#đ»âunity-talk
1 messages · Page 124 of 1
well, there's conflicting opinions here lmao https://stackoverflow.com/questions/33780137/should-i-commit-release-key-store-for-android-app-to-team-repository
ill keep the archive to myself only so that shouldn't be an issue
AI seems to be bad i cant work with it, seems like first versions of chat gpt which made tons of errors repeated ones, cant fix simple stuff. and just burning credits,, or im just useless with it
AI is something you have to babysit when it's just code. I can't imagine having to wrangle it to do both code and editor/visual specific things. đ€·ââïž
I canât wait for egregious historical inaccuracies to pop up in game art because people are just chat gptâing it all up
They don't.
They just fixed a bug and improved the asset store login...
By any absolutely random chance, has anybody here ever been tasked with using Intune to package Unity for mass deployment, for say, a Unity "Lab" in an educational environment?
I used something similar but not intune, also to deploy projects to 50 PCs in a class
What do you need?
are unity and godot kinda same
I guess I'm trying to wrap my head around the ways to install Unity. Requirements are Android (SDK NDK JDK) + WebGL + Editor. Previously I used hub -- --headless commands in a script and that worked, but I read somewhere in 3.12 hub they changed things (I was on 3.10 when I last did this without issue). So looking at alternatives. I tested packaging the editor + webgl EXE's, firing them off, and then robocopying the modules over. This works but it turns into a pretty big install payload. I guess I'm in self-reflection mode of trying to determine the best route cause it feels like there are multiple ways to attempt this.
There are good youtube videos showing the difference
ok
But if you ask me personally,
I'd tell you godot is about virtue signaling and unity is about making great games.
Godot does take a lot of things Unity does wrong and get them better,
But there are endless more stuff in Unity which you can't do in godot at all, so for the long term I'd take Unity any day
The only valid reason I see to switch is open source and pricing but if you make a successful game,
The royalty fee is so considerably low that compared to the features you get in the engine it's pretty negligible
Weâve had multiple people in the past 48 hours saying otherwise..
That's my personal opinion
What do you mean Godot is virtue signalling
Why did you swap to look at alternatives?
Your first approach sounds really good, what went wrong with it?
I couldn't get it to work with hub 3.18 (current) then I read that around 3.12 they changed something. Maybe I should revisit it... I gave up on it pretty quick once I read that.
I used at the time
UnitySetup64.exe with /S for silent install without hub
And then each module (android, web, etc) has a separate installer
Then like you wrote there is a cli Unity Hub -- --headless install --version 6000.x.xxf1 --module android ... (can't remember the exact command but it was around this)
And I remember we had issues with the licenses, we ended up making them one by one and sending different license files.
Launching the editor itself is just through the downloaded executable
I'm trying it again on my demo rig. That command you mentioned is on point with what I used last year (3.10) successfully.
Try revisiting, I don't think they changed anything that would matter to you
I used these for references:
https://docs.unity3d.com/Manual/EditorCommandLineArguments.html
Nice, it should still work, let me know if you encounter any issues with it on the new hub
I mean, so far it looks like it'll work. It's in progress now. Using a script I was testing with a month ago. I think the problem I ran into was when I packaged it for upstream via Intune. Bleh I need a fresh look, so I'll see how far this goes.
The more I began to put things in the intune installer package it felt like it was getting a little nutty. Like clearly Unity wants you to download via the hub and all that, whereas the alternative way I was digging into was the manual install (3GB) the manual webgl (1GB) plus the modules which are 10GB and 48k files, lol...
yeah lol makes sense
I never used intune before but I get see how it gets dirty quickly
I donât mean literally every Godot user obviously.
I mean thereâs a very visible culture online where a lot of the discussion around Godot is centered on âUnity badâ, âcorporate greedâ, âopen source moralityâ, etc. more than on showing impressive games or tech.
Like after the runtime fee drama, a huge amount of viral Godot posts were basically:
- âI left Unityâ
- âUnity refugees welcomeâ
- âopen source goodâ
- âgreedy corporations badâ
instead of âlook at this cool thing I builtâ.
Meanwhile most Unity circles I follow are usually just people posting shaders, tools, optimization, gameplay systems, Steam pages, multiplayer tech, etc.
That doesnât mean Godot is bad btw. It actually does some things better than Unity.
I think a chunk of its online culture became identity/politics-driven instead of game-driven.
Why do people hate ai so much bruh
help please i tried everything
Have you tried downloading a later unity editor?
I remember this happened to me too when I tried downloading the 6.3 version
Hmm, have you tried re downloading it?
Try restarting your pc
And Wi-Fi
It happened to me too, I just kept on re downloading it until it eventually worked
they seen too many dystopian movies
I had to redownload 2 times till it worked
my quality of life improved like x200 since I started using gpt 2 and I really can't imagine even a bit looking back from it
that's super weird, does earlier versions work for you?
I feel like the hate is so forced, most people donât even know shi and they just join the majority and hate on it
Like yea I get that ai is taking some jobs but still
i dont know im new to all of this
It's part of a much bigger picture, I think it's more about politics than actually if ai is good or not, but that's a different conversation
did you make a license for Unity?
Oh
try first going ot the license tab and make a new one, then try installing again
Lowkey gpt makes a lot of mistakes, and it needs specific instructions
I very very rarely encounter it making a mistake
it's way more accurate than me on almost every text related topic, and I'd argue I'm very good with text, language and english
I swear sometimes it messes up your code, or just does the opposite of what u ask it to do
which version are you using?
for Unity I always upload all c# files in my project and always ask him to tell me what to change and where instead of rewriting everything
I made an automation in python for it
your context window is very small then, it would make a lot of sense if when you write lots of code it would make errors
in all companies it's like that though so there's not much you can do
on the 20$ or alpha plan, you get 1,000,000 context window which is far more than enough
what do you mean lol
I was living in an echo chamber but I got hard ass kicked from it in 2020
Hmm, maybe I should try the paid version then
yeah this discussion is far outside the scope of the server, there isn't an off-topic channel here #đâcode-of-conduct
sure
Mb
I'd leave a final note with you can give it a try or host your own,
But I don't recommend purchasing if you don't use it much.
Unity's AI is very powerful when it comes to code and is very accurate for what I used it so far, I still use it from time to time.
Should be enough as a free option if you ask me
I see
i would like to mention that genAI for code as a tool requires experience to use, and thus is not suitable for beginners (and causes a lot of pain for us helpers in community servers when it's involved)
as well as genAI especially for media having lots of economic, environmental, legal, and ethical issues, but all these are somewhat subjective
(to answer your original question, these are some of the reasons why some informed people hate "AI")
and about Unity AI, for example check out this hit effect I made just yesterday using unity ai.
it got post processing, and used a custom pakcage I purchased almost 2 years ago on the store to make the old tv and red vigente effect. (I still didn't add that via code, saving it for later)
it then also added feel per my request.
I think it came out pretty good.
No one discussing any moral reasons to use Unity certainly doesnât sound like a problem with Godot lol
(oh, also like 80% of my ire is directed at marketing/companies forcing it lol. ML and genAI are really cool as technologies, and can be very useful.)
Thatâs kinda my point though.
If a big part of the culture is focused on shaming Unity and moralizing about corporations/open source instead of building impressive games and tech, that says a lot about where the community energy goes.
Most Unity communities are mainly focused on making better games.
lol what do you mean
if you are talking about the X Users spamming ai than yeah they are super annoying, but I replied guy to them and it gave my Unity game a really good audience and a strong starting point!
As much that they appear and push into your timeline, use their neediness and spamming madness to your own game dev marketing gains! >:)
Your seeing stuff about ethics because that is a selling point about the engine yes, thereâs plenty of people doing sick tech stuff in godot as well
You see people talk about tech stuff in unity 100% because Unity isnât really doing anything else that people would talk about
thatâs not necessarily a good thing lol
Yeah and I agree there are talented people making cool stuff in Godot.
