rough. The community MCP tools are more practical for actual workflow right now.
I just posted an image made with AI, I didn’t say AI should replace developers or the whole industry.
💀
For the whole scene, I only provided a few reference images. I’m not claiming this replaces actual environment design or development.
I simply haven't had any explicit need for it. I'm not against AI or new tools. I can see why some folks may want to incorporate it into their development cycle. But I don't believe it's at all necessary for game development.
https://discord.com/channels/489222168727519232/1352599815770341479 would be the place to have this conversation
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
what channel for help finding/creating normal maps
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
do the pathways on the learning site to start
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
i guess the person i was responding too with the learn link did not feel like they got enough attention, as they removed the message
thats annoying
because its entirely unescessary? And youre removing context from the conversation that already happened, leaving everyone elses messages replying to practically nothing.
some idiot thinks its hilarious deleting messages after talking to people.
Heyo,
I'm currently creating a game for school and like an hour ago, the game worked perfectly fine. But now that I test it again (nothing has changed in the meantime), every UI element I try to interact with immediately closes itself again. Like the pause menu for example, does anyone know what could be part of the problem?
Just all UI elements have stopped working, cannot interact with them at all
without seeing the setup specifically, all this is guesswork
For example, this is the pause menu script:
Everything is correctly connected in the Inspector.
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.SceneManagement;
public class PauseMenu : MonoBehaviour
{
[SerializeField] private GameObject pauseMenuObject;
[Header("Input Actions")]
[Tooltip("Input used to open the pause menu")]
[SerializeField] private InputActionReference openPauseInput;
[Tooltip("Input used to leave the pause menu")]
[SerializeField] private InputActionReference leaveMenuInput;
void Update()
{
if (openPauseInput.action.triggered || leaveMenuInput.action.triggered)
{
GameManager.Instance.TogglePause();
pauseMenuObject.SetActive(GameManager.Instance.IsPaused);
}
}
public void ResumeGame()
{
GameManager.Instance.SetPause(false);
pauseMenuObject.SetActive(false);
}
public void LoadScene(string sceneName)
{
SceneManager.LoadScene(sceneName);
}
}
About an hour ago this worked fine, it has been working fine for the past 3-4 weeks. But out of nowhere, it just stopped
first start putting logs in each function to see whats running and what isnt so you can further narrow down the issue
i dont think it makes it any less annoying, youre pretty much making me and Hunanbean look like we are talking to nothing, its simply rude to do to others
if you have such hang ups about anonymous online messages on discord, then dont send them if you plan to delete them immediately and make everyone else in the conversation seem stupid
its also antithetical to the nature of a help server like this, where all issues remain visible with their entire context for anyone to explore at any point
do whatever you want, im just telling you its rude to do
If you're going to be deleting your messages and causing confusion in the chat, then please don't post.
Or, you can consider making a thread instead and delete that.
There are also forum channels for specific topics you're free to delete after use.
there goes me, talking to myself again
i was away. i came back to phantom ping. talk about confusing :/
I checked it and still I don't know why it automatically closes. Because, even if I remove it that I can close the pause menu with escape. It still closes by itself, I even went back in branches on GitHub where it obviously still worked fine (from 2 days ago). And it stopped working there too.
Also when I force the pause menu open through the hierarchy, I cannot click on any button either. There is just nothing.
I thought it might had to do with my mouse and keyboard, because my sensitivity in the game also went super fast out of nowhere. But then I checked on my laptop, the issues happens there as well.
Kuzmo you gotta stop talking to yourself that just looks weird 🙂
have you tried making a build ? could be isolated to the editor only - I'd check that too
Tried that, in builds it's the same thing. On my pc and laptop, I just asked a groupmate to test it out on their laptop, so im waiting for an answer from them
But it is only in the game scene, the main menu works fine. So that's a good thing
It has to do with the game scene itself
it doesnt work on my friend's laptop either
start from there and triple check any code that may be responsable.
You could try putting the OnDisable method a log then trace the stack and see what called the object from disabling
Yo wsg my coding companions. (Cringe ah ik XD)
Alright I got that part down now, I think it was closing itself when opening (weird that it worked for so long and now stopped working out of nowhere). So I tried something else and it currently stays open, but now I'm unable to interact with any UI button.
I have turned off every other UI element that could possibly be interfering with it. Still nothing, checked the event system to see if it picks up a click. Also nothing
thats kinda vague on what originally was closing it..
anyway EventSystem do you have an inputmodule as well that is linked to new input system ?
if you're clicking and inspecting the EventSystem inspector and shows nothing Id make sure the other basics are present including Graphics Raycaster
Sorry, this is an English-only server. The moderation team can't keep an eye on things in other languages so they ask that people use English here. You might need to use a translation service, or try to find a server that speaks whatever language that was.
Yes i have that.
But I will have to stop this conversation here for now, I can continue tomorrow evening with it.
