#💻┃unity-talk

1 messages · Page 127 of 1

violet thunder
#

Im not familiar with the "Character rig" section but my guess is that it's related to that yeah

#

The geometry is distorted, not the texture

near wigeon
#

over here seems OK but then it goes wrong somewhere after the slicing ?

#

so yeah def on mesh creation something goes wrong

violet thunder
#

What is bone_1 and its children

#

Is this character supposed to be rigged @magic escarp ?

magic escarp
violet thunder
#

Can you disable the rig just to see if that's the issue

magic escarp
#

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!

lucid wren
#

hi guys

magic escarp
#

Hey, how's it going?

worldly cave
lucid wren
#

I've been making this game non-stop for 5-7 hours now.

violet thunder
#

Turning off compression might help with that too

#

But yeah if it works now then good

lucid wren
violet thunder
#

(I'd avoid having sprites that are only 1-2 pixels wide)

charred fog
proud barn
#

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)

worldly cave
#

thats my advice

#

a multiplayer game is already a huge jump in scope

proud barn
worldly cave
#

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

proud barn
#

but i ported in assets

worldly cave
#

thats the lesser of the 2 issues

stuck flower
near wigeon
#

the old saying, "If you need to ask, you're not ready"

proud barn
storm patio
#

no

worldly cave
gray frigate
#

extremely harder

proud barn
#

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.

pliant crane
#

guys why is my material so shiny. it has alpha. it has metal but it still doesnt look metalic or the right shinyness

worldly cave
#

Because you set smoothness to 1?

pliant crane
storm patio
#

isn't smoothness = 1-roughness

worldly cave
#

it is

worldly cave
pliant crane
worldly cave
#

think about it intuitively for a second lol

pliant crane
pliant crane
#

the alpha is changis across the texture

worldly cave
worldly cave
pliant crane
# worldly cave

that is for something that doesnt have any smoothness maps

pliant crane
#

if i put it at .5 it is alpha / 2

worldly cave
#

its going to be shiny if you keep it at 1

pliant crane
#

normaly its 1*slider ammount

#

with a MAP its alpha for pixer * slider ammount

storm patio
#

that seems like the same action

pliant crane
pliant crane
storm patio
#

it's a different starting value, it's the same "action"

#

anyways what's the issue?

storm patio
#

i'm not sure which object has the texture in question in your original post

pliant crane
#

btw it SAYS IT RIGHT HERE

#

the desk

storm patio
#

which part of the desk

pliant crane
#

the one im selectiong

storm patio
#

there's multiple parts there

#

is it the inner part or the edge that's the issue

pliant crane
#

its 1 mesh and the leather and edge have difrante metalness and rougness values

storm patio
#

and again, what's the issue? what's the intended effect?
your original message seems to say it's too shiny

storm patio
pliant crane
#

the leather is not suppoes to be shiny

pliant crane
storm patio
#

uh, doesn't look shiny to me?

pliant crane
#

thats the difrance between the current and no metalness or rougness

worldly cave
#

where is the bottom picture from?

storm patio
#

not sure what that first screenshot is supposed to be showing

pliant crane
worldly cave
#

by same game you mean also in unity?

pliant crane
worldly cave
#

well yeah if you dont have roughness or a metallic map the game will just use a default value for it universally lol

pliant crane
pliant crane
#

the leather is not suppoes to be shiny. the texture says its not suppoes to be shiny. but unity makes it shiny

pliant crane
worldly cave
#

Can you show the roughness map?