The ratio of âUnity badâ discourse to actual gamedev discussion is way higher there than in Unity and Unreal communities.
Iâd rather a community obsess over rendering, tooling, optimization and shipping games than obsess over moral positioning around an engine/company.
Plenty of people constantly yap over unreal vs unity
and shockingly enough plenty of people in the Unity community also shit on unity
major tech companies are putting AI into products with no way or convoluted ways to disable them
I hate windows copilot I hate windows copilotI hate windows copilotI hate windows copilot
Itâll happen to Unity sooner or later
it has
the ai package doesn't even come with unity
anyways i still haven't made a project in â„6 so haven't encountered it yet lol
Right now itâs fully optional, no?
itâs creeping in step by step though
there's a big button that says unity AI that can't be removed, isn't there?
I gone through every 6.x versions and every time I opened a new option I had to install it
only if you install the ai gateway package
i had a test project on 6.2 or something to test the behaviour package, the unity ai button was there from the get-go. maybe they've removed it 
aight I'm gonna go outside for a bit cheers friends
Would it be better to release my first game on pc or mobile
They are very different markets
Only you can decide that, there's no magic formula.
Also would yâall recommend trying to run ads for my game, or do I just post clips on yt and hope it gains attraction
People have entire careers in game marketing, itâs not a simple question
Do you care if no one downloads it?
Then don't put in effort and don't worry about it
Lol yes? And?
I would be saddened if no one played my game
It's a wild take to think that more work = bad. You are responsible for your own success.
The reality is, it'll likely be the case. Most games go unnoticed, despite their quality.
For context on professional titles, I have friends at various publishers. Most are currently expecting 2x cost and effort on marketing versus development.
Not too long ago it was only 1 to 1. So yeah, it snit unreasonable to expect to work as hard on marketing/promo as you do on the game.
Near impossible for most people
Itâs all about marketing huh
I wanna make it possible for me
I ditched school for this
I'd recommend a marketing strategy before ditching school
You should consider going back to school
Tbh even if I still went to school it prolly still wouldnât be worth it, the country I live in sucks
Fair
Indie development is a very unviable employment pathway
Statistically you will not succeed, I donât say this to be rude, but to highlight that this kinda thing is an important decision
I think if probably still earn more making games that actually going to school here and getting a degree
Nothing makes me cringe harder than reading those posts online of people who quit their jobs and school to make games without first having the experience or past successes under their belts. Ooof.
And itâs not like I need to blow up and make like hella money either
There is a extremely high chance you do not make enough money making games to live
Even $100 could last a month over here
Most developers do not make $100
I hope it doesnât come to that
period
Even if I went to school it genuinely wouldnât solve anything
Oof
Over here itâs mainly about connections, degrees donât actually matter
Thatâs everywhere
And Iâm pretty sure the uh subjects they teach in school over here is outdated
connections are everything honestly, a degree just gets you past the first filter but people hire who they know
You you have many options besides going to school and doing game dev
Yup, my dad has connections but not in tech so I lowkey need to make connections myself and earn a living through making games
Yes, but Iâd rather make games
Unfortunately you donât always get to do what you want
This is basically just me pursuing my dreams while Iâm still young
I know
Thatâs fair, but you need to properly research what following those dreams means
respect, what are you working on rn?
But you never know I could actually succeed, I wonât know till I try ye?
if you say so
Iâve been doing a lot of research, Iâve been looking into how fellow indie game devs do things like marketing and stuff also learning code in the process
I was working on a endless runner game a few months ago, but I switched genres Iâm making a kinda open world game where you go around completing quests
Brooo i love open world games đ you have a beta?
I havenât actually done much in the game tho for now itâs just the player alone inside a big ahh map I have the run, idle and run animation added but that it, but youâre interested I can let you look around in the game đ
Iâll think about it
I'm coming back to a unity project after a few months away
And pulling down someone else's changes the app builds but isn't responsive to any input after it loads
Theres a bunch of random null reference exceptions seen in logs and even after fixing them (ie if gating) i still see the issue
So I'm wondering what to do next
(the other person isn't reachable anymore)
Start knocking off the errors from the top
Are the logs completely void of any errors?
Check the commit history too to just get an idea of what they did. Maybe they changed the Input system and broke something? Can you ask someone else if the project was running prior to the other person leaving?
You just need to start collecting a big picture of what happened in the months you weren't on the project, basically.
text me Dm, bro but what is it about even like what is the theme?
If by "if gating" you mean
if (smth == null) do nothing, that isn't a solution usually. Sometimes it is, but rarely things are supposed to be nulls. It'll just remove functionality that something else might rely on, I would only do that for things that I design to be null in some scenario
It would just hide the root problem and introduce new ones
Kk
If (x!=null)
Do thing that was throwing null reference exception with x
hello! I have some questions about the way I want to implement ropes in my game
ask away
just to know if what I want to do is possible to do, before I hit myself on a wall
almost everything is possible to do with c#
but we gotta know what that is first lol
You could have just said rope swing đ
Also, that's not how ropes work. Jumping to a hanging piece of rope isn't going to carry any momentum forward.
But to answer your question, yes something like that is of course possible.
oh cool!
so what would be the better approach?
using hinges or just a sprite with bones?
I would check out Obi Ropes on the asset store.
is it a free asset?
d a m m i t
well I'll check that out
does it work with 2d scenes?
since I'm seeing just 3d examples
How you visualize it is up to you, it's just a system. But if you want to go with a free solution then using bones seems like a more controlled way. Using joints can get finniky
alright thanks
Bet, Iâll dm u
ha. Unity failed with the -- --headless method of hub on 3.18. Intune just reported both of my demo rigs came back with errors.
good lawd I'm so tired of dealing with trying to automate unity here.
@charred fog hey im not selling anything so how is my post advertising?
Anyone knows why I cant switch Cameras?
im sharing a tool i created that will be useful to other developers for free
Might put some more effort into the new CLI binary even if it's in beta.
Read #đâcode-of-conduct , no advertizement or promotion.
yeah advertising insinuates im selling? im giving away a chat bot ai tool i made
its a github..
then use #1179447338188673034 . arguing with a mod is not wise
where might i share a git hub project
oh, just got here. guess it it not a Unity resource
Go advertize it where other "AI" bros advertize their coutless extentions
ah
bye now
sorry for talking to u
!ban 295937693945167872 Spam, insults.
@mdrnx banned
Reason: Spam, insults.
Duration: Permanent
try the new cli
what's the error you received on the old one?
you probably meant to add a ! after the setactive in the update
actually I'm digging now, and it's a detection thing. Makes me wonder if it may have worked but got confused if the detection rule is wrong.
After the ;?
in the setactive
right now you're setting the active state to what it currently is, eg not doing anything
ah you moved
Is this script on one of those two objects that you're disabling?
Already fixed it. but ty
i have some scripts that i'm not sure how are bound to my ui
â
Basics Playlist: https://www.youtube.com/playlist?list=PLzDRvYVwl53vxdAPq8OznBAdjf0eeiipT
Grab the Project files and Utilities at https://unitycodemonkey.com/video.php?v=VHFJgQraVUs
In this video we're going to cover a simple set up for the UI
If you have any questions post them in the comments and I'll do my best to answer them.
đ Subs...
maybe ask #đČâui-ux or #đ§°âui-toolkit if using that
A branch made by someone else now doesn't work
and that person is gone away
it builds but throws errors and the ui is unresponsive
i'm debating whether to cut bait and do a fresh checkout or if i should continue tryign to diagnose
i have one lead, but don't really know how to follow it, as far as a source of the problem.
Is this an appropriate place to ask design questions
If you have a big topic, create a thread for it here.
Iâm not sure if itâs really that big but I can make a thread
Just started unity
If it's code related you could post in #1390346827005431951 , for general design here is fine with a thread.
What are scenes for in unity
Clean build? There is a clean build sub option if you wish to use it
when you choose a folder to build to, make a new empty one and build there.
