#💻┃unity-talk
1 messages · Page 126 of 1
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
yk what nvm dont respond
Spent months learning Unity. Just released my first horror game!
Happy to share Unity-specific learnings.
youtube.com/watch?v=_HlOFuF20Ho
https://fatmasgamestudio.itch.io/hollow-depths
maybe use a skydome
(i have no idea what im talking about btw)
Use #1180170818983051344 for self promo, this is a help channel
Then why answer?
Wrap mode -> clamp
Generate mipmaps -> off
Try those 2 on the skybox import settings
Educated guess
QUESTION : dude is everyone who uses unity need to have unity hub?. Like i have unity hub
also why after you install it. It automactically installs unity bro
Unity Hub is still the main entrypoint to development with Unity, yes
I've never heard of it implicitly uninstalling versions
oh ok
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.
lawyers
There's nothing you can do from the app bring stolen.
Any app on the store will be on third party sites within hours.
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.
Make the server render the game too and only send the video feed to be extra safe
I'm not entirely sure about this but somethign to look into. If you go through the App stores, then copies of your game create damage to Apple and Google, as they make money from your sales. So if you see a copy of your game somewhere else, you can report it to them and they will go ofter the site.
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
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.
What would such method do then?
For example, would solutions like this "https://marketplace.unity.com/packages/tools/utilities/il2cpp-protect-325278#reviews" work?
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 )
there are automatic obfuscation tools, you can apply licensing or similar... past that with like, registering trademarks, heavy obfuscation, you get severely diminishing returns
yes
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.)
Hey guys c# is very hard is it good to start with python
@mellow mica good.
if you want to use unity then you have to learn c#. and if you have to learn c# then it doesn't make sense to dedicate months of your life learning a completely different language entirely just to dump that language and then learn c#. so just start with c#
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#
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
Thank you !
Yes I use it on my mac
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?
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
This image is a little more clear what the issue is
i don't understand my layout here
are you referring to the part toward the right that's being overlapped by the no cameras rendering box?
is that litterally what the problem is 😭
yes
let me go into play mode and see one sec
when the dropdown is above the content in the order, it renders on top of it
Thank you bud! I didn't realize the no camera text had a background
last = on top.
how do i anchor the dropdown such that it remains in the same place?
when the window height and width changes
well, same place in reference to what? that's where to anchor it, that's what the anchor means
if you want it to stay in the middle, anchor it to the middle
if you want it to stay in the same place relative to a corner, anchor it to the corner
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)
i want to align the edges with the other child element
don't know which one that is
you aren't showing much context
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
with the other big square
you have several "big squares" there
literally
already gave an answer, btw...
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
ohh ok
one thing that's a bit annoying is that i'm unable to see for each element what anchor point is
on the window
would be a lot of information overload if you could
i'd read through the first but was still a bit confused
check out https://youtube.com/@christinacreatesgames
she has hands down the most informative channel on everyting UI
cool find, thanks
do yall know why it says
Could not read package.json: Error: ENOENT: no such file or directory, open
in my terminal
but it has it here
this is a Unity discord
i have this dropdown
and i want to add an onValueChangedEvent
and on load, the Start() function of this class is used to initalize the dropdown (SessionReviewUIManager)
but i'm confused now here why the onValueChanged function isn't selectable
what do you mean by "isn't selectable"
What function are you trying to run
sorry i mean that it's not able to be selected in the option list here
What function are you trying to pick from the list
Private
and what do you see instead
What do you see when you click the dropdown?
Events should have an appropriate Component instance assigned to their object field.
You dragged in a text file, so the only functions available are things a text file would have
Can I ask about bugs in this channel?
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
welp, I just installed unity editor in ubuntu but I am unable to interact with the scene in any way.
i would want to run it on the same instance of hte object that is referenced in the parent object
Then you would drag in that object
this was on the dropdown
If you are getting options for "MonoScript", you dragged in a text file. Not a game object.
I am not sure if it is supposed to be a bug or some feature I am missing right now.
ok but now one more thing.
when i drag in the object it's wanting to set the value explicitly that is passed in
i want it to take the value from the dropdown itself
Pick the dynamic version of the function not static
wdym?