#

from the alpha channel

pliant crane
worldly cave
#

send it there and ping me

#

send the base color too

pliant crane
left zephyr
#

Yo

worldly cave
shut pine
#

Anyone have a tip on how to prevent overlapping faces from flickering? (without the obvious response of making them not overlap)

worldly cave
#

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

shut pine
#

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

lucid wren
#

bruh i coding 5+ hours

exotic relic
worldly cave
worldly cave
charred fog
#

@lucid wren You've been told this already as well.

thorn pier
gray frigate
#

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?

thorn pier
#

basically export a FBX as "prop" in warudo, but I want it to export with its own animation

gray frigate
#

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

worldly cave
#

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

shut pine
gray frigate
#

is it a thin wall and then a block on the other side?

shut pine
#

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

worldly cave
#

!collab

vagrant rootBOT
# worldly cave !collab

:loudspeaker: Collaborating and Job Posting

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

kind thorn
#

!colllab

vagrant rootBOT
kind thorn
#

!collab

vagrant rootBOT
# kind thorn !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**

kind thorn
worldly cave
#

instead of just repeating it...

potent geyser
#

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.

maiden harness
#

Is this server good for people who don’t know how to use unity?

#

Im new

potent geyser
vagrant rootBOT
maiden harness
#

Ight

topaz wadi
#

do you guys block out in blender then put it all on unity?

charred fog
#

You can also use ProBuilder in Unity for prototyping, and can export that into Blender.

worldly cave
#

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

worldly cave
left coyote
#

I downloaded this post process effect but my project uses URP, how can I still use it?

near wigeon
#

it needs to be rewritten something like Full Screen Effect / Renderer Feature

near wigeon
# left coyote The script?

yes but if you have no experience you can just get URP specific ones or do it in shadergraph which is quick

left coyote
near wigeon
left coyote
#

The script

iron terrace
#

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

gray frigate
#

you want the 'Multiple' sprite mode

iron terrace
#

dont worry about the art quality

#

and

#

how

iron terrace
#

thank you

gray frigate
#

look at the importer settings for the texture

iron terrace
#

oh lord oh savior

near wigeon
gray frigate
#

(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

iron terrace
#

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

gray frigate
#

Screenshot the entire inspector

iron terrace
gray frigate
#

ah, this is an Aseprite file

iron terrace
#

ye

#

i dono what to do

#

do i just change art thing fully?

near wigeon
#

should probably lookup some tutorials

gray frigate
#

been a minute since I've used that program

iron terrace
near wigeon
#

aseprite to unity or somethin

gray frigate
#

Switch to "Sprite Sheet" mode

iron terrace
#

ok ok

gray frigate
#

"Animated Sprite" wants to use keyframes from Aseprite

#

or, well, just frames

iron terrace
#

whu is 'h m' blocked

left coyote
iron terrace
near wigeon
gray frigate
#

the HDRP's features would be useless for an "authentic" PSX look

near wigeon
#

plus it wont work on mobile or WebGL

gray frigate
#

of course, most people don't go 100% authentic

iron terrace
#

YEEEEEE

#

I DID IT

#

THANK YOU

#

i do not want to admit this but iv been at this for 4 days

left coyote
gray frigate
#

you might need to do per-vertex lighting

#

all modern shaders will want to shade lights per-pixel

left coyote
pastel agate
#

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.

gray frigate
#

"packaging files"?

stuck flower
iron terrace
#

does anybody have a video that explains how to code top down movement cuz all i can find are 7 years old

near wigeon
iron terrace
#

ok ok

#

cuz some of em say to use the inputsystem package and some dont

pastel agate
pastel agate
violet valley
#

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

near wigeon
#

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

violet valley
# near wigeon as long as most of them are static it shouldnt be an issue

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.

near wigeon
violet valley
#

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?

violet valley
near wigeon
#

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

violet valley
#

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?

copper gust
#

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

violet valley
#

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.

copper gust
#

don't model in Unity

near wigeon
violet valley
near wigeon
violet valley
#

Nah; I wana try to make it look good. Is what I always enjoyed, that polishing.

copper gust
#

but also this server has 133k members so it's a whole different thing

violet valley
#

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?

near wigeon
#

that depends on too many things

violet valley
#

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?

violet valley
near wigeon
#

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

violet valley
#

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.

latent meadow
#

if the thing will not change, merge them. if each block needs to be a separate thing, keep them a separate thing.

