#💻┃unity-talk
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i can't import shit on it
wait
ohhh ok
i was sleepin
lemmme try
yeah i can't import it
i do the same but it doesn't want to be converted
it's a png file
WBS PNG
maybe that's the reason?
try a different png see if it works
ohhh it FUCKING WORKED RIGHT NOW!
the problem was from the picture itself
thank you FUCKING much oh finally
it has to be a JPG picture, not png
got it
No, it can be jpg, png and different types
even svg
idk, jpg worked out for me
send me the pic
im just gonna use it
my computer is ass it doesn't screenshot
If you want to make transparent images u need png
no i mean the pic itself
i don't wanna make any transparent image
So, you dont want this transparent?
ohh ok
You want just a white or black square around it?
If you want transparency, you'll need a file format that actually has an alpha channel, like PNG
PNG doesn't work for me
what to do?
so what is this ?
i don't know man, it didn't work for me
lemme try again
U didnt follow my steps that is it
i do followed
check the video again
i did follow
okay? it worked..
why?
i didn't do anything different
this program is a fucking troller
Spoiler alert: you didn't do the same thing as last time. You did it wrong before, and right this time
The program doesn't just decide to behave differently on a whim
is there anything like a linter for unity projects?
There's Resharper for C# files and it has unity specific checks
but i'm thinking more around things in the editor
best practices / opinionated warnings about standards for assets and things
idk man
i have another problem
how can i drag and drop my sprite to the main screen?
it does not work
guuuuys?
Just upgraded to unity 6, and for some reason it’s running rather slow compared to 2023. Any reason why? By slow I mean frame issues in a blank project
It's been literally less than a minute please stop doing this
yall aren't here idk what do yall do other than speaking on discord
what should i do now?
You wait
i have a project in Unity 2022. I'm going to upgrade to LTS sometime end of the summer
can you just help me now?
how can i drag and drop
it doesn't want to do that
why are you tagged with an educator role?
I've decided I'd rather not deal with this if you're going to spam the channel if I take more then twelve seconds to respond
your making a mistake
you're
If the unspoken question here is "will that have any problems" then I'd say "possibly, so make a backup first"
You will probably need to update a few packages and some of them have had major changes
drag and drop meant to be for 3d assets it goes to world transform not recttransform
i know ill need to backup and that it's likely a shitshow
but that's a later problem
If you were using cinemachine be prepared for some changes. V3 changes a lot of the class names and overall structure
idk that shitty youtube tutorial did it, it;s an older version of unity altho it's just one year
what am i supposed to do now?
i feel like i need a guy who sits with me and wok on a project himself, like shadowing, but i have no fucking body bro
they are all boring people
im the only one who is doing these kind of stuff
u are supposed to go watch tutorials for beginners on youtube and do the same
there aren't i swear
they are all old
find me some
im not an educator im a shituator
it wont matter unity basics still the same
idk what ur talking about
guuys how cna i put my fucking sprite on the damn screen?
i didn't even smade anything fom my ga,me and started to feel horrible
ask ai
for bsaic stuff it's not
ask it urself and let's see what it tells you
it's been useful a bit for some unity stuff as a first step idk
🤷
what the fuck should i fucking do?
i hate computer programs they so complicated for no reason
just let me drag and drop 2d sprite you piece of shit
i don't need one, thanks, i am just gonna sit and stare at the screen
you can quit spamming the channel though
if u hate computer programs why are u trying to make one?
cuz i need to, my project needs to
school project?
no, it is a personal project and i wanna do it
it might become an actual game
school is too stupid to ask for something like that, im saudi
then I'd advice you to start small
the built in "essential pathway learning" in Unity is a good way to start, you wont learn how to create an actual game, but at least you wont be lost in the unity interface
i am starting small, the game i am making now is a simple 2d medivel game or whatever, saw it on youtube
it;s not my actual idea and still things don't work
sure but you struggle with a drag and drop, which most likely means u're having troubles with the UI of Unity
so thats why I think you should start with learning how to use it with that pathway
Ok
lmao
Brother haven’t tried blender yet haha he would be dying of rage
How do i make my text mesh pro a plain white not emmiting?
Hello does any1 know how to get these type of ball phsics https://youtube.com/shorts/yvqsN3EiEFE?si=hJQ2Ca2LmSql0e0q
Step into the electrifying world of 2D football simulations, where neon footballs collide in thrilling arcade-style matchups! ⚽✨ Our videos feature captivating football simulations across the biggest leagues like the Premier League, La Liga, and Champions League. 🏆🌍 Witness neon footballs bounce and battle with stunning visuals that co...