Since tomorrow we have a testing session, I have to wake up at 05:30 for it. I will just use a old build that does work for some reason. Just less features
Haha very funny.
how would i fix this guys? i just formatted my hard drive so i had to back everything up and move it back so that prolly plays into it
i think i jus need to reinstall the editor?
or just remove UVC 😆
try resetting the library
close the project, delete the library folder in your project root, reopen the project, wait for the library to rebuild itself
ight
Nice. Is it gonna be more Luigi's mansion type ghost hunting, or more Phasmophobia type?
that's really cool, but fyi this is a help/discussion channel, you can post this sort of thing in #🏆┃daily-win or #1180170818983051344
I wanna learn coding and making a sandbox game
then learn coding and make a sandbox game
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
Not a showcase room. see the rooms Chris directed you to.
luigis mansion x tboi
@sacred forge You were warned by multiple people. Don't post off-topic here as well.
when?
ok take this to dms?
Listen to moderation, don't spam off-topic.
i didnt spam? and I was warned by chris and I didnt even see the message dawg
Read the chat above directed at you.
right ok my bad. but still i didnt even see the messages so i dont know why youre going off at me
for future ill put stuff in devlogs
hey guys, why here isnt showing up any official release? I cant install the editor
you should check your License and make sure it is active
@crimson nimbus
you, of course, also have to be online and not have it blocked by a firewall
i think it is activated
click the Learn tab. do things load?
"no content available"
you are offline, as i think you realized
hmmm yeah but then how to appear online?
try a different network
you need to make sure it is not blocked by a firewall. also, perhaps just try restarting it all. the whole computer is best
gonna try iy
hey guys i made a new project and i see this never seen this before does someone know why this is?
why the green private?
i have never seen that, but i assume something to do with version control
yes that would make sense caught me on surprise thanks
didnt work, ill try to check the firewall tomorrow. Thank you for now!!
why wont my code work :c
can anyone help me with some materials for a model if can
!collab
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if you have a specific question, you can ask
Aight so Im making a multiplayer Merc Zone successor (the one made by Blue Wizard Digital that got shut down after 2023), and I dont know what the best approach to being able to add multiplayer capabilities. I tried the FPS package preset Unity offers, but its buggy and corrupted as hell. Anyone have any alternatives or ideas?
!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)
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VS Code
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& whats not working about it
im trying to make my character be able to jump by pressing space and when i run the game the character doesnt jump
if you have issues with networking, perhaps talk to the #1390346492019212368 room. a google will tell you alternatives, if you insist.
im just trying to figure out how to put a shiny materal on this on model i found on gumroad because it doesnt look the same in unity
did you check the console window in unity for errors
ok, there is a Creative Core Pathway on the learning site. that is a good place to start if you are serious about moving forward in Unity. that pathway will explain materials
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Over 750 hours of free live and on-demand learning content for all levels of experience!
i knew it was that 😄
must be not good
!input
To set Active Input Handling, go to:
Project Settings > Player > Active Input Handling
• Input Manager (Old): Use the original Input settings.
• Input System Package (New): Uses the new input system package.
• Both: Use both systems.
@minor oyster ^
where is project settings?
you were too slow nav! i got all the glory! 😄 , i was waiting for you to type, but you never did
it is in Unity, not the IDE
Edit->Project Settings
uhh where is active input handling..
you have filtered by player.
you need to use the learning site after this.
clear the filter. then click player in the left hand side.
to be fair the instructions doesnt clarify that its under Other Settings tab
how do i clear the filter?
btw instead of player you could've just searched active input handling itself it would've probably came up
i have cursed unity
found the active input handling!
now what do i do with this.
you read the instructions already sent.
look at the error in the console. look at the instructions.
for compatibility, just set it to both
do old and new style scripts go together?
no such thing as old and new scripts
in the way you are thinking of it though, yes
it allows you to use those 'old' input system references (old scripts), while also capable of using the 'new' input system references (new scripts)
but as nav said, no such thing really. it is just the microcosm of input system commands that are affected
this is great news : D
the references themselves are there already hence why you were able to pullup the Input class
unity just changes which system is called
most of your errors should be gone now
why wouldnt anyone turn on both
there is no reason to mix them, thats why the new system exists and shouldbe learned
its just there for backwards compatibility
tough to say. as things get more advanced in how you want to control your game, the new input system is great. but, some people do just use the old one, and thankfully, Unity realized that and kept it around for them
Hey there, just a quick question, is it possible to create a project on Unity Hub without creating a repository? (as in, create purely local projects for testing).
That's the default behavior, isn't it?
yes, turn the cloud off, when creating it
didnt they make it off by default or they still trying to trick ppl
"local project" means that it doesn't create a corresponding Cloud project
but, that is technically not a repository, so if yo are talking source control, that is a totally different issue
Yeah, i meant without needing to create a Github or Gitlab repository
Sorry, should've been more specific
.. then what Fen said is 100%.. that is Not automatic
I do know that the Hub recently got some support for GitHub
I haven’t tried using that yet
ok, i do have to say, that absolute latest hub, with the templates, has not hit Linux yet, so i am not sure of automatic status at this point
does it make sense now, or are you still seeing something cloud based/version control forced?
