#💻┃unity-talk
1 messages · Page 125 of 1
by version do you mean unity version?
yeah i've been using mostly this and it has been good, but i saw the other shader and was wondering about it
but ill move convo! ty for replying
There were changes I think which allows you to modify font shaders in shader graph, I haven't explored it, so version might be relevant. But the default shader I showed you should work fine.
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.
or smaller rather
@dull pagoda Also don't cross-post and move all of your question copies to the correct channel.
#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
As someone just starting out with unity would making a stylised zombie extraction game be too much as my first ever game attempt?
If you mean a multiplayer one, then yes, it is too much.
even as a single player game, then probably
Was gonna start single player then add multiplayer down the line once I’m at a good level with the engine
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
!learn
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(those smaller games don't have to be published or anything, they just need to be vessels for your learning)
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
Ahahah
Gamejams are a good way to practice and learn about scope.
This is true I could even split my main game up into smaller games to learn each feature in the main gMe or something
I’m literally brand brand new I doubt I’d get a game made for any comps sadly aha
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
game jams aren't competitions
If you can't finish a gamejam scoped game (even with extra time) you should not be starting up larger projects.
they're just an opportunity for people to practice, cooperate, learn, and maybe get ideas that can lead to bigger projects
I’ll have to have a look into that then where do I find gamejams?
Unity courses would have you make a simple pratice games.
some have a "competitive" aspect in that the best games are showcased, but that's an incentive, not the overall goal
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
Cheers!
also will note that your first gamejam you will probably overscope. it'll be a good learning experience either way
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.
be prepared to fail, and treat those "failures" as learning experiences. they're inevitable, failing fast means you can learn to avoid them fast
Hey, I get such Library/Bee errors when trynna build in IL2CPP since yesterday and cant find any helpful clues in internet
any ideas how to fix it? mono worked fine before
Really thanks so much for the advice and guidance it helps a tonne! Legends
Try rebuilding Library folder
is it really necessary? 🥲 would take forever
it's a ton of cache and module folders
Yes, it usually points to the corrupted cache
well..... yea
alright 😔 will try later then
thanks
If the error persists then explore its details, there could be a number of things if it's actually misconfigured.
hmmm alright
this radial thing is confusing me
🗿
its like every change i makes it worse why is slightly off center correct but smack dab middle a miss
Something wrong in the code I assume. No code, no way to know what
Yea clearly the visuals do not match the logic checking this
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
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
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
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?
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how are you sorting the layers
Hi yall, is it possible to export a project with a foced aspect ratio?
wdym
your player isnt on any of those layers
he is on the sorting layers tho
I dont want him to always be over or under the npc
i want him to be dynamic like
when its behind. under, and infront, over
well in that case how are you doing that right now
tbh i followed a tutorial and he just said to change the transperacy to y scale instead of z scale
other than that he didn't assign a sorting layer to the player
breh
try sorting by pivot point
but like the wierd thing is, why he is over the npc only when he is looking forward
what is that
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?
make sure your sprite pivots are set correctly, and make sure the sorting axis is correct
make sure you didn't open the hub as administrator or anything
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+ )
Do you have enough permissions on the user / pc to create folders and files in that path ?
a mkdir failing is mostly an access issue (not enough rights to write to that drive / folder)
i solved it. its the location issue
Honestly i think admin would actually help with a permission error, not cause it ?
yep. thank you so much

i would assume so, but as far as i've heard you just aren't supposed to run it as admin. windows can be weird sometimes
yall i need help
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?
normal vs when i look down or go near an object
hello anyone? help pls
Hi ! I'm very beginner to unity. How do i make the sky appear ? I checked the lightning already, so what's wrong ?
create new scene, and then select outdoors. instead of empty
watch like a tutorial or somehting
already did both
HDRP or URP?
? what ? I didn't see that
ur using URP
this would be the template you chose when creating the project
select outdoors URP
You may have the sky disabled in the Scene View. This is normally a toggle in the top right corner of the scene view.
I see you have a bunch of overlays docked at the top. You may need to expand the scene view to see everything
this is a 2022.3 screenshot, but the overlay should be very similar
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
still the same. For the toggle top right, I don't see the same thing as yours :
the problem is that the scene view is not displaying anything at all
wait i need to load in a URP project to see myself
That isn't the same dropdown window.
