#💻┃unity-talk
1 messages · Page 127 of 1
over here seems OK but then it goes wrong somewhere after the slicing ?
so yeah def on mesh creation something goes wrong
What is bone_1 and its children
Is this character supposed to be rigged @magic escarp ?
That's right, but at this rate it's an aspirational goal
Can you disable the rig just to see if that's the issue
Sure
Just a second
So with rigs disabled it still looks the same, but I'm fairly certain that its just the goofy size I had for limbs that made it do weird things. I made a new model whose limbs dimensions are all even numbers and it generated correctly, and with much fewer vertices.
thanks for all the help trying to get this stuff figured out, guys!
hi guys
Hey, how's it going?
I've been making this game non-stop for 5-7 hours now.
Oh the whole image is only 32x32? That's probably not enough pixels for it to generate the mesh correctly
Turning off compression might help with that too
But yeah if it works now then good
release on game jolt soon...
(I'd avoid having sprites that are only 1-2 pixels wide)
#1180170818983051344 if you want to talk about your project.
yall im newish to game development and I am taking on the task of making a multiplayer third person shooter. Anyone have any advice when developing? (been coding for 3 years)
start smaller
thats my advice
a multiplayer game is already a huge jump in scope
Ive already completed simple 3d games fps games
well "newish" doesnt really tell us much lol
I would still say start smaller than you think
making a good third person controller is already a challenge
but i ported in assets
thats the lesser of the 2 issues
If you see fit to describe yourself as "newish" you probably aren't ready for multiplayer
the old saying, "If you need to ask, you're not ready"
would it be easier to finish developing it in singleplayer and then adding a multiplayer aspect?
no
would actually make things harder in the long run
extremely harder
thats what I was thinking. I figured using photon and integrating one aspect of the game at a time could be the easiest way to start this task.
guys why is my material so shiny. it has alpha. it has metal but it still doesnt look metalic or the right shinyness
Because you set smoothness to 1?
yeah isnt that the multiplication of the alpha wich is the roughness value?
isn't smoothness = 1-roughness
it is
right? so the higher the value the more shinier the shiny parts become
the lower (or higher i forgot) the ALPHA is the more the shininess should be. the value is the weight of that map
think about it intuitively for a second lol
if its 1 then its 1*aplha
the alpha is changis across the texture
if you lower the smoothness slider does your object become less shiny?
that is for something that doesnt have any smoothness maps
yes
if i put it at .5 it is alpha / 2
exactly what im telling you lol
its going to be shiny if you keep it at 1
I HAVE A SHYNINESS MAP WITCH CHANGES THE SLIDERS ACTION
normaly its 1*slider ammount
with a MAP its alpha for pixer * slider ammount
that seems like the same action
tiny correction the alpha for a mettalness map is normaly always 1 if its not packed
the difrance is that 1 doesnt change and the APLHA DOES
i corrected my self here
i'm not sure which object has the texture in question in your original post
which part of the desk
its 1 mesh and the leather and edge have difrante metalness and rougness values
and again, what's the issue? what's the intended effect?
your original message seems to say it's too shiny
hence why i'm asking which part has the issue.
the leather is not suppoes to be shiny
seen here
uh, doesn't look shiny to me?
where is the bottom picture from?
not sure what that first screenshot is supposed to be showing
same game but no roughness or metal
by same game you mean also in unity?
the shiny part from the current one
well yeah if you dont have roughness or a metallic map the game will just use a default value for it universally lol
yes
i dont think you get the problem
the leather is not suppoes to be shiny. the texture says its not suppoes to be shiny. but unity makes it shiny
im trying to make this version for the metal but fix the shiny leather
yes
also lets swap to #🔀┃art-asset-workflow
send it there and ping me
send the base color too
the texture?
Yo
hello #🌱┃start-here
Anyone have a tip on how to prevent overlapping faces from flickering? (without the obvious response of making them not overlap)
youre going to need a custom shader for that
with depth bias
pretty sure the shader graph has a vertex position offset you could use
in hlsl the native command is "Offset"
the simpler solution however is simply not making the geometry overlap
Damn, thanks, I'll look if I can move the surface maybe like 1mm to the front, but since it's a building feature I cannot move it a lot to keep the block grid building system
bruh i coding 5+ hours
Quick tip if you ever change routes; in unity you can also hold the V key to snap objects to the corners of other objects so they don’t overlap.
is there any thing in particular you need help with?
this is a help channel
if you just want to share use #🏆┃daily-win or #1180170818983051344
@lucid wren You've been told this already as well.
https://docs.unity3d.com/6000.4/Documentation/Manual/AnimationParameters.html
could anyone explain more about this?
I wanna make a FBX model that has a forever animation so I can export it in other client that uses Unity, I was told to use animation parameters but this documenation isn't explaining enough on how to use it or set it up
animation parameters are used to control an animator
so I can export it in other client that uses Unity
what are you doing here, exactly?
export it to Warudo
basically export a FBX as "prop" in warudo, but I want it to export with its own animation
i've never worked with Warudo, but it sounds like you need to record an animation for the prop to play (on loop)
you'd do that by adding an Animator to the prop
Anyone have a link to that really popular free outline effect on the asset store?
i cant remember exactly what its called and i cant seem to find it manually
The blocks get created via the player in runtime, but still thanks, will keep it in mind for map building!
what's actually overlapping in this image?
is it a thin wall and then a block on the other side?
It's kind of a block building style, but instead of only full blocks, I have a 1/4 block used for thin house walls, but my 1/2 slap block overlaps with the wall, but I cannot make the slap smaller cause that would create gaps in floors, and extruding the wall forward would make the wall and full block no longer align correctly
!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**
!colllab
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colllab.
!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**
what about it
Also if you're going to spam servers with noise, at least cater the spam to the server you're in. This is Unity, not Unreal or Roblox.
!learn is where you should start
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
Ight
do you guys block out in blender then put it all on unity?
You can also use ProBuilder in Unity for prototyping, and can export that into Blender.
you can use both :)
you can block out in blender, import into unity, then use probuilder to "probuilderize" the meshes
turning them into adjustable probuilder primitives you can then edit directly inside of Unity
its all automatic and for simple primitives it works flawlessly
ohh thanks
I downloaded this post process effect but my project uses URP, how can I still use it?
you can't they use completely different shaders
it needs to be rewritten something like Full Screen Effect / Renderer Feature
The script?
yes but if you have no experience you can just get URP specific ones or do it in shadergraph which is quick
Idk where to find urp specific ones
if you search around you will find it , guaranteed
Is it possible to let AI convert it to URP?