But otherwise building to the same folder would be far faster and usually you shouldn't need a clean build
hi guys. how i can change the pose of 3d model to the certain pose in animation in edit mode.
you can select the keys with the pose of that animation, and copy it so it's a new animation with one frame of your pose
i'm very confused
when i build the app it runs fine
but the app shits the bed when i play it in the simulator
the exact same scene is unresponsive in one context
but responsive when played from a compiled build of the code
i'm unsure what to make of this
Anybody know if the new beta standalone CLI binary has any pre-reqs? I was getting npm bug errors when trying to do a simple --version on both test systems. I read somewhere C++ redist might be needed. Installed that on system 1, problem went away. I was about to install it on system 2 and tried --version and it worked, yet it didn't a minute prior, lol? Wondering if there's something undocumented or maybe it is documented and I missed it. I thought this binary was 1000% standalone... copy paste, use it, etc. without issue.
hey folks, is it allowed to promote our NarraScope 2026 conference in this server? If so which channel?
Maybe only #1157336089242112090 ? double check da rules #đâcode-of-conduct
Yea, #1157336089242112090 should be fine for it.
i'm working in a project that's a bit old (2022.3.10.f1). I recall that there was some tooling that was available to help manage diffs in scenes for these older versions. what was that called?
We intend on upgrading later this summer
so i wanna get a couse
!learn
:teacher: Unity Learn â
Over 750 hours of free live and on-demand learning content for all levels of experience!
What u planning to build main đ
@uncut anvil Please read #đâcode-of-conduct and don't ping people not in conversation with you.
Getting an error loading a scene - Invalid worldAABB. Object is too large or too far away from the origin.. Pretty straightforward error, but there appears to be no way to see what object is the culprit. There's hundreds of objects and some of them have wonky procedurally-generated vertices that aren't visible (I am, in fact, trying to find those objects so I can fix that)
Anyone know of a way I can write an editor script or something that could scan every object in the scene to try to find out which objects are producing this error? Like, given a GameObject, how might I "check" if it's worldAABB is invalid?
i just felt like sending that lowkey
proud of myself
(my own blueprint editor)
you didn't really say what it was
you can share that kind of thing in #đâdaily-win btw
(and also probably share what it is exactly)
true..
probably not any point yet though since it doesnt compile to code yet and is a little unfinished still
#đâdaily-win stuff doesn't have to be complete, you did say you were proud of the editor, you're free to post that lol (as you did here)
this channel and most others are mainly help/discussion channels
does it happen immediately (eg Awake) or at some later point? if it's not immediate you could probably bisect the hierarchy manually just multiselecting and disabling
It's whenever the scene is loaded. I could probably try a binary search but it'd get a little tedious since I'd need to change out of the scene and back in after toggling some
Like, given a GameObject, how might I "check" if it's worldAABB is invalid?
could you perhaps just retreive itsBounds(from components that have it) and check for non-finite values?
That would find it if it's out at infinity, but what if it's just really really big but not actually infinite?
that error would come up if it were just unreasonably far for a float, right?
hm, i wouldn't know
i kinda just assumed "object is too large" meant it rounded to infinity
i don't know how big floats can get
i'm pretty sure that error message only appears in certain circumstances â I want to say it's UI-related
hey guys i need some help. i started some days ago working on a backrooms game project, just for fun or maybe it turns into smth good in the future. im doing procedural generation for the first level, i have rooms as prefabs and they connect through conector objects (empty gameobjects with a conector tag). everything works amazingly, EXCEPT the lights, i been through lots of testing and searching, i used baked lights (thats dont work with procedural generation) and now im using adaptive probe volumes, and the issue is that parts of the backrooms are with the light ruined (since it only has saved the light from previous generations), is there anyway to have this work with procedural gen and the amazing lights at the same time?
For what it's worth, I tried to iterate over every transform and check if any of it's world-space coordinates or scales were infinity or NaN, and found nothing
so I assume it's a stray vertex or something
this is how bad the lights look (how it currently is)
I know that ios unity does not support jit, does android support jit?
thank you, sorry
Looks badass
apparently it's e38, lower than i thought but still very large. i guess you could check for any dimension (size) or dimension (position) being larger than like, 100?
ah, so 1e37 meters away from the origin is okay (:
thanks man
i just wanna fix these lights, been struggling
i mean you'd only have a precision of like, 128 maybe lol
the error message is printed by something in the editor application itself, so it's very hard to understand why it gets printed
i was wrong, the delta is more like 10^30
shoulda expected that
strings-ing the editor shows that the message lives near others that have to do with building a command buffer
I'd try iterating over every Renderer in the scene and checking their bounds
this belief may have come from me causing the error by writing wonky UI code
it's very easy to hurl an object to infinity when you're converting to and from screen-space
Anyone have a good source of free PBR textures? Specifically something like paper.
ambientcg and freepbrmaterials
What do you guys think about this game idea: Titanfall X Mordhau or if titanfall 3 wont come out, and diesel knights is taking a while, ill do it myself
The goat https://3dassets.one/
woah cool find
is this new?
never saw it before when looking up materials
no but I share it when i get the chance đ
damn thanks
Just ran this, checked the extents, min, and max of every bounds of every renderer in the scene, none of them showed up as Infinity (positive or negative) or NaN. I think it might be problematic before it actually hits those thresholds, and I don't know at what point the problem is so I can write a condition for it
i'd just sort the renderers by the magnitude of their largest extent
Hm, that could work
The largest extents in the project is 227
It'd have to be something that isn't a renderer then? Maybe colliders? What else might be giving that error?
RBs and colliders also have Bounds, so could be
Okay, so, I did the "Bisect and check" method and have narrowed it down to specifically every object that has a deformer:
https://github.com/keenanwoodall/Deform
And it seems to fix itself whenever I toggle the deformer on and off. My guess is, there's some sort of stateful thing in this plugin that just does not get serialized to a scene, and it initializes with a bounding box of zero? I guess I'm gonna have to either debug someone else's asset or write my own...
Exactly, that is solving the error, not the problem. What you are saying is "if car part doesn't work, remove the part". That won't fix the car, that removes an engine which was doing odd noises. There is place for that too (cases where some part is optional, if the part is broken as in null, ignore it), but you shouldn't be blindly adding such if statements, that will only make things harder to debug (now you don't have an engine that makes odd noises, now you have good looking car that doesn't do what it's supposed to do).
Upon seeing null reference error you should be asking: why is x null? Should it ever be null? If the answer is no, you need to find a way to make x whatever it is supposed to be rather than null. Maybe you forgot to drag a reference in inspector. Maybe some of the code changed in a way where the reference doesn't exist anymore. Maybe it is some specific edge case in which x can become null for a frame or two. You need to start fixing the broken parts instead of throwing them out the window.
Seems to be specifically TextMeshPros that have the deformer. My guess? This was never meant to actually work with those. Going to see if there's a better way to curve text
Tmp provides ways to edit the mesh, does it use those apis? Perhaps it not doing that causes issues
the unity gods, even when you build in systems, how do i mess my managers/core scripts up still đ lol
Master singleton my beloved
I try to follow some solid principles and nearly 100% avoid singletons and its helped in my work projects
especially with many systems with complex state
Can anyone recommend me sources to learn unity for a beginner. Iâm a programmer and donât really need much help with that side of things, mainly just the unity specific stuff
:teacher: Unity Learn â
Over 750 hours of free live and on-demand learning content for all levels of experience!
Seems like a massive site, what on there specifically
go with the pathways, they lay out specific lessons to follow. start with the essentials pathway which covers a lot of basic editor related stuff
Heyy where do I go for some help?
!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 #đâfind-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 #đ±âstart-here
Idk how to explain it
Or where I need
Can I ask it?
This
I don't know why it's doing that
And it's unity
looks like it's crashing
check the logs
this is a help server for developing your own game, not for help for all games made with unity
Where could I go for that?