copper gust
#

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)

near wigeon
#

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

violet valley
#

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?

violet valley
latent meadow
#

i use third party assets to combine meshes. honestly not sure of the current state of internel mechanisms for doing it

copper gust
#

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

latent meadow
#

the engine should generally cull what is not on screen, so you may be overengineering things

copper gust
#

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

violet valley
copper gust
#

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

tall hearth
violet valley
#

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

near wigeon
violet valley
#

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

violet valley
#

But yeah; looking into it will definetively reduce a lot of workload down the line.

copper gust
#

Yeah, I can't offer specific advice for how but it's just a concept

violet valley
#

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!?".

tall hearth
near wigeon
#

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

jade orbit
#

Hey where is the channel discussing UI/GUI?
Im not seeing it anywhere

tall hearth
jade orbit
#

thx

willow quail
#

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

willow quail
#

i have no permission

latent meadow
#

does not matter.

sudden sparrow
#

Guys I need urgent help please my project file is missing 😭😭😭😭😭

storm patio
deft urchin
#

No puedo crear una publicación en dev logs, que hago?

deft urchin
latent meadow
deft urchin
#

I can't create a post in dev logs, what should I do?

#

I need a tag

latent meadow
#

so add a tag

deft urchin
#

Thank you, I didn't quite understand what it was

deft urchin
#

What is the blocked content?

latent meadow
#

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.

deft urchin
#

I wrote to you

latent meadow
#

.. 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

tall hearth
latent meadow
#

they can also just add the link in their user profile, and have people click there

sudden sparrow
idle junco
#

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?

wooden mica
#

Guys, my project is suddenly broken. I keeps crashing on opening

No reasons or anything given. What am I to do?

storm patio
#

check logs

#

!logs

vagrant rootBOT
# storm patio !logs
📝 Logs

Documentation

Editor logs

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

Unity Hub

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

brisk marsh
#

hi

latent meadow
wooden mica
#

I guess I'll google/LLM that

storm patio
#

library reset is worth trying probably

hard parcel
wooden mica
latent meadow
#

your unity version is out of date

#

you are running .12. current is .75

#

@wooden mica that is directed at you ^

hard parcel
#

Do they usually fix bugs so quickly ? i reported it like 2 weeks ago

wooden mica
latent meadow
hard parcel
#

@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

wooden mica
wooden mica
hard parcel
#

Yea he will help you with that too 🙂

wooden mica
#

you guys bots or what?

hard parcel
#

not bots, just AIs

hard parcel
copper gust
#

This is a server for humans to help humans

#

People don’t need to be told they can use ai

hard parcel
#

Makes sense. so dont do your own research, come here to get spoon feed

craggy pollen
#

most people that come here and ask a question, only ask really advanced questions most ai cant answer

candid yoke
#

as if AI wasnt spoon feeding

hard parcel
#

IMO, do your research, by checking web/AI/trying yourself, if you are stuck ask. whatever works

copper gust
#

No one asked for your opinion

hard parcel
copper gust
#

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

craggy pollen
#

it might answer everythign but not everything is right it answers

storm patio
hard parcel
craggy pollen
#

as a beginner you should avoid using ai

#

until you are confortable with understanding how programming syntax work

candid yoke
#

fact

craggy pollen
#

after that you can use it as a tool to boost your coding speed, that is all it

candid yoke
#

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

hard parcel
copper gust
#

Then quit

hard parcel
#

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

hard parcel
# copper gust Then quit

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

latent meadow
#

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.

hard parcel
candid yoke
latent meadow
candid yoke
copper gust
candid yoke
#

oh ok thank u

latent meadow
candid yoke
#

oh alright thank you

digital kiln
#

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 🤣

latent meadow
#

either make a backup of your project manually, or use source control. do not attempt upgrades otherwise.

digital kiln
latent meadow
#

i suggest 6.0 or if needed 6.3 @digital kiln

potent geyser
#

?ban 1453815360494112804 spam

novel scarabBOT
#

dynoSuccess zayden0252 was banned.