Didn’t understand ur question
heres an example - i cant explain it well but the default 255 255 255 white on material is less emissive than the text mesh pro one - how do i change the text mesh pro to be less glowy?
change the color !
i dont think you understand my text mesh pro is 255 255 255 - same color as my material
u are not explaining enough. give more images or clarify more so i can help you. normally, color of the tmp is actually white not emisive but if u have diferent color like opaqe in another material the issue in the material itself
My Material and text mesh pro - Yet the text has an emission - i see this setting but not sure how to remove it
$25
Ok nice
check your global volume if it has bloom enabled if u use postprocess
no i dont
it has the emission setting on the text mesh pro material so i think thats why just not sure how to disable it
glow is on?
did you not enable it?
disable this
nah
are you sure the text is emmisive
maybe im using the wrong terminolgy
i barely see any emission though like make a legacy text not tmp and see if there is any difference
It’s hard to tell with such a cropped image
i just want the white material color to be the same as on the text mesh pro
u mean the material that is applied to the cart?
correct
Hi
show me the material properties
Can we build as an apk?
of the cart?
have you googled that
enable emission and adjust the value of it if u want it emissive.
i though the whole time u are dealing with sprites
no but i want it the other way round i want the text mesh pro to have no emissive effect
u are confusing me
see how the text mesh pro is brighter?
remove the specular highlight and environment but what environment u working on 2d or 3d?. u mention text mesh pro and u have lit material
are u using 3d text mesh pro ?
3d text mesh pro
well that screenshot should be bigger next time so we know
until it shows more clearly that its a gorilla tag thing 😛
does anyone know why my graph inspector wont show up in the shader graph editor????
Any coders trying to build games with me im new to building on unity?
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anyone else having trouble with the unity ai assistant? everythings acting like i have no sub yet the dashboard subscriptions page listing the free trial with a green 'active'
Wsg bro
the most annoying part of using visual studio community, thing pesters me once a week and takes 20 minutes to do
I don't think I've ever seen that pop-up myself.
are yall a bunch that's opinionated about rider vs visual studio?
for unity dev?
@karmic maple
<@&502884371011731486>
?softban 1151898958701019246 bot spam
sri_ram_s was softbanned.
i tried blender sir, and yes i died of rage.
my debug.log messages arent showing
i think i disabled the console stuff by doing something a while back ago
idk how to turn it back on
there are buttons in the top right that show/hide different log levels
close to my 100th time since i downloaded vs 2026 (though i use it on both my laptop and desktop so each update i have to deal with twice) most annoying addition, i don't care for simple updates if they take 20 minutes to download
Hello,
I have a Unity assignment that's due in 1 hour and 34 minutes. I've just completed my game and am trying to build it for submission, but I am getting the following CS0246 errors
A few days ago OneDrive deleted my Unity files and I had to reinstall the packages. I thought everything was functioning again, until right now
I'm trying to find the specific files listed but I can't seem to find them...
It's very possible the solution to this involves completely remaking your project from scratch
I have to transfer everything into a brand new Unity project...?
Potentially
It's probably worth reaching out to whoever is in charge of your assignments
I'm trying to export my current project as a Unity Package to import into an empty project, but it's not letting me save: I keep clicking Save, but nothing is happening
Like manually dragging the necessary files and folders into the empty project?
Yeah but it’s probably even more involved then that tbh
do you really need the samples? it looks like you either deleted the assembly definition that those samples should be in, or moved them out of an Editor folder
OneDrive corruption with no version control is rough to fix because it can be hard to understand and diagnose what problems it caused
I see... looks like I'll have to reach out to my instructor, explain the situation, submit my current project, and hope for the best
Don't do that yet, this should be easily fixed if there isn't anything else wrong and especially if it's only when building
The errors only occur when I try to build
then look at those scripts. If they're unused, you can just comment them out or delete them. If they're used, check if they mix editor-only code with runtime code. If they do, use #ifdef UNITY_EDITOR guards around the editor-only code. If they don't and they're truly editor-only, move them into an Editor folder or create an assembly definition for them that includes only the editor
my guess, based on the name, is that they're editor only scripts. IF so, the simplest solution is to create a folder at Assets/Samples/Scriptable Render Piepline Core/17.4.0/RendererShaderUserValue_Common/Scripts called Editor and drag them into that folder
I commented out "[MenuItem("Tools/Vertex Animation Texture Baker")]"
This one error remains
I have never used #ifdef before. How and where do I type it?
that whole class probably inherits from editor window. So if you want to use #ifdef to solve this, surround the entire script
#ifdef UNITY_EDITOR
using statements here ...
public class VertexAnimationTextureBaker : EditorWindow {
... implementation
}
#endif
I made an Editor folder, dragged the script inside, and tried building, and it looks like it's working now
It built!