Pick it from the section that says dynamic
It takes the value from the function that calls it instead of having you pass in a static value
ahh ok
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
so basically there's a list of entries that i'm loading from and trying to filter on based on the dropdown value
what happens is that there's a static object containing a list of entries that is pulled frmo
on filtering i should i filter on that static lsit
the thing i'm a bit confused about is how to minimize the number of ui object creations
this is the loop as it stands
Guys please help me to recover my account
this is not something anyone here can do anything about it, you need to contact unity open a support ticket
pooling, maybe?
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
we wouldn't know
hmm kk ill look into that
we aren't support
or taking up more memory than i should
probably not something you should be worrying about prematurely tbh
the app generally has had a lot of issues with memory usage
@near wigeon 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
so in trying to implement this new thing i don't wanna add to that
That's up to them, I can't speak on their behalf..
@near wigeon is there any Or more groups where I can find some more support
nobody but unity can touch or verify what happen to your account, anything else is a scam.
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
Did you actually submit an appeal request?
Does it matter? You submit a ticket and see if they fix it. It's not like submitting a ticket will make your account any less accessible than it already is
its correct using shootParam = Animator.StringToHash("shoot");?
StringToHash what does means
sooo gets the string name of a parameter and changes his value, isnt it?
whats the difference with simply using anim.SetBool?
. Use a generated id to optimize assigning and retrieving parameters.
What would be the appropriate way to remove all the individualsessiondisplay objects if i have a reference to the toplevel list object?
it doens't change the original value , it simply creates a hashed id number for it, because numbers are faster to store/retrieve
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
Do you want to remove every child object or just specific ones that are instances of that one
its like someone just scanning a barcode of your ID instead of sitting there typing all the letters
Yes, it gives you the parameter reference so you can modify it if you want
jsut those
It is a replacement for the name of the parameter. You still need to call Get___ for the correct type
each set/get has id param version and string version, using id is faster . Simple as that.
the ids are only needed to be generated once as shown in the sample link
i have a copy of the green object
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
within the top List, how do i get everything inside Session Review?
and then on and on?
Iterating over a transform will only get you that object's direct children. Children of children would require another loop
and i should cast those objects as GameObjects?
You can't cast a transform to a game object
right
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?
show us the last screen you get to before the problem happens
(this should be in the unity hub)
@gray frigate literally just the project creation menu
And then this
Nothing else between or anything
!logs 👇 check the hub logs, most likely it's failing to create the project for some reason but the logs will tell you why
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
Says failed to read terms text and then crash if that means anything
Increase the scale in the importer, not the scene view.
That is as it currently works. Content is the whole dark square with scribbles
that contains the list and the patient dropdown
is there a way to rename an object without right clicking rename?
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.
Press F2
same goes for most softwares
select and change in the inspector
these i'm not sure about (not at my pc so can't check), but worth a try
select object and click again on the name (not double click)
select object and press enter/f2
#🥽┃virtual-reality might be able to answer that
thank you
show your object setups in #📲┃ui-ux
My visual studio is doing autocomplete well with all the class
Exepet some like SerializedFeild and IEmulator
Why?
it probably only uses copilot ai snippes but not intellisense
you have to fix your ide
How to fix my ide?
!ide
If your IDE is not autocompleting code or underlining errors, please configure it.
Select one:
•
Visual Studio (Installed via Unity Hub)
•
Visual Studio (Installed manually)
•
VS Code
•
JetBrains Rider
• :question: Other/None
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
is contribute global illumination enabled on all the objects?
its all one mesh - and yes
i figured it out with the help of chat gpt
Hard Angle: 88
Angle Error: 4%
Area Error: 8%
Pack Margin: 12
that doesn't sound like you figured it out
it just sounds like you were told to do something
the difference would be knowing what those variables control and how to know what to set those to
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
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
is this a 3d thing or smth
well i guess the massive files would at least have metadata
learning is good i think
on the "information" and "why" parts tbh
tbf your making a big deal out of nothing 🤷♀️ i just wanted to fix a problem
dropping a isreal flag emoji as a joke is some weird ass shit
literally just ask it why and how, or maybe even ask for sources for that its not that deep
it's supposed to be a joke?