The script
im here for one question and one question alone
im just getting into unity
but how the hell do i make my little guy into more guys
like iv got these little guys
but how do i split them up
you want the 'Multiple' sprite mode
thank you
look at the importer settings for the texture
oh lord oh savior
doubt it will work. Just look up URP specific tutorials
eg
https://www.patreon.com/posts/unitytip-retro-143251298
(i do think Multiple is actually the default, anyway)
after ensuring that, you then use the sprite editor to slice that image into multiple sprites
the thing is i cant find where multiple is
like all i se is the spite sheet
ami in the fully wrong place
or ami just stupid
Screenshot the entire inspector
ah, this is an Aseprite file
should probably lookup some tutorials
been a minute since I've used that program
i have been for like 5 hours
aseprite to unity or somethin
Switch to "Sprite Sheet" mode
ok ok
whu is 'h m' blocked
Would you say hdrp or urp is the better render pipeline for ps1 style graphics?
mhm
there is no need to use HDRP for that
the HDRP's features would be useless for an "authentic" PSX look
plus it wont work on mobile or WebGL
of course, most people don't go 100% authentic
YEEEEEE
I DID IT
THANK YOU
i do not want to admit this but iv been at this for 4 days
And how do I achieve a good psx type lighting? Cause I tried and it looks too modern if that makes sense
you might need to do per-vertex lighting
all modern shaders will want to shade lights per-pixel
Is there any tutorial for that?
Hello,
While I was working on my project, OneDrive deleted my packaging files, forcing me to reinstall them again. After reinstallation, the scene view and play view camera are no longer displaying the existing gameObject sprites. I have checked my camera, the Sprite Renderer, and colliders, and they appear to function normally.
UI elements and new gameObjects appear to be unaffected, but all my existing non-Canvas gameObjects are not displaying their sprites. Did I reinstall the packages incorrectly or forgot something? Any help regarding this issue would be appreciated.
"packaging files"?
If your project is in one drive it's probably completely borked. OneDrive makes a lot of assumptions about what files are "necessary" and will remove others and generally be a massive pain in the ass. If it's in a one drive folder, get it out of there as soon as possible
does anybody have a video that explains how to code top down movement cuz all i can find are 7 years old
unless its somehow a javascript-like code, the age should not matter
Update:
It turns out the Default Render Pipeline in Graphics the Project Settings had an empty field. I filled it with the URP Asset and the sprites became visible again
Usually I do my work on a school computer, but yeah, I never expected OneDrive to be... OneDrive. I have some older backups on my USB, but I'll definitely keep that in mind
How do you guys approach making a 2.5D platformer; when drawing the layout itself on Unity. I was thinking about doing "tile" assets in Blender and then using them inside Unity like constructions blocks; but not sure if this would be the best kind of approach. I'm entirely lost in this regard.
I assume there are a dozen ways of going about it; but could use some direction or examples; or just some words telling me my approach is not entirely wrong/stupid (if it isn't). XD
as long as most of them are static it shouldnt be an issue
creating levels you can do it that way, unity has a GRID component which also supports 3D objects via prefab brush so you could technically draw them that way
or if you're clever enough to make your own editor using a 2D grid / enums
Is just that I'm entirely new on both Unity and Blender. I have done maps for Counter Strike; but I worry I start doing some stuff in the wrong way because i don't know the good practices or correct/standard approach, or engine problems/limitations.
Right now I was thinking of a "prop" approach; doing each thing that gets repeated as it's own piece, and "paste" them together inside of unity. But not sure if the engine would prefer the player to walk over a single invisible rectangle, or 12 cube-props in a row with 12 physics boxes, or if it's basically the same. I did THIS image as to how I was thinking to approach it; but wanted some guidance or opinions.
in unity you can make prefabs for objects that repeat
I know how to make the playable layout in Unity (thou I haven't tested the grid in there yet; I assume it must quite easy with just one tutorial on how to enable it or change the size); but I'm not to sure how to start doing the "polish" and "make it look good" approach. And I think I should do models in Blender for it; but I'm not entirely sure. Unity seemed VERY limited for "modeling"; to the point I can't even make a simple slope unless I download a tool that allows vertex manipulation?
But can you make them look good? I couldn't even make a slope... I had to turn a cube 45º (was just testing around). XD
Unity doesnt really have good 3D building tooling built in. You need probuilder for that
its closer to Hammer Source 2 rather than Hammer Source 1 tho
Haven't really touched the Source 2 one; other than seeing some mapping on it. But can ProBuilder+Unity replace Blender? Or should I still learn Blender to do cool stuff?
Not to beat that dead horse but to be clear Unity doesn't really have good 3d building regardless of probuilder
If you want to do greyboxing in unity it's fine enough
Also, thanks a lot for your replies. This place is weirdly quiet for how many people are on the server... I guess I got spoiled by small hammer mapping communities with so many people willing to help others.
don't model in Unity
You can take probuilder + unity pretty far, Blender can offer the final polish
Gotcha. So still learn some Blender to make the props/models.
unless you're making something like Super Hot and a couple of other games that used PB only
Nah; I wana try to make it look good. Is what I always enjoyed, that polishing.
This server is relatively decent for specific problem and solution support but for various intentional and unintentional reasons it hasn't really fostered a community than what you might see in eg. the source engine server
but also this server has 133k members so it's a whole different thing
Fair enough.
So, to do something like seen in the image (from Metroid Dread), would you guys approach it as a tileset, kindaish, with some decorating props?
that depends on too many things
Should I bother turning a platform made out of tiny blocks with their physics into non-solid and use a single rectangle for performance? Or does unity handle that perfectly fine?
I guess I should've asked if it's a "valid" approach. I'm just worry I may be missing something obvious that would be better.
Start with blocking out the game, put the details later as usual
don't over think it
the pieces can be set, or dynamic where random props can spawn within a block/tile, really does depends ur design
Thing is, I wanted to do some detailing early on; because I don't want to do ALL the blocking out, just to later find out that it doesn't work fine (and gives me lots of troubles or extra work) with whatever "detailing" I decide to do.
if the thing will not change, merge them. if each block needs to be a separate thing, keep them a separate thing.
The first step in deciding the photo is that the red stuff is at minimum seperate from all the other stuff, that studio might honestly maybe manually place that shit because but in your case i'd look at 2d tilemap "rule tile" based stuff to get an idea of how that would work but then apply that to a 3d content
then i'd guess the other colours are either outright manually placed by hand or some might have like a system ontop of the front "red" tile system that is used to smartly place stuff (eg. the backing rails)
if they are separate meshes, regardless..as long as they don't move and are marked as static, so unity can optimize them as a bigger mesh
They probably don't need to change. But by merging them, you mean in Unity, right? I think I saw it has that option. I can select them, click merge, and it already improves the performance by turning them into a single solid, right?
Oh boy, that's a long read. XD
i use third party assets to combine meshes. honestly not sure of the current state of internel mechanisms for doing it
Dread is kinda a bad example if I had to guess because the budget is really high for what you'd wanna start looking into
that is 'just' profiling.
the engine should generally cull what is not on screen, so you may be overengineering things
Like honestly the red forground layer was probably determined by the level designers, then after approval the entire rest of the scene was handmade as a whole
you could smartly handle some of this via code and ruletile based stuff but i dont think thats what this does
I just googled a game that had 3D assets on 2D gameplay; which is kinda what I was planning on doing. And that was the clearest example. Because other titles get very blurry as if their assets are 3D or 2D, becuse they are "too well done". XD
forsure, just letting you know what dread does might not be what you want to do specifically
i def think learning how rule tiles work will lead you in the generally right direction
super hot used pro builder? does this include all it's props?