Thank you so much 😁
is my game tittle looking good?
i really really need alot of shadowing in this field
i wish someone of my friends or siblings was a real game dev
hey, guys! Why my pivot doesn't stay at the position I am telling it to stay?
It does, but the widget isn't showing the pivot. Change this to "pivot"
ok thanks!
also I have another question. Is it better to create my door rotation with animations or using game math?
basically what I do is to use animations whenever I want to rotate but yes maybe its better using game math?
or its just extra effort without a reason
preference
I would like to try making my doors rotate using math btw what do you recommend can I try?
i imagine your aware of lerps which is pretty much what this just comes down to, you can use this site to see how to do them "correctly" https://unity.huh.how/lerp
after that it turns from "doing it" to "doing it well" in which you'd be looking at stuff tailored both for animators directly and maybe stuff like assets like FEEL for reference on how to give life to animations
Keep me posted
hello, i can't put my rigidbodt2D inside my c# file inside my project cuz the c# file has no rb
what to do?
Show the error and the script in #💻┃code-beginner following the coding guidelines
!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.
Pivot ir in a different way
is the store being a PITA for everyone or just my luck?
this would almost be funny if it wasn't so tragically indicative. no allowed to have google blocked if you want the store to load a page.
unity urp unity 6000.3.6f1
only directional lights work others like spot and area dont i havent modifed settings at all
What is given for the boostthis server?
Nothing
Why is my player object not showing as if its like inside the Background? surely its the Z axis, but does it even work if theyre all 0?
My other friend, had his on all 0 Z-axis and didnt even used the sorting layer, which led me questioning as of how
set them on separate sorting layers
it's probably whichever is first in the hierarchy or whichever has a lower id or was created first or something like that if it's perfectly ambiguous
i did created the BG first before the character, but i simply deleted that and added a new one, but didnt showed the character....
the OrderInLayer option kindda fixed it, but its weird that my friend didnt even used any of those nor the sorting layer
Hi guys,
Made a full body first person controller but I don't know where to get the animations from..I wanna sell it on the asset store but mixamo doesn't allow it..Also CC by 4.0 is also denied often..I have 0 knowledge of making good quality character animations. Where do I get them (also I don't have the money rn to buy them)?
if you do stuff incorrectly you can get unreliable results, yeah
It shouldn't be that surprising that finding stuff for free that you could then sell on for money isn't very easy. If you can't make them yourself, and you can't pay for someone to make them, your best bet is to trick someone into making them for a share of the asset's profits
i have downloaded dynamic snow system on unity but don't know how to exactly use it
any advice?
also how can i becoem the camera in unity?
if you mean implementing first person, then try looking up tutorials for that
guys how can i import a fbx model into blender?
i can't find them in files when importing
Just drag the files into your project tab, or you can put them directly into the asset folder in outside of Unity.
If i want to Apply Crt effect on uitoolkit ui, whats the best way to do that?
Does anyone know how I get a file of a game
Asset ripping conversations are not allowed here
Oh I was saying that because I was trying to get my old game file to a new project
It still involves the same process, which is not allowed unfortunately.
I think you have to apply a shader specifically for UITK items https://docs.unity3d.com/6000.3/Documentation/Manual/ui-systems/get-started-with-ui-shader-graph.html
what is the best way to learn unity particles system?
tutorials?
depends also on the usecase. In most instances the Visual Effects Graph is way more powerful
Question: what's the difference between adding force and changing the vertical velocity for Jumping???
well for starters one them account for things like Mass and the other doesn't
assuming you mean ForceMode.Impulse
Another thing is the latter overrides any other velocities each time it's changed
yeah, I'm referring of ForceMode.Impulse
yea velocity is an instant thing (erasing all previous values), AddForce is usually "Additive Force"
if you're jumping while falling it may not Jump the same height so usually resetting vertical velocity is how its restored
so the context of when use each it depends of the type of game that is being made
or also the mechanics I want to include
more about the "feel" of things
both can be used for a platformer, but will feel different for sure
if I wanted to make say, a cable that sways when the player brushes past it, would it be better to add some kind of weight in blender, or a collider and script in unity?
hello , i am currently working on a game using unity and blender, nbut i feel so numb and bored during the process altho the game's idea is actually good, i am rigging characters in blender right now and it feels so freaking boring but i have to go, i don't even have anything else other than that hobby, how can i romanticize and enjoy the process?
to be honest, I usually listen to music or have the tv going in the background whenever I feel bored.
You cant really "romanticize" it the way you imagine, but its normal to feel burned out and bored when working on a project, however theres always highs and lows with development
You guys have time to be bored ?
someone said i will spend some time on rule34 lol
not the server for that kind of talk
it's all lowes since i started, i only enjoyed the research part for the game
how the hell do I use modmail? need to report an user
recommend music, i mostly enjoy electric and eurodance music but idk recommend anything
If im not wrong i think you dm the modmail bot?