i didn't say it was impossible
it's at the very least not obvious that they did that
what's the joke?
are you ten years old
im thinking you are
genAI as a crutch makes it way too easy to just skip this step. it absolutely wrecks future learning ime.
it's been installing for like, 40 minutes, is that normal?
not super out of the ordinary, tbh
again its a tool, it depends on how you use the tool
- 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.
it's supposed to be a tool, yes. it's cool when it's used like that. it's not very good for your learning when used as a crutch, like i specified.
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
to be clear, i'm not trying to personally attack you or anything
im just saying you can ask more questions and go deeper during a crutch
its just something that chud guy doesnt understand
your original message said "obviously they learned how and why". this is one part i'm disputing
they dont care
IT'S DONE
i just assumed the guy wanted to learn how and why so he can know in the future but then he said it was like some rare occurance
that's not a very good assumption to make in these kinds of places lol
you'd hope so, but yeah unfortunately not
low-effort drive-bys are not uncommon
(to be clear, low effort in interaction/question, not project)
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?
!collab
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• ** Collaboration & Jobs**
they were asking for hiring advice, not hiring applicants
i mean, 99% of the time a message starts like that it is just a job post lol
IMO, game asset expertise matters less for 2D assets
I fixed the defect
But are there any important technical or art-related things I should specifically tell illustrators before hiring them?
It’s already clear to me that I need them to make everything separated/layered so I can properly assemble and animate it in Unity later.
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.
9-slicing is a big one for UI
So a lot of the textures should be created with that in mind
In the current climate you should have no trouble finding artists with all varieties of game dev experience who are looking for work
So training the uninitiated for it seems moot
Which assets do you mean specifically for 9-slicing?
You’re right.
cards, buttons, icon slots, for example
the ones that scale non-uniformly based off screen size
(or content)
right, though icons themselves shouldn't so like a notification button should be 9-sliced but the bell icon shouldn't
off-topic, but is there a specific channel for hlsl / compute shader questions?
#1390346776804069396 covers shaders
yeah i was thinking about that. is there a better/more specific term for like, the box of an icon?
even if it's less about visual and more about getting a compute shader to do some math?
i don't use #1390346776804069396 myself so that's about all i can confidently tell you, sorry
most of the time i call them just background of "blank" in this case i guess the background of an icon
yeah that's fair
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?
9-slicing is done in unity but if you have assets that arent built for it it'll turn out badly when sliced
both. the assets need to be 9-slicable and you have to do the actual slicing as well
thanks
I call them panels 🤷♂️
we aren't gonna do your job for you 😭
I asked if he is good. I didn’t ask you to do my job.
you're asking us to do your job in vetting/reviewing a candidate
quite outside the scope of what this server is for
i mean i think he is good but i am not sure
That’s why I was just asking for opinion.
how can i see the bones in the armature so that i can create capsule colliders on them?
still have this issue, any new shader I create does not work
continue to unfold the hierarchy
pretty sure the armature package has a bone visualiser
the one for inverse kinematics
might add a little bloat to the project though
If you're looking to get someone on board for a project then you really need to understand what you need them to do. We can't help you with that. If you don't know what the requirements are then it's probably too early to get someone on board. Best to invest in self learning and work out yourself how things need to be.
I tried adding a bone renderer just now with and its looking chaotic
like what is going on here hahaha
probably an export issue
mmmmm yeah i figured out the bone renderer now
Might wa t to investigate with a frame debugger + share the shader code/graph.