You need to contact the developer
steam's discord server is also unlikely to help you, unless you're referring to a discord server for that specific game. i'd ask for help in the community discussions on steam for that game
Well it's not specifically that game
It's this game and another
And only thing in common is running on unity
And these two are both owned by someone else, but steam family thingoe
guys what is happening there
have you restarted the computer
What is the difference between a private bool and public bool
also instead of spending time wiggling your mouse around a lot for a video, you could have instead just told us what was happening
private prevents any other object from accessing it, it can only be accessed within that same object type
Thank you
#đ»âcode-beginner for future
I kinda forgot tbh I havenât coded in a month
Ik how to code in c++
should go through some beginner courses, like the ones pinned in #đ»âcode-beginner if you need a refresher
then surely you would have known the difference between public and private?
I am trying to learn JavaScript
not relevant
Like I said i forgot I havenât coded in a while
neither javascript or c++ is lol. all C# here
Ah
I guess I could learn it
Ill have to argue this (i personally know what it means) but a while back i programmed for years and didnt know the difference lol. You could always use public and it would work fine.
I know that private would keep it cleaner and prevent conflicts between scripts, and public gives other scripts access. But other than that I actually still dont know any other benefit
it is easier than c++, and similar, so no big worries
Oh Alr
Oh yea, C# is definitely easier than c++
C++ was not that hard
Took me a month or 2
Thats great! Glad you caught on quick. Get right into it, im sure youll understand C#
i mean, sure. but it doesn't make a lot of sense to ask an incredibly beginner code question, then when someone points out that those questions should be asked in the beginner code channel to turn around and go "um, ackshually âïžđ€ i know how to code"
I joined mid convo! sorry for barging in haha. I shouldve read context
That worked thank you
Anyone having problems with 2fa? I cant login to my account. Itâs been a couple hours. I didnât receive any 2fa codes.
!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:
âą ** Collaboration & Jobs**
the phone number on record may be incorrect. i would contact Unity Support. if the code was going to come, it should have been nearly instant.
and to answer the initial question, yes, many people have had issue lately. it seems Unity implemented the 2fa check recently for accounts that had signed up for it at some point.
Thanks. Already contacted support. it's been 2 hours no reply. 2fa was linked to my phone, i also have email. there should have been option where to receive 2fa. email or phone.
i agree. i was locked out recently too.
stucked to this screen where no options to do lol. like you stuck staring a wall.
indeed
Hello, guys! Is there a way to change the pivot of a game object within Unity instead of using Blender? Let's say I want to change the pivot point of a Cube.
Only edit in ProBuilder or put it in a container object.
Question:
RTX 5050 vs Arc B580
Which is better for unity game development (low poly games) without any planned upgrades for 4-5 years? Also does anyone have experience using the Arc B570/B580 with Unity?
who needs a developer for your project?
As a future game developer... Games like rpg maker for ps1, ums map making in starcraft broodwar and warcraft 3, and always imagining and writing down new content for games like armored core, diablo 1-2, and rpg's like 25 years ago.
Decided to learn regular software development first a few years ago but started learning unity again recently. Have done some (100-200hrs) game design balancing for an indie mmorpg in the past while I was doing customer support as well.
!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:
âą ** Collaboration & Jobs**
!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:
âą ** Collaboration & Jobs**
you were not supposed to parrot the command. read the bot message.
i wanted to make creative works in support of a group of content creators, but i found myself lacking in the typical skills for that like drawing or editing. i put too many skill points into programming and this is how i'm taking advantage of that to still make creative works (though i definitely still want to improve my drawing eventually)
i've tried it out a bit and i've figured that i would be able to do it if i put in the time. unfortunately i spend my free time reading docs and stuff lmao.
i forgot to put skillpoints in any other branch đ
is it possible to learn this power?
wsg guys
you guys do u know how i can make a object not stretch when i scale it using triplanar shader?
because i searched
alot on youtube
If you can edit the shader try using world position instead of object position
oh
It does mean however that textures will appear "locked" to world but you can subtract the object world origin to solve that
Hey, does anybody know if the Unity Student plan also considers Unity AI Credits?
i hope not
Hi i have just created an Mouth in Blender and now i wanted to import it to unity but i ONLY want the Facetexture to be seen not the Background of the material any ideas? 
I have a simulation APK, and I donât want users to keep going to the website, uninstalling, and downloading the latest version manually every time thereâs an update.
Iâm looking for a launcher/updater setup where the launcher opens first, checks for updates, and automatically downloads the new version if available.
Whatâs the best way to make something like this in Unity?
#đâart-asset-workflow, perhaps
Pulled an all nighter working on a project without realizing what time it was and now I'm actually cooked đ
I've loved games all the way at the age of 4 I played the old Lego Star wars and other old games and back when I didn't have a PC I made "video games" on a paper notebook and even made slideshow cardboard "consoles", then I used games factory as my first engine, g develop, and then unity
Even so Ive done countless projects but never released anything complete, however I'm almost close to releasing my first finished project that I can be proud of
But anyways I love games so much and I hope one day I can achieve my dream and make games full time
this is a stupid question but does anyone know why i get compliation erors the second i open smth
because there are problems when compiling
You need to post the error if you are asking a question.
can i dm u?
This is a learning community not a support server.
You can just post your error for starters and if anyone has the time/willingness to figure it out with you, they can reply.
If it's a new project, it's usually the library folder that needs to be deleted so it can be reimported.
Hi everyone,
I'm looking for professional advice or insights from anyone who has gone through the process of developing and releasing a game.
I've taken part in a few game jams and game dev groups, and I've attempted to create my own game two or three times. One of the most important lessons I've learned is this: if you want something done on time and to your expectations, either pay someone or do it yourself.
In my case, I can't do everything on my own, so I think I need just one person to piece it all together. For this next game, I'll be financing everything out of my own pocket, and other resources will be outsourced (Other elements like music, SFX, and possibly some advanced assets will be outsourced.). My personal contributions to the game will include 3D modelling, texturing, animating, rigging, level design, and narrative design.
What I can't decide is how to go about finding someone (to handle the Unity implementation, coding and other stuff) to piece it all together. Should I save up and pay someone? Or should I offer revenue share?
I'm hesitant about revenue share because I personally wouldn't go near it, I see so many projects fail due to lack of planning or commitment. But what if I were to provide a roadmap with realistic goals, structured in a way that makes sense and is achievable? Would someone consider it then?
A bit of context on the game and my plans:
It's a horror-story game with choice-driven mechanics, similar to how the Telltale games play out. Right now, the only thing I want to achieve is a playable demo consisting of 1â2 hours of gameplay, a demo I can showcase and use as a selling point for Kickstarter or Patreon. I estimate this would take 1â2 years, factoring in my time spent on the game, personal life commitments, budget, and the other person's involvement.
Thanks for any advice! đ
Revenue share is not the way to go, no. You can also look into grants in your region that supports media, that's how a lot of small studios fund for roles.
As for where, you can post a job for $50 with Work With Indies. You'll get a lot of applications (more than you can comb through).
man this packaging Unity for a lab thing is really wearing me down.
Thanks for the reply!
I saw someone mention this before in a game dev I'm part of. It looked promising. Is there a catch? The last thing I want is to be tied to something and/or lose ownership. I'm quite paranoid when it comes to receiving money from the outside đ
I found this site: https://starterfund.ukgamesfund.com/#how-it-works
I can't answer that for you. If you're in the community, you should seek out advice from people who've used it. Where I'm from (Ontario,Canada), the grants we applied have no strings attached. It's basically just free money if you're awarded it and meet your milestone expectations.
Typically grants will have workshops, meetups that go into it some more. There's also a lot of paperwork that goes into applying for something like this. People offer their services to use their experience to fill and submit grants on your behalf too because one issue usually means just being disqualified outright.