Well, it does now.
And it does seems to require me to generate an access token, otherwise i can't create a local project.
Unless i'm missing something
(removed the sent image because i forgot to black out my Unity Organization, sorry)
Sorry for making too many questions, i've just recently updated my Unity Hub
😅
yeah that was mybad ima edit that out.. Had no idea cause I use old hub xD
yep. news to me too. that update has not hit Linux yet. i have to assume there is a way around it, or i am simply done with Unity. (i do not think they would do something like that .. .. again)
last thing I need is more bloat in hub
im about to just switch to CLI project loading/creation
If there is, i couldn't find it
what happens when you press the x next to github?
....i'm dumb, that was it
Thanks
😅
this happens after you select a source control provider
the field is, by default, blank
No, it was like that by default
so just holding last choice then? oh.. strange
With a provider by default
probably
Ok, that was it then
i see that if i select a provider, back out, and then create a new project again, the selection remains
Huh, yeah
hmm. can't say i am pleased
Anyways, thanks for the help 😅
yw, have fun 🙂
how do i make it so i can use WASD instead of arrow keys to move
have you tried getting WASD instead of Up Down, etc
oh.
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
welp i've got it
junior programmer pathway on the learning site should be your next stop.
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
didnt think it was that simple
and that is twice nav has pointed out to configure your IDE
ill do that after im done with this tutorial playlist im watching
you should still configure your IDE. Its also required to get help here
how do i configure my ide?
you need to read before asking again.
soz.
scroll up to the bot message if you missed it. the one from nav, not the learn one from me
you should explain why you're bringing up this bot message
it's not obvious at first glance
The problem is that it doesn't know that this file is part of your Unity project.
It should be providing autocompletions and highlighting errors.
(well, to be fair to nav, that line is literally what the bot message says :p )
the point lights gets too intense at close range and way too dim when far, is there a way to reduce the drastic changes in intensity based on distance?
just decrease it not make it completely linear
#1391720450752516147 or #1390346776804069396 would be the place to ask
okay
Probably missing the dot net sdk
the first step in all of these things is googling.
people are willing to help with things you get stuck on, but no one wants to repeat 30 times a day that which is a matter of record and a simple google search
your right
i missed the simple. ;
maybe im just tired
do you think its possible i could make a sonic asym game with how im moving
it is a little strange though. it has been a while since i was on windows, but i thought the install procedure covered dotnet sdk too. the bot message linked earlier. you do still have an sdk issue, even if the user typo was resolved
make sure to follow the configuration guide accurately i guess
guess i shouldve started with the guides inside of youtube videos
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•
Visual Studio (Installed manually)
•
VS Code
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• :question: Other/None
I am hitting a block with my game right now and I am pretty much stuck. I am making a multiplayer fps game where the player can see his own legs/body. The issue I am having is when the gun is placed in the correct area for a proper looking fps view in hip fire orientation the guns butt stock is like up above the shoulder which would be fine but when the IK kicks in it makes the palyer look like hes reaching up and cause the arms are angled down. Id imagine I could find a cool trick to do with 2 cameras and layer masks but hdrp does not support camera stacking. Any advice?
I keep getting advised by AI i should just use a custompass but that isn't going to fix the offset of the gun on the screen. its still gonna be too far out of view to look correct the custom pass will just prevent it from clipping into walls so I am pretty much lost on how I can fix this apart from creating a character model and gun models that are congruent with one another.
!collab
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read the #📖┃code-of-conduct
<@&502884371011731486> #💻┃unity-talk message
self promotion, unknown google drive link
Anyone have any suggestions at all on this? The only thing I can think of is to downgrade the project to URP and code my own solution for volumetric lights, but I really do not want to do this.
whats the best place to start coding 2d top down games ,ive done scratch before but that was really begineer stuff so i wouldnt count it .Any tutorials that teach you from zero?
id say stay away from tutorials and look for articles on how someone implemented a specific feature you're trying to implement.
im kinda just stuck on what to do though,i open unity and im just stuck looking at the main screen no idea where to start and i dont understand anything
do you know how to navigate the editor?
have you gone through unity essentials or some of the beginner pathways in unity learn
yea but once again they dont help me much
make sure you aren't just copying, but actually paying attention to the how and why
beyond that you would need some sort of idea or goal
my current goal. Find out why camera stacking isn't supported in hdrp
That doesn't really help us much either. Why are they not helping you much? Did you actually go through the beginner pathways on Unity learn?
ive started to feel like coding the inner workings of most systems in a game is usually the easy part, and then it begins to fall apart when you try to attach it to some sort of UI to represent what it is thats happening in the script
How so? They've certainly helped me
guys can anyone help me with enemy ai T^T ive been doing it for days and its not fine
Hi guys
Please share the actual problem and use the proper channel. Your current message won't get a response. E.g. code issues go to #💻┃code-beginner.
https://dontasktoask.com/
Is it possible that in 2026 I still have to fight with those parameters ?
