#💻┃unity-talk

1 messages · Page 125 of 1

charred fog
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#📲┃ui-ux for everything UI related. You should post what version you are using as well.

green nexus
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Ah ok, I didn't know if fonts were ui but I guess they are thinking about it

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gratzi

green nexus
charred fog
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But this material should work fine

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I mean the shader on the material

green nexus
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but ill move convo! ty for replying

charred fog
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You should post more details and illustrate in #🤖┃ai-navigation . I think navigation uses grid up to a threshold and might switch to direct move to the target when too close, in that case you might set bigger threshold and handle from there.

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or smaller rather

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@dull pagoda Also don't cross-post and move all of your question copies to the correct channel.

storm patio
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#1180178376028327936 message voice chats are not a good way to get help in this kind of context, as they remove the core benefits of having a community server to begin with

blazing charm
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As someone just starting out with unity would making a stylised zombie extraction game be too much as my first ever game attempt?

charred fog
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If you mean a multiplayer one, then yes, it is too much.

storm patio
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even as a single player game, then probably

blazing charm
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Was gonna start single player then add multiplayer down the line once I’m at a good level with the engine

storm patio
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there's a ton of things to learn and a ton of ways to fail while developing. make smaller games to learn and explore those failures in a smaller context so you can have an easier time with your overall goal

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!learn

vagrant rootBOT
storm patio
blazing charm
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I defo agree with that and have attempted that way but with my adhd I just can’t focus and stick to one little demo game I always get the itch to enhance my ambition and do a bigger scale game

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Ahahah

charred fog
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Gamejams are a good way to practice and learn about scope.

blazing charm
blazing charm
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I’m gonna give this a proper proper go though as I’ve always done level design like bo3 radiant making zombies maps but I’m so driven lately to make a game of my own

charred fog
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If you can't finish a gamejam scoped game (even with extra time) you should not be starting up larger projects.

storm patio
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they're just an opportunity for people to practice, cooperate, learn, and maybe get ideas that can lead to bigger projects

blazing charm
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I’ll have to have a look into that then where do I find gamejams?

charred fog
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Unity courses would have you make a simple pratice games.

storm patio
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some have a "competitive" aspect in that the best games are showcased, but that's an incentive, not the overall goal

blazing charm
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Oooh that sounds cool I’ll defo give them a go then and see how that all goes ! Really appreciate the advice and guidance as I’m so passionate to start this journey and wanna do it all the right way

blazing charm
storm patio
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also will note that your first gamejam you will probably overscope. it'll be a good learning experience either way

charred fog
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Just stay away from those that force you to join platforms, promote and make you use their "AI" tools, there's little curation on those sites.

storm patio
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be prepared to fail, and treat those "failures" as learning experiences. they're inevitable, failing fast means you can learn to avoid them fast

vale pivot
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Hey, I get such Library/Bee errors when trynna build in IL2CPP since yesterday and cant find any helpful clues in internet notlikethis any ideas how to fix it? mono worked fine before

blazing charm
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Really thanks so much for the advice and guidance it helps a tonne! Legends

charred fog
vale pivot
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is it really necessary? 🥲 would take forever

storm patio
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it's a ton of cache and module folders

charred fog
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Yes, it usually points to the corrupted cache

vale pivot
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well..... yea

vale pivot
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thanks

charred fog
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If the error persists then explore its details, there could be a number of things if it's actually misconfigured.

vale pivot
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hmmm alright

heady gorge
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this radial thing is confusing me

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its like every change i makes it worse why is slightly off center correct but smack dab middle a miss

gray dirge
plain dagger
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Yea clearly the visuals do not match the logic checking this

heady gorge
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had a moment of madness and figured it out
my mistake was that i was rotating the skill check image, but i was failing to consider that a skill check has a range. so instead of the radial image thingy starting at the lowest permissible value and going up to the highest, it would start at the exact correct value and then go beyond the highest permissible one

tawny tusk
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is anyone having issues with the unity version control mine was working yesterday and then its stopped last night and it wont do any thing

red imp
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hey can somebody help me with portal system for my game? I have multiple problems with it, and I would be very grateful if somebody will help me

wide hare
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Guys does anyone know how to fix this wierd thing that's happening? for some reason the player is always behind the npc sptire (the same sprite but in blue), except 1 frame that when its looking forward, any help?

vagrant rootBOT
# tender thicket !ask

:thinking: Asking Questions

:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.

-# For more posting guidelines, go to #🌱┃start-here

tender thicket
wide hare
sand harbor
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Hi yall, is it possible to export a project with a foced aspect ratio?

tender thicket
wide hare
tender thicket
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your player isnt on any of those layers

wide hare
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I dont want him to always be over or under the npc

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i want him to be dynamic like

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when its behind. under, and infront, over

tender thicket
wide hare
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tbh i followed a tutorial and he just said to change the transperacy to y scale instead of z scale

wide hare
tender thicket
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breh

wide hare
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wait i mean

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a normal layer

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the player has a sorting layer

wide hare
tender thicket
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try sorting by pivot point

wide hare
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but like the wierd thing is, why he is over the npc only when he is looking forward

wide hare
cloud pewter
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hey guys, i am new to unity and trying to install the editor Unity 6.4 (6000.4.7f1)
once i click to download, it shows failed. what do i do?

storm patio
storm patio
# cloud pewter

make sure you didn't open the hub as administrator or anything

topaz island
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came back to unity 6 after a few years of hiatus to try XR development... just want to wind out saying it is unecessarily confusing and not well documented (im talking about you XR Interaction Toolkit 3.0.0+ )

worldly quest
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a mkdir failing is mostly an access issue (not enough rights to write to that drive / folder)

cloud pewter
worldly quest
worldly quest
storm patio
pale coyote
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yall i need help

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so i use screen space camera for my HUD however when i look down or go near an object, it disappears. how do i fix this?

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normal vs when i look down or go near an object

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hello anyone? help pls

brisk hill
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Hi ! I'm very beginner to unity. How do i make the sky appear ? I checked the lightning already, so what's wrong ?

pale coyote
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watch like a tutorial or somehting

brisk hill
pale coyote
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HDRP or URP?

brisk hill
pale coyote
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ur using URP

gray frigate
pale coyote
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select outdoors URP

gray frigate
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You may have the sky disabled in the Scene View. This is normally a toggle in the top right corner of the scene view.

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I see you have a bunch of overlays docked at the top. You may need to expand the scene view to see everything

gray frigate
pale coyote
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i dont really work with URP much. i use HDRP alot and in HDRP i can edit skies using Volume profiles. but in URP i think u got to get a skybox texture and change the settings through the environment tab

brisk hill
gray frigate
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the problem is that the scene view is not displaying anything at all

pale coyote
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wait i need to load in a URP project to see myself

brisk hill
gray frigate
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That isn't the same dropdown window.

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You've opened the Gizmos dropdown

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ah, it was hard to tell from that screenshot!

pale coyote
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first of all why is your hierarchy on the right 🥀

gray frigate
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you're looking for this fella

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The toggle itself also needs to be turned on. It should be blue.

pale coyote
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when u load in a standard URP scene u should atleast get a sun and a blue sky

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create a new project but select URP this time your probably in Built in rendering pipeline. its called universal 3D

gray frigate
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no, their scene templates clearly included the URP scenes

pale coyote
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yea but they also had Built in options. my URP project only shows me 4 options while he got 6 when creating a new scene

brisk hill
gray frigate
brisk hill
pale coyote
gray frigate
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Screenshot the entire editor

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I need to see what you are seeing.