Well, I kinda decided what I wanted to do, and then searched for an example. I'm not basing my game on Metroid Dread (I didn't even play/know the game). XD
according an old page (when probuilder was a paid asset)
maybe only the levels and slick marketing talk.. I don't know if the entire props were tbh
I wanted to make a 2D game (because it feels simpler than most stuff); and I have some experience doing 3D maps (from Hammer). Better than pixel art for sure; and didn't want to do the Thomas Was Alone approach. XD
I saw some of it. I pressume I can create some for 3D. I'm not doing any coding BTW, got a friend handling that.
But yeah; looking into it will definetively reduce a lot of workload down the line.
Yeah, I can't offer specific advice for how but it's just a concept
Don't worry; I will google some tutorial on how to make a 3D Tileset for Unity or something like that.
If/when I do it; I guess I will do very crappy simplistic models; make sure they work; and later will be all about replacing them with polished/detailed versions.
Thanks a bunch again, to both of you. I think what I needed most was someone to talk about it... Maybe I should try the Rubber Ducky approach. I was feeling so lost as in "WHERE DO I BEGIN!?", "HOW DO I TACKLE ANY OF THIS!?".
just kinda shocked they could make character models with it
maybe the final model was refined from simpler polygons, I have no idea. I only knew this through the site and a few mentions in devlogs
Hey where is the channel discussing UI/GUI?
Im not seeing it anywhere
thx
hello, anyone here? i have a problem
i wanna make my own cuphead mod, i have downloaded a free asset from github and wanna open it on unity but can't find it
itt's that julian mod or whatever its name
modding is not supported here. #📖┃code-of-conduct
i have no permission
does not matter.
Guys I need urgent help please my project file is missing 😭😭😭😭😭
has it disappeared from showing up previously or did it not show up to begin with
No puedo crear una publicación en dev logs, que hago?
Si están en la ubicación que se crean tienes que importarlos
English server. please use a translator.
Thank you, I didn't quite understand what it was
What is the blocked content?
do not attempt to put external links in there. explain in your message that this server does not allow external links like that, so instead of a link, write "'if interested, DM me for a google groups link'". then people who want to test will send you a message asking for the link.
I wrote to you
.. there was no reason to do that.
i am attempting to explain to you how to use this server. i am not one who will be a tester for you.
see the edited message. perhaps that is clearer
ehh really? i'm able to post likes to code paste sites or is it cause it's a link to whatever google groups is?
yes, it is specific links, generally. feel free to try to explain that specifically, but we do not know which links are banned/filtered, so, could be in for a long conversation
they can also just add the link in their user profile, and have people click there
yep its solved
Can someone help me?
I have a Mixamo Character Model and and got it so that the mixamo animations work on it.
Now when I want to make my own animation for it, it goes from T-Pose to this pose (see picture) but I would like to start animating from T-Pose.
Is there anyone that knows how to fix this?
Guys, my project is suddenly broken. I keeps crashing on opening
No reasons or anything given. What am I to do?
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
hi
howdy. #🌱┃start-here
I got a failed to create buffer of size 72, then null accessor on buffer crash
I guess I'll google/LLM that
library reset is worth trying probably
Noice !!
they are fixing/fixed the bug i reported, amazing faster then what i thought it would take.
Steps to reproduce:1. Open the attached “IN-123831.zip” project2. Open the “BugScene” scene3. Enter Play Mode4. Observe the colored ...
sure. But my gpu drivers are old anyway and I'll update them first. Maybe that fixed that
your unity version is out of date
you are running .12. current is .75
@wooden mica that is directed at you ^
Do they usually fix bugs so quickly ? i reported it like 2 weeks ago
yeah ok that doesn't mean that it doesn't work
you are 63 bug fix updates behind. your guess is as good as mine.
@wooden mica open the project and ask cloude code to find whats going on, i am betting you'll get a good fix within like 2 minutes
that's not at all true, newer versions aren't always more stable. Also, there is no such thing as out of date. Unity 2022 is a perfectly valid choice for a game (I'm not using 2022)
yeah, you do you.
I have identified that code isn't an issue. It's a gpu issue. I'm updating drivers
Yea he will help you with that too 🙂
you guys bots or what?
not bots, just AIs
Don’t do this, thanks
Another person who is against AI, thats funny
This is a server for humans to help humans
People don’t need to be told they can use ai
Makes sense. so dont do your own research, come here to get spoon feed
most people that come here and ask a question, only ask really advanced questions most ai cant answer
as if AI wasnt spoon feeding
IMO, do your research, by checking web/AI/trying yourself, if you are stuck ask. whatever works
No one asked for your opinion
Are there any question that AI cant answer ?
We don’t recommend ai here, at best it’s just telling people something they know
it can every question, just depends on if it answers correctly
Lol 🙂 sure,
it might answer everythign but not everything is right it answers
several
you are correct. Seems like a touchy subject, dropping it.
as a beginner you should avoid using ai
until you are confortable with understanding how programming syntax work
fact
after that you can use it as a tool to boost your coding speed, that is all it
well even apart from that, saying to a guy searching for help "just use AI bro"
pretty sure if he wanted he would have done so
I couldnt agree with your more, but the way the world / industry is moving, that wont hold for much longer, in fact in many places they pretty much shove AI down developers throat, that if you dont use it your so far behind its insane
Then quit
At my job we got to the point we just code review and write tests to make sure code behaves as it suppose to, hell some even skip reviewing
I am 42, quitting isnt an option, at this age, been in this company for 9 years now. not an option, will stay until i get fired and get all the benefits i deserve
as the moderators have said. no one wants to have this conversation again. feel free to make a thread. doesn't belong in the room.
Didnt see the moderator message, nor did i know that subject is against the rules here, will drop the subject though
wait lil question, are the AI channel to talk abt ai like chatgpt using with unity or talk abt ai like npc's behavior in unity?
it depends. best to go into the room and read the description, and the top of the main pinned message in each room
well I was wondering coz there is a description in #🤖┃ai-navigation but not in #1202574086115557446
#🤖┃ai-navigation for pathfinding, #1202574086115557446 for any llm questions that no one will answer
oh ok thank u
well, that is annoying. it looks like the main message has been removed from that room. you can see a description here:
https://discord.com/channels/489222168727519232/channel-browser
oh alright thank you
I just downloaded unity 6.4, has anyone had any issues with switching projects over to the version or no?
the internet has definitely scared me out of updating unity versions 🤣
either make a backup of your project manually, or use source control. do not attempt upgrades otherwise.
gotcha, my next question is do you think it would be best to start a new project with unity's 6.4 version?
I'm currently learning c# in order to build projects for myself later on, but not sure if there's a "best version" to work with when it comes to unity
i suggest 6.0 or if needed 6.3 @digital kiln
?ban 1453815360494112804 spam
zayden0252 was banned.