You've opened the Gizmos dropdown
ah, it was hard to tell from that screenshot!
first of all why is your hierarchy on the right 🥀
you're looking for this fella
The toggle itself also needs to be turned on. It should be blue.
when u load in a standard URP scene u should atleast get a sun and a blue sky
create a new project but select URP this time your probably in Built in rendering pipeline. its called universal 3D
no, their scene templates clearly included the URP scenes
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
guys, I'm just a beginner :" I don't even know how to expand anything.
yours also incluides a "built-in" scene template
I swear, I'm trying to find it, I struggle
look at this. they got built in and built in 3D too
Screenshot the entire editor
I need to see what you are seeing.
make sure you don't have any windows covering things up, such as the Lighting window
its supposed to look like this
if not then click the layout dropdown at the very top right below the X. and select default
Selecting the urp scene doesn't get me to this page
ray was showing you how to create an entirely new project
which i do not think is necessary at all here
my bad, I found it. And skybox is already checked
again, please just screenshot your editor so i can see what's going on
please do it anyway
just just send ur editor. like close all extra tabs. only the editor
that is one cursed editor
This looks like a completely blank scene.
Create a new scene. Use the "Outdoors (URP)" template.
even in a blank template i get this sky
I am surprised by the lack of a skybox in the empty scene, yes
this is the default color that unity uses to clear the camera
so you see it if there's literally nothing else to render
this one is with outdoors URP
that's my whole problem
they're in the lit shading mode, though
(oh, right, that wouldn't stop the game view from working, anyway)
ok
🖐️ little pause. need to go bathroom
one question: did you create this project using the URP template, as shown by Ray here?
Show the camera inspector. The camera is what determines if the skybox is rendered
i asked him before he said he doesnt know.
A newly created scene should have the proper camera settings, though!
that's what is weird
yea
Well a newly created scene/project should render the skybox too
true (:
might as well confirm that things make sense
once you've ruled out the impossible...
something something, sherlock
I guess yes ? it wasn't exactly like at bottom
you didn't go into the Package Manager and install a bunch of extra stuff, then
That would have explained the weirdness (the project wouldn't be set up correctly)
don't even know how to do so sorry..
ok
Select the camera object in the Hierarchy.
lets fix on really important thing
This will show its settings in the Inspector window.
(this is how you configure objects in your scene!)
@brisk hill listen. at the very top right u should see this. click layout and select default. as shown in the images
I didn't
then ill explain everything step by step. because currently ur editor is messed up
ok
that little bar on the left is called the hierarchy
you can see every object in ur project here.
i'm catching
when u select something like for example i select my camera, you should see its properties on the right.
the bar on the right is called the inspector
u may not see the stuff im seeing in the inspector cuz im using an already well developed project.
and this thing at the bottom is your project window where you can see all the files in the entire project
(you can't see any objects in the hierarchy right now because the scene is folded up, btw)
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
heres what it looks like
and the area where u see ur project is called the scene view.
this
thats it. now u understand the terms so now u will be understanding what we will be asking you to do
i gtg so maybe someone else like @gray frigate can continue
i'm very suspicious of how this asset is sitting out in the Assets folder
I also noticed that you have an option for the 2D Renderer in your scene template list
I wonder if your project is set up to do 2D rendering, which would, naturally, explain why 3D rendering is borked
(this should be inside of a Settings folder by default. it's used to configure how Unity renders your scene)
Don't I just have to unclick it ?
click what?
if you mean this toggle – no, this just puts the scene view into a 2D viewing mode
it doesn't affect how the scene actually renders
oh, ok..