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make sure you don't have any windows covering things up, such as the Lighting window

pale coyote
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its supposed to look like this

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if not then click the layout dropdown at the very top right below the X. and select default

brisk hill
gray frigate
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which i do not think is necessary at all here

brisk hill
gray frigate
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again, please just screenshot your editor so i can see what's going on

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please do it anyway

pale coyote
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just just send ur editor. like close all extra tabs. only the editor

brisk hill
pale coyote
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that is one cursed editor

gray frigate
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This looks like a completely blank scene.

brisk hill
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yes

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I just started

gray frigate
pale coyote
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even in a blank template i get this sky

gray frigate
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I am surprised by the lack of a skybox in the empty scene, yes

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this is the default color that unity uses to clear the camera

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so you see it if there's literally nothing else to render

brisk hill
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this one is with outdoors URP

pale coyote
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ohhhhh lol

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no lighting

brisk hill
gray frigate
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they're in the lit shading mode, though

pale coyote
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open this

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i want to see what u got going on there

gray frigate
brisk hill
pale coyote
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yoo u got a 4060. anyways go to scene

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like this part

brisk hill
pale coyote
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what the heck

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atp just create a new project

brisk hill
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🖐️ little pause. need to go bathroom

pale coyote
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i quit

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im sticking to HDRP its so much better

gray frigate
pearl oyster
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Show the camera inspector. The camera is what determines if the skybox is rendered

pale coyote
gray frigate
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that's what is weird

pearl oyster
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Well a newly created scene/project should render the skybox too

gray frigate
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true (:

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might as well confirm that things make sense

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once you've ruled out the impossible...

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something something, sherlock

brisk hill
gray frigate
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you didn't go into the Package Manager and install a bunch of extra stuff, then

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That would have explained the weirdness (the project wouldn't be set up correctly)

brisk hill
pale coyote
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ok

gray frigate
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Select the camera object in the Hierarchy.

pale coyote
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lets fix on really important thing

gray frigate
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This will show its settings in the Inspector window.

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(this is how you configure objects in your scene!)

pale coyote
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@brisk hill listen. at the very top right u should see this. click layout and select default. as shown in the images

pale coyote
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then ill explain everything step by step. because currently ur editor is messed up

pale coyote
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that little bar on the left is called the hierarchy

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you can see every object in ur project here.

brisk hill
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i'm catching

pale coyote
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when u select something like for example i select my camera, you should see its properties on the right.

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the bar on the right is called the inspector

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u may not see the stuff im seeing in the inspector cuz im using an already well developed project.

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and this thing at the bottom is your project window where you can see all the files in the entire project

gray frigate
# brisk hill ok

(you can't see any objects in the hierarchy right now because the scene is folded up, btw)

pale coyote
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key is that the hierarchy only shows all the objects currently only in the current scene while the project window shows ALL files in the ENTIRE PROJECT

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heres what it looks like

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and the area where u see ur project is called the scene view.

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thats it. now u understand the terms so now u will be understanding what we will be asking you to do

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i gtg so maybe someone else like @gray frigate can continue

gray frigate
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i'm very suspicious of how this asset is sitting out in the Assets folder

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I also noticed that you have an option for the 2D Renderer in your scene template list

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I wonder if your project is set up to do 2D rendering, which would, naturally, explain why 3D rendering is borked

gray frigate
brisk hill
gray frigate
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click what?

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if you mean this toggle – no, this just puts the scene view into a 2D viewing mode

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it doesn't affect how the scene actually renders

gray frigate
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I see your also have an XR folder, which means you've installed packages used for VR

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Are you intending to do that?

brisk hill
brisk hill
gray frigate
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starting with VR as your very first project is going to be quite a challenge

pale coyote
gray frigate
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i would strongly suggest using something like Unity Learn to figure out how to use the editor first

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!learn

vagrant rootBOT
gray frigate
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if you don't know what an inspector is, you're going to have a miserable time trying to figure everything out on your own

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I did, personally, learn Unity by just Doing It™, but I also had a ton of programming background

pale coyote
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basically, what hes saying is that u gotta learn to stand up properly before trying to run an entire marathon

gray frigate
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which suggests you've been clicking random buttons 😛

pale coyote
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open up an high definition rendering pipeline project (ur laptop can handle it well) or an universal 3D project

brisk hill
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🤨 mmm... idk, because I was actually following a tutorial for VR in unity, for beginner

gray frigate
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what tutorial were you following?

pale coyote
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and whatever you do, DO NOT USE AI unless u absolutely need it

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i tried learning with AI and it was such a pain in the ah

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i ended up reading the unity documentary and learn

brisk hill
pale coyote
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bye yall

brisk hill
pale coyote
pale coyote
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because it can be time consuming to learn so using AI is ok but dont depend on it.

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once you get used to the editor, you can easily create scenes like mine under 15 minutes :). its actually really easy once u understand stuff.

gray frigate
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I don't see any other way of disabling the depth test

pale coyote
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will try this

gray frigate
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I would suggest making a copy of whatever shader the TMP material is using, then switching the material to use that new shader

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notably, the shaders are placed in Assets/TextMesh Pro/Shaders

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so you can freely edit them

brisk hill
pale coyote
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also any feedback on the lil GUI i made? i want them to look like battlefield 2048 HUD.

fiery maple
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I have been working on this Dialogue Node system for an asset that I plan to release, I'd love to have some feedback!

violet valley
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Man... I'm a total nub in Unity, trying to learn and watching tutorials and what not. But can anyone tell me if there is an easy way of just creating a slope with just the latest version of Unity? When I google about how to create a slope I get results about downloading extra tools or doing vscripting... I just want to manipulate 2 vertex on a cube, and I can't find how. XD

gray dirge
violet valley
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Damn. But even if it's not a modelling tool; I would have assumed I could place a simple slope by editing a cube. It has cilinders before slopes? >_<

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For a Platformer Game with Slopes, how do you design them in unity? Or you do the whole level outside of unity? Or do I just rotate cubes and place them inside other parts of the terrains? Seems a bit weird not to have that very basic option.

gray dirge
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But again you can use ProBuilder, it allows some basic modelling like that

violet valley
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Any problems/troubles I can encounter/generate by using ProBuilder? Just opened Unity today; I'm assuming it's just like downloading a mod/addon to get extra functions? Do they usually work fine?

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Just out of curiosity; if I just wanted to make a very simple (for testing purposes) slope for a platformer-like-game; I do not have any slope tool? Should I use a rotated cube/plane? I may be approaching the whole tool wrong; not sure.

gray dirge
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I don't know anything particular, it's a tool made by unity so probably works fine.

stiff quest
gray dirge
# violet valley Just out of curiosity; if I just wanted to make a very simple (for testing purpo...

