#💻┃unity-talk

1 messages · Page 126 of 1

storm patio
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by "root object" i mean the gameobject that corresponds to the player or whatever this model is - you would have another gameobject, then the model as a child of the gameobject

stone olive
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thank you

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thanks

lofty bay
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How do i make skybox seamless?? notlikethis

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I see a line

sullen linden
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to select all clones of prefabs, do i put them into a list?, does it also effect preexisting ones? specifically i mean that they were instantiated before a certain line of code went up

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yk what nvm dont respond

valid cloud
sullen linden
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(i have no idea what im talking about btw)

worldly cave
viscid raft
worldly cave
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Try those 2 on the skybox import settings

sullen linden
lavish laurel
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QUESTION : dude is everyone who uses unity need to have unity hub?. Like i have unity hub

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also why after you install it. It automactically installs unity bro

viscid raft
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Unity Hub is still the main entrypoint to development with Unity, yes

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I've never heard of it implicitly uninstalling versions

true cedar
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Hello, before building a Unity project for Android or iOS, what kind of security layer should be created to make reverse engineering more difficult and prevent the project from being stolen? I would appreciate it if you could share your information and suggestions.

storm patio
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lawyers

potent geyser
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There's nothing you can do from the app bring stolen.

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Any app on the store will be on third party sites within hours.

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If you truly want to make it unusable, then your entire game will need the user to create and account that connects to your database/server.

gray dirge
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Make the server render the game too and only send the video feed to be extra safe

raven spindle
stuck flower
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If you want to be really safe the only option is to never let the app out of your own brain. Just imagine it, then no one can steal and reupload it

true cedar
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Thanks for the reply. I know complete protection isn't possible; sending code from the server in the current structure is a very challenging change. I think it would be good to have methods that make reverse engineering more difficult, thus discouraging those who work on it.

gray dirge
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What would such method do then?

true cedar
reef fjord
#

does unity work fine on macos? i'm kinda tired of Windows (ram is nonexistent, and after a 2-3 years the fans become semi-dead, i didn't even game on it that much )

storm patio
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there are automatic obfuscation tools, you can apply licensing or similar... past that with like, registering trademarks, heavy obfuscation, you get severely diminishing returns

north bluff
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Hi, I'm new to Unity. I have a few questions about the “Meta Quest All-in-One SDK.” When I press “Play,” the Unity screen isn't being projected onto my VR headset.
(My Meta Horizon Link is already connected to the device.)

sacred moon
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Hey guys c# is very hard is it good to start with python

valid bear
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@mellow mica good.

balmy kettle
storm patio
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the first language you learn will be the hardest. learning python then learning c# would have the "learning c#" part be easier than if you just started with c#, sure.. but that's because most of the difficulty was in learning programming as a whole with python.

learning python then c#, overall, would be more effort than just learning c#

fluid stratus
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I find python tends to confuse new users, as the semantically significant whitespace is a real challenge and often leads to syntax or logic errors. The big knock against statically compiled languages is the toolchain is usually more difficult to setup, but that's less of an issue with Unity. I think it's fine to start with C# there

sacred moon
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Thank you !

radiant relic
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Hey guys, I'm trying to create a gleeth effect in my game's UI using the urp glietch pack, but I can't seem to get it working. Can anyone help me?

peak mountain
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what is the trick to get UI outline images to render properly?

The more I add to the grid the shittier they look, the color gets changed on part of the image

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This image is a little more clear what the issue is

ripe sphinx
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i don't understand my layout here

balmy kettle
peak mountain
balmy kettle
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yes

peak mountain
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let me go into play mode and see one sec

ripe sphinx
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when the dropdown is above the content in the order, it renders on top of it

peak mountain
ripe sphinx
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how do i anchor the dropdown such that it remains in the same place?

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when the window height and width changes

storm patio
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if you want it to stay in the middle, anchor it to the middle

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if you want it to stay in the same place relative to a corner, anchor it to the corner

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if you want its edges to have the same distance from the parent's edges, set the anchors to the parent's edges (aka stretch)

ripe sphinx
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i want to align the edges with the other child element

storm patio
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don't know which one that is

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you aren't showing much context

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you probably want to have them in an intermediate layer as a container that scales appropriately and then have them both stretch to fill that intermediate layer

ripe sphinx
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with the other big square

storm patio
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you have several "big squares" there

near wigeon
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literally

ripe sphinx
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sorry i mean the one below it

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the light blue square

storm patio
near wigeon
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you child of it, click the anchor , if hold alt when selecting anchor type it will move it there then adjust the offset it should stay in place

ripe sphinx
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one thing that's a bit annoying is that i'm unable to see for each element what anchor point is

ripe sphinx
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on the window

storm patio
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would be a lot of information overload if you could

ripe sphinx
storm patio
near wigeon
old plank
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do yall know why it says

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Could not read package.json: Error: ENOENT: no such file or directory, open

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in my terminal

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but it has it here

near wigeon
old plank
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yeah thats true

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lol

ripe sphinx
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i have this dropdown

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and i want to add an onValueChangedEvent

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and on load, the Start() function of this class is used to initalize the dropdown (SessionReviewUIManager)

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but i'm confused now here why the onValueChanged function isn't selectable

storm patio
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what do you mean by "isn't selectable"

stuck flower
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What function are you trying to run

ripe sphinx
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sorry i mean that it's not able to be selected in the option list here

stuck flower
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What function are you trying to pick from the list

ripe sphinx
stuck flower
balmy kettle
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and what do you see instead

ripe sphinx
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nothing

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oh one sec

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yeah even after making it public

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i don't see it exposed

stuck flower
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What do you see when you click the dropdown?

ripe sphinx
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"no function"

stuck flower
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Right

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and when you click on it

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what do you see

ripe sphinx
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there's another opiton called monoscript

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and i'm unsure of what that does

stuck flower
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So, you dragged in a script file

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not an instance of this object

balmy kettle
stuck flower
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You dragged in a text file, so the only functions available are things a text file would have

orchid prism
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Can I ask about bugs in this channel?

stuck flower
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If you want to run one of the functions on an instance of this class, you need to drag in an instance of this class

orchid prism
ripe sphinx
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i would want to run it on the same instance of hte object that is referenced in the parent object

stuck flower
ripe sphinx
stuck flower
orchid prism
ripe sphinx
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i want it to take the value from the dropdown itself

stuck flower
ripe sphinx
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wdym?

stuck flower
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Pick it from the section that says dynamic

ripe sphinx
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i see ok

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what does that do?

stuck flower
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It takes the value from the function that calls it instead of having you pass in a static value

ripe sphinx
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ahh ok

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ok so i want a bit of help planning out a change before i make it to ensure that i'm not introducing any memory leaks or takign up more memory then i should

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so basically there's a list of entries that i'm loading from and trying to filter on based on the dropdown value

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what happens is that there's a static object containing a list of entries that is pulled frmo

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on filtering i should i filter on that static lsit

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the thing i'm a bit confused about is how to minimize the number of ui object creations

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this is the loop as it stands

short sigil
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Guys please help me to recover my account

near wigeon
short sigil
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Will They Solve this Because as many reviews on internet they say they only Do the thing is wait and they never unblock the account

storm patio
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we wouldn't know

ripe sphinx
storm patio
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we aren't support

storm patio
ripe sphinx
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the app generally has had a lot of issues with memory usage

short sigil
ripe sphinx
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so in trying to implement this new thing i don't wanna add to that

near wigeon
short sigil
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@near wigeon is there any Or more groups where I can find some more support

near wigeon
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nobody but unity can touch or verify what happen to your account, anything else is a scam.

balmy kettle
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either they solve it and you're good to go, or they don't and there's literally nothing anyone else can help you with because only unity could possibly help with that

potent geyser
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Did you actually submit an appeal request?

stuck flower
south summit
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its correct using shootParam = Animator.StringToHash("shoot");?