I see your also have an XR folder, which means you've installed packages used for VR
Are you intending to do that?
thanks anyway, see ya
yes yes
starting with VR as your very first project is going to be quite a challenge
what headset?
i would strongly suggest using something like Unity Learn to figure out how to use the editor first
!learn
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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
I did, personally, learn Unity by just Doing It™, but I also had a ton of programming background
basically, what hes saying is that u gotta learn to stand up properly before trying to run an entire marathon
I do believe this is the problem
which suggests you've been clicking random buttons 😛
open up an high definition rendering pipeline project (ur laptop can handle it well) or an universal 3D project
🤨 mmm... idk, because I was actually following a tutorial for VR in unity, for beginner
what tutorial were you following?
u dont gotta learn everything to start VR. u just gotta familiarize yourself with the editor
and whatever you do, DO NOT USE AI unless u absolutely need it
i tried learning with AI and it was such a pain in the ah
i ended up reading the unity documentary and learn
gosh... it was some days ago.. I took time to find this salon, so I need to find the tutorial again
bye yall
okay. even with the coding ?
btw someone pls help me too. i need help too in thiss
i mean with scripts and all. AI is fine
because it can be time consuming to learn so using AI is ok but dont depend on it.
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.
this can be fixed with a very small tweak to the TextMeshPro shader. By default, it turns on ZTest (thus preventing it from rendering behind walls) when in a "Screen Space - Camera" canvas. You can tell it to never do this.
I don't see any other way of disabling the depth test
will try this
I would suggest making a copy of whatever shader the TMP material is using, then switching the material to use that new shader
notably, the shaders are placed in Assets/TextMesh Pro/Shaders
so you can freely edit them
any suggestion to ckeck on that ;; ?
also any feedback on the lil GUI i made? i want them to look like battlefield 2048 HUD.
I have been working on this Dialogue Node system for an asset that I plan to release, I'd love to have some feedback!
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
Unity is not a modelling tool, more so an tool that brings models together and assigns logic to them. ProBuilder is one way to do some basic modellig in Unity though. Could also make a default unity box (flatten it a bunch in one dimension) or plane and tilt it.
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? >_<
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.
Colliders are very crucial part of game physics. There are a ton of modelling tools out there, free ones too. Unity is not a modelling software and likely will never plan to do any of that either
But again you can use ProBuilder, it allows some basic modelling like that
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?
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.
I don't know anything particular, it's a tool made by unity so probably works fine.
its a package you can install it from package manager
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
Unity is a fine tool for composing the game world, not for modelling complicated 3D shapes.
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
Thanks a bunch for the input. I may try to look at the ProBuilder thing; see if I learn how to install a package.
well Probuilder is the basic shape manipulation tool
Top bar > Windows > Package manager > Change Packages (C in the screenshot) to Unity Registry then search for probuilder
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
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
yeah, you don't want the colliders to be considered by the rigidbody at all
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.
It's a bit gross, yeah
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
i'm not sure how you'd get sprites out of an FBX file!
oh wait, exporting into blender?
yesyes
Im trying to get game sprite animations out of unity into blender so they're easier to import into after effects
its a big line of bs 😭
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
dont got time to open unity at the moment.
Im pretty sure thats just for the .anim files
gotcha.
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
this lists all of the sub-assets that unity imported
yeah, i have no clue how you'd do this
(and I massively abuse Blender all the time)
it's my go-to for creating icons 😭
Unity Sprites are basically just:
- a reference to a texture
- a position in the texture
- a size
A sprite animation sets which sprite that a SpriteRenderer is using
okayokay that makes more sense
would you possibly know another app that I could render the sprite animations in?
do you have a sprite sheet with a uniform grid layout?
if so, it should be reasonably easy to use that in After Effects
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.
yea it has a uniform grid layout in the .anim file im p sure
in the texture itself, you mean?
yea, sorry this isnt my forte xd
the .anim file just tells you which sprite to use at which time
yep
okayokay, so are you suggesting keyframing the individual sprites and getting the fps right on them?
you should figure out how to use the sprite sheet directly in After Effects
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
my first thought would be to use expressions – you should be able to zoom and offset the sprite sheet to display a single sprite
not sure about how you'd crop it though
I used to do a fair bit of funny stuff in After Effects, but it's been a few years
Just found out they upgraded the depth debugger, auto snapp to the top right and smoother,
Awesome!!!