The workflow is generally like this, for prototyping and blocking out rough shapes -> use ProBuilder. For modelling the actual game world, use a 3D modelling too like Blender and import the models into Unity. Often it is done one model at a time, model them somewhere else and then place them in Unity (move, rotate, duplicate). You can also import a massive model but I have seen it more done by having separate models

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Unity is a fine tool for composing the game world, not for modelling complicated 3D shapes.

violet valley
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While I presumed the need of using Blender for complex models; I gotta admit it surprised me (a lot) to not have some form of basic shape manipulation in Unity to make slopes or trapezoids or the likes. And a simple slope is not what I would call "complicated 3D shap"; I have spheres and cilinders by default, which are more complex imo. XD

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Thanks a bunch for the input. I may try to look at the ProBuilder thing; see if I learn how to install a package.

pearl oyster
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well Probuilder is the basic shape manipulation tool

stiff quest
terse rose
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Is there a good way to raycast into a non-convex mesh which is attached to a rigidbody but is not involved with physics? I have a complicated vehicle damage mesh attached to my objects which are raycasted upon, and they're non-convex but they have all collisions disabled, so they are not involved with physics. My raycasts will hit them if they are a seperate object but once they're under the rigidbody in the heirarchy raycasts will no longer hit them. My current solution is to just update the position of the complex collision mesh every frame to match the position of the physics object, which works but is a bit silly so I'm wondering if there's a better way

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The best way of course would be to cut all of my concave hulls into convex ones, but that isn't super duper practical here

gray frigate
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yeah, you don't want the colliders to be considered by the rigidbody at all

terse rose
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As far as I can tell though, rigidbodies will take ownership of all colliders within their hierarchy. I have to test this again but if I remember correctly even having a kinematic rigidbody childed to the physics one, with all of the complex colliders childed to that didn't work either. It wants them to be owned by no physics object i guess. Updating the position works, I just hate it organizationally.

gray frigate
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It's a bit gross, yeah

hard tiger
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Hey guys, I've been trying to export sprite animations into blender. I watched a tutorial that was showing me to do it through an FBX add-on in unity but they dont appear at all in blender. Im a video editor for the most part so this is very much out of my ballpark. Just wondering if someone could help point me in the right direction

gray frigate
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i'm not sure how you'd get sprites out of an FBX file!

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oh wait, exporting into blender?

hard tiger
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yesyes

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Im trying to get game sprite animations out of unity into blender so they're easier to import into after effects

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its a big line of bs 😭

strong lily
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isnt there like a -> arrow, next to the .fbx file in unity, to expand to see animations clips? copy those? .. not sure tho, cant remember what i did with a a . file, if it was fbx or not :S

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dont got time to open unity at the moment.

hard tiger
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Im pretty sure thats just for the .anim files

strong lily
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gotcha.

hard tiger
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Yea I dove into something I have no experience in thinking it'd be easy and now this is my third day tryna crack it xd

gray frigate
gray frigate
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(and I massively abuse Blender all the time)

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it's my go-to for creating icons 😭

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Unity Sprites are basically just:

  • a reference to a texture
  • a position in the texture
  • a size
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A sprite animation sets which sprite that a SpriteRenderer is using

hard tiger
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okayokay that makes more sense

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would you possibly know another app that I could render the sprite animations in?

gray frigate
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do you have a sprite sheet with a uniform grid layout?

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if so, it should be reasonably easy to use that in After Effects

strong lily
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just by going off ur first question, i was able to get a random ai free chat, to explain in details what u need to do in unity then to blender then back to unity.

yea sure its ai chat.. but hey.. ai chat can help with little things like this, all depends how much informatuon u give it.

i use it for errors i dont understand or cant find on google / reddit / github etc.

or i use it to understand unity engine more so i can learn what else i could be missing, which is always something new.

hard tiger
gray frigate
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in the texture itself, you mean?

hard tiger
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yea, sorry this isnt my forte xd

gray frigate
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the .anim file just tells you which sprite to use at which time

strong lily
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yep

hard tiger
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okayokay, so are you suggesting keyframing the individual sprites and getting the fps right on them?

gray frigate
hard tiger
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I found an add-on for it on AE, gunna have to choke up $5 but it'd be worth it to stop stressing lol

gray frigate
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my first thought would be to use expressions – you should be able to zoom and offset the sprite sheet to display a single sprite

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not sure about how you'd crop it though

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I used to do a fair bit of funny stuff in After Effects, but it's been a few years

brisk anvil
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Just found out they upgraded the depth debugger, auto snapp to the top right and smoother,
Awesome!!!

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Playing with depth is much easier now

brisk anvil
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whoever worked on the Unity 6 version that simplified the tool

plain dagger
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Is this a urp/hdrp debug view or from the frame debugger? i dont really know where this is 😐

brisk anvil
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used to be there, it was moved now to the window, analysys, rendering debugger -> go to the rendering tab and change map overlays to Depth
There are a bunch of new tools there as well on that same window

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the first option

plain dagger
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right as i thought

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both urp and hdrp have these render debug options in some form

tame sparrow
#

Hello guys. I'm a beginner in Unity and I'm trying to develop a simple AR. Well, here I want to ask how to add AR maker information in Unity but the button content displays the information. AR is scanned > click the information button > the information description of the marker appears. Can anyone help me provide a tutorial?🥹💗

hard tiger
vale pivot
#

and just like that, we'll wait atwhatcost

plain dagger
vale pivot
#

well 😔 had to temporarily disable for sum special shader packages

plain dagger
plain dagger
# vale pivot uhh can you elaborate? wdym

If the issue you actually have is that some shader is missing variants in a build then the real solution is to use shader variant collections or the "always include shaders" list

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disabling stripping for everything = bad times

copper gust
#

Honestly that's going pretty fast

vale pivot
#

and i do it in the graphics settings orrrrr?

storm patio
#

!ask

vagrant rootBOT
# storm patio !ask

:thinking: Asking Questions

:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.

-# For more posting guidelines, go to #🌱┃start-here

nimble siren
#

ty

vale pivot
#

almost 6 hours for nothing GGs

tough leaf
#

@tight sorrel

gray frigate
#

that's an interesting failure

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fortunately, all of the compiled shader variants should be retained

vale pivot
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tried building again

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my pc froze 💀 unresponsive

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cant tell me intel i7 14th gen and 64gb ram isnt enough for ts

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restarted pc, tried building again, and this... cmon why cant i succeed in a single build since 2 days already

latent meadow
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i think it was already suggested that you configure it to compile only variants you actually need. start there. but it looks like googling is required. maybe those errors are known. maybe they are only in the latest version? IDK. google might.

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also, building along the way is always a good idea. this breaks this 2 day build into smaller cached sections, basically

vale pivot
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Maybe im gonna update to latest Unity lts Version

gray frigate
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the URP Lit shader just has a ton of keywords

gray frigate
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it's mixing up asset types, it looks like

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i would consider doing Assets > Reimport All

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this will force unity to reimport all of your assets

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corruption in the Library (which contains imported assets, amongst other stuff) can cause very strange behaviors

vale pivot
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And obj and Logs folders

vale pivot
mortal apex
#

Could someone help me diagnose this issue
For some reason when running the build of my project this occurs, the taskbar icon for it shows the project being repeatedly close and opened with the window for the project sometimes flickering when it occurs, It seemingly occurs at random and I can't figure out the cause

gray frigate
copper gust
#

thats a folder

gray frigate
#

right, but i don't recognize the name

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i'm wondering what exactly got deleted now :p

copper gust
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its cache stuff

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safe to kill iirc

gray frigate
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oh, I see it

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I'd never given that any mind

frigid saffron
#

Why there isn't serializefield in unity 6.4?

storm patio
#

there is

fading wind
#

Does anyone know how to add a fog plane that will work in WebGL build? My approach was to create a plane and add material to it with an URP/Particles/Unlit shader, where I've changed Surface Type to Transparent and set Soft Particles as enabled. Sadly it doesn't work. I've read that WebGL builds don't like soft particles... is that the reason?

plain dagger
frigid saffron
#

Why it didn't appear on my visual studio?

near wigeon
storm patio
#

are you getting suggestions for anything else?