Gotcha, thank you! I'll look into it more.
perspective
yeah i shouldnt have asked
your question is pretty broad
i mean it is a pretty reasonable question
Hey guys i really need help with my Charakter Animation. I have them from Mixamo and i dont really get it why it doesnt work every thing is setted up corretly.
Can anyone help me?
!collab
:loudspeaker: Collaborating and Job Posting
We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
âą ** Collaboration & Jobs**
Dang bro, I wrote that offer for no reason
Rewrite it on Discussions. Also, make it a little less run on sentency, it was very hard to follow.
currently in learn unity course, I followed everything correctly but why does my jump anim moves from Z? It's supposed to be static like in the video. I tried other workarounds but doesn't really work.
I've been at it for like 30mins now
Do they turn on a constraint on the axis? Open the Constraints on the Rigidbody.
shesh jesus christ
all that headache
and just that

thanks buddy
i like your city
its not mine, it's a built in from the course
i like the course youre taking, then đ
An introductory video for Unit 3, where you will learn to implement
Animation, Sound,
and
Particle Effects.
i have a emergency with a 2d project if anyone is able to help please that wouldbe great
Start by sharing what the emergency is?
is emergency, doesn't lead with explaining the issue đ
Is bait
inb4 can someone DM, voice chat, or screen-share 
i dont actually know what the issue is
Best problems to solve. Can ignore it.
very simple. you explain what its doing instead of what it supposed to do
cool
making flappy bird, but obstacles are not moving at all. I realize this is probably a "rebuild the project from scratch" issue
its more of a "if you're following a tutorial / course , retrace all the steps and make sure you did everything they did "
I've tried but I can't tell what is going on and why it still isn't working. I suspect its because the tutorial is using an older version of unity but I cant say
well we cant help you much, unless we know what tutorial youre watching, how your code works etc.
actually
i might have a good guess
you tried what exactly ? you have to explain .
did you check the console tab in unity for any errors & messages
heres my wacky theory: your ide isnt set up, and youre not seeing an error for velocity not being linearVelocity 
obviously we still need to know if youre actually seeing any errors
without that every suggestion is a shot in the dark
uhhh hold on
unless they removed it in newer unities this should still work
everythings gone
i think its an error now and not a warning đ§
i could be wrong
but before that I wasn't getting any errors
everything is gone?
this is vague , painful pulling teeth
or just bait as mod said
being vague is not going to help us help you
if you have an issue, share it in detail, relevant screenshots, code, what tutorial you are watching etc.
I promise you this isnt bait, Im literally jsut new and zero clue of what I'm doing
if you want peoples help and not their frustration you should consider properly laying out all the details and provide everything on your own instead of us asking a million questions and you just saying vague shit
yi long ma
I hadnt gotten to that point, I don't expect most people to just help out right, thats why I was looking for people to help in vc or something rather than dumping a project into a gen chat and expecting help
I apologize for bieng vague, i seriously have no idea of whats going on
called it
there is no vc here
this is also not a gen chat
this is a general help channel, meaning if you are looking for help there are some general expectations
such as being concise, clear and detailed about what your issue is
in fact there is a command exactly for it
: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 #đâfind-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 #đ±âstart-here
"dumping a project" literally showing all the moving parts is how one who isn't psychic can see your project setup... also threads DO exist on discord..
Only half
see ⏠for Large code
đ 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/
đ 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.
Oh Alr Ty
also what are you asking about exactly? is this mod related?
Menu for my game
Well I know it probably worked I just need to change some
what you think you know is not relevant.
"**Non-programming Unity development topics & questions not covered by specific channels. **Prolonged discussions and game design questions should be threaded."
this has nothing to do with your ego.
My friend is testing it heâs been coding for 5 years
use the proper rooms and read #đâcode-of-conduct
this is the same thing you were told yesterday
"References to Gorilla Locomotion" 
Itâs for a fan game
what gave it away...
also, as stated in code of conduct, linked above, unverified AI generated code is not allowed here.
Everything
Itâs not ai generated
is this fan game built upon a decompiled version of gorilla tag perchance
Yes
Where
"âą Discussing the modding or decompiling of third-party projects"
its all in #đâcode-of-conduct if you bothered to read it
I donât like to read rules
I just started getting TFA code requests, I didn't turn on TFA on my account, is this a known issue?
that much is obvious
anyways good luck with whatever your issue is
because we cannot help you
that would be concerning
Ok
yes, Unity recently 'flipped the switch'. for example, i had enabled 2fa two years ago for something, and finally recently got hit with needing a code. if you are locked out, contact Unity Support
yes. it does not affect everyone. only people who had enabled 2fa. basically, 2fa was not 'really' active in many situations. they recently closed that hole
right but didnt this person say they didnt enable 2fa?
its fun, if you go to submit a support ticket, it asks you to login. đ
so you cant log in at all?
email them directly
correct.
2fa was enabled if you've ever used UGS, or anything like that. it just was not fully active.
Yeah, I used UGS before they killed it.
How was unity made
you can google the history of Unity if you want
how was it killed?
they ripped several things out of it. it was very annoying
makes sense, how else are they going to make room for the ever needed LLM agents
I was using UGC in it..
didn't they just rename it to cloud ? I use their other stuff like dedicated server, cloud code etc
which they discontinued
ripping out unity hosted UGC was a slap in the face for me too. i was not aware of a Unity hosted equivalent, or even functionally equivalent. i moved on to other things though, so not much research lately.
ohh they stopped some stuff march 31st but some stuff still work so didn't notice.
thats disappointing..
indeed
Hey guys I'm trying to work on a VR project and i added the "Meta XR Simulator Installer" and oddly when i try to update it it just fails intently
!logs check Unity Hub logs
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
ok I don't know what to do next I'm sorry đ
open the log file, look at the timestamp when you tried downloading it. should tell you what it tried doing in background and why it might've failed
but usual suspects are low C storage space, firewall or other connection issues etc
How would i check those?
if on windows copy paste the windows path shown above into explorer
same for mac and linux (maybe)
isn't this an error in the package manager, not in the hub?
seems to be a package yeah..thought it was a new u6 module for some reason..
Hey so like I have questions lol
Anyone wanna help me do something? I wanna do something....I have files...mesh, textures and stuff in a file...how do I put them all together, and could someone teach me.
Ok so like I have a pink avatar at the very moment, poiyomi is at the most recent one, and uh idk it seems like all the mesh and textures are just disconnected
If its pink that indicates shader issues
Ask in #đâart-asset-workflow
Also avatar? As in vrchat?
Yea but I'm going trying to learn unity more specifically
For vrchat related stuff youre always better off asking in their own server
But i can tell you from the description you gave it sounds like shaders are the problem
Hi, anyone recommend any online courses for CRI ADX? I'm developing a rhythm game and now want to incorporate Middleware.
Hey guys im working on setting up an ml agent made out of capsules and im fairly new to unity, how do i mirror the limbs on the +X to the -X without any scaling issues on the capsules?
any help would be appreciated
Also are there any good workflows when it comes to using ml-agents so that you can use the training effectively for your 3D models?
Using URP, I have a first person character with a separated first/third person skeleton.
The third person skeleton is used to draw the shadows on the ground.
The first person skeleton renders the arms/equipped item.
What's the cleanest way to prevent my third person shadows from being drawn onto the first person arms? Camera stacking?
maybe just a simple layer on or off, but check with #1391720450752516147
you know an unexpected stress of doing a project is finishing your part and just the waiting on the merge manager to finish the project.
hey there
I am about to learn Unity, especially for2D games, do you guys know any good youtube channel to follow along?
there is a dedicated Unity learning site you can use. search for 2D there, and if you are new, the Essentials Pathway is your best start.