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StringToHash what does means

south summit
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whats the difference with simply using anim.SetBool?

near wigeon
ripe sphinx
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What would be the appropriate way to remove all the individualsessiondisplay objects if i have a reference to the toplevel list object?

near wigeon
stuck flower
# south summit `StringToHash` what does means

Animator parameters aren't actually stored as strings, they're stored as hash codes. Converting a string to a hash is free, converting a hash to a string requires a lookup which takes some time. When you use a string for the parameter, every time you reference it, you have to do the lookup. If you do StringToHash and use the hash code, it skips the lookup and runs slightly faster

south summit
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it simply gets the animation parameter and thats

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ignoring the type

stuck flower
south summit
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just simply gets it

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and for after that exists setFloat, setBool, setInteger, etc

near wigeon
south summit
stuck flower
near wigeon
ripe sphinx
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i have a copy of the green object

stuck flower
# ripe sphinx jsut those

Loop over the child objects, check if that child is the thing you want to destroy, then destroy it. You can loop through children with foreach (Transform child in transform). The transform behaves like an iterator and lets you loop over the the children

ripe sphinx
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within the top List, how do i get everything inside Session Review?

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and then on and on?

stuck flower
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Iterating over a transform will only get you that object's direct children. Children of children would require another loop

ripe sphinx
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and i should cast those objects as GameObjects?

storm patio
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no

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transforms are not gameobjects

stuck flower
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You can't cast a transform to a game object

ripe sphinx
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right

worldly charm
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Haven’t used unity in a couple years, I might just be a little slow but I keep trying to create a project but it shows in the project list for a split second and then vanishes? Anyone know what’s up?

gray frigate
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show us the last screen you get to before the problem happens

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(this should be in the unity hub)

worldly charm
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@gray frigate literally just the project creation menu

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And then this

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Nothing else between or anything

balmy kettle
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!logs 👇 check the hub logs, most likely it's failing to create the project for some reason but the logs will tell you why

vagrant rootBOT
worldly charm
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Says failed to read terms text and then crash if that means anything

fossil yoke
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Increase the scale in the importer, not the scene view.

ripe sphinx
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that contains the list and the patient dropdown

upper verge
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is there a way to rename an object without right clicking rename?

signal grove
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anyone know any good videos or courses on how to make boneworks style vr rig in unity. Ive been making my own and its going pretty well but im getting stuck on grabbing and hand poses. all the tutorials use xr for grabbing but mine is a physics rig so that wont work and i never get very far with frameworks like vrif, hurricane and auto hand since im better off if ive made it myself.

signal grove
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same goes for most softwares

storm patio
signal grove
upper verge
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okay f2 all i needed thanks

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now I will live longer

frigid saffron
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My visual studio is doing autocomplete well with all the class
Exepet some like SerializedFeild and IEmulator
Why?

craggy pollen
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it probably only uses copilot ai snippes but not intellisense

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you have to fix your ide

frigid saffron
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How to fix my ide?

craggy pollen
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!ide

vagrant rootBOT
cold rock
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Why does some of my emission materials not produce a baked light? - in other places it does - same material too - yes i have generate lightmap UVs on

worldly cave
cold rock
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i figured it out with the help of chat gpt
Hard Angle: 88
Angle Error: 4%
Area Error: 8%
Pack Margin: 12

copper gust
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that doesn't sound like you figured it out

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it just sounds like you were told to do something

lost copper
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it was gonna be that either way if he was asking for help

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whats your point

copper gust
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the difference would be knowing what those variables control and how to know what to set those to

lost copper
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if the end goal was to resolve an issue, he first asked for help here and basically got none, asked an ai and got a plethora of information. he obviously learned how to resolve the issue and why

cold rock
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in my 4 years of unity i have never needed to manually change the import settings so i dont really care to learn how it works

storm patio
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is this a 3d thing or smth

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well i guess the massive files would at least have metadata

copper gust
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learning is good i think

storm patio
cold rock
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tbf your making a big deal out of nothing 🤷‍♀️ i just wanted to fix a problem

copper gust
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dropping a isreal flag emoji as a joke is some weird ass shit

lost copper
storm patio
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it's supposed to be a joke?

storm patio
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it's at the very least not obvious that they did that

storm patio
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what's the joke?

lost copper
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even if they didnt im just saying they can

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its not impossible yk

copper gust
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are you ten years old

lost copper
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im thinking you are

storm patio
lilac night
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it's been installing for like, 40 minutes, is that normal?

storm patio
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not super out of the ordinary, tbh

lost copper
storm patio
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could pre-emptively start checking these though

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!install

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

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

  • Install the Hub and Unity in a non-system drive or a clean new folder in the root of C: drive.
  • Failing that use the recovery Refresh option or reinstall OS entirely then repeat the previous step.
storm patio
cold rock
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ngl i dont really care that much 😭 just tryna get a comission out in quick time - ik it might be lazy i dont want to learn the WHY but yeah

storm patio
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to be clear, i'm not trying to personally attack you or anything

lost copper
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its just something that chud guy doesnt understand

storm patio
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the hell does chud mean

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and who are you even referring to

storm patio
copper gust
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they dont care

storm patio
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oh sick

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just had to get a little impatient lol

lost copper
storm patio
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that's not a very good assumption to make in these kinds of places lol

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you'd hope so, but yeah unfortunately not

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low-effort drive-bys are not uncommon

(to be clear, low effort in interaction/question, not project)

glass cipher
#

I’m currently developing a mobile puzzle game in Unity and I’m searching for illustrators/artists for game assets and UI.

There are some good illustrators, but most of them haven’t worked on actual game assets before. Do you think this is still fine if I provide detailed prototypes/references, or should I specifically look for artists with mobile game asset experience?

Also, what are the most important things I should ask them before hiring?

vagrant rootBOT
# near wigeon !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**

storm patio
glass cipher
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bro did not read it

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xd

storm patio
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i mean, 99% of the time a message starts like that it is just a job post lol

gray frigate
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IMO, game asset expertise matters less for 2D assets

steady jay
#

I fixed the defect

glass cipher
gray frigate
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what kind of assets are these going to be?

glass cipher
# gray frigate what kind of assets are these going to be?