fathom nest
#

Dawg who tf approves these presets with all these errors in them? notlikethis atwhatcost

storm patio
#

does it persist after library reset?

fathom nest
storm patio
#

close the project, delete the Library folder, reopen the project, wait for the library to be rebuilt

fathom nest
#

I just downloaded the multiplayer fps preset Unity offers and I get bopped with 186 errors ;-;

storm patio
#

this is an internal error from a package, so resetting the library would have the package be redownloaded and recompiled, basically a "retry" button for this case

copper gust
#

Not to be a debby downer but anything multiplayer is going to be horrible for babys first project regardless of these dumb errors

graceful pagoda
#

Does any1 have any good ways to create roads that are free? Or any good tutorials. Thanks

fathom nest
copper gust
#

no i mean in the sense of multiplayer is way to complex for anyone new to programming

fathom nest
copper gust
#

you'd be deleting the folder in file explorer

fathom nest
#

Oh. Wouldnt I just be better off reinstalling the whole project then?

copper gust
#

nah

#

library is just like, cache

#

it regenerates if you delete it

fathom nest
#

Lemme switch to help channel so I dont break the rules

frigid saffron
fathom nest
#

Which one is the help channel?

#

is this the error causing my issues? I dont see another channel for help

copper gust
#

This is the help channel for general stuff, Its just poorly named

fathom nest
#

ah okay

#

But is that the error? Cuz I dunno how to fix it

#

Bro there isnt even a .tmp for me to rename. SO what is it saying?

latent meadow
#

it is not a question that has a single answer. your best bet is to google the error, if restarting the computer and following the install isntructions did not change anything

fathom nest
#

Well either way something worked. But its all empty. Its not even a preset 🙏 🥀

latent meadow
fickle barn
#

ty i couldnt find it lol i assumed it didnt exist

latent meadow
#

don't forget to remove from here once you move the question

fickle barn
#

yeah im just copying the images over dw

vagrant rootBOT
tall hearth
#

!collab

vagrant rootBOT
# tall hearth !collab

:loudspeaker: Collaborating and Job Posting

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

latent meadow
tall hearth
#

i have to ask where does the excess time go, when using the Deep profiler, i'll have a function say it takes 44ms then every other call inside take a sum of ~half that

gray frigate
#

Deep Profile is like adding a profiler marker around every function call

primal elk
gray frigate
#

I'm unsure if the "self" time includes time spent handling profiler markers

tall hearth
gray frigate
#

that gets extremely expensive with Deep Profile on

tall hearth
gray frigate
#

you do have markers for the Unity Mathematics functions

#

but I bet you're not seeing anything for stuff like float addition

#

Adding your own profiler markers can be really helpful here

#

(and less agonizingly slow!)

#

this lets you construct a ProfilerMarker once and then use it many times

#

which is more efficient than constantly calling Profiler.BeginSample

tall hearth
#

UnityChanThink might be too much for what i was checking (ie i'm too lazy to look into it)

hybrid rover
#

Hello

#

Where did yall learn unity

latent meadow
#

👇

vagrant rootBOT
tall hearth
#

if it's topdown what's the point in a background?

#

could just use a particle system / visual effects graph to make stars

#

and have them be there in physical space

#

an example of this is sorta like the no man's sky loading screen i doubt they use a particle engine (and probably something closer to ECS, not that it's running on unity) but the point is there you fly past physical stars instead of a static background

viral trellis
#

Is unity official mcp gated behind Ai subscription?

latent meadow
#

perhaps look into parallax mapping

rancid zenith
#

can someone help me fix this with my navemesh surface i need the enemy ai to get as close to the trees as possible

near wigeon
latent meadow
rancid zenith
#

okay thanks

#

But ain’t this talking about unity??

latent meadow
#

you can easily read the room descriptions. they are also provided in detail in the link. (if you click into #🔎┃find-a-channel )
Unity Talk - "Non-programming Unity development topics & questions not covered by specific channels. Prolonged discussions and game design questions should be threaded."

indigo plaza
#

Hello Guys, i need help!

#

I'm trying to code something in my 2D game so the character doesn't keep double jumping infinitely in the air.

storm patio
#

they left?!

tall hearth
#

lol guess no one was helpful soon enough

placid crane
#

Hello all, may I humbly ask where is a good place to get sound effects for my game? I am quite new to this. I need a footstep sound and a wind sound currently. I'm sure this is asked all the time and do apologize for the naivety. Also the "audio" thread doesnt seem to be very active which is why I thought to post here. Forgive me if that isnt allowed

rancid zenith
#

anyone know where a good free asset back is for trees that aint messed up?

latent meadow
#

the Unity Asset Store has over 10,000 free assets. perhaps check there.

latent meadow
steady jay
#

Guys, good morning. I wanted to ask for some help: I modified these images, but there’s an issue — the new image overlaps the old one. Any possible solutions?

steady jay
plain dagger
slow dirge
#

Or you're rendering something else on top.

steady jay
#

Thanks for the replies, these are the original images

latent meadow
ashen canopy
#

my bad

latent meadow
#

shoot. i forgot there is a slow mode on in that room.

ashen canopy
#

haha

#

is that bad?

#

ill expand upon it anyway

latent meadow
#

nope, all good, since you will continue expanding it

ashen canopy
#

very good 😄

#

thankyou

latent meadow
#

thank you for following the server structure 🙂

ashen canopy
#

i even added a video

#

thats allowed right...

latent meadow
#

indeed

ashen canopy
#

okay okay

ashen canopy
past marsh
#

Yoo im an upcoming BSEMC student what should I learn first, any tips and tricks?

vagrant rootBOT
hard meteor
#

Hi guys, I have a quality of life-related question:

Is there a way in editor to move a pivot of an object without moving its children as well?

Asking so I can clean up some of my scene hierarchy a little, since some of my parent objects have carelessly set positions. I know moving the parent will move the children obviously, but I wonder if there's a way to automatically add an offset to the children, so their world position remains the same as you move the parent.

If Unity cannot do it on its own, a plugin would be OK, too. Thank you!

charred fog
#

Place another container object and move children under it.

gray frigate
#

yeah, that's the best option

#

You could absolutely write an editor script for this

hybrid ivy
#

to every pro unity developper: where did u start learning from?

sterile skiff
#

Hello

#

Tell me the lowest pc to run unity ?? notlikethis

charred fog
#

!collab

vagrant rootBOT
# charred fog !collab

:loudspeaker: Collaborating and Job Posting

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

sonic mantle
sterile skiff
sonic mantle
#

Sry

sonic mantle
hidden panther
#

my scene has 3m faces and 4m verts in one frame, how is it possible if my biggest object doesn't even go over 20k faces? even repeated medium objects on my scene have 100k faces in total, how do I find the culprit?

copper gust
#

disable half your hierarchy, see if theres a lot left, if there is, disable half of the remaining active hierarchy etc.

#

stuff can add up faster than you'd expect

hidden panther
#

damnn one object has 2m faces LMAO

#

thank you for the suggestion @copper gust

vagrant bramble
#

Good hitbox?

gray frigate
#

If it's a hitbox for players to shoot at, then I'd expect it to cover the entire body!

#

(also, you've got left and right mixed up)

#

The red arrow points in the +X direction, which is right in Unity

vagrant bramble
#

It's single player

#

And the left/right texture is meaningless, I realized I mixed them up, it's just to distinguish the sides of the rig

gray frigate
#

yeah, just thought i'd mention it

gray frigate
vagrant bramble
#

Physics

gray frigate
#

i see there is also a sphere collider

vagrant bramble
#

The top one has to have 0 friction so you can't cling to walls

#

The bottom one is for slopes and has friction

untold breach
#

What's the generally recommanded clean method of storing level/room/data files in the project?