đ
:teacher: Unity Learn â
Over 750 hours of free live and on-demand learning content for all levels of experience!
hi
howdy. #đ±âstart-here
thank you, gonna start learn with pathway
Does anyone here wanna make a dark fantasy game
If you're looking for people to work with, you need to use other social forums/servers/apps
!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:
âą ** Collaboration & Jobs**
Trying to do an inverting shader, but 90% of colors are completely white with it enabled, even if very distinct without it
SHould it be like that?
should it be like that?
well, is that what you're going for? if not then no lol
kinda just seems like you did the shader wrong
if you're not sure what it should look like, you could take a screenshot and pass it through an online filter or something just to get a basis to work towards, to check your own work
fun making the editor tool windows so much more.. idk why .. hah
I'm using screen space - camera for my GUI to give the text realistic depth. However whenever I look down or I just go near an object. The entire UI disappears. How do I fix this?
freeze the "screen space - camera" on its XYZ? in the inspector? or is it set to UI tag?.. or could this be code issue idk
anyone else's unity hub stuck like this?
!logs check the hub logs
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
https://issuetracker.unity3d.com/issues/uidocument-generatevisualcontent-callback-is-not-assigned-when-uidocument-is-shown-in-the-inspector - nice !! fixed for 6.6 and in review for 6.5 and 6.4! and under consideration for 6.3 .. very cool
Steps to reproduce:1. Open the attached âIN-123831.zipâ project2. Open the âBugSceneâ scene3. Enter Play Mode4. Observe the colored ...
is there a way to change the scaling on the top toolbar?
It's very off.
(The terrain brush size in this case being at the end of the slider is correct, yet in the toolbar it shows it's in the middle.
I'd expect it to also be in the end, the scaling is very wrong)
didnt think it would be that fast
Video example for it not working:
restarting PC fixed it !
I think it was something to do with my pro license expiring
Hey guys, i have done an Character and for the Mouth i wanted it to ONLY show the texture and not the material but i dont find anyway to do that. If anyone could help me out i would be very happy 
what do you mean show the texture and not the material?
Starting a new project, what version would you guys recommend? Is it worth going on 6.4 or would it be unstable?
how are your experiences with the new webgl on iOS? Is it the same experience/performance as an installed app?
6.4 is pretty good right now, also sets you up towards the new scripting backend
new scripting backend?
are you talking about the migration to CoreCLR? I thought that wasn't coming for another few versions
oo what's that?
CoreCLR is not in the build until 6.8
I donât think migration from 6.4 or 6.7 is any less risky then lets say 6.2
Since even though some stuff might already be migrated, the main backend comes in the 6.8
is there a channel for shaders?
#1390346776804069396 covers that
has nobody got this bug yet where if you do ANYTHING with the ui the editor crashes
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
it is from 6.5
according to their discussions post
from 6.4 you also have a bunch of new [attributes] to use as a replacment of current stuff which will be removed so I think it's a good mid-between point
your compilation times will be significantly faster
say bye bye to domain reload
nicee
but, you will need to take care of static variables resetting yourself (or via an attribute)
No more mono overhead basically
yea
Games in general will run better
best update since unity release
yeah, domain reload is being removed (it's nice to have it disabled already, anyway)
which is not that bad, but I'm guessing lots of tutorials will unfortunetly become outdated
but it's worth it
I hope hot reload store assets will be day 1 supported, I'd be pissed if not lmao
My understanding is that, instead of throwing out the entire application domain, they're just unloading and reloading specific assemblies
I ran in to the same thing yesterday. I'm locked out. And the response I got from my support ticket says:
We recently rolled out a security system update. While many users may have enabled two-factor authentication (TFA) in the past, the system is now more consistently enforcing these checks on new devices and networks. If you no longer have access to your authenticator app, phone number, or recovery codes, we can help you deactivate this feature manually after verifying your identity.
and
We want to be fully transparent with you: we are currently experiencing an unusually high volume of requests related to accounts, licensing, subscriptions, and the Asset Store. Because of this, our response times are longer than usual. Currently, our team is working hard to answer tickets received around early April. We sincerely appreciate your patience as we work diligently to get to your request. A Customer Experience Advisor will review your question and respond as soon as we reach your ticket in the queue.
So...I'm not hopeful.
see the "Code Reload" section of https://discussions.unity.com/t/path-to-coreclr-2026-upgrade-guide/1714279
yes, but they won't be resetting your static variables.
they will let you subscribe to the reloading events so you can add the attribute [AutoStaticsCleanup] (or [BeforeCodeUnloading] if you must) so the compiler will generate the reset for you
this is really the most goated part here, domain reload is literraly the heaviest part of the compilation process
it takes up around 60-65% of the time it takes my code to compile
I really couldn't be more excited for a unity update
wow, this really sucks, I hope they solve this quickly
It's terrible. I can't buy any new assets, I can't log in to the forums. I can't even view my ticket because you have to be able to log in to see it.
why can't unity do it automatically?
read the post Fen linked, it explains it well there
Unity will automatically generate the code for the reset, for you, if you use the attribute before the variable.
I'm guessing in the meantime, you can create a new account, join the same organization and give it admin permissions, and then assign the seats you purchase to that organization
thats kinda an assumption, like serializing private stuff
I would ask support if you can purchase under a new account anyways and have them move it to your main one once you recover.
It's super annoying and unfortunate though
this seems like a bad idea tbh
It's also not possible. I can't log in to the account to set the admin.
I have multiple windows in my VR project. Only this project - other projects (not VR) dont have this behavior.
Using unity 6.3 / URP / VR-Sample
Is this normal?
See if resetting your layout fixes it
there's a "Layout" dropdown in the top right corner
(this is abnormal!)
Thanks for the tip.
Already tried that but it doesnt solve the issue. But there are only two windows now....weird.
I'd restart the editor after doing so
Its not just now. I have this for 2 days ^^
I have some projects enabled for Unity cloud storage but not activated any "DevOps" services.
Is there any way to check cloud storage levels in this case?
I can see my project size in the launcher, but I have not found any size information in the Unity cloud dashboard.
Everything is "0" or "n/a".
I don't even know what a Personal Unity account has as allowance for simple cloud storage.
(Not Unity Version Control limits - that one I could google)
LoL They are currently on "early April" tickets. So.. expect to wait 6 weeks for them to unlock the account? I guess my release dates slip.
Im curious, what shows up when you do WIN + Tab?
Nothing special. Those tabs come and go. I have ...no idea
Yo I need g tag projects I need late 24-25
very strange, could just be some plugin opening broken editor windows
no
Yo I need g tag projects I need late 24-25
might be...
I am new to VR dev so I just want to check if its a common behavior or not. However thanks for your input đ
You don't need to repost this, not how this server works
you expect too much
gtag stuff is often said like that
true, average brain rot prone userbase đ
read the #đâcode-of-conduct
I got a response yesterday, late in the day. They asked for the same information I'd given when I opened the ticket. So, I gave it to them again. But I've no idea if they have CSRs over the weekend, so I know I'm locked out until at least Monday. After that, well, not sure how long the Hub and Unity will cache my credentials. 
30 days from the last successful check, but, this is a different credential, as far as i know. the 2FA has to do with the website and services. i am not sure your already in place credentials for Hub will be affected, as long as they can go online every 30 days. i am not sure about the weekend response.
Yo, yo yo yo whatâs up trying to learn Unity iâm new beginner and Iâm looking for some help for some help you learn
this is pretty neat for me as a beginner
!learn
:teacher: Unity Learn â
Over 750 hours of free live and on-demand learning content for all levels of experience!