to avoid that glitch
guys how would i fix this? i tried reinstalling the editor and that didnt work, i also tried deleting the library folder but it wouldnt delete for some reason
i just formatted my drive so i had move everything from the drive to a different one then move it back
so i think that caused something
hmm.. did you try to delete the package line from Packages/manifest.json
""com.unity.collab-proxy""?
remove that line, and save, reload?
make sure you tried to delete the library folder while the project was closed
i was
it jus didnt delete
i would do it
and it was jus say "preparing to delete"
and wouldnt do nun
i worked
it
thank you mah brotha
🙂
lol, i learned a few things back when i did node.js packages on servers :p
sometimes its broken xd
idk where to ask this but I have a 3D Unity game with sprite based birds (red chuck bomb) that I throw, there's no goal but the problem is, I got an issue where it fires to the same position
You'll need to share some code and other details in #💻┃code-beginner
hello, do you guys know the existence of a free soloplayer fps game using unity Il2cpp?
You're not going to find completely finished game templates. There are plenty of starter templates on the asset store though.
I meant finished published games, not open source projects
Why do you need that?
just want to experiment with it and see how I can protect my own il2cpp game
So you want to crack it? That's not in scope of this server.
yup that's what I want to do, I know it's out of subject here and that's why I've only asked for a game name that was built with unity
Does FixedUpdate method depend on the framerate at all?
no
depends on what you mean by "depend", exactly
(it's more complicated when you dig into it, but in practice, no)
I've encountered a physics instability after build (where the FPS are 120), but not in editor (where they are ~300), I've made sure to that all the code is called in fixed update. any guesses on why that may be?
Could be any number of things. Show the code and the problem in #💻┃code-beginner or #⚛️┃physics
hmm i had an edge case i was thinking about but i'm not sure, so i'll pose this as an assumption rather than a statement
there's a maxDeltaTime configuration option, where deltaTime during extreme lag gets capped, effectively making it run slower than real time
so in that case, i believe FixedUpdate would also get called slower (but consistently, in regards to deltatime)
I checked, and made that equal to the default, to no results
uhh i did not tell you to check or change anything
i'm just explaning a case where fixedupdate might "depend" on the framerate
It's not going to be a problem at 120/300 fps, only maybe when you get to single digit numbers or have massive lag spikes. And even then you're more likely to see slowdowns instead of things breaking
Well, my code doesnt fit. How do people usually past longer code?, or should I just paste the most important parts?
!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.
also what that did, was reinstall the package. pretty much. just fyi.
what version do people use most often yall think? is there an actual stats to that?
good day everybody!
I'm having the issue with no install options
what can I do to check what is the problem?
Dont have the answer for that but you could always visit this site to download it
https://unity.com/releases/editor/archive
For a stable version download the LTS ones
tried here, it shows up this error
Which Hub version is it?
3.18
Are you in China by any chance? You have to use the Chinese versions in that case
im not
Are you signed in, in the Hub?
You have Chinese text in your profile so I'm assuming there's some connection? Is your license activated earlier in China?
what version of the engine is the archive?
yes, just checked that
oh its japanese characters.
And no, the license was activated in Brazil
I tried with the latest 3 for LTS and Supported
https://discussions.unity.com/t/unity-hub-setup-editor-issue/1684801
Try this answer maybe?
Hi, I Installed Unity Hub on Windows 11 operating system, logged in and set the license too. But when installing the Unity Editor, the Official releases section does not showing anything. It is just reloading and showing empty. Am I missed any steps? Somebody please help me regarding this?
Thanks, gotta try
fun fact: in japanese, they're called chinese characters
yeah, those are Chinese (according to my 3 seconds of research)
its working !
thanks @potent geyser
and the other folks for the help!
General questions for "pros" Unity devs :
Hey all, is there a troubleshooting channel here? I'm new here 🙂 I might create a post in the Unity forums if I have to. I'm just trying to get the Unity 3D Game Kit working. A few errors are popping up. I think it's because I'm using the latest version of Unity and the 3D Game Kit was published a few years ago
most channels here are help channels
what errors are you getting?
Assets\3DGamekit\Packages\SceneManagement\Runtime\TransitionPoint.cs(1,7): error CS0246: The type or namespace name 'Cinemachine' could not be found (are you missing a using directive or an assembly reference?)
You'll need to install Cinemachine via the package manager. It doesn't come in by default.
And hopefully, this asset is using the latest version of it too. 🤷♂️
I tried updating Cinemachine. It has a few other references that are missing:
Assets\3DGamekit\Scripts\Game\Camera\CameraShake.cs(4,7): error CS0246: The type or namespace name 'Cinemachine' could not be found (are you missing a using directive or an assembly reference?)
Assets\3DGamekit\Scripts\Game\Helpers\CameraSettings.cs(4,7): error CS0246: The type or namespace name 'Cinemachine' could not be found (are you missing a using directive or an assembly reference?)
Assets\Samples\Cinemachine\3.1.6\2D Samples\2D Platformer\GameControl.cs(8,16): error CS0246: The type or namespace name 'SimplePlayerController2D' could not be found (are you missing a using directive or an assembly reference?)