#

In such way that I can export the file, send it to someone and that person can load it in another instance of the game

#

or just modify it externally

gray frigate
#

I'd only be concerned about getting stuck on thin ledges

vagrant bramble
#

I didn't go by any setups, the whole rig is custom

gray frigate
#

maybe the sphere collider should overlap with the box

#

or you could use a capsule collider that overlaps with the sphere collider at the feet

#

(although, you wouldn't be able to have a seamless transition without the capsule collider overlapping with the sphere collider on the bottom)

vagrant bramble
#

What's the difference between capsule and sphere here

gray frigate
#

they're both primitive collider shapes

#

a capsule is two spheres joined together by a cylinder

#

capsules are very commonly used for character colliders

#

they lack sharp corners and approximate the shape of a humanoid character well

vagrant bramble
#

Do I have the wrong unity

#

That big one is the capsule

#

It's just a sphere

gray frigate
#

Reduce the radius of the capsule

#

A capsule with a sufficiently large radius winds up as a sphere

vagrant bramble
#

It just makes it smaller

gray frigate
#

Increase the height as well

#

if the height is less than twice the radius, the two spheres don't get separated at all

vagrant bramble
#

Oh yeah that works

gray frigate
#

you will need to rotate it, of course

vagrant bramble
#

I did

#

Is there a way to make it wide

gray frigate
#

You can't deform it, no

vagrant bramble
gray frigate
#

keeping it radially symmetric is generally good: you won't bump into the environment by turning in place

vagrant bramble
#

Bumping by turning is realistic though

worldly cave
#

realism isnt always good

gray frigate
#

it can be very annoying :p

#

you can also stub your toe and fall down the stairs in real life..

exotic relic
viral solstice
#

Yo I want to use pro builder but if I go on tools and then on pro builder it doesn’t show pro builder window

gray frigate
#

ProBuilder's UI changed a fair bit when Unity 6 came out

#

it now uses an overlay in the scene view

viral solstice
#

Oh so what do I do

viral solstice
#

What’s that

gray frigate
#

this is the manual for ProBuilder

stuck flower
#

A link

gray frigate
#

note that if you aren't seeing anything at all, make sure you don't have any compile errors in your project

#

new packages won't do anything if unity has yet to compile your code

viral solstice
#

Ok thanks

viral solstice
#

But it doesn’t show how to use it

#

Help pweaasseee

arctic mantle
#

Where is the Unity channel for Shaders?

craggy pollen
arctic mantle
#

Thank you

fathom sedge
#

Hello,
Is anyone know how to setup webGL for Unity Play?
I published my first game but it do not work on fullscreen. I see only black screen. I used settings for itch.
Thanks for help.

latent meadow
vague atlas
#

hi

flat sphinx
#

I got my 2FA woes sorted today.

latent meadow
rancid zenith
#

im making a unity app that helps people its almost done if anyone wants to test it

latent meadow
#

as you have been told, use the proper rooms.

rancid zenith
#

what am i supposed to do im talking about unity and this is the unity talk tab so idk dude

latent meadow
rancid zenith
#

ohh okay

uncut parcel
#

Dk what to think about this

latent meadow
copper gust
#

i dont think so

#

there isn't really a place to actually talk about ai here generally

hard parcel
#

hazard what do you think about this UI ?

#

took half a day to write

#

maybe less,

latent meadow
hard parcel
#

Alright

slate kayak
#

I made changes to this one prefab but i cant apply the changes and update the prefab accordingly, shouldnt there be an apply button in the inspector?

formal valve
#

Hey there! Is there a bug with Look At Constraint's "Rotation At Rest", or am I just misunderstanding how it works? It seems like no matter what I set it to, as soon as I activate the constraint, it reverts to a default rotation at weight 0. (Unity 6000.2.7f2)

fossil smelt
#

im really confused on how experienced i am in coding,im not sure if im pretty experienced ,beginner,or just experianced just can someone help me .Ive done a coding class for 6 and 7 grade BUT in 7th grade i literally like spent no attention in class so i wouldnt really count it,i also used to be REALLY into making scratch games though not that advanced but i got a good understanding of how it works also scratch uses the same language as unity just turned into blocks if i remember right,then i watched like a single coding tutorial some time ago but i remember nothing of it.How good am i at coding??

potent geyser
#

Are you looking someone to quiz you on "coding" and give you a score?

fossil smelt
#

i just want a anwser

potent geyser
#

Okay. You're great at coding, keep it up. 👍

stoic lake
#

Any new shaders i make seem to not work and any material i apply them to just renders nothing?

#

i dont know whats caused this but all my old materials/shaders seem to work

#

for example if i create the defauly unlit template shader and apply it to a material nothing will render

latent meadow
abstract umbra
fallen warren
#

Can you use python for coding?

latent meadow
fervent epoch
#

Hey guys so I downloaded a model glb from internet and made it fbx in blender... but it unity it did not texture right... then I downloaded a fbx but again it did not texture it right, and the button extract textures is disabled.. i can only export materials and it does not work help

rancid zenith
#

how do i fix my flashlight to be wider closer to the player but not change the rang?

fair cove
# fervent epoch Hey guys so I downloaded a model glb from internet and made it fbx in blender......

If a model is not texturing correctly, its likely that either the UVs for that model was never setup correctly (or at all, depending on how it was made) or a setting on the materials your using in Unity (such as a UV offset) - the buttons for "extract textures" and "extract materials" are only clickable when the FBX file itself actually has textures/materials baked into its metadata, Unity reads that to pull them out and import them into your project - if those buttons are not clickable, its likely the file was not exported with textures

Usually ill just make a new material in Unity, find the texture online in 1024 or 2048 (depending on the level of detail I need), and then attach it as a albedo to a render-pipeline default "Lit" shader, attach that material to the "Materials" tab and apply it that way, you could even make a simple editor tool to do this automatically if you already have the textures in your project and they follow some kind of naming convention

gritty topaz
#

is there a way to make a 2d sprite have an actual glowing outline like in 3d?

wise yacht
#

I'm running my game (in a menu scene), and pressing a button. This button uses SceneManager.LoadScene to go into a new scene. This new scene has a NetworkManager component in it ONLY, which I don't call any functions on. As soon as the scene is loaded, the NetworkManager is destroyed. It's not put into DDOL or anything like that, it just vanishes.