DM it
i did
Well, nothing came through. You can use #1161868835423526933 instead.
I think you need to send a second message the same happened to me where my first message was ignored by it and only the second time that i sent did it go through
Is it openning on your browser and you just didn't notice?
And you arent closing too fast?
nope
left it there at least a minute
idk if it because I'm using firefox (I doubt it tho)
Could be a browser issue then, i'd recommend just doing what osteel suggested and make the report in #1161868835423526933
a-okay then, thanks!
Hi everyone, when I start a new project, the package manager takes over 10 minutes to install my assets and often gives an error... Is there a way to fix this?
whats the error say?
are you signed in unity hub ? if so log out / log back in, close and open unity
do you have firewall blocking ? good connection ? etc.
its odd that "In Project" isn't working tough since that should be local 🤔 (maybe it still contacts the registry b4?)
I'll try logging out of Unity Hub and logging back in. My connection is 1000/1000Mbps.
I mean more like vpns or anything?
if fails you can also try this tool.
https://docs.unity3d.com/Manual/upm-network.html
Okay, thank you for your interest.
(Sorry if its a wrong channel for that, I'm new and I don't know these channels yet) Hi, today I wanted to download unity, but every time when I try to install Editor Application it says Install failed: Installation Failed, I tried refreshing it etc but its still the same error, every time this error appears, my disk space is filling up, as if something was installing. How can I fix it?
!install
- Make sure you have enough space including on
C:drive. - Check that it's not being blocked by antivirus/security programs.
- Look through the logs for a real reason why the setup fails they are pinned [here](#💻┃unity-talk message).
If you still have issues, perform a clean install in another location:
- Install the Hub and Unity in a non-system drive or a clean new folder in the root of
C:drive. - Failing that use the recovery Refresh option or reinstall OS entirely then repeat the previous step.
hmm true
🙁 Dealing with these mistakes has really worn me out lately...
which version of unity are you using?
did you try log out and login like I suggested earlier ?
yes, i did
if its not something serverside, maybe you can close unity project, delete Library folder, open project and let it rebuild again on open. You need to open your old scene again cause it starts with a untitled one.
Okay, I'll try it right away.
so im even more confused, dealing with this specific issue from yesterday. except i tried now upgrading to unity 6000.4.8f1 and there's no difference. still happening

meanwhile someone else (here) imported my same model and didnt have the issue
have tried fixing this for way to long, no matter what I do it takes me back to this error, can someone help me
You can't add a non-component/behavior on a gameobject
it tells you exactly what is wrong
its a c# script
It still has to derive from a MonoBehaviour
that doesn't change anything
yeah....
think im just gonna make a bug report considering nothing seems to make a difference
do you know what derive from means?
Your class needs to be structured like this
[public/private/nothing] class [name] : [derivitive]
{
}```
in this case you're trying to place the script on a gameobject and it requires it to derive from monobehavior. so the derivitive would be MonoBehavior
Aint the term called inherit?
inherit , derive . Tomato . Tomato
In coding, "derive" means to generate or extract new data, features, or behaviors from existing ones. You're creating a class named FuckingWork which is based off of the MonoBehavior class which gives you logic like Start Update LateUpdate OnTriggerEnter.
Hope that helps ya
bro is just pasting AI answers xD
I'm not?
I'm trying to debug a bunch of errors on startup. How might i figure out what asset is complaining here?
I'm sorry you can't structure your answers in a neat and tidy way 😭
The only thing that was outsourced there was what I put in here which was pulled from google as a definition
seems to be the editor shittin itself
thats exactly what i have writen tho..
So from ai ~_~
it only appeared after i cahnged some setting but i'm nto sure what
You might have compilation errors then, I suggest continuing any coding related convo in #💻┃code-beginner
Okay?
Wow one single line, a definition.
??? Like what
do you have version control maybe tracks of what changed?
yeah i'm reverting now
the diff for this particular scene is useless because it's a bunch of xaml
but i have a few other questions
I deleted the Library folder. I reopened the project, and it took about 10 minutes for the library to be recreated. But the result is still the same. 
Just saying the code of conduct says not to post ai answers here without verification and disclosing it as such.
Upgrade the Unity version
i use this and works fine
i will try
i remember having issue with ur version that made me update the editor
So, is the new version stable?
this one yes
thank you, i will try now
i use this one too and haven't noticed many bugs
not sure going from LTS to "Supported" is good long run
if its not a important projects / plan on upgrading later anyway and are ok with potential breaking changes..ig
could blame unity on this one they the ones recommending the Supported over LTS
its tricky wording for sure..
it should at least come in with a message
"this version is no longer updated when 6.5 comes" etc.