Assets\Samples\Cinemachine\3.1.6\2D Samples\2D Platformer\Platformer Camera 2D.cs(35,9): error CS0246: The type or namespace name 'SimplePlayerAnimator' could not be found (are you missing a using directive or an assembly reference?)
Assets\3DGamekit\Scripts\Game\Camera\CameraShake.cs(18,19): error CS0246: The type or namespace name 'CinemachineVirtualCameraBase' could not be found (are you missing a using directive or an assembly reference?)
Assets\3DGamekit\Scripts\Game\Helpers\CameraSettings.cs(33,16): error CS0246: The type or namespace name 'CinemachineFreeLook' could not be found (are you missing a using directive or an assembly reference?)
Assets\3DGamekit\Scripts\Game\Helpers\CameraSettings.cs(26,16): error CS0246: The type or namespace name 'CinemachineFreeLook' could not be found (are you missing a using directive or an assembly reference?)
Assets\3DGamekit\Scripts\Game\Helpers\CameraSettings.cs(27,16): error CS0246: The type or namespace name 'CinemachineFreeLook' could not be found (are you missing a using directive or an assembly reference?)
I could try re-installing the Gameplay and Storytelling pack
Looks like it isn't using Cinemachine 3, you'll need to downgrade to Cinemachine 2, or modify the plugin to not use old APIs that don't exist any more
yep, that's the issue
for future reference, you should make Threads for dumps like this, and use the code display methods
📃 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.
Ah, I see! Thanks, I'll do that
does anyone know why this keeps happening
ever since updating to 6.4 i keep getting this fucking black inspector
and nothing fixes it
i swear to god
Make sure you're on the latest update
Although it has another notable bug with tile palette, should be fine for you.
i did try updating it
What version are you on?
I want to use the asset store tools but I cant log in I get an error "Response did not not contain the list of packages" when I click to log in, anyone else had this issue?
6000.4.4f1
i updated it to this and it got fixed for a while
now its back and its constant
impossible to develop
That is not the latest one, and I had UI inspector issues in that one as well
maybe there's another patch notes update
yea 6f1
ill try and see if there's any issues again
thanks!
Im trying to make a beam attack but my current shaders aren't that good, if anyone doesn't mind sharing any good shaders for blasts would help alot, I also need the shaders to support 2020+ that also support URP
just this once
there are over 10000 free assets on the Unity Asset Store. have fun
I'll check it out, thanks
bump 👉 #💻┃unity-talk message
how do i change between scenes?
take that to the blender discord brochacho
okay(
https://issuetracker.unity3d.com/issues/uidocument-generatevisualcontent-callback-is-not-assigned-when-uidocument-is-shown-in-the-inspector - nice fix is in review for 6.5
Steps to reproduce:1. Open the attached “IN-123831.zip” project2. Open the “BugScene” scene3. Enter Play Mode4. Observe the colored ...
very nice.
Hey there, can someone help me out here? im working on a game, and the unity folder is linked with github. Ive implemented Fmod today and i want to share the fmod project with my teammembers, and it would be super nice to have it in the same repo... so i want to create a new nested folder, move all the unity stuff into that new nested folder, and create a new "Fmod"-folder at root. but somehow that doesnt work, it seemed to work, but than the gitignore was broken... and now i cant replicated. whats the best way to do that?
or should i just create a whole new repo for the fmod project
The .gitignore will stop working because it sees a path like this
UnityProject/Library
that does not match what's in the .gitignore: "Library"
question, is there a way to just make a camera object's position and facing exactly like my own camera in the scene?
kind of a headache to move this thing around and rotate it just right
Make sure the .gitignore stays in the same place it was (so, it should be a sibling of Assets, ProjectSettings, etc.)
You can use a script to get the position and rotation of the scene camera
This could be a decent way to learn about custom overlays or editor windows!
for some reason if i use middle mouse to pan around the editor while having the camera selected it also moves around with the screen?
the interface is really confusing
https://docs.unity3d.com/6000.3/Documentation/ScriptReference/SceneView-camera.html this gives you a reference to the scene camera
control+shift+f
select your cam first
Works with any object as well.
okay for some reason the camera preview at the bottom right and the game view aren't the same??
(i immediately used it to smash myself in the face with a quad)
there's literally only 1 camera in the scene too
double-check by searching the hierarchy for t:camera
thank youuu taht worked
t: searches for a specific type of unity object
just typing camera would pull up objects with cameras on them, but it'd also find random stuff named "camera"
which could get in the way
!docs
how it looks from a third persons view vs what the player sees. how is this resolved lol
Is there anything in a project besides screen dimensions that I should be wary of when making a new build?
I want a MacOS and Web build for my game, but wanna know if I need to make sure some things are how they have to be
perhaps talk to #🏃┃animation
For macOS, you'll run into some problems with the default security settings. MacOS will not want to run unsigned programs downloaded from the internet.