Mostly casual mobile game UI assets such as:

  • Navigation bar
  • Profile screen
  • Shop screen
  • Daily challenges/calendar
  • Collections screen
  • Buttons, icons, panels, popups
  • General in-game UI elements

So mainly polished 2D mobile game interface assets, like in villain match.

violet thunder
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9-slicing is a big one for UI

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So a lot of the textures should be created with that in mind

full flint
glass cipher
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Which assets do you mean specifically for 9-slicing?

storm patio
tall hearth
storm patio
tall hearth
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right, though icons themselves shouldn't so like a notification button should be 9-sliced but the bell icon shouldn't

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off-topic, but is there a specific channel for hlsl / compute shader questions?

storm patio
tall hearth
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even if it's less about visual and more about getting a compute shader to do some math?

storm patio
tall hearth
storm patio
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yeah that's fair

glass cipher
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So should I tell the designer to make the assets 9-slice ready, or should I just set up the 9-slicing manually in Unity myself?

tall hearth
storm patio
glass cipher
#

thanks

violet thunder
copper gust
#

we aren't gonna do your job for you 😭

glass cipher
storm patio
#

you're asking us to do your job in vetting/reviewing a candidate

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quite outside the scope of what this server is for

glass cipher
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i mean i think he is good but i am not sure

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That’s why I was just asking for opinion.

storm patio
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that's for you to decide

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this is your job now

slate kayak
#

how can i see the bones in the armature so that i can create capsule colliders on them?

stoic lake
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still have this issue, any new shader I create does not work

gray frigate
slate kayak
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Like i cant see the bones visually i meant in the scene

stoic lake
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the one for inverse kinematics

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might add a little bloat to the project though

uncut karma
slate kayak
#

I tried adding a bone renderer just now with and its looking chaotic

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like what is going on here hahaha

stoic lake
slate kayak
#

mmmmm yeah i figured out the bone renderer now

slate kayak
slow dirge
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Might wa t to investigate with a frame debugger + share the shader code/graph.

drowsy pawn
#

Can I share progress updates of a project in this chat?

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night guys!

drowsy pawn
latent meadow
stoic lake
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deleting caches hasn't worked

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I've gone to old game versions and it hasn't worked

drowsy pawn
stoic lake
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it's not even the shader code either the default unlit shader breaks

slow dirge
copper gust
#

why the fuck would anyone hire someone who can't read

gray frigate
#

this appears to be completely unrelated to the Unity game engine

slate kayak
gray frigate
#

The FBX format only cares about the head of each bone

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The gizmo-drawer you're using is drawing lines between bones and their children

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Without leaf bones, the head bone is just the point on the bottom left

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(well, even with them, it still is: you just also have a leaf bone at the tail of the bone)

latent meadow
slate kayak
#

Shall I enable them then? They wont impact the weight painting and they'll help visualise the bone placement for better capsule placement?

latent meadow
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not sure, that is why i linked the proper rooms. i use other tools

slate kayak
#

Also thanks you two for the help!

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Thats so much better now!

gray frigate
#

Right, they won't affect deformation at all

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The SkinnedMeshRenderer won't even be aware of them

muted elm
#

Hi

latent meadow
muted elm
#

Ok

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Thanks

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I know this isn't the place for this, but... I'm looking for friends outside of Brazil to chat with and talk about our daily routines. I also have knowledge of Unity and can discuss projects and such.

latent meadow
#

as you said, this is not the place for this.

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try the 'game dev network' discord

muted elm
#

:/

latent meadow
#

you can also check the forums

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👇

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**

muted elm
#

Ok

latent meadow
#

this current sale is almost depressing considering what i spent on some of these assets.
You all should really check it out. it is basically like the 95% off flash deals, but stable

inland tulip
#

if anyone has played animal company before on vr, do you know how to make that black line shader where there are random black small thin lines everywhere

copper gust
#

respectfully i do not know how many users have vr, have played animal crossing on it and are educated game developers on the unity discord

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you might need to provide specific examples for people to see

silent thunder
#

What

latent meadow
silent thunder
copper gust
#

feel free to struggle in the correct location then

dense pivot
#

any solutions for not receiving authentication codes? that resend button is not working at all

latent meadow
analog saddle
#

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

latent meadow
fervent epoch
#

Hello, so I'm having another problem... I got a character asset pack from the unity asset store, and then got some animations from mixamo for idle and slow running, and when connecting everything with humanoid type animations, animation controller, looping, etc... The character seems to have it's legs twisted and looks really bad... How can I fixed this, I think i tried everything, like forcing tpose for character and animation, twisting the legs in the animation and much more, am I forced to make my own characters and animations?When I get home I could get some photos or videos of what I am encountering...

latent meadow
#

when you are actually in front of the computer, then ask.

inner seal
#

hello!

inner seal
#

im new

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: )

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say can i ask anybody

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for smth

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is unity taking forever to loading is normal?

storm patio
#

there's a lot of places where unity might be loading, the expected amount of time varies

inner seal
#

been on that part for like 10+ and still havent loaded

inner seal
storm patio
#

has it started installing?

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there should be an indicator in the bottom left (iirc) where you can open a sidebar if it's started installing

inner seal
#

my internet sucks

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and now i have to restart : (

queen minnow
#

What? Never had this problem back then, benched unity for a few months and decided to open it now, now this thing just pops up

storm patio
indigo garnet
#

I am facing a very strange issue in unity animator.
I have create animations for a 3rd person controller.
But on one animation "crouch walk" the behaviouse is not understanable.
Its about "loop time" checked or unchecked. in both cases the animation worked fine.
but when "loop time" is checked and I try to click on transition in animator it does'not show any paramters (which I created earlies : eg: crouch bool for crouching).
and in inspecter it gives the error below:
[14:53:35] ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced. UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
PS. I have tried changing the animation clip but nothing helps, also it does matter if the clip is attached in animator or not , the moment I check the loop time it through the error.
screen shot attateched.

queen minnow
storm patio
#

what do you mean by "does basically nothing"? does it not restart or what exactly

storm patio
queen minnow
storm patio
#

so the engine doesn't restart, correct?

queen minnow
#

yes

storm patio
#

does the popup reappear if you restart the engine yourself?

indigo garnet
queen minnow
indigo garnet
#

@storm patio should I del the logs and obj folder too?

storm patio
storm patio
latent meadow
queen minnow
indigo garnet
latent meadow
storm patio
queen minnow
storm patio
#

well if it's running it should be showing in your task manager

#

idk, maybe you're looking in the wrong tab?

queen minnow
#

i mean thats everything afaik

storm patio
#

you don't seem to be running unity editor there

inner seal
#

hey also... whats the average age in this server?