sleek island
#

Is anyone else having issues trying to setup a new Discord integration (webhook) via the Unity Dashboard? Doesn't seem to be working currently?

latent meadow
soft brook
#

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 ..

latent meadow
soft brook
latent meadow
#

it is a nonsense post that has no reason to be here.

soft brook
latent meadow
#

do stop pinging me.

soft brook
tribal cave
#

hi, I need some help. I cant create a project for some reason

storm patio
#

are you getting error messages

tribal cave
#

no

#

I create a project, it loads and then it just disappears for no reason

storm patio
#

check logs perhaps

#

!logs

vagrant rootBOT
# storm patio !logs
📝 Logs

Documentation

Editor logs

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

Unity Hub

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

tribal cave
#

cant find anything

storm patio
#

no

#

check near the end of the log file for errors or warnings

tribal cave
#

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

latent meadow
#

use the bot message called Logs that was sent to you. open the Log that corresponds to your OS. follow Chris's instructions

tribal cave
#

i dont know what that means mate

#

I dont know anything about computers

#

how do I open the log?

latent meadow
#

the log is just a text file. you open it as you would any text file.

trim raft
#

can someone dev a gtag copy for me

latent meadow
#

no. google for a gtag fan server.

tribal cave
#

where to i paste it?

#

i dont understand anything

latent meadow
#

i will be honest. if that is the case then game dev is beyond your ability.

tribal cave
#

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

latent meadow
#

and where is that message from?

tribal cave
#

the editor log ig

#

managed to find it

latent meadow
#

"check near the end of the log file for errors or warnings" as Chris said. literally search for the word Error

tribal cave
#

no error message

latent meadow
#

check the hub log

lucid wren
#

hi guys

latent meadow
lucid wren
tribal cave
latent meadow
#

what is the last one

tribal cave
#

should i copy paste the entire line?

latent meadow
#

!code

vagrant rootBOT
tribal cave
#

:"Error while creating a new project Error: Editor exited with code''

latent meadow
#

now look above that until you see a reason.

tribal cave
#

''Project path "D:\ML.aep_AME\MilkyLogical" does not exist.''

#

which i dont understand, the folder is in my external ssd drive

latent meadow
#

so that is a folder name you created?

tribal cave
#

yes

latent meadow
#

try a different folder name, without a . in it, as a test. by external, you mean USB?

tribal cave
#

yeah

#

well i tried to make a another folder called like, test 123, didnt work either

latent meadow
#

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:?

tribal cave
latent meadow
#

yes. how much space is free

tribal cave
#

10gb lmao

latent meadow
#

that is a problem.

tribal cave
#

yeah, thats why i bought the ssd

#

its a school laptop btw

latent meadow
#

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.

tribal cave
#

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

latent meadow
#

see you in a couple weeks then.

tribal cave
#

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

latent meadow
#

last check..

tribal cave
#

yeah

latent meadow
#

this external drive.. is this the first time having it attached to this computer?

tribal cave
#

oh no

latent meadow
#

so you write to it all the time for your school work?

tribal cave
#

had it since september

latent meadow
#

ok. it is probably not a permissions issue then. just a passing thought. good luck

tribal cave
#

thanks mate

olive panther
#

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?

latent meadow
vagrant rootBOT
olive panther
#

okay okay

latent meadow
#

as far as what you need, generally, a portfolio

#

others would know better than i. i am solo

olive panther
olive panther
worldly cave
#

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

latent meadow
#

no idea

exotic relic
#

It depends on the asset that’s why

latent meadow
#

are they adding and removing, per day?

worldly cave
#

this is as generous as they will ever be lol

worldly cave
#

i hope they are adding more than removing lol

near wigeon
exotic relic
worldly cave
#

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

latent meadow
#

yeah, the hivemind and laertes would add up to that pretty quickly

exotic relic
#

There’s a ton of cool stuff but none that I’m gonna use 😭😂

latent meadow
#

be careful with coupon codes and public display

worldly cave
#

i got it from reddit

#

so its not like it wasnt public to begin with lol

#

but sure ill play it safe lol

latent meadow
#

in that case, what was it for?