Weirdly as well, if I start the game directly from that scene, then the network manager isn't destroyed and its fine

#

This means in the next scenes, that any network objects in those scenes are left unspawned too

silent mica
wise yacht
#

No other Network Manager, which is really confusing lol - it turns out that NetworkManager.Singleton and all that is initialised but the network manager itself isn't in the DDOL... but everything still works

#

Weirdly enough, my whole DDOL seems to clear when switching network scenes now... it didn't use to before

rocky arch
#

Hi there, Did anyone use this before? After turn it on, I still can't rotate reflection probe.

trim pagoda
#

wsp

void patrol
#

any idea how i can resolve the resolution warning? resizing the image to 2048, 2049 does nothing. asked in #⛰️┃terrain-3d a couple times but no response :(

#

this is in terrain toolbox

pearl oyster
#

Posting to the wrong channel doesn't magically make people know the answer

gray dirge
#

That's some truly bizarre way to implement text rendering. Surely bitmaps, bezier outline fonts or SDFs would be better in so many ways

undone monolith
#

why are all the learn resources in the hub in another language lol

stuck flower
#

Pretty sure it's based on system locale

maiden flax
#

Guys I always wondered

#

Does implementing a polished character movement system require linear algebra and vector algebra and lot of math

#

The one is used with rb.add force works for most part but is kinda whack doesn't work like gta v or Fortnite how to achieve that level of smoothness

storm patio
maiden flax
#

Kk I guess they use some curves type to change the speed

#

Instead of direct change when using opposite input

#

Is there any way I can learn this stuff all tutorial only teach basic rb.addforce

storm patio
#

it'll be more about knowing about ideas that work and feel nice (in an abstract way) rather than the specific code methods

tall hearth
pine mountain
#

I need to decide between using unity and gamemaker for an upcoming coursework project for school :/ i know i just want to make a simple 2d game but i wont have too long to learn my ways around but i still will put time into learning it. my only concern is having to deal with GML could be a pain as i already know C# (basic level) and unity is just a slightly different syntax so its not much harder than reading up on some documentation

pearl oyster
#

If you just want to pass the course then pick Gamemaker. If you want to continue with gamedev later then Unity

pine mountain
pearl oyster
#

That's more than enough to get started

#

!learn 👇

vagrant rootBOT
storm patio
storm patio
tall hearth
pine mountain
storm patio
#

yeah sometimes it helps to be specific on what is different and what you already know

#

my point being you don't have to learn any unity-specific syntax (since there isn't any)

rancid lake
#

Anyone know why my project gets 'corrupted' every other day and needs to rebuild the library?

#

Is this a common thing?

#

I always shut it down normally long before shutting off my pc

storm patio
#

that's not normal, no

#

could you clarify what you mean by "corrupted"

void patrol
storm patio
rancid lake
storm patio
rancid lake
#

And then proceeds to rebuild the all the libraries folder (same as if you deleted them)

storm patio
#

including like, what scene you had open?

rancid lake
#

What do ya mean by the scene?

stuck flower
storm patio
#

you have one open at all times

#

the info of "what scene is open" is stored in the library

rancid lake
#

Oh no this is before the project opens

storm patio
#

yes, do you have to re-open your scene as well

rancid lake
#

I click on it in the unity hub, it gives an error that there was something wrong with the libraries and it needs to rebuild them

#

Then I sit at this splash for 30-45 min

rancid lake
storm patio
#

that's not what i asked

#

do you have to re-open your scene or does it open the scene automatically for you

rancid lake
#

Oh I see, like if it's completely wiping the library folder

#

I believe everything stays the same, so it is actually just 'fixing' it

storm patio
#

riiight not how that works

rancid lake
#

but I don't know why it happens so often when I'm not touching anything besides scene/prefab/scripts

#

I'm giving you the info I have dude, not trying to tell you how it works

storm patio
#

if you still have the scene open then yeah the library isn't being reset, maybe just the package cache that's being reinstalled

rancid lake
#

Looks like it just reimports the entire asset folder

storm patio
#

what's the error message you get?

rancid lake
#

Don't remember, I tried exiting and re-opening but it just continues from here #💻┃unity-talk message

But it's something saying it wasn't able to load the libraries and it needs to rebuild them

#

I'll take a screenshot next time

#

Can't really find the error online so im guessing it really isn't that common lol

storm patio
#

if the error message is vague, you could also check logs for hopefully more info

rancid lake
#

Good call, do you know where I might check logs for project open, hopefully one that will even display that error?

storm patio
#

!logs

vagrant rootBOT
# storm patio !logs
📝 Logs

Documentation

Editor logs

Windows: %LOCALAPPDATA%\Unity\Editor\Editor.log
MacOS: ~/Library/Logs/Unity/Editor.log
Linux: ~/.config/unity3d/Editor.log

Unity Hub

Windows: %UserProfile%\AppData\Roaming\UnityHub\logs
Mac: ~/Library/Application support/UnityHub/logs
Linux: ~/.config/UnityHub/logs

storm patio
#

it'd be in editor logs

#

there's also .../Logs in the project root that has some import logs i think? i don't remember exactly

rancid lake
#

I can see the logs are literally re-importing every asset in the project lol

storm patio
#

i guess at least assetdb is being reset then

#

the project isn't in a network/synced folder, right?

rancid lake
#

Nope, 100% local to my PC

#

(I back it up regularily tho lol)

#

I actually don't see any big errors in the logs

storm patio
#

has this always happened or did it start happening recently?

rancid lake
#

I moved back over from unreal engine about a month or so, and it's been happening every since.. so I want to say always 😛

#

But basically a month or two tops

storm patio
#

i shoudlve been clearer

#

i mean, has it always happened with this unity project

rancid lake
#

Oh, yes.

storm patio
#

and does it happen with other projects?

rancid lake
#

Well that's what I meant, my last unity projects were years ago and I never had the issue. Then coming back a few months ago and this problem is constant

#

In Unity 6.3 now with a shitload of plugins

#

So I'm almost certain one of em is causing it

storm patio
#

could start bisecting, yeah

rancid lake
#

just don't see how it could cause this big asset reset so randomly

#

Especially since logs show all successful startup routines, and then boom -reimport the entire asset directory lol

#

I guess no point speculating right now, I'll screenshot the error next time and check logs before closing the error box

#

Thanks for the info thus far though! 🙂

celest cradle
#

anyone have problem with unity sign in? I have never setup any TFA, but now it showed my account is protected by two-factor auth. And I haven't received any auth code in my phone, and I don't have any recovery codes. What should I do omg

storm patio
#

contact unity support, probably. it's an issue that's been going around

celest cradle
#

thank you, they're trying to kick users out of their engine 😂

rose flicker
#

Guys if I don't feel like continuing a prototype, could that mean laziness?

#

I was making a fighting prototype, but I dont feel like continuing it

#

So I am now thinking about a horror game

#

Is this a bad behavior for a developer?

stiff quest
rose flicker
#

I was getting tired of the prototype

#

So I think your opinion is true

stiff quest
rose flicker
#

I rushed my prototype to be good

#

I will make something simple

#

I think

#

I wont care if it is trash

stiff quest
rose flicker
#

because else I will get bored again

rose flicker
#

and tries

#

I will make something simple

#

Is that how I dont get overwhelmed?

potent geyser
#

The issue is your lack of discipline, and your reliance on motivation to keep you progressing.

But the reality of it is, unless you're doing this for a living, you're free to quit and start new shiney ideas whenever you want.

rose flicker
#

Tho

#

How do I improve my discipline?

#

Do I like do this everyday?

potent geyser
#

Your likelihood to ever complete something shrinks each time though.

#

Yep

#

Do something small each day when motivation is low.

rose flicker
rose flicker
#

No wonder

potent geyser
#

Do the easy, fun things that make the progress look big when the motivation is low.