However, if you distribute through something like Steam or the Itch App, that'll be handled for you
WebGL has some random limitations you might be surprised by
iirc it doesn't have multithreading at all, so it can't load localized strings asynchronously, for example
there is no animations dual cameras with an overlay
I'm using Itchio. Am I probably good?
As long as the players use the Itch App to install the game
(They should do this – it can patch games, rather than re-downloading them entirely when you need to update)
If they manually download the game, they'll need to do two things:
- Remove the "quarantine" flag with
xattr -d com.apple.quarantine GameName.app - Mark the game as executable again with
chmod +x GameName.app/Contents/MacOS/GameName
alright.... here we are again. It didnt install, returned an error. I checked the forum post and there is one guy that suggests to clean %appdata% unityhub folder. Did that, restarted the hub (and computer) and it still returns the same error. Anybody know how to get around this?
(the exact name of the executable may vary)
check the pinned messages in the #🖼️┃2d-tools room, and the learning site for 2d courses
⬇️
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Over 750 hours of free live and on-demand learning content for all levels of experience!
Yall when making a Mac build having selected the Mac Build as destination the folder is empty and these two dudes popped up
Is the DoNotShip necessary for the project to work?
Do I just zip the Mac Build app folder?
If it were, it wouldn't be called "DoNotShip"
I'm guessing you wound up building into this folder, not into the "Mac Build" folder
It's a bunch of diagnostic and debug information that isn't necessary for the game to run
So the .app then
(an "app" is just a folder with a special name)
That's why it says "Do Not Ship", because it's just pointless fluff
Right.
If you use Itch, consider using SuperUnityBuild + its butler integration. It's really nice
I click "build" and it builds + uploads all three platforms
i also jury-rigged it to upload to Steam
Do I talk about this here
A friend was playing the web build
Fullscreen cannot be enabled, and this pops up on play
once Ok is clicked the game is playable
but again no fullscreen
also shutting down the game leaves it frozen on the website
#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false;
#else
Application.Quit();
#endif
}
i'm not sure what calling Quit even does in a WebGL build
It freezes the game at that frame and you can't do nothing with it
unless you reload
This is a greater concert though, is there any obvious cause to this?
Maybe the way I toggle Fullscreen?
Is anyone getting 2FA enabled unexpectedly on their account?
What platform is this
they seem to have activated it for accounts that enabled it in the past. this occurred a couple weeks back. perhaps just now logging in? you can contact Unity Support to get it removed, but you will need to be able to prove it is your account
web
"Currently, our team is working hard to answer tickets received around early April" euegh
yeah, they tend to be busy
I mean that’s less about being busy and more about being underfunded
so i have a problem and im not sure where is the best place to go. My unity account does not have two factor, I never gave them my phone number and they placed two factor on my account and is now asking me for codes that i cant give. Where can i get this resolved and why does unity keep forcing changes im not asking for.
Read above then get angry and sad
Guys whats it like building mobile games cause I usually just work on PC games and im interested in making a mobile game
Bit of a long message, but its to continue a conversation from yesterday. Sorry for taking up so much space
Coming back on this from yesterday, since I couldn't finish our conversation.
After a lot of debugging/testing/searching for answers online, I have managed to fixed it.
Things I've tried to find/fix the issue, but failed in the end:
- Duplicated the scene
- Created a whole new scene and added all the objects
- Restarted Unity
- Deleted and re-added the EventSystem
- Turned off any UI that could be blocking the click detection
- Slowly deleted all objects in the scene to find if anything was blocking it
- Deleting library folder and restart projecting
- It also all doesnt work in a build
- Tried it on different devices/friends tried it on their device, doesnt work either
In the end I did manage to get the UI turning on/off by itself. It had to do with the way my pausing system was setup.
-------------------------------------------------------------
Then after that I went to look into why the UI was not clickable at all:
Things that not worked:
- Turned off all the raycast targets of all objects except the buttons that are needed
- Turned off all the UI objects except the buttons that are needed
- Since in the main menu everything works, copy pasted the event system from there
Things checked with debug.logs and the results:
- If the game is detecting my mouse clicks. Which is true
- If the game is detecting UI under my mouse. Which is true
- If the buttons are recognizing my mouse clicks. Which is not true
I checked the EventSystem again and switch the Input System UI Input Module with the Standalone Input Module. And then everything works again UI clicking wise.
-------------------------------------------------------------
After a little bit more digging into the Input System itself, because I was lost at this point so just tried random things to see if they work. Checked the Input Settings and switched the Update Mode from Process Events In Fixed Update to Process Events In Dynamic Update.
And that managed to fix everything, without changing anything else in the scene. Ofcourse changing stuff with no knowledge is not good, so I will have to look into it first and what the changes for the project will be. And why it was an issue at first.
But in the end it works.
So thanks for trying to help me out yesterday as well!