Also #1390346776804069396
no. use #1180170818983051344
thks
look into leaf bones. also #🔀┃art-asset-workflow and #🏃┃animation
I might just start a new project and try bringing over the assets
deleting caches hasn't worked
I've gone to old game versions and it hasn't worked
done
it's not even the shader code either the default unlit shader breaks
Can't really help you without more details. Like what shader is it. Is it compatible with your render pipeline, what does the frame debugger show, etc...
why the fuck would anyone hire someone who can't read
this appears to be completely unrelated to the Unity game engine
leaf bones are disabled. This is driving me crazy
That's the expected behavior with leaf bones disabled. Blender is pretty unique in how it gives bones 'heads' and 'tails'
The FBX format only cares about the head of each bone
The gizmo-drawer you're using is drawing lines between bones and their children
Without leaf bones, the head bone is just the point on the bottom left
(well, even with them, it still is: you just also have a leaf bone at the tail of the bone)
Shall I enable them then? They wont impact the weight painting and they'll help visualise the bone placement for better capsule placement?
not sure, that is why i linked the proper rooms. i use other tools
Right, they won't affect deformation at all
The SkinnedMeshRenderer won't even be aware of them
Hi
howdy. #🌱┃start-here
Ok
Thanks

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.
:/
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Ok
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
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
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
you might need to provide specific examples for people to see
What
if you want to find a dev, use the linked forum.
The requirement I'm looking is hard to get one sadly
feel free to struggle in the correct location then
any solutions for not receiving authentication codes? that resend button is not working at all
your phone number may be wrong in their records, assuming you are talking about 2fa. the only option is to contact Unity Support. Access issues have priority.
Starting a new project in hdrp and the scene and game views look drastically different, any way to fix?
i do not have an hdrp project up, but check what is going on here:
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...
when you are actually in front of the computer, then ask.
hello!
Yep! My asset is on the sale!
im new
: )
say can i ask anybody
for smth
is unity taking forever to loading is normal?
which part exactly?
there's a lot of places where unity might be loading, the expected amount of time varies
been on that part for like 10+ and still havent loaded
that
has it started installing?
there should be an indicator in the bottom left (iirc) where you can open a sidebar if it's started installing
oh actually i just found out abt it
my internet sucks
and now i have to restart : (
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
the pop up in the second screenshot seems to be referring to the unity editor, not the unity hub
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.
so how do i fix it? clicking the left option does basically nothing, i dont even want to run the project with the said risks stated
what do you mean by "does basically nothing"? does it not restart or what exactly
this is an internal error. try restarting unity, if it still persists, try a library reset
it just refreshes the shown warning popup and thats basically it...
so the engine doesn't restart, correct?
yes
does the popup reappear if you restart the engine yourself?
I tried every thing except the library reset..!
let me do it and come back
yep, always there
@storm patio should I del the logs and obj folder too?
typically not necessary
(i'm not proficient with windows so this is starting to go into guess territory for me)
does the unity editor in task manager show it's being run as admin? if so, does unchecking the box help
you are probably using Layouts that you made in another project. click over to your Project tab and click the top most level Assets, see if helps, with the 'popping' message. if my theory is correct, and that is not the solution, look for other tabs that were open from the project you made the Layout in and close them, or populate them
checked all shown here, all of its checkbox are unchecked specifically the "Run as Admin", idk why mines being flagged, is this a bug
I tried this method too
I changed the layout as well nothing helped yet.
oof. then i do not know, if you tried the Default Layout and it is still doing it, as long as you manually clicked Assets to ensure Projects tab has something to grab (i've been off on a different virtual desktop, so was not following the conversation)
these are the unity hub though, a separate process from the unity engine
well how do i check that "editor" specifically? thats what only task manager shows
well if it's running it should be showing in your task manager
idk, maybe you're looking in the wrong tab?
i mean thats everything afaik
you don't seem to be running unity editor there
hey also... whats the average age in this server?
like... teen,or adults js wanna know
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
hmm, don't know where to go from there, sorry
I added a new empty start to solve my issue.
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
we do not take a census. it is geared towards Devs. likely more adults.
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?
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.
Is ther a channel for shader graph stuffs?
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.
ok...
holy im a dumbass. thanks a lot!
just make sure so i can try adapt with it
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.
yes, we get it, you're a shill for that asset. notice how the last advertising attempt got removed?
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
with reason
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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???