Do the boring, behind the scenes things when motivation is high.

rose flicker
#

Like I found a simple game I like

potent geyser
#

Only if you're infringing on the IP

rose flicker
#

Im gonna code my own version

#

from 0

potent geyser
#

No it's not bad. Every game copies another game.

rose flicker
#

Thanks Osteel

#

I will now leave

vagrant bramble
#

Is there a way to snap the main camera to your viewer camera (the one you move around in)

modest meteor
stuck halo
#

never got a reply so bump

near wigeon
tall hearth
karmic spire
#

can anyone vouch for the junior programming pathway in unity??? I want to better understand OOP principles to make sure my game code is well structures and easier to implement on. Thanks!!

stuck flower
#

I mean, what are you afraid will happen if you do the course?

karmic spire
#

The certificate would be nice too

stuck flower
#

It's not gonna make you worse at anything, and it doesn't cost anything

tall hearth
karmic spire
#

Well it is a 12 week course and I wouldnt want to do it if it was no good and youtube tutorials would be better?

storm patio
#

shiny badge

karmic spire
storm patio
karmic spire
#

I guess? I was asking to see if anyone has done it and actually recomends it lol

tall hearth
valid bear
#

@mellow mica hello

#

I worried.

wary creek
#

Basically the process is that you collect badges from different disciplines like programming, audio design, etc.

There's a clearly outlined submission process for each badge

copper gust
#

Though note unless you have like very specific reasons to get these certs, they are just for you

#

jobs won't care about them

wary creek
#

But right now it's cool for if you're looking for projects to do and getting feedback on them

fervent epoch
stuck flower
proud dew
#

grass is eating my fps in hdrp what to do??????????????

worldly cave
#

well it depends on how you are implementing "grass"

sweet totem
#

I have a question about character names that I cant figure it out.
If I need to have the naming validation for users, as in: when creating a character and then to name it, the game to check if the name Bob is already taken and if so to be prompted to rename it. Classic.
I can't find a Unity solution for this, could someone help me out please?

copper gust
#

This isn't really unity specific

#

What programming wise are you missing in your skillset to solve this problem

#

logically

sweet totem
#

well, I understand that I should be using a database for validation, I was thinking about firebase, but I wanted to be all features from Unity.

storm patio
#

unity is a game engine

potent geyser
#

Where are the list of existing names stored? Is this a single player game? Something for a lobby based/matchmaking game? Something for an online game?

sweet totem
potent geyser
#

So you want unique names across all players in your game, not just those you're matchmaking with (ie, you're not joining a lobby and then creating a name each time)

proud dew
copper gust
#

how many grass meshes

worldly cave
#

how many tris per mesh

#

what kind of shader are you using?

copper gust
#

are these individual game objects?

sweet totem
worldly cave
#

unless i missunderstood what they meant by "used same grass mesh two times"

potent geyser
#

Well, you're going to have to start with an actual account creation flow. Then however you accomplish that (large) task, you should easily be able to query the chosen name against the existing database of names.

storm patio
potent geyser
#

But you're not going to be able to do it all within Unity, no.

sweet totem
storm patio
#

not what i said, i have no idea what services unity (company) has

#

i'm saying this is not something that unity (game engine) does

proud dew
worldly cave
#

okay how many meshes are you using

#

and how detailed are they

worldly cave
#

ok cool, theres still 1 question youre kinda avoiding answering here

#

and i cant tell you much until you do

#

how detailed are the meshes.

#

!collab

vagrant rootBOT
# worldly cave !collab

:loudspeaker: Collaborating and Job Posting

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

worldly cave
stuck flower
#

No idea what "zonkers" is but this sounds like you're advertising a project which means it should go in #1180170818983051344

glacial anchor
#

Is it banned?

storm patio
#

yes

#

you've been posting promotional messages for a while now, no?

glacial anchor
#

Just today

#

So not at all in the server or in a certain place?

storm patio
#

if you'd like to make a dev log, you can do so in #1180170818983051344. otherwise, advertisement is not allowed here, as it is in most community servers

glacial anchor
#

Ok Ty

proud dew
copper gust
#

how many of them are you using

worldly cave
#

and how many instances of this mesh?

#

im stupid the tris count is right there... 1k

#

still the amount of instances matter a lot... but i can tell you right now, 1k tris for a singular grass mesh you are probably duplicating many times over is already a sign of bad times here lol

proud dew
#

actually its a mesh with 128 tris i duplicated them and made a prefab

stuck flower
# proud dew

That's a lot of triangles for a grass mesh. I think mine are like, twelve vertices

#

If this is something used as a terrain detail prefab, it should be significantly simpler, you'll have thousands of these

worldly cave
#

also its killing me that you are avoiding answering basic questions 😩

#

how many of these individual meshes is there in your scene

worldly cave
#

2 meshes?

#

theres only 2 of these grass meshes in your entire scene?

worldly cave
#

then answer the question man....

#

how many of these individual meshes are in the scene... how many unique instances of them are there

stuck flower
worldly cave
#

this entire conversation could have been finished in a minute if a certain party just answered the questions asked without waiting 15 minutes between each question 🫩

#

its been 40 minutes already

proud dew
worldly cave
#

i think im done

#

im not going to help you if you keep waiting 20 minutes to reply to every question, only to not actually reply with anything of value

#

i leave you with this wisdom, at 1k tris a piece almost any large amount of this mesh without any major culling or optimization will lower your fps

stuck flower
worldly cave
#

good luck

stuck flower
#

So, why do you keep saying two

#

1k triangles is way too much for something you repeat this much

#

Like, multiple orders of magnitude too much

pure arrow
proud dew
worldly cave
#

this is preposterous

#

this is what you have been told already, why are you acting surprised now

valid bear
#

I got this error, I need try deepseek or ChatGPT and Gemini. I fix it.

proud dew
pure arrow
worldly cave
#

5 times already

copper gust
#

kinda

stuck flower
copper gust
#

we aren't going to really get to this point in this convo but tbh in hdrp if your doing prefab'd grass your already running into problems

pure arrow
#

yup

gray frigate
#

grass is usually just a quad with a texture on it

#

i guess there's some debate about the relative cost of more triangles (to model the grass directly) vs. a texture sample

stuck flower
#

If you're really fancy, sometimes two quads in an X-shape

pure arrow
worldly cave
#

i dont think that phrase means what you think it means

pure arrow
#

probably not

ripe sphinx
#

i have some icons in a panel

#

in 2d mode, on hover over, there's a bit of sway with the icons

#

and it's working fine

#

in 3d mode / vr mode, a copy of the panel with the same settings, the sway is so so excessive that the icons fly off the screen

#

and i don't understand why

gray frigate
#

"sway"?

ripe sphinx
latent meadow
thick spire
#

Hello, I’m new to Unity. I have a free Strategy RTS camera asset. They gave me prefabs for the Camera controller but the settings are blank instead of matching that of the Demo scene. Is there an easy way to move the Camera controller from the demo scenes Hierarchy into my scene with the same settings and components?

balmy kettle
#

open both scenes (you can drag a scene into the hierarchy to open it additively) then just drag it into the desired scene and save that scene

thick spire
latent meadow
glacial anchor
#

How can I make a gun

latent meadow
#

you'd need to be more specific.

gray frigate
granite python
#

Seems kind of weird to market or sell video to motion with unity AI still when it's been deprecated for 7 months now.

fair cove
# glacial anchor How can I make a gun

If you mean a model, youd create that in Blender, probably with a reference image or tutorial - if you mean functionality, youd create that in Unity with a script, also could be made with a tutorial but if you have a specific design in mind, then as Hunanbean mentioned, youll want to be more specific with what your actually trying to do and where you are confused

junior path
#

Oh great, where is the darn code. I can't find it on my phone

copper gust
#

its possible you need to reach out to unity support and wait a few days for a response

junior path
#

I need to get into my account like now and i can't because of your stupid broken 2FA system.