Playing with depth is much easier now
who is they?
whoever worked on the Unity 6 version that simplified the tool
Is this a urp/hdrp debug view or from the frame debugger? i dont really know where this is 😐
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
the first option
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?🥹💗
thats valid, I used AE and Premier Pro for my work. Though the addon I found renders the whole sprite sheet for me
and just like that, we'll wait 
URP can go fucking crazy with variants, NEVER disable variant stripping
well 😔 had to temporarily disable for sum special shader packages
thats why this isnt done after 4 hours. use variant collections and force includes to fix the issue instead
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
disabling stripping for everything = bad times
Honestly that's going pretty fast
ahhh i see, makes sense
and i do it in the graphics settings orrrrr?
!ask
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ty
almost 6 hours for nothing GGs
@tight sorrel
that's an interesting failure
fortunately, all of the compiled shader variants should be retained
tried building again
my pc froze 💀 unresponsive
cant tell me intel i7 14th gen and 64gb ram isnt enough for ts
restarted pc, tried building again, and this... cmon why cant i succeed in a single build since 2 days already
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.
also, building along the way is always a good idea. this breaks this 2 day build into smaller cached sections, basically
Yea ofc i googled, didnt find anything useful yet tho
Maybe im gonna update to latest Unity lts Version
you should not need to do any explicit configuration here
the URP Lit shader just has a ton of keywords
these are very weird errors
it's mixing up asset types, it looks like
i would consider doing Assets > Reimport All
this will force unity to reimport all of your assets
corruption in the Library (which contains imported assets, amongst other stuff) can cause very strange behaviors
But i deleted library folder before that completely
And obj and Logs folders
But i'll try that tomorrow
thanks
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
"obj"?
thats a folder
right, but i don't recognize the name
i'm wondering what exactly got deleted now :p
Why there isn't serializefield in unity 6.4?
there is
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?
Can be done similarly with a shader that uses the depth buffer. ask more in #1391720450752516147
Why it didn't appear on my visual studio?
probably because your visual studio isn't properly configured
are you getting suggestions for anything else?
Dawg who tf approves these presets with all these errors in them?

does it persist after library reset?
I dunno even what that is. Im like baby's first project in terms of coding rn
close the project, delete the Library folder, reopen the project, wait for the library to be rebuilt
I just downloaded the multiplayer fps preset Unity offers and I get bopped with 186 errors ;-;
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
Not to be a debby downer but anything multiplayer is going to be horrible for babys first project regardless of these dumb errors
Does any1 have any good ways to create roads that are free? Or any good tutorials. Thanks
Yeah. First time I did this there were way more errors and corrupted assets. Like bro, how you let this happen?
don't crosspost please
no i mean in the sense of multiplayer is way to complex for anyone new to programming
Where is the reset library option?
you'd be deleting the folder in file explorer
Oh. Wouldnt I just be better off reinstalling the whole project then?
Lemme switch to help channel so I dont break the rules
I think that yeah
I downloaded it yesterday
Do you have video or something about how I do that?
Which one is the help channel?
is this the error causing my issues? I dont see another channel for help
This is the help channel for general stuff, Its just poorly named
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?
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
Well either way something worked. But its all empty. Its not even a preset 🙏 🥀
ty i couldnt find it lol i assumed it didnt exist
don't forget to remove from here once you move the question
yeah im just copying the images over dw
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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
i do not know, but there is an official Ebook that might help
https://unity.com/resources/ultimate-guide-to-profiling-unity-games-unity-6
The difference is the time spent in the function itself (outside of any other profiler marker)
Deep Profile is like adding a profiler marker around every function call
I'm so sorry, I didn't know that rule
I'm unsure if the "self" time includes time spent handling profiler markers
whoever they got on qa must be slacking, why's the doc 1/4th the size of the screen 😭
that gets extremely expensive with Deep Profile on
oh ok this makes sense the function itself is quite expensive
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
might be too much for what i was checking (ie i'm too lazy to look into it)
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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
Is unity official mcp gated behind Ai subscription?
best to ask #1202574086115557446
perhaps look into parallax mapping
can someone help me fix this with my navemesh surface i need the enemy ai to get as close to the trees as possible
if you have a casule for tree collider, do the baking based on collider instead of render mesh
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."