worldly cave
#

like what assets i bought?

exotic relic
#

No the percent off

worldly cave
#

oh it was 25%

#

it was just a discount

latent meadow
#

yeah, if it is a public, valid offer, it would be cool to know

worldly cave
#

nothing special

latent meadow
#

ah

worldly cave
#

wait let me find it

#

||PD89HNM81S||

exotic relic
#

I mean… some assets are already at 99% off tho lol

worldly cave
#

this discount applies on top of everything else

#

the base cost was 25 bucks

exotic relic
#

That’s wild

worldly cave
#

for 600 euroes worth of assets

latent meadow
worldly cave
#

yeah my avarice knows no bounds

#

applying a 25% discount code to a 25€ purchase for 600€ worth of assets

exotic relic
#

I’ll have to check again to see if they added any new ones or just counting down now

worldly cave
#

ill check too later

latent meadow
#

brb ( i know it id discord and not needed, just wanted to mention i won't be replying for a bit)

exotic relic
#

The countdown isn’t displayed on the first page, it’s somewhere after clicking on the asset since it’s per-asset

worldly cave
#

makes sense they would hide it

#

kinda

exotic relic
#

Buuuut, yea in general, snipe it now

#

The last one was only about 10 days as well

near adder
#

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

near wigeon
#

it will focus on that and reset the fov range to better values

gray frigate
#

you do want to leave dynamic clipping enabled

#

it'll make the camera behave correctly when focusing on very small or very large objects

glossy topaz
#

should i be unpacking the prefab

near wigeon
stuck flower
glossy topaz
#

i didnt know anything required it. but i will be putting guns and stuff in his hand

near wigeon
#

you can ADD objects onto it, you just cant rearrange the order of original gameobjects or remove them

glossy topaz
#

ok thankyou

brisk hill
#

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 ?

near wigeon
brisk hill
gray frigate
#

you can tell because they're in that little foldout menu

#

You can copy a material and then make edits to it

brisk hill
near wigeon
# brisk hill yes

the texture image goes in the BaseMap field , if you're using old Renderer like Standard its under Albedo

gray frigate
#

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
brisk hill
#

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

storm patio
#

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

near wigeon
#

its in the name.. Mesh Renderer

#

world visuals

storm patio
#

select the object in question and check the inspector

gray frigate
#

in your first screenshot

brisk hill
#

I think it did by itself

#

because that the name I gave to the material

gray frigate
#

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

sonic dove
#

Hey, does anyone have/know any free simple 3d game project file with levels that I could use for references?

near wigeon
#

AssetStore or Github

#

!learn probably has some too

vagrant rootBOT
supple mica
#

Does anyone know if EasyRoads3D free edition has intersections included

latent meadow
gritty dagger
#

!code

vagrant rootBOT
gritty dagger
near wigeon
worldly cave
#

its also very obviously ai generated

#

unless this person writes all their comments in third person lmao

gritty dagger
gritty dagger
worldly cave
#

if you need help with code you wrote, let us know, why should we spend time cleaning up ai generated code for you

gritty dagger
#

i didn't tell you need to clean up code i want help genius

#

what do you want from me

latent meadow
near wigeon
latent meadow
worldly cave
#

also insane asking why instead of just reading the rules to begin with lmao

near wigeon
gritty dagger
gritty dagger
worldly cave
#

youre never going to know if you use ai

near wigeon
worldly cave
#

the same way you cant learn to drive by riding around in a taxi your entire life

latent meadow
worldly cave
#

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

gritty dagger
worldly cave
#

wow a whole 20 minutes

#

some problems last for days

#

and in the end you come out a better programmer

latent meadow
#

you can spend all the time you want with AI. that is up to you. we are not going to audit its code though.