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"
the problem that I have is that I don't know how to do this part specifically
which part specifically?
that the trigger interacts only with the prefabs I want it to interact
it would not be interacting with prefabs
do you mean the specific instances of the doors?
yeah that
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
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
ok, so use a unity event
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
try umotion, there is the community edition which is free
beyond that, #🏃┃animation
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Not here
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?
What shaders are you using on your objects? Is the light set to be realtime? What settings does it have?
light is set to realtime, its an URP project
settings are default
every light seem to work but spotlight
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.
Take a screenshot of the inspector.
This is not necessarily too low.
What I'm thinking is that the range just doesn't reach any objects.
oh. yeah im gonna tweak it ingame
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?
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.
to make stuff blend into other stuff, look into object/edge blending
there are addons for it as well
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
i did give you the search term
its litterally the second half of my message
I'm a newbie to world creation, so you mean generation of meshes or terrain blending?
i mean thats one implementation... but yes thats what im refering to
not that particular asset
but what it achieves
Thank you
I am wanting to connect with Unity Industry rep. Please email me at laurel.adams@palestine-pioneers.net
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.
this is a community server, youre not going to find many Unity reps here
not active ones at least
@worldly cave i think it was you who suggested the advance UI demo right ?
besides if your goal is connecting, pretty sure you gotta email them lol, not the other way around
yes
did you finish it?
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
sounds good
then use the proper room to display it. #1179447338188673034
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?
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
It does have the ability to hue shift
Just made a little plugin for it, keeps the original and makes a "img_shifted.png" based on the settings
do you need help with something?
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
Those "Unlocks", are those also on the asset store or is it some external site?
They are unity asset store unlocks (can see them in the description of the bundle asset)
one of them for example:

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
does the file you're supposedly saving to exist?
@worldly cave thank you now the grass fps problem is gone
you paid 1 dollar for 600 bucks worth of assets
why complain at all lol
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
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
This makes no sense
I already paid for them and it asks me to pay again
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
whats the best way to start a VR game in unity?
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
VR headset, Keyboard + Mouse
thats odd
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
yes but like the core functions should i get a pack and just import that or should i fully self make it?
idk. worked fine for the publisher of the week asset with no card required
depends what the goal is, your skill level and if you know how to integrate something third party
Unity does have some startup components and a VR pathway in !learn
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VR doesn't change much except how you interact with objects and locomotion, everything else is the same as 3D and even 2D
alright ill check out these tutorials
GUYS where do i post my problem of navmesh
hello guys 🙂
Hi
bundle costs like 3 bucks for me
interesting; does this create a new texture asset?
i can't find it online
does anyone know how to get these shaders to work? supposed to represent a flame but it just looks so empty..
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 🙂
yeah nevermind i solved it
Do you guys ever have to deal with wrist pains from working on the computer for long periods of time?
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
hit the gym
yeah, improving your overall fitness is the key thing
(and just moving around a little)
I do go every day, but I definitely need to add more forearm workouts to my rotation
helps a lot
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
😭
It's like this
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
i hold my keyboard on the side of my chest and use it almost alike an accordion to avoid this
as well as using my mouse on the side of my thigh
everything to maintain proper wrist posture
terror
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.
construction: swing hammers all day
game dev: game about swinging hammers
Actually I think that's just ROGUE LIGHT DECK BUILDER lol (fun game)
theres no major requirement for getting ready for game jams
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
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
).
nice, good to know that there are teams out there that include people with my level of knowledge (or lack thereof 😂 ) so i can get my chops up in an environment beyond watching lectures and following tutorials.
yeah those little time-saver hacks are awesome. i did a TINY bit of dev stuff back when i was a teenager (3000 years ago) so im shaking the rust off as i learn, and some of those tricks are coming back to me.
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.
i hear that lol. i bricked so many pcs back in the day that even downloading the unity installer gave me war flashbacks
I used to, then I added a pad under each arm so my wrists angle straight/down instead of angling up to reach the mouse/keyboard.