Brother WHAT are you talking about
if people posted answers from AI willy nilly this would be a slop fest instead of community -curated server
It's a fucking google definition of the word "Derive" so everyone can be on the same page of it's meaning.
i'm talking about the fact that you used information you've got from an ai as truth, show me from a trusted source that the term "derive" in programming means "to generate or extract new data, features, or behaviors from existing ones."
How are you getting pissy at someone for googling "Definition of derive" and copy pasting it inside of a markdown box
You cannot be serious
we can just move on, just be aware of the rule . Its no big deal
99.9% of things said in here are not from trusted sources they are from past knowledge
Which may or may not be true
Get outta here 😂
Why isn't the sprite sorting dynamically? I have the URP Custom Axis Transparency to (0, 1, 0).
**The Obstacle(Tree) tilemap here should be appearing in the front right? **
I have been trying to find out why this issue is happening, but I am not sure why. Any thoughts or Solutions?
im just saying that the term has a different meaning in programming https://en.wikipedia.org/wiki/Program_derivation
first of all you should let OP at least come to their own conclusions / searches before just slapping definitions from the net..
I'm sorry you're getting mad at me for giving a thorough explanation with definition?
no one is getting mad tho
🤦♂️ Brother programming derivation is the same as "to generate or extract new data, features, or behaviors from existing ones."
Deriving something is deriving something
its a simple misunderstanding so we can just like get back to the servers help topics?
Says the 2 guys that brought it up 🙄 ok move on
the tilemap renderer is set to sort on bottom left, and it seems like maybe the bottom left of the tree is below the center of the player? might want to change that setting
you're giving terms wrong names is all im saying this leads to confusing later, like if i came in and asked "how can i make my method take in any variable?" instead of "how can make my method generic?" it's gonna take more time for those here that'd help to understand what i mean
I'd love for you to explain to me how I gave it the wrong name or gave the wrong terminology
Make a thread and debate please, it's just noise now.
Move on or dm me 😄
the correct word is "inheritiance" is all
Playing around with that setting is doing nothing for my issue. Thanks for that insight though!
Move on or dm me 😄
perhaps check your player and tile pivots, make sure they're set up sensibly
I'm trying to debug why unity is throwing a null reference exception on a dropdown
this is the code for the dropdown (it's an external asset, not my code)
when A inherits from B, it can be said that an instance of A derives from B as well
it could yes but this goes back to understanding as i gave in my example.
it's complaining about the highlighted line
damn, sniped my question lmao
an arbitrary instance of a class is very often referred to by just its class name, i think this is kind of a moot point
🤨 it not erroring on the previous line seems to imply that contentCG.gameObject is null, which shouldn't normally happen
is this happening when exiting playmode or changing scenes or something?
when changing scenes
or rather
no
it's happening on startup
and then whenever i change to the window
with hat dropdown
Anyway once more before I make a bug report does anyone know why this is happening, tried across 2 different unity versions. And someone else on another pc and unity version tried it and it worked fine for them.
why what's happening? im confused what the incorrect behavior is
contentCG is ItemList. This is the layout inthe hierarachy
when i drag the material onto the metal part of the hat it's changing the horns
this is incorrect behavior
what are we looking at ?
the folks in #1390346776804069396 might be able to answer that, they'd probably deal with similar stuff more?
(kinda guessing, i don't really go there lol)
probably how UV is mapped
❌
Handed the fbx to another guy in here and he imported it into his unity and it worked fine dragging the materials
a layout for a dropdown from a custom asset
No matter what I do it forcefully applies the change to "Element 0" and not the material slot associated with the face it is dragged onto like it should
oh so its not working or ?
this wouldn't care about UVs anyway – it's checking which submesh you hit
I can't say I've ever had that problem. I have noticed that clicking on materials in the renderer's material list rarely highlights the right area in red
Is it just this one object? And have your tried re-importing it?
Yes one object
I would try making a copy of the model and seeing if it still misbehaves
Unlikely to change anything, but it's quick :p
(as in, copy the FBX)
Same issue occurs after copying the fbx again and reimporting.
I've dealt with this issue before
Which is why I thought changing unity version would help, to no avail.
What versions have you tried?
the dropdown is working but it throws these errors
and i don't know why
6000.3.12f1
and now 6000.4.8f1
and it's affecting hte rendering on another screen
I sent the exact same fbx to another guy and he recorded doing the same thing, no issues.
which line errors? i only see it stopped at that breakpoint
also this is sketchy
even IF that Find line runs is not guaranteed it found anything and the next line would be nullRef
the next line uses contentCG though
Yeah.. If it's null then access it 😂 That'd be a problem, not sure if that is specifically what is causing the existing error but
I'm saying if it didnt find it it would easily break, its pretty weak code.