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.
make a ground check
they left?!
lol guess no one was helpful soon enough
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
anyone know where a good free asset back is for trees that aint messed up?
audio limks
https://gdc.sonniss.com/
https://freesound.org/
Download 7.47GB of free royalty-free sound effects from Sonniss. 347 WAV files for game, film, and media production. No attribution required. #GDC2026
Freesound: collaborative database of creative-commons licensed sound for musicians and sound lovers. Have you freed your sound today?
the Unity Asset Store has over 10,000 free assets. perhaps check there.
see above. also, people do not sit in a room and announce every 15 minutes 'i am here, go ahead and ask!', they respond When people ask questions. the audio room is for more detailed questions, so asking here was fine in this case, but proper use of the rooms is required as needed, regardless of perception of traffic.
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?
dont make em transparent?
The new images are not transparent, they look like this:
Your screenshot makes it look that way. If it wont be shown this way then what are you wanting help with?
The images might be transparent, but the renderer or material setting probably are.
Or you're rendering something else on top.
Thanks for the replies, these are the original images
you will need to use a #1180170818983051344 or to a lesser degree #🏆┃daily-win . this is not a showcase room
my bad
did it
shoot. i forgot there is a slow mode on in that room.
nope, all good, since you will continue expanding it
thank you for following the server structure 🙂
indeed
okay okay
of course, its like being in someones house and not taking your shoes off. If thats the rules then thats the ruels and ill do it
Yoo im an upcoming BSEMC student what should I learn first, any tips and tricks?
!learn
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Over 750 hours of free live and on-demand learning content for all levels of experience!
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!
Place another container object and move children under it.
to every pro unity developper: where did u start learning from?
!collab
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Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
• ** Collaboration & Jobs**
Hi
Wassup
I didn't know
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?
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
oh yeaa I'll do that, thanks
damnn one object has 2m faces LMAO
thank you for the suggestion @copper gust
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
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
yeah, just thought i'd mention it
What is the hitbox used for?
Physics
i see there is also a sphere collider
The top one has to have 0 friction so you can't cling to walls
The bottom one is for slopes and has friction
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
That makes sense. I haven't seen that setup before, but it seems reasonable.
I'd only be concerned about getting stuck on thin ledges
I didn't go by any setups, the whole rig is custom
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)
What's the difference between capsule and sphere here
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
Reduce the radius of the capsule
A capsule with a sufficiently large radius winds up as a sphere
It just makes it smaller
Increase the height as well
if the height is less than twice the radius, the two spheres don't get separated at all
you will need to rotate it, of course
You can't deform it, no
keeping it radially symmetric is generally good: you won't bump into the environment by turning in place
Bumping by turning is realistic though
realism isnt always good
it can be very annoying :p
you can also stub your toe and fall down the stairs in real life..
Yea but that leads to some major rage quits… irl and in game 😆
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
ProBuilder's UI changed a fair bit when Unity 6 came out
it now uses an overlay in the scene view
Oh so what do I do
What’s that
this is the manual for ProBuilder
A link
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
Ok thanks
Where is the Unity channel for Shaders?
Thank you
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.
hi
I got my 2FA woes sorted today.
use #1180170818983051344 or #🏆┃daily-win
im making a unity app that helps people its almost done if anyone wants to test it
as you have been told, use the proper rooms.
what am i supposed to do im talking about unity and this is the unity talk tab so idk dude
you make a #1180170818983051344 and request testers there.
ohh okay
#1202574086115557446 would be the place to ponder it
use #1180170818983051344 or DMs
Alright
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?
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)
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??
How do you want someone to answer this question for you?
Are you looking someone to quiz you on "coding" and give you a score?
i just want a anwser
Okay. You're great at coding, keep it up. 👍
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
best to talk to #⛰️┃terrain-3d
Try catas of higher levels in codewars
Can you use python for coding?
Unity uses c#. #💻┃code-beginner
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
how do i fix my flashlight to be wider closer to the player but not change the rang?
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
is there a way to make a 2d sprite have an actual glowing outline like in 3d?
thanks, I'll try that
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
Do you have another NetworkManager in your menu scene? NetworkManager is probably seeing an existing NetworkManager and destroying itself. You could check the code to confirm.