I havnt done much myself though from what I do remember, the biggest challenges was maintaining a very strict file size limit if you plan to upload your build to a mobile platform like Play Store, testing on various mobile versions (although there is a virtual way to do that), supporting iPhones (the process is more involved and require Apple software), and apparently you need a minimal number of testers before your game goes live on the mobile store - which was another challenge, it felt like mobile policies (which affect developers) change every other week - but those are all technical issues, the actual learning process is fairly similar with the consideration of lower end hardware and mobile limits like framerate, touch input, battery life, platform shaders, etc and you might notice different genres are more popular on mobile than PC, but you could try asking in #📱┃mobile if you had specific questions
Thanks!
!collab
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• ** Collaboration & Jobs**
hi
you'll have to you the link that was provided, this channel is not for this.
k so what channel can i ask in
looks like the link provides u with a website, to sign up / login forums type.. not discord?
"We do not accept job or collab posts on Discord."
this is link
Read the bot message you were linked
the "!collab
that was typed, was the commend for the bot to show u the message for the link.
its a discord command. is all.
what are you here then for? the bot message includes a link for the right place
Yes. That was to bring up the bot message you still haven't read
No im here to see if any developers want to help me make a gorlila tag fan game
no, we don't, go to the link and stay there
holy cow hahah
Read the goddamn bot message, christ
@viscid talon this is what u need to read, and click on the link to go to.
Just ban me if you have to idc
uhhh, man.. sir, they were only trying to show u were you have to go, to ask for dev's and / collab with people. that was the link for you to go to.
and that community is where u would want to be at.
for the question that you asked.
guys you know how great AI is at creating soundtracks and stuff
do you guys have a recomendation to create my game intro using ai? i just want something short 5-10 seconds just abstract logo animated
If you're really that desperate to make something of no value, you could consider just doing literally anything else
howdy. #🌱┃start-here
hunanbean im happy to see you still here friendly and helpfull as always! 
?ban 819068699344109609 scam
rohitrastogi was banned.
Okay actually they already took care of it, ❤️ unity
yeah, things like blocked access are prioritized
Can someone help quick! I used a version from 2022 and i saved and tried to open it up the project but it was not there. Instead i went to the file where i keep it and it said i wasnt using the right version. I updated it and everything was gone
I genuinely just feel like giving up. I spent 5 hours on it.
is everything actually gone or do you just not have a scene open
so there is nothing in the assets folder?
Yeah that’s what it looks like.
Idk what to do lowk
Size is 3.35 MB too.
Idk if I’m genuinely just fried
so just to be clear, this was a project you still had on your device? or was this a project you had in Unity Version Control?
I’m new to unity so I don’t know much but I put it in my files on laptop
you opened "Assets" instead of the project maybe, or the project name is "Assets"?
you need to open the project, not the assets folder, if this is the case
The project name is assets. That might be what’s wrong. Idk how to get the og thing back though.
The real name is “Orangutan Occasion”
you opened the "Assets" folder instead of opening the orangutan occasion
Idk how to open it though. Let me try a fix.
Unity Hub > Add > Add Project From Disk > Orangutan Occasion
I’ll try to fix that.
Ima test it real quick
WOAH
OK
IT PULLED UP AN OLD SAVE BUT THATS OK I CAN REDO IT
THANK YOU SO MUCH @formal wadi! YOUR THE GOAT!
NO PROBLEM!! 😆 glad your project is ok! and this problem happen to me sometimes lol
I feel like this will happen alot throughout the game…
That’s ok though. 

im so proud of this:
using UnityEngine;
public class PlayerMove : MonoBehaviour
{
public float moveSpeed = 5f;
private Rigidbody2D rb;
private bool moved = false;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
rb = GetComponent<Rigidbody2D>();
}
void Update()
{
moved = false;
if(Input.GetKey(KeyCode.A))
{
if(Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.S)){
rb.linearVelocity = (Vector2.left * moveSpeed) + new Vector2(0, rb.linearVelocity.y);
}else{
rb.linearVelocity = (Vector2.left * moveSpeed);
}
moved = true;
}
if(Input.GetKey(KeyCode.D))
{
if(Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.S)){
rb.linearVelocity = (Vector2.right * moveSpeed) + new Vector2(0, rb.linearVelocity.y);
}else{
rb.linearVelocity = (Vector2.right * moveSpeed);
}
moved = true;
}
if(Input.GetKey(KeyCode.W))
{
if(Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.D)){
rb.linearVelocity = (Vector2.up * moveSpeed) + new Vector2(rb.linearVelocity.x ,0);
}else{
rb.linearVelocity = (Vector2.up * moveSpeed);
}
moved = true;
}
if(Input.GetKey(KeyCode.S))
{
if(Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.D)){
rb.linearVelocity = (Vector2.down * moveSpeed) + new Vector2(rb.linearVelocity.x ,0);
}else{
rb.linearVelocity = (Vector2.down * moveSpeed);
}
moved = true;
}
if(!moved)
{
rb.linearVelocity = Vector2.up * 0;
}
}
}
it only took me 45min and a lot of help from a teacher
in my books
that's pretty good
if you learn about the GetAxis method, as well as normalizing your input, you could get that Update method down to like 2 lines
-# oh and you'll fix the current bug where you move faster diagonally
brother....
well as someone who is freshly pumped out of scratch and codeacademy, this is a huge win
Does Project Settings get included in the template?
for future reference, #🏆┃daily-win would be a closer match for this kind of post
kk ty
Why can't I select objects with a negative scale in the scene view lol?