gritty dagger
worldly cave
#

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

latent meadow
# gritty dagger i didn't know that you hate AI

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

#

👇

vagrant rootBOT
near wigeon
#

a bit harsh tbh

worldly cave
#

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

near wigeon
#

if the code came off a youtube video it would be same situation

worldly cave
#

i would argue it wouldnt

#

one shows initiative and the wilingless to learn

near wigeon
#

the problem is OP not grasping basics or at least try to have the AI explain what it is the really copying

worldly cave
#

the other shows a lack of care and wanting to shortcut your way through knowledge

latent meadow
near wigeon
near wigeon
#

debugging would be part of the basics, before you even write any code

gritty dagger
near wigeon
#

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)

gritty dagger
#

so i cannot use AI right

near wigeon
#

you should not, no

#

ai comes with cost of your cognition and problem solving skills

latent meadow
#

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.

gritty dagger
gritty dagger
near wigeon
gritty dagger
near wigeon
#

like "Do as you please, I'm not your boss" or something

#

language barrier moment..

supple mica
#

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

unique moth
#

Is Russian roulette multiplayer?

gray dirge
unique moth
#

an important one

#

xd

modest meteor
unique moth
#

on a Server called earth

worldly cave
#

hilarious.

unique moth
#

This will be the next big thing

#

I'll call it

#

Japenese bye bye class

gray dirge
#

Be sure to ping me when it becomes the big thing

unique moth
#

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

near wigeon
ivory flax
#

Assertion failed on expression: 'meshAtlasIndex >= 0'
guys i keep getting this error when i bake lighting how to fix

unique moth
#

@gray dirge I sent you private

near wigeon
unique moth
near wigeon
unique moth
unique moth
#

well we should stop arguing and try help this guy who wrote a problem in the chat

worldly cave
unique moth
unique moth
#

Had sth like that too once

ivory flax
worldly cave
#

your marked your lights as static?

ivory flax
#

then why when i generated light the whole week it worked why this time lol

unique moth
#

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

brisk anvil
#

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

unique moth
#

dig holes in what way?

gritty flare
#

How do I export my game?

left coyote
#

I accidently made a mistake and closed unity, is there any way to get the older version of my project to revert it again?

near wigeon
left coyote
worldly cave
#

are you using "Unity Version Control" or "Git" ?

left coyote
worldly cave
#

then no, you most likely dont have version control

left coyote
near wigeon
#

probaby a good time to learn

worldly cave
left coyote
worldly cave
#

what about it?

left coyote
#

is there any way to get the old version of a folder?

near wigeon
#

version control you use software, like GIT

#

the "snapshots" of your project are usually stored remotely on a cloud

left coyote
near wigeon
#

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

proper otter
#

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?

flat sphinx
flat sphinx
#

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.

abstract fog
#

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

novel lichen
#

making a chrome extension to give the docs dark mode and syntax highlighting... thoughts?

latent meadow
#

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

latent meadow
#

if you actually have a legitimate question ask

#

👇

vagrant rootBOT
# latent meadow 👇

: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

storm patio
#

if it's a moderation issue, contact modmail. otherwise, don't ping them

wanton pewter
#

Okay. Thanks for the heads up

sterile lagoon
#

Hello, @everyone.
I have just joined to this server, and I am a dedicated unity(2D/3D) game dev.

latent meadow
inland hornet
#

Guys, I messed up

#

a big applause for me

latent meadow
#

if you have a Unity question, ask

#

👇

vagrant rootBOT
# latent meadow 👇

: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

inland hornet
#

The key that is used to build and run, i lost it by formatting my old laptop

inland hornet
sterile lagoon
#

I'm interested

#

The key means the security key for product in unity environment?

sterile lagoon
sterile lagoon
#

Do you have to publish the product in google play store or app store?