Tbh im just using a winter headband on each arm as a pad lol, but it works. I never had pains again
do you guys have a way to optimize unity?
what i mean is that it takes more space than it should
how much space is that
that is a very small amount of space
thing is
my project doesnt even have scripts and shi
hmm i see
you would likely need a lot more space if you want to make games
Looks like the exact same color to me
Humans perceive colors different based on their surroundings/context
I think they mean it doesnt refresh unless they change color picker again
yes, but the rest are lighter for some reason. It assumes the right color only when I change alpha
Oh okay I see now
maybe order in layer issue?
like is the CellFrame a semi transparent white image? or just borders
this is cellFrame. It's the same everywhere. Same sprite same color
is that for a new project?
very cool
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?
heres the thing
it has multiple objects + 4k pbr textures
well yeah you cant optimise that unless you compress them or something
ah
textures are the things that take the most space
i see
well if 2gb is a lot then you will have problems when u need to build game
my library folder takes up 30 GB
and all of that just for 4GB of assets
can you show inspector for the background
what happens if you use on the tile the same material as the bg "Sprite-Unlit-Default" instead of "Material"
it helped
thank you very much
Seems like there's something awry with whatever shader that is
who here knows how to make a gtag copy
nobody I'm afraid
any other game perhaps but that particular one is beyond the capability of this server
or the people who know how, don't want to
and what if unity hub ask me to log in 🙃
The hub
you Email support.
I’m new to unity any tips?
#🌱┃start-here for the server. follow the rabbit hole to the learning site
Thanks
sorry for the ping, but i did want to offer one tip. do not buy any non-art assets until you are sure you need them.
Ok noted
WEb Build Support. already installed. unless i have forgotten the basics
oh its name changed?
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
say is it possible if i use javascript in unity? seems they use C++ which i dont know how to code in it
This fixed the issue! Thank you so much!
That'll do it
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
Unity uses C# for scripting. That's the only language currently supported. There might be third party assets that allow use of other languages, but most likely you'd still need some c# knowledge to set them up
the engine is written in c++
somewhere in the menubar should be a new entry
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
Found it in Tools/Asset Store
woah, and my code ended up being way different than the instructors......but hey mine worked.
i cant be stopped!
so no JS usage in unity?
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.
yeah, much more like godot way back when
also why are the projects i have didnt exist in the folder list?
have they just disappeared, or did they not show up to begin with? what's the context here
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
Anyone know why I can't set the price on my asset to publish?
(or if there's a better thread to ask in)
it says on the right
It says general guidelines, not why it's greyed out
does it follow them?
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
Logging out and back in worked
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
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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
why do you need to optimize something that's 300fps
do you expect most players to be running 500 fps rigs?
Yoo Hit me Up
yeah good luck with that lmao. they're basically going to have you do all the work
they can't read #📖┃code-of-conduct, wonder what that says about their work ethic 
A tester's is significantly lower end than mine, he was dropping into the 40s when looking at meshes and textures, he was the one that pointed this out to me
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
I was pointing out the fps difference, that's uncapped/vsync
What's this
in steam or whatever, specify the tester's specs as the minimum specs
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
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?
Occlusion culling is probably the first thing I'd look into, if your renderers aren't dynamically spawned
I'm not sure what occlusion and backface culling are yet, what are they
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
backface culling is based on how the meshes are made, occlusion culling is something you have to bake
How do I bake them
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?
A question like that can be googled but here's one on me 😛
https://docs.unity3d.com/Manual/OcclusionCulling.html
✅
tutorials are one way to get a roadmap/structure
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
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
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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
Alright I suppose I'll stick to grinding tutorials until i retain some sort of information
that's exactly what i told you not to do
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
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
im still pretty new myself.. but one thing thats been helping me retain stuff is doing a unity tutorial, and then trying to recreate the same thing in godot without any guides/docs. tools are different, but concepts are the same, so kinda helps lock it in for me. just a suggestion.. tutorials can get too copy-paste for me if im not rebuilding it afterward.
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?
ask a lawyer.
I am lawyer! what the problem? 😎
#📖┃code-of-conduct
Dev server. do not ping people you are not in a conversation with, or have a valid reason to do so. (a bit different than the GDN server.)
#🌱┃start-here
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?
if you are saying me. Then sorry bro 😢
pretty much yeah
put the head on a different layer and disable the layer from rendering on that camera
or just remove the head straight up
ok, but there aren't other ways to do it?