Is anyone else having issues trying to setup a new Discord integration (webhook) via the Unity Dashboard? Doesn't seem to be working currently?
A really great, massive game is coming. It’s an open-world RPG survival and crafting game. Get ready. The first 15 people will receive a free soda and popcorn.
Okay, I can tell you don't like open-world games. @latent meadow ..
i do not like clowns or trolls. read the #📖┃code-of-conduct
thanks!
Do you think there's a name here? Are there game graphics? Or something else?
it is a nonsense post that has no reason to be here.
Fortunately, I didn’t go ahead with it without asking your opinion. You’re a great game developer...
do stop pinging me.
ok
hi, I need some help. I cant create a project for some reason
are you getting error messages
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
cant find anything
I genuinly dont know whats going on and how to fix this
i cant open the project at all
it disappears before i can click on it
use the bot message called Logs that was sent to you. open the Log that corresponds to your OS. follow Chris's instructions
i dont know what that means mate
I dont know anything about computers
how do I open the log?
the log is just a text file. you open it as you would any text file.
can someone dev a gtag copy for me
no. google for a gtag fan server.
how tho
where to i paste it?
i dont understand anything
i will be honest. if that is the case then game dev is beyond your ability.
well yeah
''A crash has been intercepted by the crash handler. For call stack and other details, see the latest crash report generated in:'' is this it?
no idea
and where is that message from?
"check near the end of the log file for errors or warnings" as Chris said. literally search for the word Error
no error message
check the hub log
hi guys
howdy. #🌱┃start-here
i know i readed it yesterday
found like 700 lines with the word ''error''
what is the last one
should i copy paste the entire line?
!code
📃 Large Code Blocks
Use links to services like:
https://pastes.dev/
https://paste.yunohost.org/
https://share.sidia.net/
https://paste.ofcode.org/
https://paste.myst.rs/
📃 Inline Code
Surround code with three backquotes. Not quotation marks.
To format as C#, add cs to the first line:
```cs
// Your code here
```
Add a comment with a line number if there is an error message.
:"Error while creating a new project Error: Editor exited with code''
now look above that until you see a reason.
''Project path "D:\ML.aep_AME\MilkyLogical" does not exist.''
which i dont understand, the folder is in my external ssd drive
so that is a folder name you created?
yes
try a different folder name, without a . in it, as a test. by external, you mean USB?
now, to verify, it is a full speed SSD on a USB3 or C port, not a usb thumb/flash drive, right?
also, how much room is on c:?
yeah
like storage?
yes. how much space is free
10gb lmao
that is a problem.
unity still requires space on c:. you can move the package cache to d: later too, but i only know how to do that once i a project. i suggest freeing some space on c: "it's a school laptop" does not really mean anything to me.
well the reason why its low on space is because im an art student and we have a bunch of adobe stuff already installed which takes up quite a lot of space, and theres a lot other unnecessary stuff as well, which once i graduate in about 2 weeks, ill be able to factory reset the laptop and get rid of a bunch of that stuff
but for now, I cant really do anything
see you in a couple weeks then.
lmao
still not sure if the issue is the lack of storage tho
because my other classmates also have the same amount and theyve worked on their 2d game for months now
but ill talk to my mentor and see if he can find the issue
but thanks for the feedback tho mate
last check..
yeah
this external drive.. is this the first time having it attached to this computer?
oh no
so you write to it all the time for your school work?
had it since september
yeah
ok. it is probably not a permissions issue then. just a passing thought. good luck
thanks mate
hii everyone, i am 3d rigging artist/animator, and i am looking for some work, idk how to start in this, i am quite experienced as a rigger now, can someone help me?
!collab use the collab site to advertise yourself
:loudspeaker: Collaborating and Job Posting
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okay okay
as far as what you need, generally, a portfolio
others would know better than i. i am solo
yeah, i have many works ready, but i am not quite gettin how should i start building portfolio in rigging
but thnx mate atleast u answered my q.
hi. say about yourself: #🤝┃introductions
Does anyone know how long the new 2$ sale is going to last?
I cant see if they said it anywhere on the asset store page
or if they maybe announced its duration previously
no idea
About 4-8 more days
It depends on the asset that’s why
are they adding and removing, per day?
this is as generous as they will ever be lol
im not even sure
i hope they are adding more than removing lol
wait what assets amount to 1,166 euros
Some. They all started at 12 days, and I notice some are down to different days
mostly enviromental assets
they come in bundles, you buy the bundle for 2 bucks and then get like 500 euros worth of assets for free
this is about 2 bundles i paid 5 dollars for
yeah, the hivemind and laertes would add up to that pretty quickly
There’s a ton of cool stuff but none that I’m gonna use 😭😂
be careful with coupon codes and public display
i got it from reddit
so its not like it wasnt public to begin with lol
but sure ill play it safe lol
in that case, what was it for?
like what assets i bought?
No the percent off
yeah, if it is a public, valid offer, it would be cool to know
nothing special
ah
I mean… some assets are already at 99% off tho lol
That’s wild
for 600 euroes worth of assets
wish i knew that $200 ago
yeah my avarice knows no bounds
applying a 25% discount code to a 25€ purchase for 600€ worth of assets
I’ll have to check again to see if they added any new ones or just counting down now
ill check too later
brb ( i know it id discord and not needed, just wanted to mention i won't be replying for a bit)
The countdown isn’t displayed on the first page, it’s somewhere after clicking on the asset since it’s per-asset
Hi, how do you fix camera clipping in the unity editor? I was making my ui and after I left 2d for some reason when I got close to an object my camera would kinda clip through it idk how to explain it but objects would be grey even if i'm just near them which usually happens when the camera is inside of an object.
oh I had dynamic clipping on
you can just select something and press F
it will focus on that and reset the fov range to better values
you do want to leave dynamic clipping enabled
it'll make the camera behave correctly when focusing on very small or very large objects
should i be unpacking the prefab
no reason to unless you're modifying the order of gameobjects for whatever reason
Is there something you're trying to accomplish that would require it?
i didnt know anything required it. but i will be putting guns and stuff in his hand
you can ADD objects onto it, you just cant rearrange the order of original gameobjects or remove them
ok thankyou
Hii, I'm a new beginner. I'm trying to follow two tutorials but both doesn't show the same settings at the right : I'm searching for "texture", in order to put the texture for one of my mushroom. But all I see is that. I only see materials, and I couldn't take back the texture of my mushroom(or just I don't know how to) . Can we just agree that I need to import manually the texture first ?
do you have the texture image? material holds the texture in it
yes
All of these materials are "sub-assets" – they're generated by Unity as it imports the FBX. You can't edit these directly.
you can tell because they're in that little foldout menu
You can copy a material and then make edits to it
??what do you mean? what can I do with my painted image texture ?
the texture image goes in the BaseMap field , if you're using old Renderer like Standard its under Albedo
the "Mesh Renderer" is what actually draws the mushroom
it uses a Material
a Material stores things like textures
so, you need to:
- make an editable material
- right click in the Project window, then do Create > Material
- select that material
- plug the texture into the material
- you'll want either the "Albedo" or "BaseMap" texture (whichever one you see)
- drag the texture asset directly into the little square in the inspector to assign it
- drag the material into the MeshRenderer's material slot
I think I got it ? except I can't find the "meshrenderer"
if it's not important, I will try now to fix this light
the meshrenderer would be in the scene
it'd be on an object in the scene, and it'd drive the rendering of the object
select the object in question and check the inspector
That's the thing you had selected earlier.
in your first screenshot
oh, yes. found it
I think it did by itself
because that the name I gave to the material
the blue bar on the edge here means that you've overridden a property from the prefab
note that dragging the material onto the object in the Scene View will work
it'll look for a renderer and assign the material
Hey, does anyone have/know any free simple 3d game project file with levels that I could use for references?