I will check
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
Hi there, Did anyone use this before? After turn it on, I still can't rotate reflection probe.
wsp
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
Posting to the wrong channel doesn't magically make people know the answer
That's some truly bizarre way to implement text rendering. Surely bitmaps, bezier outline fonts or SDFs would be better in so many ways
why are all the learn resources in the hub in another language lol
Pretty sure it's based on system locale
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
well it's gonna require some understanding of vector math, probably not gonna be super deep though
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
it'll be more about knowing about ideas that work and feel nice (in an abstract way) rather than the specific code methods
Odd that it would choose 3 different languages at the same time though
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
If you just want to pass the course then pick Gamemaker. If you want to continue with gamedev later then Unity
would you recommend any sources for learning scripting and using unity other than the documentation and tutorial materials available? or are they enough for begginer stuff
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Over 750 hours of free live and on-demand learning content for all levels of experience!
seems like 4 actually lol
but it could be that multiple fallback locales are selected and each tutorial ending supporting different options
(to be pedantic, unity doesn't have different syntax, but maybe different patterns/idioms and apis)
If you include english yeah (hadn't cause i figured one was web results and the other was based off a setting)
well i just mean it's different as im used to coding with console and windows forms apps :3
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)
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
i am most certain the reason is more tilted towards no body ever opening that channel but okay
there were messages today.
if there were people able and willing to answer, they'd be there.
Can't remember the exact error but it complains something was wrong with the libraries and they need to be rebuilt
ok
well we'd need a bit more info than that
And then proceeds to rebuild the all the libraries folder (same as if you deleted them)
including like, what scene you had open?
What do ya mean by the scene?
Refusing to post in the correct channel doesn't make that channel more active.
i mean the scene
you have one open at all times
the info of "what scene is open" is stored in the library
Oh no this is before the project opens
yes, do you have to re-open your scene as well
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
Oh, just the 'Main' scene
that's not what i asked
do you have to re-open your scene or does it open the scene automatically for you
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
riiight not how that works
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
if you still have the scene open then yeah the library isn't being reset, maybe just the package cache that's being reinstalled
what's the error message you get?
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
if the error message is vague, you could also check logs for hopefully more info
Good call, do you know where I might check logs for project open, hopefully one that will even display that error?
!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
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
I can see the logs are literally re-importing every asset in the project lol
i guess at least assetdb is being reset then
the project isn't in a network/synced folder, right?
Nope, 100% local to my PC
(I back it up regularily tho lol)
I actually don't see any big errors in the logs
has this always happened or did it start happening recently?
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
Oh, yes.
and does it happen with other projects?
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
could start bisecting, yeah
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! 🙂
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
contact unity support, probably. it's an issue that's been going around
thank you, they're trying to kick users out of their engine 😂
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?
means different things like prototype was boring, you are lazy or you rushing game to be good which becomes bad or working on that game everytime without break makes it boring to work on it etc
I think I should take a break and focus on my games when im working
I was getting tired of the prototype
So I think your opinion is true
yep thats what i also do when i develop a project playing it to test hundred times without break it becomes really boring to develop
I rushed my prototype to be good
I will make something simple
I think
I wont care if it is trash
making good games takes time
because else I will get bored again
a lot of time
and tries
I will make something simple
Is that how I dont get overwhelmed?
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.
That is true
Tho
How do I improve my discipline?
Do I like do this everyday?
Your likelihood to ever complete something shrinks each time though.
Yep
Do something small each day when motivation is low.
okey
hmm, I was doing whole features each day
No wonder
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.
Thanks Osteel, my lack of discipline seems the problem. Tho I will quit the current prototype and make another.
Question: I am now inspired by a game, would it be bad to copy some things from it?
Like I found a simple game I like
Only if you're infringing on the IP
No not like that, I mean the features and stuff
Im gonna code my own version
from 0
No it's not bad. Every game copies another game.
Kinda true, it copied Lethal Company now I will copy it
Thanks Osteel
I will now leave
Is there a way to snap the main camera to your viewer camera (the one you move around in)
never got a reply so bump
isn't it easier to just you know, clone / copy the original and test in other versions
Pov you copy the nemisis system from shador or mordor
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!!
I mean, what are you afraid will happen if you do the course?