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
no its a sci fi survival horror inspired from dead space and other similar sci fi horror games
do you have cutscenes where camera goes out of the head?
then yeah just disable it
Even though I disable it check it doesn't look good I mean the problem is that it overlaps
and I cant disable the torso because it has the hand as well which holds the gun
read the asset's license.
it'll probably say no.
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
yeah
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
yes I mean on X isn't fine but on Y its fine
(XYZ <=> RGB. you were moving the red handle, that's moving around the X axis)
you need to be 18 to publish anyways.
if you are actually somehow over 18, then read the license.
Someone help me with the closed test?
make a #1180170818983051344 and ask there.
the standard UAS EULA says no
Ohh hmm
Thanks
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
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.
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.
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.
you can copy the component values in play mode and paste them in edit mode btw
as in, all the component's values
It doesnt save while in play though.
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
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?
sure
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
interesting, didnt know
ty
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?
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
Reading this rn, thanks a lot 🙏
A Monobehavior does not control GameObjects, it essentially tells Unity that the script can be attached to GameObjects. It can be considered as a contract, as it provides communication through Unity, like frame updates.
The documentaiton on the website is your friend: https://docs.unity3d.com/6000.4/Documentation/Manual/class-MonoBehaviour.html
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
And also nice to know, this graph shows the lifecycle that MonoBehavior objects use: https://docs.unity3d.com/uploads/Main/monobehaviour_flowchart.svg
Match this with functions you can add to the C# code of the MonoBehavior scripts you add.
Haha yeah I've read those before just I'm so unfamiliar with OOP it's harder for me
I've seen a simplified version of this
Is this your first time using C#? Genuine question
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++
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
At least I don't have to re-code my muscle memory for different syntax because C++ lol
But yeah that seems helpful just for getting the hang of OOP.
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
Why can you use a function as an array
uh you can't
Javascript stuff
yeah no, you can't
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
function foo(){}
foo[4] = 5;
console.log(foo[4]);
foo[4] += 5;
console.log(foo[4]);
console.log(foo[3]);
Right it's not an array
But arrays aren't arrays either so 🤷
js arrays aren't c++ arrays of course, sure, they're an abstraction, but so are arrays in many other highly-dynamic languages
there's some stuff in v8 that makes them use c++ arrays if you use sensible types with them anyways iirc
The abstraction is kind of insane imo when arrays can just be sparse and is basically just a bunch of numeric keys.
Like we have dictionary / map for that 😭
there is a #1390346827005431951 room @lost maple . probably a better place for this conversation
Right, sorry.
that's a side effect of them being treatable as objects.
when used properly as an array, the engine optimizes it like an array.
basically js is really lax, but if you use stuff as intended, the resulting behavior is typically pretty normal.
can anyone tell me how i can fix texture size in unity
and also convery psds into jpeg or png
any one click method?
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).
texture size means size in MBS
i want my texture in KB means
low size
without losing resulation
no
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
oo yea i tired of exporting textures from photoshop its boring method and also time taking
too
You may call it boring but that's how the workflow is supposed to be. You make your assets somewhere else and import into Unity in a format you want, Unity reads them and does whatever with them. There could be an external package that does such conversions for you Unity doesn't have that built-in afaik
there is nothing time consuming about it, you just quick export as png
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.
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**)
i am a 3d designer how make 3d games in unity
and thats why i want texture size to be smaller
to decrease final apk size
i hope u got my point
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
yea but i want map look better
thats why i was talking about smaller size of texture
i dont want to use compressions
i want final size to be smalller and good looking game
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.
yea i got ur point
if you could make the texture smaller while still looking the same and without using compression
unity would just do that
filesizes aren't just a dice roll, the data is data
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
Everything except formats like RGBA32, yeah
whats happening yo
its supposed to go forward
can anyone help me with this
i rotated the capsule 90 degrees
it's moving up ?
its going underground
i rotated it actually
how do you apply the local values to global ones
Vector3.forward is the blue arrow, thats why it's going underground
also add colliders for ground and capsule
yeah can you reset the blue arrow to be on the front while not having to rotate the object?