Not seeing the error OP is referring to
(the if is saying if it's null then assign it, not access it)
nvm i figured it out
there's some bullshit flag turend on
Oh brainfart
idk why
That's fine as long as contentCG is initialized prior
Is there a reason they wrote Find ? thats a pretty horrid function to use
considering its on a child object it couldve easily been a serializedreference
is this uitk?
ye
thx
can you show which error and what line, also in code channel
nvm i got it
Issues will happen often, just be patient and usually you'll figure it out eventually
Hello, I'm trying to put all the materials, based on the blender's project. I have multiple materials for my character, but I'm not able to separate the selections from the unity's one.
this might be wishful thinking but is there any way to copy renderer features and their overrides from one renderer data to another?
i created a few preset ones for my project and realize ive basically been creating my renderer feature stacks exclusively in the highest quality one...
custom editor code probably
didn't unity used to have presets you can do ? whatever happened to that
man at this point its either spending an hour automating it or doing it by hand in like 5 minutes
time to automate
https://docs.unity3d.com/6000.6/Documentation/Manual/presets-creating-using.html
too bad this doesn't work on it probably because its a SO?
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Hi Hi !!!
how do i fix texture stretching fast without destretching wall itself
tiling ruins normal ones
hello #🌱┃start-here
probuilder
it has some UV tooling
Whats that
How can it be used for procedural map generation isn't that for handmade maps
oh genmaps idk then
probably best asked in #1390346776804069396 #1390346827005431951
yeah no idea.
..stretching meshes always messes stuff tho
where would i go to ask for help regarding assets for VRChat Models ? im having trouble with a pair of overalls going on my model and i cant for the life of me figure it out. ive tried online and playing around with it myself, and nothin.
!vrchat
Join the growing VRChat community as you explore, play, and create the future of social VR! https://discord.com/invite/vrchat
I blender u can stretch the wall while correct face attribute checked so it wont stretch
I did that
How to avoid distortions in the UV-Map when making transformations in edit mode.
Long format Blender tutorials on our main channel: https://www.youtube.com/c/BlenderDaily
497 Essential Tips for Blender: https://gumroad.com/l/lDLmX
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And then I stretched in unity
Then apply transform after u finish
That's in blender
why are you stretching your mesh?
Also check if the object has multiple uvmaps remove the unwanted map or in ur prefab go to model then swap uvmaps
Which I did (in blender)
When u export it from blender make sure to check the apply transform also
Because I'm making infinite backrooms game so I modeled 1 piece of wall and used script to generate chunks using that and then put infinite chunks
Maybe ur script changes the tiling
Yes, that's why I'm here
I import in unity and it's normal
Ur script stretching like changes the scale? Ofc it will strech the wall texture
It should add the fixed wall many times instead of stretching
Sounds practical until you generate billions of them
And overextend them
Then u are supposed to make these billions in blender then wxport it at once
Then it causes flickering
Blender uses python so I can't do that and in blender I just asking texture to cube and use cube to pattern it on my actual mesh
Which generates new tiles of same pattern when stretched
I also made main part but it's not infinite in blender
Hello, this isn't really causing issues or is it a bug in my code, but lately i've been hit with the error of not being able to verify my token. It's kinda anoying so I was wondering how do I fix it?
The character gets pushed or simply slides off the platforms if you don't move to compensate. How would I go about making the character stick on the moving platforms while conserving colliders? Do I need to implement some sort of snap mechanic?
use the velocity of the platform into your movement code
Ok, that should work even if the movement is an animation itself right?
do you mean root motion?
what like root motion?
Adding Y and Xvelocity to the character
you're basically doing: Total Velocity = Player Movement + Platform's Velocity
Ok that should do. Not root motion. But it is a rig.
for up/down you may need to disable gravity till you jump again
what do you mean by that?
if you arent using root motion, your character animations have 0 say in how you handle movement
No root motion for the platforms. The character is rigged, yes. But the platforms as well.
The gravity disabling is a nice catch.
so long as the platforms have colliders nothing is different
also ensure that if you have some kind of ground detection logic with Layers, that the moving platforms are also under that particular layer
Yeah, figures. Thanks!
The platforms are in the "ground" layer I created.
I guess I do need some sleep x) Raw dogging it with coffee has done me no good.
I have a design question for my first game, where should i ask that
make a thread here
Hi quick question, do you guys ever feel like you're rely too much on AI for game dev, especially when it comes to programming?
thats why you just never use it 😄
no
Hey anybody is here who could like help me understand Unity DevOps a little if they have a regular use experience with it.