inland hornet
#

why did you send me friend request

sterile lagoon
#

to discuss in details

#

If you prefer this field, I will discuss here

inland hornet
latent meadow
inland hornet
inland hornet
sterile lagoon
sterile lagoon
sterile lagoon
slow dirge
#

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.

inland hornet
#

am i cooked

violet zinc
#

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.

sterile lagoon
violet zinc
# vestal torrent Just keep using blender

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)

inland hornet
vestal torrent
latent meadow
#

perhaps get the basics sorted first. try the Pathways

#

👇

vagrant rootBOT
violet zinc
vestal torrent
violet zinc
#

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

vestal torrent
#

Unless you're planning to add interactivity to procedurally make the animation, why not do it in Blender?

violet zinc
#

which would be better for it

violet zinc
vestal torrent
violet zinc
#

uhm, what I mean is

vestal torrent
violet zinc
vestal torrent
#

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

violet zinc
#

huh, without having to wait for it to render? Unreal has real time rendering so I was wondering if Unity had that too

vestal torrent
vestal torrent
gritty dagger
#

what to do if my transform gizmo isn't moving with objects and when i restart it starts to work

sterile lagoon
#

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

slow dirge
#

Don't complain later if someone steals your project and publishes it as their own😅

lunar walrus
#

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.

turbid vapor
#
Unity Discussions

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 ...

gray frigate
flat sigil
#

hey, i wanna make a VR game, i understand python and LUA but C# is so difficult

flat sigil
#

can i DM you??

quasi lance
#

Sure

storm patio
#

@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

vagrant rootBOT
# storm patio !ask

:thinking: Asking Questions

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

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

flat sigil
#

soz im so used to asking indiviual people about stuff not groups

storm patio
#

stop spamming.

quasi lance
#

You said this

gray bloom
#

is it possible to change how unity sort files and folders in the project explorer

inland river
gray bloom
#

dang alr

snow wagon
#

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

copper gust
#

look at other games

gray frigate
#

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

inland river
# snow wagon I have a question: when it comes to making a game, what is the best way to infor...

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.

gray frigate
#

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

inland river
#

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).

snow wagon
#

😭😭. Very informative

inland river
#

avoiding the need for tutorials simplifies finishing a game a lot

#

so you're already on the right path 😄

snow wagon
#

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

inland river
#

yeah, its amazing how easy it looks until your try to do it with your game

snow wagon
#

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.

inland river
#

yeah, and also realising that explaining stuff does exactly nothing

snow wagon
#

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.

inland river
#

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

gray frigate
#

users don't read

#

(and i'm a user)

inland river
#

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.

inland river
snow wagon
#

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

gray frigate
#

now that's another hard question to answer 😉

inland river
# snow wagon What would you say is the best way to layout a HUD based on game genre. In my ca...

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.

snow wagon
#

That makes sense - thank you

inland river
#

principle: usually related info should be displayed close together.

snow wagon
#

I will take some time to design the HUD layout intentionally

inland river
#

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"

snow wagon
#

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

inland river
snow wagon
#

Do you make one tool tip prefab which scales with the information that is added to it or do u have different types?

inland river
#

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

inland river
snow wagon
#

I see

inland river
#

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.

quasi lance
#

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?

near wigeon
# quasi lance 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

proper otter
exotic relic
#

What are you trying to create?

dawn lily
#

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 ?

hardy halo
#

hey does the unity ai assistant cost anything if i already have claude subscriptions?

vivid river
pallid temple
#

I am able to see tags here but in second image you can see Tag list is empty, how can i fix this?

vivid river
#

Those are default/premade the right side are custom ones

near wigeon
pallid temple
#

GameController is default Tag ?

near wigeon
#

its fairly new but yes

pallid temple
#

ok
i was loosing my mind over this

quasi lance
ornate dove
#

guys, i want to ask one weird thing

charred fog
vagrant rootBOT
# charred fog !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

ornate dove
vivid river
#

what

ornate dove
#

ughhh

near wigeon
ornate dove
#

dam, alr

vivid river
ornate dove
#

hmm, sounds like an idea

#

thanks!