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like... teen,or adults js wanna know

queen minnow
#

made a new project just to open it instead of my game, heres what it shows when i clicked "continue at own risk", plus thats the editor now on task manager

storm patio
#

hmm, don't know where to go from there, sorry

indigo garnet
#

I added a new empty start to solve my issue.

queen minnow
#

saw a thread online stating its a bug or some sort, and another thread stating to put UAC to default, i had mine all the way down, now alls well and working fine

latent meadow
arctic portal
#

why is the selected object not rendering? the TrackMesh.R is basically the same object but it renders alright. is it because of rigging or some shi?

potent geyser
#

Is it basically the same, or the same? My guess is that they're not the same and this track model is inverted normals

#

Nevermind, upon closer look, you've turned off it's visibility in the hierarchy. Press H.

last scroll
#

Is ther a channel for shader graph stuffs?

pearl oyster
latent meadow
# inner seal wdym census? data?

did the server ask your age when you joined? no? well, it didn't for anyone else either. if the word census is what you are asking about, that can easily be googled, or found in a dictionary.

arctic portal
inner seal
#

just make sure so i can try adapt with it

hard parcel
#

Man with how much work has been put into reactiveUiToolkit, and so little interest i wonder if people even care about UI's for their game or they never even get to that stage and UI's for game is basically just polish and the last part people get to.

latent meadow
#

yes, we get it, you're a shill for that asset. notice how the last advertising attempt got removed?

violet thunder
#

It's a library they wrote so "shill for that asset" is a bit dismissive

#

Personally I skipped it (for now) since I'm not familiar with React

latent meadow
#

with reason

storm patio
#

!collab

vagrant rootBOT
# storm patio !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**

ripe osprey
#

alright, I want to do something but idk how to apply it correctly, or maybe my logic could be bad too...

basically I want that a trigger that plays an animation and disables the collision box a set of doors that are assigned to that trigger prefab specifically, so what could be the best procedure to follow in this instance???

storm patio
#

well, just.. make that?

#

if the animation is that the doors are opening/moving out of the way, you could just have the colliders of the door move with them rather than managing them manually

#

you could use UnityEvents to make the trigger volume reusable for any method, it wouldn't need to trigger an animation specifically or whatever for example

#

there's a ton of things you could do, there's not really a "best procedure"

ripe osprey
storm patio
#

which part specifically?

ripe osprey
#

that the trigger interacts only with the prefabs I want it to interact

storm patio
#

it would not be interacting with prefabs

#

do you mean the specific instances of the doors?

ripe osprey
#

yeah that

storm patio
#

the trigger would have a reference to the doors in some way to allow the trigger to tell the doors what to do
this could be via a serialized reference just of the door controller, or more generally as a unityevent like i mentioned before

ripe osprey
#

but the trigger will be used not only for door, but also for another interactible objects, so I don't create different triggers for specific gameobjects

storm patio
#

ok, so use a unity event

ripe osprey
#

alright, gotta research that then

#

ty!

brisk anvil
#

Any recommended tools for posing inside unity?

I would like to pose a character holding another.

No need for animation frames or anything but as long as I can idle -> instant or smooth transition -> a new pose.

#

I've got final ik which I'm considering using but I'd love to know other options as well

latent meadow
#

try umotion, there is the community edition which is free

humble hatch
#

Hello!

#

Where can I find a person to work with on a short hobby game?

vagrant rootBOT
# tall hearth !collab

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• ** Collaboration & Jobs**

tall hearth
#

Not here

near knot
#

hey - any idea why my flashlight light is not working? if i have a directional light it lights up everything, do i NEED to trigger the light on off? can't i just active it in the editor?

#

its a spotlight, wich might be the best?

slow dirge
near knot
#

light is set to realtime, its an URP project

#

settings are default

#

every light seem to work but spotlight

slow dirge
#

Take a screenshot of the light source gameobject with all it's components visible

#

As well as one object that is supposed to be lit by it.

near knot
#

i mean

#

oh wait

#

nvm

#

so what exactly do you want me to do

slow dirge
#

Take a screenshot of the inspector.

near knot
#

oh wait

#

the intensity

#

was just WAY to low

#

sorry

slow dirge
#

This is not necessarily too low.
What I'm thinking is that the range just doesn't reach any objects.

near knot
#

oh. yeah im gonna tweak it ingame

arctic portal
#

is it possible to make cinemachine do the opposite of position damping in cinamachine follow? right now when the target moves right, the camera lags, so the object moves towards the left of the screen. but i want it so that when the target moves right, the camera is ahead of the object and the object moves to the left of the screen?

turbid vapor
#

How do I make a good city?

I made roads with EasyRoads3D, added some houses on the sides, and painted the terrain with paving stones.
I placed gas stations and snack bars on a copied asphalt block, but they don't blend in with the road.

It looks so-so.

worldly cave
#

there are addons for it as well

turbid vapor
# worldly cave to make stuff blend into other stuff, look into object/edge blending

Please, can you say search term/link?

I saw prefabs for EasyRoads3D, but there are no plateaus for buildings - https://assetstore.unity.com/packages/3d/environments/roadways/custom-prefabs-for-easy-road-v3-95995

Elevate your workflow with the Custom prefabs for Easy Road v3 asset from Gest. Find this & other Roadways options on the Unity Asset Store.

worldly cave
#

its litterally the second half of my message

turbid vapor
worldly cave
#

i mean thats one implementation... but yes thats what im refering to

#

not that particular asset

#

but what it achieves

brittle lantern
hard parcel
# latent meadow yes, we get it, you're a shill for that asset. notice how the last advertising a...

shill, and advertising - thats priceless considering its a complete free tool, i wrote that i use in my own project and shared so people could enjoy too, more over last adversing attempt - ah boy.. that's even better.. considering some guy in here who i cannot find suggested i would make a demo, and i made a demo and it was my attempt at connecting with him and getting his feedback .. but yea.. shill advertising .. all good. stay in your narrow lane.

worldly cave
#

not active ones at least

hard parcel
#

@worldly cave i think it was you who suggested the advance UI demo right ?

worldly cave
#

besides if your goal is connecting, pretty sure you gotta email them lol, not the other way around

hard parcel
#

yea i tried to find you the other day to get your feedback, but could not remember the name and the "@" gave me seveal people with same initials .. either way i will pm you the demo

rancid lake
#

Is there any known plugins that let you change a sprite assets brightness/hue/contrast/etc?

#

Unreal engine can do that in the texture properties, but unity can't without custom shaders.
Any plugin that can do it?

gray frigate
#

the tricky thing is that a sprite doesn't store any texture data – it stores a reference to a texture

#

so you could not simply post-process the image

#

You could certainly post-process the entire texture, of course, as long as you don't need per-sprite settings

potent geyser
#

It does have the ability to hue shift

rancid lake
#

Or so we thought!

acoustic field
rancid lake
#

Just made a little plugin for it, keeps the original and makes a "img_shifted.png" based on the settings

worldly cave
wraith pasture
#

Why is the asset store so ...