it always on the front 😅
but i guess you have rotated the original prefab
oh
not the inside scene prefab
how do i lay it flat on the ground without rotating it
Since the laser is just a scaled capsule, scale it so that the Z scale is bigger than the others instead of Y
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.
hmm, you can crate empty GameObject and then you put the rotated capsule inside of it
and put the movement script on the EmptyGameObject
yeah but im learning, so what if in future an asymmetrical model's rotation is messed up like the capsule how would i fix that
Either fix the original model's orientation or use the empty gameobject parent technique
that did not work lol
ah right a capsule is not symmetrical in all directions
yea thanks this worked
thanks
🌷
you rotated the wrong thing
you need to move the parent
keep the visual seperate
that way you can rotate the visual itself all you want but the parents orientation stays the same
Lazer is where your script should sit and is the root transform basically
life saver
thanks
put the script on the empty gameobject not the capsule like a said ^
alright
wait what's the difference between the scale tool and the rect tool?
they both are kinda the same?
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)
help what is screenselector
we'll need some context here
that appears to be a texture
when you loading the game?
a main menu?
You haven't given any context. That seems to be a texture period
why does unity use almost 100% of my gpu even for a simple game
is that a decompiled version of baldis basics?
there is no framerate limit by default
decompile
the game will run as fast as it can
oh damn
this server does not provide support for decompilation or reverse-engineering of games
youre going to have to find help for this project elsewhere
good luck
You can set https://docs.unity3d.com/6000.4/Documentation/ScriptReference/Application-targetFrameRate.html to limit the framerate. You could also enable vsync, which will lock the game to your monitor's refresh rate
i did enable vsync
it didnt change
I'm not 100% sure it works in the editor
Ah, I think there's a setting in the game tab..?
The docs say that it does work in the editor
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.
guys wheres the fastes place i can get players to test my game for free (multiplayer)
the only place you can try to ask here is in your #1180170818983051344
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
wow theres some very cute games there (the veggie one super cute)
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 ?
It disappears when I disable the shadows of my directionnal light
Probably the model having a very small part that extrudes out and the light gets blocked by that part, forming that shadow
Check the parts where the model has those shadows and smooth it out some more
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 😄 )
merge the verticies
Check normals, make sure it's all part of the same smoothing group
I already did it
these?
I checked everything I could for the normals. I'm not sure what you mean by "the same smoothing group" because there's no tool to check this in Blender right ? All my normals are pointing in the same direction, I smoothed everything and added a Weighted normal modifier (that I applied before exporting)
bingalicious, you're undeniably blind
my monitor is stuck at 26% brightness i cant see anything man 😭
No this 😄
does it show up in blender?
or after you applied the textures
It only happens in Unity, not in Blender, Marmoset or Substance Painter
It happens before I apply the texture in Unity, on the raw asset
and still appear when I apply the texture obviously :/
But it disappears when I disable the shadows of my directionnal light
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.
Yeah but if the problem was on my modelisation, it should show in maromset or Substance right ?
I found something
not necessarily
By tweaking the depth and the normal of the shadow bias, it disappear
Not sure if this is the correct way, I just found it on a forum a moment ago
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...
Idk
so why even bother to reply ?
Because I felt like it
@vagrant bramble Don't troll on the server. Don't post useless replies.
I didn't troll, I said I don't know
!warn 991680036270772266 Don't troll on the server. Don't post useless replies.
@wejawega warned
Reason: Don't troll on the server. Don't post useless replies.
Duration: Permanent
Hmm.. what does it look like in wireframe/shaded wireframe mode (left of 2D toggle)?
what settings do you have on the Asset Importer for the assets? what does the original look like. Etc.
The original looks like so, and I made it in GIMP just as a quick test
Here's the wireframe, and the importer settings
weird.. is the MaxSize big enough for your original ?
I hope so! The original canvas from GIMP is 16x16 pixels
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
has been a while since I imported PSB...gotta be related to skeleton / importing as a whole instead of individual sprites