( #đâdaily-win btw)
(that is nice though)
Reminds me of how source engine games handle grabbing objects, looks neat
Well, Iâm probably gonna do. Iâm gonna start a 2d game main career in concrete and Iâm finally imported into unity
what 
I was working on unity and I had went to some issues. I donât know how to like import. My 2-D characters are into the game. Iâm working on.
take a course and learn how it all works. Unity has some
:teacher: Unity Learn â
Over 750 hours of free live and on-demand learning content for all levels of experience!
you have already asked this, and i have already asked for more information
hey, i was wondering what good coding excersizes to do to start getting used to unity and all of its systems. what should i make in unity to do this?
did you do the learning pathways?
the classic "what should I make" trope
Sadly nothing here yet.
hello
hi
soo i wanna friends devlopers:)
how do i install the unity ai?
took me 1 min to google https://docs.unity3d.com/Packages/com.unity.ai.assistant@2.8/manual/install/install-chat.html
first time im seeing these lscache changes randomly pop up? Anyone know what this is related to?
feels like it should be obvious but i have no clue lol
What does it mean by this?
hovering over the alert will exeplain it
hmm yes now click the thingy
by installing a newer editor version
As Kuzmo mentioned, I would suggest first going through the projects on Unity Learn - if you already done that, then I would suggest to either improve on those basic projects (for example, with "Roll-a-Ball", maybe add a main menu, or a skin changer, or difficulty levels, or enemies that chase you with NavMesh, etc) or you can try to make isolated projects that just focus on a single thing about Unity or C# (such as structs, scriptable objects, prefabs, scenes, etc), then try to make a project that combines many of those isolated projects into one single theme, it doesnt have to be a full game, just a functional implementation - or you could try recreating classic/retro games like chess, brick breaker, pacman, flappy bird, etc - or you could try recreating a previous game jam - many options that dont have to be full projects to practice the engine, though once you are familiar with the basics, id suggest to also look into source control, code patterns and project organization, all 3 will be a huge help later on
right and how?
i feel as if whatever this is should probably not be pushed to main
but for some reason i cant find anything online regarding it?
by doing exactly waht you did to install editor version 6000.2.2f1, just with a newer version of the editor
the "Installs" page lets you download and install the editor
idk it told me that there was a new update and i installed it
so i should get the 6.4?
https://github.com/microsoft/vscode-dotnettools/issues/2961
Looks like it's a new VSCode feature
Any sufficiently new version of the edtior is fine. If you have no specific reason to stay on 6.2, then I would install the 6.3 LTS
whatever it is, it decided the best fucking place to find itself is the very root of the project folder
it's associated with the .csproj file
theres like 200 of these files here đ©
how is vs code getting worse
not even sure if im in the clear to delete or move these
vomiting VSC-specific cache files all over the root of the repo is certainly A Choice
you can nuke them
they are cache files
gonna nuke em and add them to the gitignore
or just leave them and make sure the ,gitignore ignores them
yes, i'd just .gitignore them
which versions should i get?
this isn't a list of versions; this is the modules you can install
you can install modules later if they are needed
so for different devices?
yeah but its kinda unseemly to keep them there locally regardless lol
like phones and computers?
i usually install Windows and Linux build support, since I'm on a Mac and want to build for all three platforms
yes; they provide the tooling needed to make those builds
this can be quite a bit of extra data, so they're optional
its a folder not your desk,
okay and the one already selected is just for pc?
i do wish I could put the .csproj files somewhere else
im aware
but i also dont want them there regardless lol
If you don't install any modules, then you'll only have build support for the platform you're developing on
god damn its a program
the others that say "x build support" do that
just leave it as default and continue you can change this all later
you can add modules at any point from hub
Visual Studio is a code editor. The Hub can install it for you.
ive been trying to figure out a skill check system and perhaps there is hope...?
rn it consists of like 3 parts, the clockhand, the backgrund the clockhand is on, and the front part saying space
the only problem now is that i dont actually know to handle the acceptable "range" for where the player can press
does anyone have any suggestions for like ways to have an accurate part of the area visually match? i have a suspicion it includes rotation but i dont know how to have it match the exact range im going for
this might not be like a unity question i dunno
funny enough I tackled this a while ago let me see if I remember the details
the code itself works but trying to represent it visually so the player can actually see what they're trying to hit is difficult. i'd rather the visual part be less than or equal to the correct value, than too high, since if its too high and the actual part they were supposed to click is smaller, they'll feel cheated
UI, my nemessis
still waiting on project to open, but IIRC what I ended up doing was use UI circle and rotations as you said, but the startpoint was a bit of math to do
umm would anyone happen to know why all of my materials look like this in the inspector? im using 2022.3.12f1 with hdrp, ive def had this issue once before but im not sure what the fix was
im hoping the fix wasnt switching to a beta version of unity 2022.3 but i fear it may have been which makes no sense because this versions lts đ
youre in debug mode
first change your inspector back to normal mode then re share
ohhhh
great minds and all that
LOL thank you i had no idea what to even look up
ohhhh hmmm inspector was called debug who wouldve thought
yeah def accidentally right clicked the inspector tab or smth and switched to that oopsiees
its hard to see..hmm h/o
I have an acceptable zone and bonus skill zone
but yeah UI / Image set to Radial
I wanted to use a shader to do this but gave up halfway so yea
polar coordinates and a few blends would get you there
but if this functions then id just use this
yea was one of those if aint broke...just leave it, cause my brain was fried already which made me put project on hiatus lol
a simple minTargetTickRect.transform.rotation = Quaternion.Euler(0, 0, -(minTargetValue * 360)); etc. did the trick so why bother
off topic (forgive me) but just learnt that unity has built in support for making repos in their hub
seeems to be accurate enough stepping through it so why bother lol ops should've made it change diff color in "bonus zone" also but yea
its fairly new yeah
i like it since the way i did it before was jank
I'm still rockin 3.12 so I never noticed, only learned it through this DC. Its good I suppose for those who want to use GIT
how did ye do this
is it checking for collision or a certain value?
I pretty much shown everything lol
Its just a Image on UI set to radial
Oh for the zones , UI is just visuals
I'm using code that checks a number within ranges, pretty basic stuff
is there a reason you've stuck to an older version?
thats what i did too but im worried about making it too inaccurate for visuals
ay so the rough solution i gave last time Kiyoshi posted about this is what you did lol
i hate ui 
I just was fed up with all the new unecessary clutter, also when they made cloud repos default it was my last straw
they did fix it since (you can create local projects again)
i was worried too but if the numbers are numbering it made it easy to just * 360
etc
didn't know you could make them not i've made upwards of 100, which makes me wonder what's the limit of cloud projects
oh no i cant even begin to understand this
the rotation bit i get, that was part of my eventual plan, but
lol exactly the same as what i did then, curious do you use modulo to wrap the current value to the 360?
but i cant really do the rotation bit until i have a bit to rotate đ
i did not use modulo anywhere
it doesnt wrap back around tho, I basically copied uh Dead by Daylight skillcheck.
once you go past the safezone the engine you fix does the Loud Bang and you lose some progress on the generator
didnt you have the values already ? you just use those
the logic itself is linear
im working with a 0-1 range cause its easy
ah that's fair, haven't played DBD before so i just presumed it to do so. Would you have used modulo for to wrap back if it did? (asking cause im curious)
but the logic isn't a circle. I made that agnostic from UI
this allows me to make a horizontal or vertical bar too and the logic never changes
yup
the extent of my ui is that i tell the clockhand to rotate
(idk what else to call it)
the input is temp but this is how i set it to figure out what value to make "correct"
and then later on if the player is within like 20 or so of the number they get a pass
now in reality its 40, because im an idiot and didnt account for that if the acceptable range in both directions is 20, then in reality the player just needs to hit like one of 41 numbers
yes this is what I shown to have too but the range is just 0-1 so its easier to do other math
I kinda mixed them here a bit cause was lazy about it.. but technically the logic is still UI agnostic
(this is in a while loop btw so its running everyframe while its skillchecking)
while loops update the same rate as the Update() method in unity?