Im working in 2D and setting the scale of some objects to -1 on the x axis and it causes them to be unselectable in the scene view
no, it's not the little hand thingy you can hit in the hierarchy to disable selecting them
You should flip the sprite instead. Negative scale is not ideal.
For many reasons. It can mess with physics and rendering.
then why would they allow it to go negative?
just because you can doesnt mean you should
Because it's an option. It's just not adviced.
There might be cases where it's fine, but hey, you got an issue due to it.
i'd like to see some evidence for that, people do it all the time where I work.
you 7 minutes ago
seems more like a glitch mate
granted, I mostly work in 3D, and it works fine if ALL the scale is negative here in 2D
I think many people in this community would agree that using negative scale is a bad practice.
And yes because I know it will be said, i know 2D is really just 3D
I would just like to see some evidence for that, thats all! Never ran into any issues!
Well, before this one time. Which makes it seem like a glitch! And its not a player issue, its an editor one.
It's a plane that's negative scaled, so maybe it's just that the raycaster to select it is missing because it's the backface of an interverted collider? That would be my guess.
makes sense, I dont know too much how the physicsX works, i do know it doesn't like negatively scaled colliders though.
Does regular object selection use physicsX? Well, it works in the player & play mode, just not the editor scene view.
Pretty old, but for example here's an answer by (former) unity staff: https://discussions.unity.com/t/collider-issues-with-negative-scale/472278/3
Since scene view selection is based of renderer, your renderer setting affect the editor selection related physics/colliders.
oh that looks like its talking about negative collider scale, I believe newer versions of unity fix this now. Spits out a warnings and inverts the size on the collider component to compensate I believe
I'm not sure if it fixes it or not, but scene selection would also need some kind of hidden raycast/collision for selecting renderers. Even if normal behavior is fixed, the scene one might still work as in the past.
do you think people would be interested in a racing game where instead of racing fast cars, like corvettes, mustangs, and Ferraris, it was about racing slow cars, like civics and corollas?
Only one way to find out
honestly yeah, the joke is the whole appeal. mario kart proved people don't care about realism they care about fun
Add in a mechanic where instead of timing the button to the starting lights you gave to smack the dashboard just right to get the damn thing to start
Hey guys!
Hm, if I'm having a weird problem in Unity, where should I ask about it? Here?
Depends on how weird it is.
It took my dog out for a walk.
Check #🔎┃find-a-channel
If none seem suitable here is fine.
No, this is a screenshot
And it's not clear from it what the problem is, but as it seems related to tilemaps, it should be in #🖼️┃2d-tools
Thanks!
!collab
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• ** Collaboration & Jobs**
hello, I don't understand what is Il2CppArray, could someone explain me it please?
what makes you ask about it
Anyone know what is going on here? https://pastebin.com/K8HJgcKE
When I click login on the Asset store uploader tab I get this error
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
anyone having issues with login? I am stuck on security check, even tho I never enabled 2fa ?
also I am not getting any codes not on SMS nor email..
no one else having this problems? as I just spoke with a friend and it happened to him too
its come up a couple times in the last day or so
and is there a solution, besides writing to support?
Bro what 😭
Just logged in succesfully, what are you logging in with? google? email?
right now the answer seems to be hit up support and hope they answer you maybe next month lol
where are you trying to log in?
wasn't this a thing like a few months ago
Unity's support is rather quickly, I had them reply to me in less than a day on a similar issue last month
I am using email
ok
They made changes to the login token saving thing so now (finally) good remembers you are logged in and don't need to log in every time,
It had issues at first but now it works great
yeah open a support ticket
yeah now we can't login at all - problem solved 😛
oh it was just a few weeks ago #💻┃unity-talk message
yeah I did
if they enable 2fa without asking you it's not working great
if they enable 2fa without having your phone number its working extremely poorly
yeah that's the thing I am not sure if I have my phone number even added
that wasn't handled ok 😄
but ok atleast I am still logged in into unity hub haha
chat I am trying to download Unity and I am getting this message after changing where the downloads go to, what does this mean and what do I do
oh they already replied, maybe we can solve this today 😄
I should add, it was originally downloading to my C drive but I don’t want it there so I tried changing the download location to a folder I made in my D drive, cause it has more storage space, and then this error popped up. I was also getting a “download failed” message before switching download locations
- 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.
That’s why I was trying to get it to install on my D drive
Can it only install to C or something?
if i were to archive a unity project, which core folders do i save ?
aside from Assets, Packages and Project Settings
anything not in .gitignore
(though some additions are worthwhile like adding .DS_Store if you're on mac)
"user.keystore" as well right ?
i haven't encountered or heard about that before
i think it was used when i published the game
on what platform?
google play