#

I bought this which "unlocks" 9 assets. So I now have to go to each of them and add them to my cart. Then click buy and it asks for a credit card even though its 0.00$ for them. And then it actually goes to the credit card payment page where it asks for 1$ even

stuck flower
#

Those "Unlocks", are those also on the asset store or is it some external site?

wraith pasture
#

They are unity asset store unlocks (can see them in the description of the bundle asset)

#

one of them for example:

north apex
#

every time i close or save, it still asks me to save, i click save and SampleScene still has a star signifying it's not saved.

#

but i think it is saved

#

my progress is not reverting

storm patio
#

does the file you're supposedly saving to exist?

proud dew
#

@worldly cave thank you now the grass fps problem is gone

worldly cave
#

why complain at all lol

stuck flower
#

I mean, it is kind of annoying to run into Free*

#

even if it's a small amount, it's literally infinity times more expensive than free

worldly cave
#

yeah but

#

get this

#

its already 600 dollars worth of high quality assets for a dollar

#

sure its a bit deceptive

#

but thats the price to pay

#

pun intended

wraith pasture
#

I already paid for them and it asks me to pay again

worldly cave
#

wait what?

#

i just bought the same thing lol

#

i litterally just had to pay for the first one

#

and i added the other 9 you get into the cart and did checkout for 0 bucks

cursive osprey
#

whats the best way to start a VR game in unity?

wraith pasture
#

Buying the bundle was like 2 bucks but when adding the "free" unlocks it asks for 1$ again

#

no clue why it even asks for a credit card so weird

near wigeon
worldly cave
#

maybe its a local thing?

#

country specific

#

for me it was just the initial payment of 2 bucks (plus a code for a discount) and the rest were fully free

cursive osprey
wraith pasture
near wigeon
#

Unity does have some startup components and a VR pathway in !learn

#

vagrant rootBOT
near wigeon
#

VR doesn't change much except how you interact with objects and locomotion, everything else is the same as 3D and even 2D

cursive osprey
#

alright ill check out these tutorials

sudden sparrow
#

GUYS where do i post my problem of navmesh

outer lily
#

hello guys 🙂

fiery ore
#

Hi

reef fractal
#

bundle costs like 3 bucks for me

gray frigate
#

i can't find it online

acoustic anchor
#

does anyone know how to get these shaders to work? supposed to represent a flame but it just looks so empty..

rancid lake
#

It does yeah, keeps the original since unity has no way to remember the original stuff. It came out pretty cool so I'll prob add a few more features and just make it an ofifical plugin 🙂

rich trellis
#

Do you guys ever have to deal with wrist pains from working on the computer for long periods of time?

gray frigate
#

Sometimes; varying your posture helps a lot

#

most of my wrist strain comes from playing games that make me grip the mouse tightly as i'm aiming

#

so it's way less of a problem in Unity

#

i'm also taking my hand off the mouse pretty frequently to type

gray frigate
#

yeah, improving your overall fitness is the key thing

#

(and just moving around a little)

rich trellis
near wigeon
#

helps a lot

gray frigate
#

training yourself to avoid sloppy coding mistakes by doing 1 push up for every error in the console

#

that'll teach you to let exceptions sneak out of Update

#

😭

gray frigate
#

i wonder if your scene view camera exposure is wrong

#

make sure that "Override Exposure" is disabled here

#

You'll need to widen the scene view a bit to see the camera settings dropdown

worldly cave
#

as well as using my mouse on the side of my thigh

#

everything to maintain proper wrist posture

gray frigate
#

terror

reef fractal
#

howdy errybody. so ive been switching careers from construction into game dev (tired of swinging hammers lol) and as a musician, im leaning toward audio engineering (though not exclusively). ive been crash-coursing unity and fmod and building small ARPG prototypes in godot to test what im learning (helps the concepts stick when i rebuild unity lessons in another engine).

im trying to get comfortable enough with unity/godot that fmod/wwise integration doesnt feel like solving 3 rubiks cubes at once lol. any pointers for getting game‑jam‑ready this summer? id love to participate in some of those.

tawny quail
#

construction: swing hammers all day
game dev: game about swinging hammers
stonks_c

#

Actually I think that's just ROGUE LIGHT DECK BUILDER lol (fun game)

worldly cave
#

it really depends on the team you want to join

#

some people look for experienced individuals, while some look for litterally anybody to work with

tawny quail
#

Main thing with a game jam that helped me out in the past is making things good enough to get the game concept in place, then if I have time near the end I'll polish up the parts I wasn't fully happy with (instead of slaving over one thing for too long). Or learning how to cut corners to save time. For example (I won both of these jams), I made a game fully out of SDF 2d shapes using the Shapes asset, and another I drew pixel art over photo references to make the levels I needed. Small stuff like that add up to make the jam experience a lot less tedious on the art side at least (but I'm also not an artist LUL).

reef fractal
reef fractal
tawny quail
#

Oh a good thing to learn is the quirks of WebGL. For me at least, I don't play game jam submissions that aren't playable online (don't want a virus from wacky submitters tyvm 😔). So knowing how to get that figured out as early as possible in the jam + what might need fixes to work nicely on webgl is very useful I think.

reef fractal
#

i hear that lol. i bricked so many pcs back in the day that even downloading the unity installer gave me war flashbacks

rancid lake
#

Tbh im just using a winter headband on each arm as a pad lol, but it works. I never had pains again

coral violet
#

do you guys have a way to optimize unity?

#

what i mean is that it takes more space than it should

copper gust
#

how much space is that

coral violet
#

GB

copper gust
#

that is a very small amount of space

coral violet
#

my project doesnt even have scripts and shi

copper gust
#

yup

#

that is still a very small amount of space

coral violet
#

hmm i see

copper gust
#

you would likely need a lot more space if you want to make games

rain jackal
violet thunder
#

Humans perceive colors different based on their surroundings/context

near wigeon
#

I think they mean it doesnt refresh unless they change color picker again

rain jackal
#

yes, but the rest are lighter for some reason. It assumes the right color only when I change alpha

violet thunder
#

Oh okay I see now

near wigeon
#

maybe order in layer issue?

#

like is the CellFrame a semi transparent white image? or just borders

rain jackal
#

this is cellFrame. It's the same everywhere. Same sprite same color

polar basalt
coral violet
#

mb

polar basalt
# coral violet not really

if you dont have anything inside, there should be around ~2 GB of storage used, its mostly just library folder, different unity versions may use more storage, why do you want to optimise?

coral violet
#

it has multiple objects + 4k pbr textures

polar basalt
#

well yeah you cant optimise that unless you compress them or something

coral violet
#

ah

polar basalt
#

textures are the things that take the most space

coral violet
#

i see

polar basalt
#

and music i guess, videos are the worst

#

so why do u need to optimise?

coral violet
#

ts is gonna be kinda painful

#

so i can get space

polar basalt
#

my library folder takes up 30 GB

coral violet
#

thats kinda small

polar basalt
#

and all of that just for 4GB of assets

coral violet
#

anyways ama go do stuff

#

thanks for helping

near wigeon
near wigeon
# rain jackal

what happens if you use on the tile the same material as the bg "Sprite-Unlit-Default" instead of "Material"

rain jackal
#

thank you very much

stuck flower
#

Seems like there's something awry with whatever shader that is

trim raft
#

who here knows how to make a gtag copy

gray dirge
#

nobody I'm afraid

#

any other game perhaps but that particular one is beyond the capability of this server

near wigeon
#

or the people who know how, don't want to

dense pivot
manic bolt
#

The hub

latent meadow
gritty flare
#

I’m new to unity any tips?

latent meadow
gritty flare
#

Thanks

latent meadow
inner seal
#

hey uhh... wheres webGL?