The certificate would be nice too
It's not gonna make you worse at anything, and it doesn't cost anything
do these certificates mean anything?
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?
boost of motivation, at the very least
shiny badge
I guess as additional proof for entry level jobs for like linkedin and stuff?
you can always just.. stop doing it and try something else
I guess? I was asking to see if anyone has done it and actually recomends it lol
i feel like actual projects are a better testament to skill but yeah i guess, wouldn't know dont have a job in game dev to say for certain
If you want tangible certificates and you live in Europe, you may want to look into the Game Badges program. It's a new initiative and looks pretty good for game dev purposes
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
Though note unless you have like very specific reasons to get these certs, they are just for you
jobs won't care about them
Well "tangible" is a strong word choice, definitely at least for now, since like i said it is still an early project
But right now it's cool for if you're looking for projects to do and getting feedback on them
I did smth and it worked, thanks so much!
Don't randomly ping people
grass is eating my fps in hdrp what to do??????????????
well it depends on how you are implementing "grass"
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?
This isn't really unity specific
What programming wise are you missing in your skillset to solve this problem
logically
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.
unity is a game engine
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?
single player, with matchmaking.
At the moment the only names used are the Account names generated via Unity Anonymous
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)
i used same grass mesh two times, one with density 1 and other to give dense look with density 2, height 1.5, width 1.5 and removed shadows in lighting, fps is not moving above 58..
how many grass meshes
are these individual game objects?
correct. Names for characters, when creating the character at the beggining of the game.
sounds to me like its just 2 large meshes of grass 🤨
unless i missunderstood what they meant by "used same grass mesh two times"
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.
so you would need some kind of database that you could check against, with a unique constraint on usernames
you can't do this with unity, the game engine. you might be able to do this utilizing unity services, if they have services for that
But you're not going to be able to do it all within Unity, no.
ok, so just to verify, there is no service to allow this within Unity Gaming Services, right?
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
its shader Graphs/ terrain grass
two prefabs
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
: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**
and also dont self promo, outside of #1180170818983051344 *
No idea what "zonkers" is but this sounds like you're advertising a project which means it should go in #1180170818983051344
Is it banned?
yes
you've been posting promotional messages for a while now, no?
have you read #📖┃code-of-conduct
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
Ok Ty
thank you
how many of them are you using
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
actually its a mesh with 128 tris i duplicated them and made a prefab
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
your screenshot says otherwise
also its killing me that you are avoiding answering basic questions 😩
how many of these individual meshes is there in your scene
then answer the question man....
how many of these individual meshes are in the scene... how many unique instances of them are there
So, if the answer isn't two, why did you say two?
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
i painted them in some areas
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
Okay, so that's quite a bit more than two
good luck
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
is this the reason my fps is not jumping above 58
this is preposterous
this is what you have been told already, why are you acting surprised now
I got this error, I need try deepseek or ChatGPT and Gemini. I fix it.
I'm trying to understand the reason
Well... For starters... Maybe don't use 1K tris mesh for grass, which you will probably have hundreds of instances of in your scene
the reason has been explained to you
5 times already
kinda
1000 is big number
Many grass with big number means very big number
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
yup
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
If you're really fancy, sometimes two quads in an X-shape
Using directly modeled grass over just few quads with a cheap texture, especially when using prefabed grass is quite a stupid move ||fork found in kitchen||
i dont think that phrase means what you think it means
probably not
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
"sway"?
like a hover over sway animation
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?
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
Thank you, for both the answer and the duo scene tip
seems in the end, increased geometry in combination with alpha cutout yeilds better performance. of course, it is all costing something, here or there. if you can add a tiny bit more geo, and eliminate alpha entirely, that would be the best, all around (generally).
How can I make a gun
you'd need to be more specific.
How are you doing the hover animation?
Seems kind of weird to market or sell video to motion with unity AI still when it's been deprecated for 7 months now.
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
Oh great, where is the darn code. I can't find it on my phone
its possible you need to reach out to unity support and wait a few days for a response
Yeah: and then I got an email along the lines of "we are currently answering messages in April". WHAT?
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
it is very dumb yes
access issues have priority. they should get back to you pretty quickly.