Ig I should know if there is someday so I don't waste my time explaining a problem where there is nobody to solve it.
How far have you got? What don't you understand?
So I have like 7.5gb of data overall my DevOps, and it's untouched for the whole month. And as far as I can remember the storage was increased to 25gb for free tier, it is giving me alerts today that ur data will be deleted in 24hours
oh
Actually it is worse than before cuz previously it used to give alerts on 50% or 75% or 90% usage
billing problem?
And also the dashboard just says 0/25 gb used.
Like it's just terrible to understand at this point what is going on with it
There shouldn't be a billing problem on free plan
This sounds very rare
never heard of a problem like this before, have you checked all your storage? Does anyone else have access to your DevOps?
So actually what happened before they increased the tiers is that I exceeded the storage limit which was ig 5gb at that time. And I added my card, enabled pay as u go and it showed in the charts that I have some money to pay and then there was this terrible crash happened on their dashboard and everything all the metrics messed up. And I waited and waited that money will get deducted from my card, nothing happened. I contacted the support that why money isn't deducted and they said u don't have any pending payment.
It doesn't quite make sense what you are saying and if it needs to delete your data I'm think why the hell would that happen?
Got this email today
Hi so how can I make a chain between 2 objects as when I try using rigid bodies the chain kept splitting apart
No prior warning
It is, it says the same warning in the dashboard
well people who have experience cannot help you, this is a problem that seems to happen to you
There is no rule that justifies deleting all your data unless you were on a free trial
You should check it out!
Oh I meant people of experience with DevOps
Btw the screenshot from the Unity dashboard notification
Can anyone confirm that?
I don't think anyone here will be able to help you in the context of this needing to be solved today. Unity Support is probably your only bet
It seems that shouldn't and doesn't happen
it feels like you've just told him "it shouldn't happen" 30 times with no actual help ngl
It makes no difference how full your data is
if you don't understand the issue you dont need to respond
I understand the issue, I just don't have a solution
I'm confused to be fair why Unity would delete his data because he reached a cap
Btw, it doesn't say about deleting the data if u look at the old notifications
I know
I guess I have to contact the support now, they are super slow as well
Yes, case closed.
Thanks for looking into this matter
So I have this chain i want to move between these 2 points any ideas how?
Both points also move around alot
11 frames and the profiler used 11GB of ram ~_~
deep profile?
yeah i can assume why it happened
Its ok. Sometimes I create things that cost that even with the profiler closed 🫢 🤣
lol when i first tried to make this marching cube project, i ended up using 21GB without the profiler
teach them to walk
Probably more than that, as it actively swaps to disk too.
Very likely to be a memory leak in your implementation.
well i figured it was from me trying to use async await with 512 methods in those 11 frames but memory leak could be it too
why so many await
well there was one per instance of a march cube class (so one per chunk of terrain) and there were 512 chunks
i was testing it over just running it all on the main thread
cause my attempts to run the march cube method on the gpu ended poorly and slower then just using the main thread(image of what the gpu would output)
async wont probably help much. Id look into compute buffer
i didn't lol
assuming you mean a compute shader, which is what the image above is from
yeah compute shaders
yeah i spent a short while ~ 30 total hours looking into it and the image above was the best result i could get, and it was slower than just running on the main thread
fair i could've been a number of different reasons for why such as my handling of the Dispatch / retrieval of the data since i hadn't profilied it as it was already a visually buggy mess
tried to profile the ugly CS code and not sure if i should be concerned with 1.1GB of GC
no no just Compute shader stuff i assume
if you mean by over 74 calls in one frame then yes otherwise no
i think it's gpu garbage
that or a bunch of garbage from
Output.Triangles = TempTriangles.Where(x => x != int.MinValue).ToList();
Output.Vertices = TempVertices.Where(x => x.x != float.MinValue && x.y != float.MinValue && x.z != float.MinValue).ToList();
each step in linq is an allocation, so could be
Hello, guys! What is happening with the Unity Asset Store. I have created a System to upload on Asset Store and it says pending for 2-3 weeks now and it says ~10 business days XD
I have heard that if you are a new Publisher it will take some time for the approval
it takes time yes
Yep. The profiler shows ToList as one of the main culprits. To list allocates a new list.
Where should i look for a person how tests my game against a small fee ?
Are there designated sides ?
And you call it like 30 million times in one frame.
Lol no
You are. According to the profiler.
I called it 148 times it called it 30 million times
Ah, my bad. Looked at the wrong row.
But there are 30 million iterations.
Probabpy that lambda in where.
!collab
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Yeah the 36372480 /148 was 245,760 (which i would say makes sense but it should've been 32 x 32 x 32 x 15 = 491,520) so i think it made a new called every time the condition passed which makes sense
It depends on stuff and I'm not super informed on the details but the little math that where function does can be nice in a little job at this kinda scale
Sorry you mean like a job as in on a worker thread?