#

it doesnt seem to appear in the module list

latent meadow
#

WEb Build Support. already installed. unless i have forgotten the basics

latent meadow
#

might have. i only ever used it for the tutorial years ago, so i do not recall

#

the documentation is pinned in the #🌐┃web room, which should have more information

inner seal
#

say is it possible if i use javascript in unity? seems they use C++ which i dont know how to code in it

analog saddle
gray frigate
#

That'll do it

rancid lake
#

Where can i find the asset store tools?

#

I downloaded the plugin to upload an asset to the store, but I can't find what it added

balmy kettle
near wigeon
#

the engine is written in c++

near wigeon
reef fractal
#

its nice when you jump ahead of the lesson plan and try writing the script from memory, and it actually works. small wins lol

#

i have tasted power and glory

rancid lake
reef fractal
#

woah, and my code ended up being way different than the instructors......but hey mine worked.

#

i cant be stopped!

storm patio
#

i mean there used to be a long time ago if i understand it correctly, so you might still see some in old forums. but not in modern unity, no.

latent meadow
#

yeah, much more like godot way back when

inner seal
#

also why are the projects i have didnt exist in the folder list?

storm patio
#

have they just disappeared, or did they not show up to begin with? what's the context here

inner seal
#

i made a new project, do a little bit in there by adding a single sprite, basically the file still exist but it somewhat doesnt shows in the project list

rancid lake
#

Anyone know why I can't set the price on my asset to publish?

#

(or if there's a better thread to ask in)

upper silo
rancid lake
upper silo
#

does it follow them?

rancid lake
#

I haven't set anything because it's greyed out lol

#

It just says not to undercut other stores, etc.

#

But I literally cannot interact with the price at all

#

and I can't submit the asset until I set a price

rancid lake
#

Turns out you need to log out/in when you create the publisher profile for the first time

#

i noticed a few other fixes too from that

near wigeon
#

!collab

vagrant rootBOT
# near wigeon !collab

:loudspeaker: Collaborating and Job Posting

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Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
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vagrant bramble
#

Does anyone have any recommendations for non built in optimization? Without a frame rate cap, looking up causes my frame rate to be 580, looking forwards/anywhere with my meshes and textures, upper 200s to middle 300s, down, upper 300s

storm patio
#

why do you need to optimize something that's 300fps

#

do you expect most players to be running 500 fps rigs?

rancid zenith
#

Yoo Hit me Up

storm patio
vagrant bramble
storm patio
#

right so that's the information necessary to make an informed decision

#

the easy option is to set their rig as the minimum requirements. that's probably not what you want, but just getting that out of the way first

vagrant bramble
#

I was pointing out the fps difference, that's uncapped/vsync

storm patio
#

in steam or whatever, specify the tester's specs as the minimum specs

vagrant bramble
#

I'm not on steam or anything, and to add, it's a single player game

#

I just build then zip then send the files

storm patio
#

doesn't have to be on steam, just wherever you're publishing

#

so the issue is with actively rendered meshes, have you gone through the typical stuff of occlusion or backface culling?

copper gust
#

Occlusion culling is probably the first thing I'd look into, if your renderers aren't dynamically spawned

vagrant bramble
storm patio
#

culling is not rendering stuff that doesn't need to be rendered
frustum culling for example is culling stuff that's not in the view frustum (the FOV of the camera)
occlusion culling handles stuff that's hidden behind other stuff, backface culling handles the back of objects

vagrant bramble
#

These aren't on by default?

#

If not, I'll get into it and handle it

copper gust
#

backface culling is based on how the meshes are made, occlusion culling is something you have to bake

vagrant bramble
#

How do I bake them

vast zephyr
#

Guys. I need a roadmap or structure to start learning unity. I know the basics like controls and adding object and scaling, etc. Following tutorials is counter productive i feel. I dont retain a lot of information from them especially coding... Any help?

copper gust
vagrant bramble
#

storm patio
#

you might be in "tutorial hell", where you end up just following the tutorial without learning what you're doing or why you're doing it

#

just doing tutorials won't let you learn, you have to actively use them as a stepping off point for understanding stuff

copper gust
#

Worth elaborating specifically that the standard occlusion culling stuff only works when your renderers are like manually placed in the scene, since you need to manually bake the occlusion data in editor which tells the engine what "blocks" what. If your ever spawning prefabs of structures and such occlusion culling gets more advanced to solve

storm patio
#

!learn

vagrant rootBOT
storm patio
#

there are learning resources there if you can't find good ones, though which tutorials will work for you varies from person to person

#

if a tutorial isn't working out for you, try a different one

vast zephyr
#

Alright I suppose I'll stick to grinding tutorials until i retain some sort of information

storm patio
#

that's exactly what i told you not to do

vast zephyr
#

No i mean i'll use them alongside my own projects

#

like you said if i dont understand ill move on to the next one

#

It's very overwhelming

copper gust
#

it is overwhelming

#

it's a whole lot that feels like it comes at once

storm patio
#

also note that a lot of tutorials don't contain all the info you need

#

if you don't know or understand something, try googling or checking docs/forums or ask here

reef fractal
brave tulip
#

Pls someone help me, if I download a fully made game asset/template from the Unity Asset Store, then edit it a little and add ads, can I publish it on the Play Store?

latent meadow
#

ask a lawyer.

jaunty solar
latent meadow
boreal river
#

Hello, guys! So, I have a question. I am trying to achieve first person camera view on my player, but I cant understand how to tell my camera to view only the hands of the player and the gun becasue now my camera doesn't ignore the body of the player.

#

I was thinking maybe culling mask so I mean I have to use layers?

jaunty solar
rough field
#

put the head on a different layer and disable the layer from rendering on that camera

#

or just remove the head straight up

boreal river
#

probably I can just remove the body and just leave the hands and the gun so just to disable the body

#

but if I have animations etc

#

it wont be a good idea

#

I assume

rough field
#

you can just disable the head

#

is the game multiplayer?

boreal river
#

no its a sci fi survival horror inspired from dead space and other similar sci fi horror games

rough field
#

do you have cutscenes where camera goes out of the head?

rough field
#

then yeah just disable it

boreal river
#

and I cant disable the torso because it has the hand as well which holds the gun

storm patio
boreal river
#

I think I found a nice angle

#

I have just reduced the near plane

#

I assume its fine

#

I am just going to tweak it a bit

rough field
#

yeah

boreal river
#

Ok now I am thinking how to rotate my player with the mouse because if I am going to rotate the whole character on the y axis it will be very weird. What do you think I have to do?