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Does anyone know if EasyRoads3D free edition has intersections included
"For the full toolset (including among others intersections and side objects), and demo videos check EasyRoads3D Pro "
!code
📃 Large Code Blocks
Use links to services like:
https://pastes.dev/
https://paste.yunohost.org/
https://share.sidia.net/
https://paste.ofcode.org/
https://paste.myst.rs/
📃 Inline Code
Surround code with three backquotes. Not quotation marks.
To format as C#, add cs to the first line:
```cs
// Your code here
```
Add a comment with a line number if there is an error message.
hello can someone help me with this problem ? here when player gets on high platform collision must happen but it doesn't work https://pastes.dev/AKD1OWSJsl this is the script which i attached to the player with which i want to detect collision
collision with what?
this code is hard to understand because its not in english
its also very obviously ai generated
unless this person writes all their comments in third person lmao
collision with platform which appears when you collide with boots and get in the air . Don't pay attention to that language . I'm trying to detect collision so when player collides with that platform i want it to move backwards
yeah bc i'm newbie
if you need help with code you wrote, let us know, why should we spend time cleaning up ai generated code for you
i didn't tell you need to clean up code i want help genius
what do you want from me
i want you to read the #📖┃code-of-conduct and have it register that AI code is not allowed.
why
well its moving there, you would want to use something to detect it properly like raycast
OnCollision works if at least 1 collision object has rigidbody
because it is a waste of our time.
like it or not, those are the rules.
also insane asking why instead of just reading the rules to begin with lmao
this isn't moving
right and the conditions you set to make it move are not met
but why when i'm trying to access to collision it doesn't work (my player has rigidbody on it)
but how can i know what code to write if i don't know
youre never going to know if you use ai
how would I know why I'm not psychic, you need to start debugging it. Start piece by piece
the same way you cant learn to drive by riding around in a taxi your entire life
learn. there are books and free websites all over the place.
you cant know how to code until you start learning to code, having AI to write your code for you is not going to help you
people have been learning to code the old fashioned way for what 60 years now, and suddenly people pretend like its impossible with AI
i'm trying to think for like 20 minutes but i can't get the answer where can i get the answer except ai
wow a whole 20 minutes
some problems last for days
and in the end you come out a better programmer
you can spend all the time you want with AI. that is up to you. we are not going to audit its code though.
i didn't know that you hate AI
if you want to use AI, have it solve your problems for you, thats not what people here are for
i mean hell, youre litterally seeing first hand the issue with relying on AI
you used AI to write this code for you
now something is broken so you have to come to us with no other choice
i use AI daily, and generate a lot of code with it. this is not the point. there is no point in continuing this discussion. there is a Unity Learning site you can start with. try the Junior Programmer Pathway
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a bit harsh tbh
i have no issue with people actually using AI, i just dont like when people who exclusively use AI expect us to fix their problems for them
if the code came off a youtube video it would be same situation
the problem is OP not grasping basics or at least try to have the AI explain what it is the really copying
the other shows a lack of care and wanting to shortcut your way through knowledge
i just meant no point in continuing the 'why no ai' portion. perfectly welcome here for productive conversation
i understand the basics
yes on that part I agree just whenever AI is mentioned everyone goes ape shit lol
doubt
debugging would be part of the basics, before you even write any code
debugging is just Debug.Log() no ?
debugging is a process nothing to do with code
Debug.Log is a tool you do use in debugging though
understand which parts you need to look into, disable stuff to get to the root of cause
if certain code deals with movement look there and objects related to it, verify the values are what you expect them to (with logs)
so i cannot use AI right
that is why is suggested starting with books, or the many well designed free websites that teach step by step, and test along the way. once you know how, AI becomes like a junior programmer that does 'boring' work for you. if you use it to make things for you, without understanding, it is detrimental. also, dangerous.
okay but if i tried everything and still doesn't solve the question what to do then
i'm now studying on a course that's explaining a lot of stuff i think it's good . What other resources i can use to study
simplify the problem?
If you're convinced that using the AI thing you can do whatever, I ain't yer papa.. just know if you just put a text of AI code and say "is broken" we can't do much
check the pinned messages in the #💻┃code-beginner room
what does dad have to do with it
its an expression ?
like "Do as you please, I'm not your boss" or something
language barrier moment..
Maybe you should gradually use AI less, instead of instantly
Like maybe right now after using AI, ask it questions on how it fixed the issue, until you understand
Then as time goes on use it less and less, maybe just hints, then at some point you won't need it
Is Russian roulette multiplayer?
What kind of question is that?
it can be singleplayer, or it can be multiplayer, depends on how you want to make it 
I'll make a singleplayer Version
on a Server called earth
hilarious.
Be sure to ping me when it becomes the big thing
Ye I'll start rn
but I won't make it on unity
but on Godot
those kinds of Ideas have to be laggy
@gray dirge already working on it
@gray dirge
doesn't belong here, this is offtopic
#📖┃code-of-conduct
Assertion failed on expression: 'meshAtlasIndex >= 0'
guys i keep getting this error when i bake lighting how to fix
@gray dirge I sent you private
bro did you not read #📖┃code-of-conduct
I read and I pinned him and told him so we can write privatly and not though this chat : )
Don't send unsolicited private messages to people...
he told me I should tell him when it's ready
right there
well we should stop arguing and try help this guy who wrote a problem in the chat
its concerning that* you cannot tell that is obvious sarcasm
he did give thumbs up
isn't that because a GameObject is marked as Contribute GI but its mesh structure
Had sth like that too once
Bro please remember haha been 4 hours looking for a solution, i did mark some objects static like point lights is this the reason?
your marked your lights as static?
Yes, that's exactly why!
then why when i generated light the whole week it worked why this time lol
so the static body isn't a mesh
but unity expects it to be a mesh
so it can pack it on the light map
yk
Select your point lights and uncheck the Static
then go to the light component and change the Mode to Mixed ig
that should work
Anyone know a good tool to dig holes that is Not digger?
Premium or free on the asset store or github, anything that can make holes in the ground and can be edited in Unity
dig holes in what way?
How do I export my game?