It's funny because i already got it fixed. I don't get it lol
it affected many people, so no need to worry about it being something you caused directly
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?
How do you make a gorilla tag physics game?
go to a gorilla tag server
that is explicitly how gizmos work: they're "immediate-mode"
any "retained-mode" gizmo system would require you to create a ton of renderers and leave them in the scene
alt suggestion not a recomendation: you could use a temporarily linerenderer and build a mesh with it, cache that then run that via a drawinstanced call
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
Is that how debug draw works? And is that bad? Or is not necessarily bad just more difficult to deal with?
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.
Interesting I have no idea what that means I'll have to research it
I see
yes, this is true (:
now, if calculating what to draw is very expensive, then you could consider caching the result
Uh true I can't argue with that, maybe I just couldn't face that my current structure is kinda bad and I have to rebuild it yet another time
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
jumping to a statement that's 4 and half hours old but even fancier is if you with another quad that lays flat near the top and center of the other two for a 3d looking flower head
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
now this is the grass i want in my game game
goes great with the deformable terrain im working on
vertex spaghetti!
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
ummmm yall how do i make an fps?
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
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
k ty
i'm not sure how it works
Guys, should I buy a used car or should I pay for the 3D church model here?
It's a tough decision...
Yo guys im new
Why is it getting hard to find a Web3 game dev (
use the forums
15 ratings ~_~
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)
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
that makes sense was thinking it was something similar where it's cost was at one point much cheaper
Creative Core Pathway on the learning site, materials sub-section
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I get assets being expensive and no one is forcing the price on the publisher, but for something as small and simple as a church...
I can buy a new gaming PC or a high end GPU for that price lol.
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
indeed. i certainly would not even consider it, but perhaps some would
i feel it would just be better to hire a 3d an artist for a month and have them just make it
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.
what?
<@&502884371011731486> intentional off topic spam to be a dick and spoil a tv show
!warn 1215874558469345330 there is no off-topic on this server, and trolling will not be tolerated. This is a final warning.
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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
you can make a devlog in #1180170818983051344, but if you're just looking to promote it then this isn't the place, sorry
oh ok no problem
use the forums if you are looking for a job or people to work with
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Have there been any further updates about getting HDRP running on Switch 2?
Starting a new project in hdrp and the scene and game views look drastically different, any way to fix?
Hello everyone, I have a question: do I need to subscribe to the AI Unity package to use MCP?
hi
howdy. #🌱┃start-here
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
no, just ask here and provide screenshots if necessary
!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.
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this is a advanced server holy
most community servers are like this, screensharing removes the benefits of having a community server to begin with
i unbale to fit ui on every phone screen i made in 1920*1080 after apk build it not fitting in any device screen
im just terrible at following instructions with text
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
I’ll come back home 15:00 or so
going for screenshares just means you'll have to explain the same thing to 5 different people lol
@storm patio can u help mme
please do not crosspost. ask in a single relevant channel please #📲┃ui-ux
don't ping random people for help.
is there any channel i can use for support with asset bundles?
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
asset bundles is basically an archive file that contains assets (prefabs, scenes etc) that can be loaded or unloaded at runtime, addressables is built on top of asset bundles but im looking for support with asset bundles alone
alright, just this channel then
anyone know some good ui tutorials out there i want to make a stamina bar
most channels here are help channels. choose a channel appropriate to the thing you need help with, or if you can't find one (or if there isn't one) you can just post here. (if there is one, you'll be redirected)
#📑┃channel-directory
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
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?
sounds like you've also scaled up the capsule
i don't have personal experience with 3d, so take this with a grain of salt, but as ive heard:
you should have a root object that has the colliders and such, scaled normally (1-1-1), then a child of that that has just the graphics (the mesh) which can be scaled to match normal objects
forgive me, i don't really know much on unity so i may not understand what you just said.
i ended put having my values of the capsule collider at 0, the centre X,Y,Z, the radius and the height. as the model is super tiny, so i just work with it like that? no need to make it bigger so it doesn't break the rig or anything? I feel lost and confused
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
the part where you said you've heard, i didn't really get that
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
the "sounds like" part? that's a figure of speech, like "seems like"
i'm saying "i think you've also scaled up the capsule"
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?
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.
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