#

on the x axis its fine

#

oh maybe i have to add my camera to the weapon as a child

storm patio
#

rotating the whole character on Y is typically fine

#

that video is rotating on X

boreal river
#

yes I mean on X isn't fine but on Y its fine

storm patio
#

(XYZ <=> RGB. you were moving the red handle, that's moving around the X axis)

latent meadow
#

you need to be 18 to publish anyways.

#

if you are actually somehow over 18, then read the license.

deft urchin
#

Someone help me with the closed test?

latent meadow
storm patio
brave tulip
#

Ohh hmm

deft urchin
#

Someone who has gone through that who can tell me if it should be the same 12 testers for the 14 days or if they can vary

granite python
#

Question... So this is my scene. Im relatively new to unity overall, but how do I change it so it mirrors what my game tab looks like? Because in-game, pistols are in the hand, animations, everything. But I just dislike how scene shows it by default.

#

In-game view.

latent meadow
#

it is not always possible. scripts are not running in scene view, when the not in Play mode. so, anything scripts were doing is not being done.

#

same as if you look at game view, when not in play mode. it will look like scene view,for the most part.

granite python
#

Im actually just writing a script to show a preview in edit mode lol

#

Cause I hate trying to edit coords of weapons in play, just to save the coords, to end play, to type them back in just because I cant see how they normally are.

storm patio
#

you can copy the component values in play mode and paste them in edit mode btw

#

as in, all the component's values

granite python
#

It doesnt save while in play though.

storm patio
#

yes, hence why you need to paste in edit mode

#

make the desired changes, then on the component, three dots > copy component, exit play mode, three dots > paste component values

#

something like that, i'm not sure of the exact menu names

lost maple
#

Hi, I'm just wondering if it's a sensible idea to define any interfaces or classes that are not directly related to a specific script in other .cs files in a dedicated folder?

storm patio
#

sure

lost maple
#

I mean like

#

Actually I'm not too sure what I mean lol I'm still trying to wrap my head around the whole classes and OOP thing

granite python
#

ty

lost maple
#

What exactly is MonoBehaviour, why does it control gameObjects when a class is just a container

#

Sorry I'm not used to OOP at all

#

So MonoBehaviour is a class, and some of its methods are called automatically by GameObjects the script is attached to?

storm patio
# lost maple What exactly is MonoBehaviour, why does it control gameObjects when a class is j...

a class is not just a container. to be pedantic you're using instances/objects of MonoBehaviour, which have data (fields) and behavior (methods)

when you define a component that extends MonoBehaviour, you get access to stuff that MonoBehaviour provides (normal OOP), and you also tell unity that this is a component, apply special component logic (unity-specific)
specifically, unity can look for methods in components by name, called messages. some of these are known to unity (eg Awake, OnEnable, Start, Update, FixedUpdate, OnDisable, OnDestory) or its systems (eg the physics system knows about On[Collision/Trigger][Enter/Stay/Exit][2D]) and are called to let the component do stuff at appropriate times

lost maple
#

Reading this rn, thanks a lot 🙏

viscid raft
#

You can totally work without it, if you don't need to attach the script to a gameobject. It only exists as a sort of bridge between Unity and its gameobjects, and c# code in general

lost maple
lost maple
viscid raft
#

Is this your first time using C#? Genuine question

lost maple
#

Well, I've used Unity a little bit last year. I got through it alright reading documentation, asking people, and occasional LLM assistance, but other than that I've never used C# or OOP in general really and I still don't understand the concepts too well, which I want to change before making my actual big project

I've done a little bit of python, and quite a bit of algorithms and competitive stuff in C++

viscid raft
#

I usually suggest beginners to Unity and C# in general to first pick up C# and learn how it works. Unity brings in a whole different can of worms and C# is a lot different here. It can cause a lot of confusion when you have things like constructors, but then Unity doesn't support it in MonoBehaviors for example.

#

Doesn't have to be a lot, but getting to know basics, especially OOP, is really something to do without Unity first

lost maple
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At least I don't have to re-code my muscle memory for different syntax because C++ lol

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But yeah that seems helpful just for getting the hang of OOP.

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It's really something I need to understand, and C# is definitely better than Javascript for learning it XD God that language is a mess. Why can you use a function as an array 😭 Why are arrays not actually arrays 😭 Not even mentioning the type coercion stuff

storm patio
lost maple
storm patio
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yeah no, you can't

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you can put in number properties if that's what you mean? but that's more using it as an object (which it is) than using it as an array

lost maple
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function foo(){}
foo[4] = 5;
console.log(foo[4]);
foo[4] += 5;
console.log(foo[4]);
console.log(foo[3]);
lost maple
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But arrays aren't arrays either so 🤷

storm patio
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js arrays aren't c++ arrays of course, sure, they're an abstraction, but so are arrays in many other highly-dynamic languages

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there's some stuff in v8 that makes them use c++ arrays if you use sensible types with them anyways iirc

lost maple
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Like we have dictionary / map for that 😭

latent meadow
lost maple
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Right, sorry.

storm patio
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basically js is really lax, but if you use stuff as intended, the resulting behavior is typically pretty normal.

thorny current
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can anyone tell me how i can fix texture size in unity

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and also convery psds into jpeg or png

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any one click method?

latent meadow
gray dirge
# thorny current can anyone tell me how i can fix texture size in unity

Would you mind explaining what "fixing texture size" refers to? Also why you need to convert between the image formats? Once imported from whatever supported format, Unity works with its internal representation of the data, the imported format doesn't matter much at that point. Usually you would use whatever image editing software you prefer to make and modify your images and then export into a format of choice, usually PNG rathen than JPEG since the latter is lossy compression so you loose quality for pretty much no gain other than reduced project size (not build).

thorny current
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i want my texture in KB means

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low size

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without losing resulation

copper gust
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no

gray dirge
# thorny current texture size means size in MBS

Oh I thought by texture size you meant resolution. Have you tried exporting you PSD into PNG and seeing what it does to the size? I assume you have Photoshop since you are working with PSDs. To answer your question, I don't think there is such conversion feature built-in to unity

thorny current
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too

gray dirge
rough field
gray dirge
# thorny current i want my texture in KB means

And just to be sure it's not an XY, why do you want your file sizes smaller? Why does it matter for you how large the project is? There are absolutely reasons to minimize project sizes for example when it comes to version controls and stuff but I would just like to know what is the point of this for you.

latent meadow
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yes, i think the point is being missed. if the file you put into Unity is 1024x1024 using 8KB, or if the file is 1024x1024 using 24MB, unity is going to convert it to its own internal type. regardless of source file size, within Unity, they will end up the same size. this is what AleksiH was saying previously.
so, 'Why do you want to do this', is an important question. (reiterating again, as mentioned above,** this affects Project size, not Build size**)

thorny current
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and thats why i want texture size to be smaller

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to decrease final apk size

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i hope u got my point

gray dirge
# thorny current to decrease final apk size

Final APK as in final build. It doesn't matter a bit whether you use JPEG, PNG or PSD, to the best of my knowledge, the only thing that matters for the build size are the compression settings and such you use in unity

thorny current
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thats why i was talking about smaller size of texture