tall hearth
ornate dove
#

sounds stupid but im a newbie here, i used to script on godot and i want to start doing something better

tall hearth
ornate dove
#

not asking to someone do an entire game, just like asked if someone had one

tall hearth
#

hate to break it to you but unless your prof was a fool that wouldn't work out

ornate dove
#

anyways, i decided to try and do some barebones

indigo sparrow
#

@ornate dove

ornate dove
#

hi!

ivory flax
#

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

ivory flax
near adder
#

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.

ivory flax
novel lichen
near adder
gray dirge
ivory flax
near adder
#

what could I do to bypass this if there is anyway?

plain dagger
#

unlit shaders kinda work and may work if you change its render queue

near adder
#

the closest thing I found is setting it as a shade skybox but then you have to script it manually

plain dagger
#

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

minor haven
#

hello

gray dirge
near adder
plain dagger
#

but making a skybox shader in code isnt too hard as its all unlit stuff

near adder
#

the problem is i'm not really experienced in even c# so I will probably unable to code my own shader.

plain dagger
#

What type of shader did you try with before? urp/hdrp unlit?

near adder
#

urp unlit

plain dagger
#

and you made a material, assigned the shader and then tried to use that material in the lighting settings?

near adder
#

No the tutorial said to just drag it into the skybox/scene.

plain dagger
#

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

dim valve
#

where can i ask for help

storm patio
near adder
dim valve
#

ok cool ty

plain dagger
#

I guess that doesnt work anymore then or needs some other changes

dim valve
#

what would this be under? theres just a black box on half my screen

storm patio
dim valve
near adder
#

yep it did infact work evn though unity says it's unsupported

ivory flax
fast latch
#

Is there a way to create animal behavior or animal AI? Which one will go for a cow?

ivory flax
gray dirge
fast latch
fast latch
tepid horizon
#

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

ivory flax
tepid horizon
#

Yeah but isnt it supposed to calculate the face you're dragging it onto and assign it to the material slot that owns it?

gray dirge
ivory flax
#

No unity deals with objects not faces

#

u have to assign them in inspector if one object has multiple mats

gray dirge
tepid horizon
#

im pretty sure its supposed to work

#

based on the face's material slot you're dragging it to

gray dirge
#

I'll try it quickly

ivory flax
#

could be an option to do but i don't think so

fast latch
#

And for the farmer do u recommend state machine too or how? As that is the enemy

ivory flax
#

if u want to control them easily

ivory flax
gray dirge
#

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.

ivory flax
#

u seem right! i did it myself and worked lol

gray dirge
# tepid horizon

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

ivory flax
#

i think he should try different materials, both look same color could be visual issue or smtg, try drag red material to horn

gray dirge
#

I really doubt there is anything like that going on. It just seem to not work like it is supposed to

fast latch
tepid horizon
#

probably issue with this specific unity version ig

ivory flax
brisk anvil
#

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

obsidian ibex
#

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?

ivory flax
tepid horizon
#

yep unity problem

willow quail
#

hello guys i have a problem, i don't know how to import an asset to my project

#

anybody here?

potent geyser
#

Use the package manager

willow quail
#

how?

#

i mean like what exactly to do?

#

i want to import a 2d knight

exotic relic
willow quail
#

pixelated knight

#

fuuuuck! anyone here can fucking help?! im fucking waiting!

#

dead fucking server

ivory flax
#

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

willow quail
#

ummmmm lemme try

willow quail
#

i don't know what the hell is going on on my screen

#

i can't do what you said

#

i just can't

willow quail
#

i just wanna import a 2d model

#

png

near wigeon
willow quail
#

there is alot of stuff on my screen but nothing seems useful to start with

willow quail
#

but couldn't find one

#

help guys

ivory flax
near wigeon
willow quail
ivory flax
near wigeon
#

wait until the next question comes in

ivory flax
near wigeon
#

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