i always assume they held the main thread / thread they ran on till they finished
while loop in a coroutine with yeild return null at end of frame
so its basically the same as without a while loop every frame in update, I just prefer Coroutines in certain cases
oh this makes sense, i dont use coroutine's cause they are weird so i was confused
I like that you can store them in an object and do interruptions etc.. its like a self-contained timer
fair, though async/await is easier for that (imo)
Coroutines are fake async but the concept is the same, the good thing about Coroutine vs async is it stays on main thread so you can call unity APIs
this was before Awaitable was a thing though, I might switch it if I choose to. They at least let you switch which thread in the same method so you can switch to main when making a call and switch back
so like
await Awaitable.BackgroundThreadAsync();
//some background shit here
// maybe while(asdda)
await Awaitable.MainThreadAsync();
//some Unity main thread shit like gameObject.name or LoadScene
hmm never done this, though i failed to understand JOBS when i tried last summer and have basically kept away from threads since ~_~
basically because when you run async method it tries to make a seperate thread for it, and unity apis don't like that
jobs is there to benefit from multithreading but thats a whole different thing kinda
fair i understand a bit about separate threads, such as how if you got a set of data in one thread and the same in another they could have different data which would fuck things up if you try to access it. as threads dont really share data between them (i think at least)
async is very good when you need to offset some stuff to not block main, like heavy calculations or operations that may take a while like Internet calls
yes you could run into race conditions so
i know about this in terms of circuits but what does this mean with code?
good ol Uncle Ben "with great power comes responsibility " or whatever, idk hes a dead old man
from wikipedia
A race condition is a system flaw where the final outcome depends on the unexpected, uncontrollable timing or sequence of events. It occurs when multiple processes or threads simultaneously access shared resources without proper synchronization, often leading to data corruption, unexpected crashes, or security vulnerabilities
guess i could've just google'd it, but thank you
yeah it can get quite spicy, especially if you ever dealt with databases and different clients in different parts of the world
i have to ask i used it awhile ago for the loop when making chunks for a marching cube test and i don't think it ever ran off a separate thread. is this just cause i used it incorrectly?
I'm not expert on this but afaik making something async doesn't mean it will automatically be in a separate thread
how you call / run it also plays a part
You can check which thread is on with Debug.Log($"thread id {Thread.CurrentThread.ManagedThreadId}"); // id of 1 means main thread
ahh that makes sense
I'm not expert on this
neither am i lol watched a 3 hour seminar on it and got bored of it 15 minutes in
aside from a few usecases you wont be using much async tbh
just know its there and powerful to not block the CPU with heavy long awaiting tasks
fair i only used it here cause waiting 10+ minutes to run the project was getting annoying
async is a zombie, once you put 1 then you need 2 and it keeps infecting your codebase easy with async everywhere
Guyss does anyone know what could be the reason that makes my editor rotator go crazy fast when im barely moving my mouse?
oddly enough async seems to continue after the runtime has stopped if the game was really laggy
is your DPI really high ? or something are you use its unity
select something in your scene, press F. see if it is fixed
what version of unity are you using? i heard that this was a bug for some 6.3 versions
not 100% sure but also calling void async causes weird issues as well but afaik tasks were the ones unity would make slip ?
(it should be Task)
forgot the details
or just double click some object in the Hierarchy @ jess
nono i already tried that
i think it is that bug magic says cus im on that version
did you try what i said?
yea
ok
but still
you probably just have your FOV super low
does it? i always left it as async void cause async Task annoyingly wanted me to add more to the function call
@austere sparrow
tf does this do ~_~ (says discard task, so i assume it's similar to void but not sure)
if you're doing
MyAsyncMethod() you're running it synchronously anyway not async
that option its gray to me, but its on 75
async should be called with another async with await or Task.Run
hey guys, where to ask for help regarding IKs? :P
eg @tall hearth
async void Awake(){
await MyAsyncMethod();```
if it is greyed out, you need to figure out why. start a new scene and see if the behavior is the same
#đâanimation generally
:O what's different from adding the await there?
magic and nav, can you move to a code channel please
sorry đ
thanks!
@austere sparrow starting a new scene is really not a big deal. it does not affect your current scene, as long as you save your current scene and don't overwrite it. the fact that it is greyed out suggests a script may be controlling things. the fastest way to determine that, is a new scene.
i did create a new one but it comes gray already, maybe its cus its a 2d proyect(?
yes.
i do not work in 2D, so i am not familiar with the quirks. you can continue to ask here, or perhaps try #đŒïžâ2d-tools
is it normal for UVCS to skip downloading the render pipeline?
yaknow.. the URP thing that does graphics
edit: lmao
nothing about UVC is normal , but you should give more info.. also Is the asset missing or just not assigned ?
yeah im not 100% sure what i've done. It worked fine on my pc so i used UVC to put it onto my laptop and now it loaded w/o the render pipeline. i'm rn redoing it and if it fails i'll go through each error and inspect it
otherwise option 3 would be to boot the pc back up and stick it all on github
where did all the friction go
What friction..? What is supposed to have friction here? You'll need to provide better context/details of the issue...
first of all why is it rotating the wrong direction but going to the right direction
also why is it to slippery
I will change it to a wheel so you get it better
Can't possibly answer that without knowing how you're moving stuff and seeing your setup.
My editor tab crashes if I update my script. Is this a unity bug or am I just stupid
more than likely a unity bug, have you tried to restart the editor?
Yeah, I tried restarting it and it still persists
i just noticed 2022 is no longer a download option in hub
@cold rock you cant promo your gorilla tag fangame projects your selling here dawg you can leave dw
Yoo im New here
bruh, cant believe i didn't specify it was Chunk.VertexScale and not Chunk.VertexScale my fault
i know the reason and fixed it just found it silly
(i had two copies of a script after stashing repo changes)
the error could be a bit clearer, for sure
crap, I've this 2FA issue going on, too.
only option, as you probably saw, is contacting Unity Support directly
yes, ticket entered. And no hope for a timely response since I'm not Pro. Ugh.
for this issue, they have been quick. locked out of accounts get priority. it seems the problem is though, the weekend break
Yep, good thing I'm not desperately trying to do a release right now.
Yoo who can help me
https://dontasktoask.com/
If you have a problem ask it no one can help if you dont explain your problem. Also you were already directed for what you should do when new.
im working with a navmesh and my ai wont go threw doors?
does the door have the NavMeshObstacle component?
or are these "doors" just doorways?
if it's the latter are they large enough?
the nav surface wont let it look
ignoring the fact that the resolution is somehow so bad that i cant read text you didn't answer my question
nvm discord was just being slow it loaded, and you dont have the component. the answer to your problem is in the blue text i sent
is that one better
as i mentioned before you'll need this component on your door https://docs.unity3d.com/6000.3/Documentation/ScriptReference/AI.NavMeshObstacle.html, otherwise it'll act the same as a wall.
for next time, or continuing, #đ€âai-navigation
how dose that work?
Sounds nice Iâm looking for a group of guys to help me build a game or just one other person that knows more about unity than me
đ the forums are the place to check
: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:
âą ** Collaboration & Jobs**
guys i tried everything, why my animations from blender are uncompatible when i import them in unity with model and all?
when the model is imported it loses his animation properties
im so desesperated
Library\PackageCache\com.unity.ugui@4dc88464a83d\Runtime\UGUI\EventSystem\UIElements\WorldDocumentRaycaster.cs(50,46): error CS1061: 'EventSystem' does not contain a definition for 'uiToolkitInterop' and no accessible extension method 'uiToolkitInterop' accepting a first argument of type 'EventSystem' could be found (are you missing a using directive or an assembly reference?)
does anyone know how to fix this error without downgrading UGUI to 1.0
Did you try deleting the library folder?
Other than that, what Unity version, UGUI and ui toolkit /ui elements package versions are you using?
wish there was a voice chat for this channel
This is a learning community not a support server.
yeah im saying so you can hop in a voice chat and talk about it instead of typing??
Again, server is not here to provide you personal support. Ask a full question so everyone can benefit from the answer.
your not understanding me but okay
i haven't worked on shooters yet
!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:
âą ** Collaboration & Jobs**
I didn't see a channel for talking about fonts, if im using urp, should i change my shaders on my tmp materials to tmp_sdf-urp unlit - i did this in a test branch and the font is red? dont really understand why and googling hasn't helped a lot