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i dont want to use compressions

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i want final size to be smalller and good looking game

gray dirge
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I don't understand what you are trying to say I'm sorry. The imported file format is not relevant for the final size. If you need the final size to be smaller, you need to use smaller textures or heavier compression (and I don't mean compressing the PSD file, I mean compression that unity does for the internal data), there is no way around that.

copper gust
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if you could make the texture smaller while still looking the same and without using compression

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unity would just do that

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filesizes aren't just a dice roll, the data is data

gray dirge
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Compression also isn't inherently bad. PNG (again, doesn't affect build size) for example uses lossless compression which means it doesn't lose any quality but still makes file sizes much smaller compared to what you would get if you saved every pixel color to a raw binary file in a row. For lossy compression, the whole point is to minimize file sizes while preserving the most visual quality. Lossy compression formats often target natural images which are often chaotic and noisy, for vector graphic type images no lossy compression is usually adviced. I think most if not all the compression formats Unity supports are lossy

gray frigate
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Everything except formats like RGBA32, yeah

bitter horizon
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whats happening yo

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its supposed to go forward

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can anyone help me with this

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i rotated the capsule 90 degrees

warm crag
bitter horizon
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i rotated it actually

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how do you apply the local values to global ones

warm crag
bitter horizon
warm crag
warm crag
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not the inside scene prefab

bitter horizon
pearl oyster
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Since the laser is just a scaled capsule, scale it so that the Z scale is bigger than the others instead of Y

fierce chasm
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Yo I just wanna ask afvice on like game planning.

Basically I'm making a 2D action adventure game with the focus on combos inspired by DMC, MGRR and NieR automata.

I really like DMC 3 enemies and was wondering how making a good combat system basically works. So my2 questions are

Is it better to make many types of simple enemies or a few enemies with different attack patterns?

I know the answer would be very nuanced so I was hoping someone could tell me or guide me to a resource which says the pros and cons of each, even a general statement would be fine.

And secondly, if I should make complex enemies, what are some tutorials or sources I should look into for preparing these? Cuz looking online all tutorials talk about enemy pathfinding, none about enemy's attack combos.

warm crag
bitter horizon
pearl oyster
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Either fix the original model's orientation or use the empty gameobject parent technique

pearl oyster
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ah right a capsule is not symmetrical in all directions

warm crag
bitter horizon
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its still going downwards

worldly cave
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you need to move the parent

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keep the visual seperate

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that way you can rotate the visual itself all you want but the parents orientation stays the same

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Lazer is where your script should sit and is the root transform basically

warm crag
# bitter horizon

put the script on the empty gameobject not the capsule like a said ^

undone monolith
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wait what's the difference between the scale tool and the rect tool?

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they both are kinda the same?

gray dirge
# undone monolith wait what's the difference between the scale tool and the rect tool?

I mean there isn't much of a difference, both scale an object. The nice thing with rect is that it also moves to only allow stretching one side while keeping the opposite at place. The rect tool is especially useful for UIs but I have used it for 3D stuff a bit as well (mostly for prototyping purposes with default boxes sand stuff, scaling often doesn't end well)

fast shell
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help what is screenselector

gray frigate
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we'll need some context here

worldly cave
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doesnt sound like anything built into Unity

fast shell
gray frigate
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that appears to be a texture

fast shell
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when you loading the game?

worldly cave
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a main menu?

gray dirge
bitter horizon
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why does unity use almost 100% of my gpu even for a simple game

worldly cave
gray frigate
fast shell
gray frigate
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the game will run as fast as it can

worldly cave
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yeah then

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we cant help you

bitter horizon
gray frigate
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this server does not provide support for decompilation or reverse-engineering of games

worldly cave
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good luck

gray frigate
bitter horizon
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it didnt change

slow dirge
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Ah, I think there's a setting in the game tab..?

gray frigate
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The docs say that it does work in the editor

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For example, if you're running the Editor on a 60 Hz display and vSyncCount == 2, then the target frame rate is 30 frames per second.

untold gale
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guys wheres the fastes place i can get players to test my game for free (multiplayer)

latent meadow
latent meadow
# bitter horizon i did enable vsync

if you are using Wayland on Linux, it is unlikely to work. on nvidia, i cannot even get it to work with opengl in scene view. it Does work in Game view, if you enable the setting mentioned above

untold gale
blissful tinsel
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Hi
I modeled this sofa on Blender but when I export it to Unity, I get weird black lines.
I tried a lot of things but nothing works.
Everything's fine in Marmoset and Substance Painter.
Any ideas ?

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It disappears when I disable the shadows of my directionnal light

shut pine
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Probably the model having a very small part that extrudes out and the light gets blocked by that part, forming that shadow

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Check the parts where the model has those shadows and smooth it out some more

blissful tinsel
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You mean I should add more polygons here ? It's my lowpoly, so I didn't put too much intentionnaly (sorry if I didn't understand, I'm learning english AND Unity 😄 )

charred fog
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Check normals, make sure it's all part of the same smoothing group

blissful tinsel
blissful tinsel
bitter horizon
stoic lake
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my monitor is stuck at 26% brightness i cant see anything man 😭

blissful tinsel
bitter horizon
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or after you applied the textures

blissful tinsel
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It only happens in Unity, not in Blender, Marmoset or Substance Painter

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It happens before I apply the texture in Unity, on the raw asset

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and still appear when I apply the texture obviously :/

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But it disappears when I disable the shadows of my directionnal light

charred fog
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It could be just a very sharp angle, if smoothing doesn't help and there's no seam there, try adding at least another topology split.

blissful tinsel
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Yeah but if the problem was on my modelisation, it should show in maromset or Substance right ?

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I found something

blissful tinsel
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By tweaking the depth and the normal of the shadow bias, it disappear

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Not sure if this is the correct way, I just found it on a forum a moment ago

magic escarp
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Hey guys, looking for some advice on what is probably a super basic question: I'm trying to import 2D assets into the project but they appear malformed in the game view and sprite editor. Every body part should should be a rectangle, but the torso is malformed. Is there some kind of setting I'm missing when I'm importing the file to have all the pieces import as the true size, or is this a symptom of bad scaling, etc...

near wigeon
vagrant bramble
charred fog
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@vagrant bramble Don't troll on the server. Don't post useless replies.

vagrant bramble
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I didn't troll, I said I don't know

charred fog
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!warn 991680036270772266 Don't troll on the server. Don't post useless replies.

vagrant rootBOT
violet thunder
near wigeon
magic escarp
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The original looks like so, and I made it in GIMP just as a quick test
Here's the wireframe, and the importer settings

near wigeon
magic escarp
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Mind you, the size of the limbs is also not an even number (ie torso is 5px wide), perhaps that's an issue? Lemme make a new model

near wigeon
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has been a while since I imported PSB...gotta be related to skeleton / importing as a whole instead of individual sprites