I accidently made a mistake and closed unity, is there any way to get the older version of my project to revert it again?
not unless you used version control
how do I see that?
i mean its nothing that will be enabled automatically, something you have to consciously set up and "control"
are you using "Unity Version Control" or "Git" ?
I havent enabled anything
then no, you most likely dont have version control
and like through windows?
probaby a good time to learn
through what?
windows explorer
what about it?
is there any way to get the old version of a folder?
version control you use software, like GIT
the "snapshots" of your project are usually stored remotely on a cloud
but if I havent enabled it then I cant access it right?
well yeah
where would it exist lol
unlike regular manual backups, this tracks only whats changed. And you decide when to make a "snapshot" of everything tracked is stored. aka a Commit
so you should probably start doing that from now on
Hey everyone, how’s it going?
I’m trying to access my Unity account in the browser, but it’s asking for two-factor authentication. I’m not receiving any code on my phone, and I don’t remember saving any recovery codes. Does anyone know how I can resolve this? 😢
Were you able to resolve the issue with your account?
Contact support
Yes, I had the misfortune of discovering it late on a Friday and they don't work weekends. But it was resolved on Monday.
https://support.unity.com/hc/en-us/requests/new?ticket_form_id=65905 is where you want to go.
And this is what you'll be asked about, either there or once they contact you.
If you do not have access to the device linked to your account or do not receive your TFA code as expected, contact the Customer Experience team with one piece of private information and one piece of public information to confirm your identity if you want to temporarily disable any TFA settings on your account.
Examples of private information include:
Name your Unity organization. (Please note that a default organization is created when a Unity account is set up. Please send us the name of this or any other organization that you are part of.)
Name of a recent Asset Store purchase.
Recent Asset Store purchase invoice or order number.
Name of one of your Unity Cloud projects.
Examples of public information include:Telephone number currently associated with your Unity ID account.
Unity Username. (Please note that this is not your email address.)
Full physical postal address.
Hey guys so I work on my project then I save it and close unity then shut down my co when I reboot it why does my level corrupt and say fail to load scene
making a chrome extension to give the docs dark mode and syntax highlighting... thoughts?
if it is a free and open plugin, you can post in #1179447338188673034 . the syntax highlighting is really nice. as far as dark mode, that is covered already by several means, but, that is nice.
@novel lichen
will do!
do not bother the moderators.
read the #📖┃code-of-conduct
if you actually have a legitimate question ask
👇
:thinking: Asking Questions
:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
-# For more posting guidelines, go to #🌱┃start-here
if it's a moderation issue, contact modmail. otherwise, don't ping them
Okay. Thanks for the heads up
Hello, @everyone.
I have just joined to this server, and I am a dedicated unity(2D/3D) game dev.
howdy. #🌱┃start-here . note, pinging 'everyone' tries to ping the entire server. it is disabled, but you literally just sent a message to thousands of people.
:thinking: Asking Questions
:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
-# For more posting guidelines, go to #🌱┃start-here
The key that is used to build and run, i lost it by formatting my old laptop
I'm sorry to hear that
does anybody have any solution for this now
The key means the security key for product in unity environment?
yeah i know
Do you have to publish the product in google play store or app store?
why did you send me friend request
I have already did, i just want to publish an update
@sterile lagoon make sure you read and understand the #📖┃code-of-conduct
we can discuss here
its no problem, i was just asking
I have read. I will keep the rule
Thanks
If you lost the key, you can generate the new key
Theres probably nothing you can do, aside from maybe contacting the publishing platform support.
Or you can publish it as a separate product with a new key. I think this has more to do with the corresponding store policy rather than unity.
am i cooked
I am a beginner animator, and I want to be able to animate 2d characters in 3d worlds. I am learning blender to create objects, but I do not know what to choose. I want to animate in the style of LOTM (I know it takes years of hard work to get that quality, but I want to match their art style) If anyone could give me advice on ease of use and quality of animations/shaders, I would be extremely grateful.
Just keep using blender
If you are not sure to generate the new key, I can guide you
Uh, I was planning on uploading the 3d objects into a game engine, i have very limited experience with Unreal which I used their processing thingy (for lights and such)
I am taking help of Gemini
Can you clarify what you mean by animating? Do you mean creating animations for individual rigs, or do you mean creating an animation?
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I mean, creating a world (Eg a whole town or battlefield) And add moving 3d objects in the background. Then I record a footage and then import into Krita where I animate characters on top of it
I understand, so what exactly is the question - are you asking whether to use unreal or unity?
yeah, what would be better to create a background with moving cameras to go around the scene?
As in
ease of learning
use and what has better shaders/lighting
I have 0 knowledge of 3d animation or anything like that so I want to learn the one
Unless you're planning to add interactivity to procedurally make the animation, why not do it in Blender?
which would be better for it
Uhh, Honestly I have no idea what "add interactivity to procedurally make the animation" means 😭
You should probably just stick to blender for making the animation then, it sounds like what you want can be done entirely within it
really? Does Unity or blender have real time fixing? (Will the scene be rendered as I move around to fix the stuff?
uhm, what I mean is
You can preview what it would look like rendered in Blender, yes
ok, but not in blender right?
I meant in blender
For unity you would need to use "HDRP" and use ray tracing - I don't know about how path tracing works in HDRP
huh, without having to wait for it to render? Unreal has real time rendering so I was wondering if Unity had that too
Yes, use "Cycles" and the rendered preview mode
cheers
This is what I mean by cycles v
what to do if my transform gizmo isn't moving with objects and when i restart it starts to work
I'm not an Indian unity dev, but my budget is not high.
If you have any idea for game, please let me know.
I am a senior Unity(2D/3D) game developer and have experience of website development and artificial intelligence automation.
Warm regards
Don't complain later if someone steals your project and publishes it as their own😅
This is my little game and it's easy to make in 1 hour, so I don't think anyone needs it. I just have a weak computer and can't make it into an APK.
If anyone can help, I'd be glad. Please write me a private message.
Does > 6000.3, have this - https://discussions.unity.com/t/improve-error-assigning-cube-texture-to-2d-texture-error-message/902850 ?
I'm planning a report on that thing
Sometimes Unity outputs the following error with my project: Error assigning CUBE texture to 2D texture property '_MainTex': Dimensions must match UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) It would be very useful when the error message contains the name of the asset that is causing the problem. Furthermore it would be very useful ...
I've seen this happen a few times. I don't know what causes it
hey, i wanna make a VR game, i understand python and LUA but C# is so difficult
I have experience in C#
can i DM you??
Sure
@quasi lance @flat sigil please don't solicit DMs #📖┃code-of-conduct
DMs negate the benefits of having a community server to begin with
if either of you have questions, feel free to ask here
!ask
:thinking: Asking Questions
:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
-# For more posting guidelines, go to #🌱┃start-here
soz im so used to asking indiviual people about stuff not groups
if you have questions about coding, feel free to ask in #💻┃code-beginner
stop spamming.