#

I also sometimes get this

copper gust
#

it is very dumb yes

latent meadow
junior path
latent meadow
#

it affected many people, so no need to worry about it being something you caused directly

latent lake
#

I have a navigation graph generator and I use gizmos to draw the graph when I need to debug, a circle per node then lines representing connections, however a recent implementation has exploded the amount of connections and while I do have an idea on how to optimise things I just don't like the fact that gizmos redraw every frame, it feels unnecessary for this function since nothing is moving or changing unless you rebake the graph or select a different graph to debug/draw. Using debug.drawline is also eh ecause it needs to exist a specified amount of time, I like how gizmos are permanent unless you stop calling the logic inside on gizmo, any suggestions?

shut jacinth
#

How do you make a gorilla tag physics game?

copper gust
#

go to a gorilla tag server

gray frigate
#

any "retained-mode" gizmo system would require you to create a ton of renderers and leave them in the scene

copper gust
slow dirge
#

It's not even clear what the goal is. If it's optimization, you either draw or don't draw them. "keep a draw from a few frames ago" is not a thing physically. At least not unless you stop the editor from rendering after that frame entirely

latent lake
slow dirge
#
I just don't like the fact that gizmos redraw every frame

This basically sounds like a misunderstanding of rendering in general. Everything is redrawn every frame. Gizmos are not unique.

latent lake
gray frigate
#

now, if calculating what to draw is very expensive, then you could consider caching the result

latent lake
slow dirge
#

What other people said is true as well though - gizmos is not the most efficient way to render stuff. There are better ways.

#

I'd suggest starting from looking at the profiler in either case

tall hearth
gray frigate
#

a slightly more expensive option is 100,000 randomly oriented quads

#

this shape is so evil that it's causing my gpu to artifact when i turn on x-ray mode

tall hearth
#

goes great with the deformable terrain im working on

gray frigate
#

vertex spaghetti!

tall hearth
#

yeah i tried to do the marching cubes inside a compute shader and i think it jumbled the order of the vertices least that's the only explination i'll accept as the code was 1 to 1 as if done outside a compute shader otherwise

glacial anchor
#

ummmm yall how do i make an fps?

tall hearth
#

not something that could be answered in a single question, but i dont recommend working on a multiplayer if you've yet to even make a game yet

glacial anchor
#

ok any starter projects?

#

it would be my first real game ever

tall hearth
#

just basic games like flappy bird to get a feel for work flow nothing over the top in scope as that leads to burn out and makes you less likely to want to code much more after that

glacial anchor
#

k ty

ripe sphinx
junior path
#

Guys, should I buy a used car or should I pay for the 3D church model here?

#

It's a tough decision...

pulsar snow
#

Yo guys im new

latent meadow
silent thunder
#

Why is it getting hard to find a Web3 game dev (

latent meadow
#

use the forums

latent meadow
#

i have an asset that is $999. has a bunch of ratings. it has these ratings because at one point, he gave the asset away for free. (i got it when free)

rancid zenith
#

hey i need some help with unity i uploaded a character from mixomo and the shaders are all wrong in unity i tried extracting the texture and that got them to pop up on the skin but now it looks like this

tall hearth
latent meadow
#

!learn

vagrant rootBOT
junior path
#

And it's even worst because converted to my local currency: ITS 5000 DOLLARS!!!

#

I could also get 2 years of Unity Pro for that lol

latent meadow
tall hearth
#

i feel it would just be better to hire a 3d an artist for a month and have them just make it

tranquil flare
#

I am a Unity developer with experience developing immersive 3D applications, multiplayer systems, and AI-integrated interactive projects. I have experience developing cross-platform applications focused on scalable game mechanics, real-time environments, performance, and user experience.

balmy kettle
#

<@&502884371011731486> intentional off topic spam to be a dick and spoil a tv show

sage basin
#

!warn 1215874558469345330 there is no off-topic on this server, and trolling will not be tolerated. This is a final warning.

vagrant rootBOT
formal wadi
#

where i can share my game? like, not share i forgot the term wait

#

promote my game

#

where i can promote my game here

#

self promotion something like that

storm patio
latent meadow
#

👇

vagrant rootBOT
# latent meadow 👇

:loudspeaker: Collaborating and Job Posting

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

latent meadow
torn stone
#

Have there been any further updates about getting HDRP running on Switch 2?

analog saddle
#

Starting a new project in hdrp and the scene and game views look drastically different, any way to fix?

crimson vale
#

Hello everyone, I have a question: do I need to subscribe to the AI ​​Unity package to use MCP?

tight dove
#

hi

latent meadow
trim summit
#

Sup I’m doing a project by following a tutorial but I need help to finish it. The deadline is next Friday. Would appreciate anyone having the patience helping via screenshare

storm patio
#

!ask

vagrant rootBOT
# storm patio !ask

:thinking: Asking Questions

:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.

-# For more posting guidelines, go to #🌱┃start-here

trim summit
storm patio
ruby inlet
#

i unbale to fit ui on every phone screen i made in 1920*1080 after apk build it not fitting in any device screen

trim summit
storm patio
#

we can't help without info, so leave the question and relevant info here in a relevant channel and if someone is free and able to help, they'll leave an answer

trim summit
#

I’ll come back home 15:00 or so

storm patio
#

going for screenshares just means you'll have to explain the same thing to 5 different people lol

ruby inlet
#

@storm patio can u help mme

storm patio
storm patio
versed gale
#

is there any channel i can use for support with asset bundles?

storm patio
#

i'm not familiar with that, is that an #📦┃addressables thing? if not, then i don't think there's a specific channel for it, you can just ask here

versed gale
storm patio
#

alright, just this channel then

lost copper
#

anyone know some good ui tutorials out there i want to make a stamina bar

stone olive
#

hello everyone

#

is there like a questions channel or can i throw it here

storm patio
stone olive
#

looks like i'm back here.
I'm working on a project and i got the models for that project from sketchfab and deviant art. problem is, loading the model into unity(.fbx file although it also has an obj file) the model is tiny, like very very tiny. If you create a capsule object beside the model you won't be able to find it, so i tried scaling it up. now adding the capcule collision, it's humungous. and it keeps messing with my head. i dunno what to do

median belfry
#

Hey everyone, I have a question.
Right now I'm having an issue where transparent alpha is occluding/hiding game objects behind it.
I want my 3D model to surround a square object, so I enabled ZWrite. The only way I could fix the sorting issue was by using Alpha Threshold / Alpha Clip, but the edges become too hard and lose the soft transparency look compared to normal alpha blending (similar to a dissolve effect).
Is there a good way to keep soft transparent edges while still avoiding the transparency sorting/occlusion issue?

storm patio
stone olive
storm patio
#

which parts of my previous message did you not understand exactly? i suspect there are some terms there that you wouldn't know yet, but i wouldn't know which ones exactly lol

stone olive
#

the part where you said you've heard, i didn't really get that

storm patio
#

no need to make it bigger so it doesn't break the rig or anything
not sure about this part, since i don't have experience with 3d models... i feel like the answer is you probably have to fix it to make it bigger, but i'm not sure

storm patio
#

i'm saying "i think you've also scaled up the capsule"

stone olive
#

alright, lemme break it down if i may, What do you mean a root object in this manner and i should put the colliders on it? then the child of that?

latent meadow
#

you should do the Pathways on the learning site, so you understand how things work.
also, this question is best answered by the #🔀┃art-asset-workflow room.
it is not a simple question, and will not have a simple answer. this is why time on the learning site is a good idea.

#

👇

vagrant rootBOT
latent meadow
#

@ Haotech