You said this
is it possible to change how unity sort files and folders in the project explorer
not substantially, for advanced exploration you're expected to use the search window which allows you to sort/filter in many ways.
dang alr
I have a question: when it comes to making a game, what is the best way to inform the player the controls of the game without the need for a tutorial. I spoke to a peer who was playtesting my game and they said it was a good idea to have key bindings appear on the screen to show what inputs can be used where
look at other games
show an explicit prompt the first few times the player is able to perform an action
e.g., the Batman Arkham games will display the "counter" button when you're getting attacked
you can stop showing the prompt once the player figures it out
there is no easy way to do this. Often times, different features need different treatment. if you retrofit this kind of thing into already completed code, you'll be in a lot of pain. The mitigation of that problem is a convention/pattern that all your systems follow to publish the information whether a given input action is currently possible and whether it should be announced to the player. some input hint presentation system can then read those and orchestrate the hits. then you need to decide how to announce these hints, typically the options are "always when available at the edge of the screen", "always directly where the action takes place (press E to interact)", "trigger tutorial/dialog when available the first time", "trigger infobox if unused for X time or N opportunities" + the settings-option to disable/reset these hints entirely.
I have something like that in my main game project. It is very convenient – I can get a list of all valid interactions (as well as invalid ones, and ask why they're invalid, even)
this made it very easy to show extra information the first few times an interaction appears
there are 1000 things like this any given game-project can solve systematically from the start, but thinking of all of them and making them compatible is itself a large undertaking.
usually any early idea/system for how to do it will run into late project confounders that make the system a PITA to use. and in the next project you do it better, just ending up with a lager PITA later in the project. and this cycle repeats until you retire (by which time the PITA is real and needs to be treated by a doctor).
😭😭. Very informative
avoiding the need for tutorials simplifies finishing a game a lot
so you're already on the right path 😄
I was at the MCM comicon in London and watching people play games and myself play games. From a developer perspective I thought about how these games presented themselves and how easy was it to understand and learn the game
yeah, its amazing how easy it looks until your try to do it with your game
Also playtesting is always interesting since you can never predict player behaviour. Like sure you can have an idea of what core loops people will fall into but seeing someone do the opposite of what you expected is humbling.
yeah, and also realising that explaining stuff does exactly nothing
I saw some kids play a game that I published on Steam via my university. I avoided telling them how to play and watched they did in the first level.
Literally
people are way smarter than anyone expects, and that smartness sometimes looks like stupidity, but in reality you just gave them affordances they saw differently than intended
you may want to play games by Atlus (metpahor, persona, shin megami tensei), they are designed around the idea that the player pays zero attention, stops playing for long periods of time and requires constant reminder about everything.
some dont, best strategy is to provide all modes of discovery.
What would you say is the best way to layout a HUD based on game genre. In my case my game is a dungeon crawler
now that's another hard question to answer 😉
split your screen into zones (corners, sides, middles) and assign them each a role (notification, actions, character live status, world/accounting, quests, hints, navigation etc.) then place your information into those zones and lay them out so the content stays within the zone. look at typical popular games in your genre to see what people expect and copy the locations. resisze the zones based on importance, place anchors cleverly and plan how info can grow.
That makes sense - thank you
principle: usually related info should be displayed close together.
I will take some time to design the HUD layout intentionally
means (example): put your mission timer next to the condition that needs to be achieved to win, not at the other end of the screen
put hints like "E to activate" right next to the object highlight, not at the edge of the screen. while WASD to move has no target on screen and can stay in a corner (or hidden). actions, their cost and the account to pay them need to be close together (blue mana flask, toolbar beside it, character model with a VFX right above + combat text showing the effect rise above the target)
or coins collected from a box fly from the box towards the coin-counter in the screen corner.
also note that the bottom left/right corners are usually dead-space that obstructs nothing interesting, so use them for opaque displays. and keep the left/right sides mostly clean of static info.
keep the top-bar very thin, people look mostly at the top half of the screen for "where to go" and "whats interesting in the world"
Tool tips that appear when the mouse hovers over something is crucial for me - I really wanna get good at making those. One thing I want to get right is text fitting in the panels and not going off it or causing sizing issues
tooltips need a proper abstraction that generalises well, then they are easy.
Do you make one tool tip prefab which scales with the information that is added to it or do u have different types?
usually you want components to implement IInspectionTooltip which some tooltip system calls on all objects currently under the cursor, each IInspectionTooltip component returns a VisualElement or CanvasGroup that gets injected into the tooltip container and returned/disposed when the pointer exits the object
depends on how you build them and which framework you use. the difficult bit is not the UI framewrok, its ensuring correctness, cleanup, no leaks, no proliferation of redundant prefabs for similar information.
I see
whichever way you go, note that you can make the info-provider return partial UI elements which you put into a container, or you can make a heavy tooltip system that only takes typed data and internally figures out how to lay it out
the latter one is nice for debug tools and systems-heavy games, the former one is more practical for games where each system needs wildly different tooltips or when you want to decouple tooltip-layout from tooltip-coordination.
Does anyone know about this project, Clean Multiplayer Pro?
Can I use it on Unity 6.4?
And can I change the characters as well?
something you should be asking the devs / read the license on the asset.
any project can be upgraded, whether or not that affects functionality highly depends on which packages they are using and if they are upgradable to newer verisons
Perfect, thank you. I feel a lot calmer now haha. I already contacted them. Thanks so much ❤️
Wouldnt recommend it
What are you trying to create?
HI guys, I just made a Full body first person controller(non-shooter) cuz I don't see it much on the asset store except the immersive first person controller. It includes walk , sprinting , crouching , jumping , Foot IK , Edge Detection , Camera shake , Modularity. It also Includes a Wizard which makes you assign things like a player 3d prefab , all the required animations such as idle , walk , etc. and it has various settings which you can adjust as per your requirement , and it will create a player automatically in the scene with every single thing wired up(camera , animator , foot ik ,scripts , character controller, EVERYTHING). The Foot is also quite advanced as it includes edge detection , reach limits , and other things). I'm thinking of putting in on the asset store. I wanna put this on the store and them make another one of the same with much much more features including doors , ladders , drawers (many intereactions with the first person body) , etc. and then sell it in a pro version . Am i on the right track ?
hey does the unity ai assistant cost anything if i already have claude subscriptions?
need this so much, the default docs install white theme is hard to work for like switching between IDE dark mode to the offline install is like flashbang
I am able to see tags here but in second image you can see Tag list is empty, how can i fix this?
Those are default/premade the right side are custom ones
its not empty you just haven't added any..
those are default you can't touch those
GameController is default Tag ?
its fairly new but yes
ok
i was loosing my mind over this
I'm trying to make a chase game... a funny chase game
guys, i want to ask one weird thing
!ask
:thinking: Asking Questions
:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
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does anybody have any spare simple shooter games?
i just need to do one till tomorrow but im like dum dum making stuff
what
ughhh
this isn't the place for that no.
dam, alr
Just Take the Unity fps controller package from asset store slap a gun from asset store and make a simple shooter system
you asking someone to do a school project for you?
more likely i need to make some essential screenshots for my project documentary but date was changed so i need to think of something real quick
sounds stupid but im a newbie here, i used to script on godot and i want to start doing something better
what? how does making another project help with getting screen shots for yours
i think i said it wrong, i thought if someone could give some useless or unfinished project and i will make some screenshots of scripts, scenes and etc.
not asking to someone do an entire game, just like asked if someone had one
hate to break it to you but unless your prof was a fool that wouldn't work out
anyways, i decided to try and do some barebones
@ornate dove
hi!
Hello guys, what can block the movement other than slope and collider? i checked many times there is no collider there and slope is not an issue
meanwhile same room other side the player moves freely
try the physics debugger?
it is not working with me
Can you set a material as a skybox? I am folowing a tutorial to make a shader graph skybox and it requires me to drag the shader material into the skybox/scene but for some reason it does not work for me.
you should change the material shader type
I know it's so annyoing lol
I've been doing some research and I think I'm going to upgrade it to a complete reskin like how the "Wikiwand" chrome extension does for Wikipedia
the tutorial says to use a Unlit shader graph then click on it and create a material for some reason he could set it as the skybox but when I tried didn't work for me personaly
How so? It is the best way to figure out if there in fact is something blocking there
I think old unity can do this but new versions require skybox shader
makes sence the tutorial is 9 months old
what could I do to bypass this if there is anyway?
Yea you really need a skybox shader type which I dont think shader graph supports yet
unlit shaders kinda work and may work if you change its render queue
the closest thing I found is setting it as a shade skybox but then you have to script it manually
shaders done with code can do this easily but with graph no idea
and yea you may be able to force apply it but it may not function properly
hello
Do you have this setting panel in your scene view?
I think I got an idea can't you view the code made in shader graphs right? Can I take that code and set it as the shader code for the procedual shader?
its not really in a editable format at that stage so unlikely
but making a skybox shader in code isnt too hard as its all unlit stuff
the problem is i'm not really experienced in even c# so I will probably unable to code my own shader.
What type of shader did you try with before? urp/hdrp unlit?
urp unlit
and you made a material, assigned the shader and then tried to use that material in the lighting settings?
No the tutorial said to just drag it into the skybox/scene.
it has to be a material you assign so try it correctly
It should work but you may have to either change the render queue value to be very high or very low to fix rendering issues
where can i ask for help
most channels here are help channels, ask in one appropriate to the issue you have #📑┃channel-directory
it says that material doesn't support skybox rendering
ok cool ty
I guess that doesnt work anymore then or needs some other changes
what would this be under? theres just a black box on half my screen
#1390346776804069396, probably?
ok ty
I think it worked even though unity says it's un supported
yep it did infact work evn though unity says it's unsupported
this helped a lot thanks, problem solved, i did a blockers in my scene to prevent player go beyond map edges as i had a desert in the game so and forgot to remove them sheesh
Is there a way to create animal behavior or animal AI? Which one will go for a cow?
u need to make animations for each action like looking at ground or mowing and then link them by blend tree + state script
Everything is possible. You need to be much more specific on what you want if you need more specific help
So I want them to like have a schedule in the morning they go out in the field around mid day to ebening they drink water and walk around and at night they go in the barn
Yep! 😀 I am just thinking of attaching the asset and animation later but right now I just want to attach it to a capsule right now
Has anyone else had problems with dragging materials onto objects and it applying to the wrong material slot on the mesh renderer?
This has happened more than once to me.. Pretty random, Unity 6000.3.12f1
It is because they are same object (joined) but faces are assigned to different materials so u have tow material slot but dragging will apply the material to whole object not faces
Yeah but isnt it supposed to calculate the face you're dragging it onto and assign it to the material slot that owns it?
Some kind of state machine would be my first instinct. Make the state changes relate to the clock. Modeling the behaviour of individual animals like this wouldn't be too hard. If you need many cows to work as a herd and go together most of the time, then you need something more sophisticated (you could model the herd as one unit and then model the animals within separately)
No unity deals with objects not faces
u have to assign them in inspector if one object has multiple mats
Is that really so? I really thought dragging should work with submeshes too...
im pretty sure its supposed to work
based on the face's material slot you're dragging it to
I'll try it quickly
could be an option to do but i don't think so
Ahh alright! Cool cool! Yea I am trying to make like a farm scene and then one cow is like a shop or a dealer
And for the farmer do u recommend state machine too or how? As that is the enemy
state machine should be applied to all ais
if u want to control them easily
did u find out
seems to work for me just fine
To me that looks like a Unity bug unless there is something weird going on with the mesh.
u seem right! i did it myself and worked lol
You could try with some very simplified test mesh just to be sure it's not something wrong with the specific mesh (it could still be a bug which only activates with certain meshes). If it happens there too, you should probably file a bug report
i think he should try different materials, both look same color could be visual issue or smtg, try drag red material to horn
I really doubt there is anything like that going on. It just seem to not work like it is supposed to
Thank you! I will look in how to make a state machine lol I never did it before lmao thank you!!
probably issue with this specific unity version ig
can u send me the fbx of this i will see
I have been getting these since upgrading to 6.3, anyone else? appears randomly when I am not using Unity, and Unity crashes right after.
except this specific time apperently, just pressed enter and it did not crash. no idea what is going on with this
Hello everyone! I’d love to know what kind of co-op multiplayer game you wish existed.
I'm currently experimenting with ideas for a multiplayer co-op game with:
- proximity voice chat
- social interactions
- funny + tense moments with friends
Would you prefer:
- pure co-op survival?
- extraction-style gameplay?
- social deception / impostor mechanics?
- horror?
- sandbox chaos?
- something completely different?
What would make a co-op game instantly interesting or memorable for you?
yep unity problem
hello guys i have a problem, i don't know how to import an asset to my project
anybody here?
Use the package manager
Everyone likes their own thing. This sort of vote shouldn’t defy your project. Think about what you love, and make that.
pixelated knight
fuuuuck! anyone here can fucking help?! im fucking waiting!
dead fucking server
hey im here
lol
first drag ur fbx object to ur assets folder
then drag it again from the asset folder
gotta be fbx
u can use different model types like blend glb etc but best is fbx
if 2d u mean sprite it is same thing drag the pic to assets
ummmmm lemme try
ughh i don't know man
i don't know what the hell is going on on my screen
i can't do what you said
i just can't
boring and isn't useful
i just wanna import a 2d model
png
learning the essentials is useful.
instead of just randomly clicking shit you learn the tools you plan on using
there is alot of stuff on my screen but nothing seems useful to start with
idk it's not useful man, better be a youtube tutorial
but couldn't find one
help guys
then i suggest you to learn the essentials like @near wigeon said you will learn more on the way and shorten ur time
they are video on demand by unity..
hows that any different than YT
give course
wait lemme see ur link even more
but for now here is how u do it
wait until the next question comes in
we all were there
Obvious mistakes is one thing when you're stuck, but blatantly not going through the basics of the tool you plan using and whine on DC is not the way