Not familiar with that term so maybe !
I did vaguely similar mesh type stuff where i wanted to do some normal comparisons on the tri's coming in and putting that in a job ended up helping at scale, first time doing anything with jobs
Meaning through DOTs ie sending to work to be done on a seperate thread, not sure how well that'd work as far as i know jobs doesnt like sending lists or arrays around
Fair i tried doing jobs in the past for this and it resulted in just eating every cpu proccessor yet having 0% performance (more than likely poor implementation) but it'd been my first time touching jobs
hello guys, how can i add a new texture to my plane?
i can't drag and drop, it doesn't allow me to
anyone here?
drag and drop to where
the texture to the grid or to the plane in the scene
i know, how to add a new material?
have you googled that?
then stop making video games
i want a real person to explain
you don't have to say that
I do
why?
there are real people who have written explanations for you to read
google is a way to find those explanations
i have googled alot for other questions this morning until i got bored, i want a real person now and i might make some friends here
just explain it to me in real time, it's just a texture
and it's not an excuse to quit gamedev
Unfortunately you won't get what you want here
why?
Thats not what this server is for
Questions that are more complex than something you can simply google
idk man im bored
it's too simple why don't you just tell me?
i asked gemini but he's an asshole
You being bored doesn't change how anyone else here is going to act
im also looking for some connections here cuz im working alone, that's a reason why am i here asking simple questions, so please answer me and don't make it longer
No
thank you anyway, im out
I don't think many people are going to want to connect with someone who is too bored to use google
you didn't do well with new member in this server
ok
it's a personal hobby
not "work"
same, and google is a crucial tool for that
look at that, step-by-step instructions from googling
https://discussions.unity.com/t/how-do-i-add-a-material-to-an-object/418937
Yes, this may sound like a stupid question, but I cannot find a way to fix the material on the base object in the library. I know how to change it for an instance in the scene, or for a prefab, but how the hell do I fix it on the actual object itself? I don’t want it saying missing material, and I don’t want to have to remake my entire mater...
if that's not what you're looking for, go google yourself with more precise keywords
this is not a spoonfeeding server
it has to be
it is not, no. most support servers aren't.
it has to be cuz why not?
thats not how those words work
why should we cater to people who refuse to put in effort?
none of us are paid to be here.
you need to learn to help yourself as well
at this point he is just trolling, ignore him and if the spam continues there are mods that will take care of him
Nah I think they are just probably young
it's just a simple question bro 😭 what freaking effort you are talking about
im 20
if it's so simple then surely there are plenty of resources to check out online
Sorry to hear that
alright alright i will freaking go, jesus
also fyi, explaining is effort, even for simple things. elementary teaching is still a job
the easiest job
not alot of effort
that's maybe why you get payed less, but at least u r getting payed
you've never taught anything any it shows lmao 😂
this server has me questioning so many teachers...
3d teachers?
i haven't learned with any teacher, i am just watching boring old youtube tutorial
our schools are stupider than teaching us stuff like these
I mean all teachers..
ok
It's annoying that people think that when someone helps, they do it of their own free will and not because they have to. Respect each other.
||There's ChatGPT for that :D||
people help because of their own free will and one of those reasons for help could be dopamine hit, instant gratification, just to feel good about yourself
it's to procrastinate
if I wanted to procrastinate, I'd stay socializing here and irritating mods about non unity-talk instead of working on my project or trying to get someone to help me
which is... about what I am doing rn.
you learn quite a bit helping too
You might not get very far especially as a personal hobby unless you're prepared to work out most things yourself. That's not to say you can't ask questions but not even trying to troubleshoot something will only sabotage your own development.
You need a certain amount of self motivation and drive to learn and retain everything you will need to then. The thing about game dev also is that you never stop learning, you never know it all.
I suggest googling "How to create a material in Unity". You'll find a ton of resources and most likely sites with other things you might find useful in the future.
good evening, i'm still looking for a goddamn tutorial on how to put a goddamn texture
i spent 1.5 hours now on a simple problem like these, there is no goddamn tutorial
where?
in this channel
dev logs?
that is not this channel
you mean this?
yup
then you might not have the education neccasary to use the Unity Engine
and what is the kind of education i need?
school?
what are you even talking about?
it's a simple problem why are you making it horrible?
If someone gives you the answer to your question you need to be able to understand it
the answer is in that link
I typed in "How to create a material in Unity" in YouTube.
https://www.youtube.com/watch?v=jQTl7W4comU
This is an update to the official Unity materials tutorial, which is now around 10 years old and is sadly out of date.
It covers:
- Creating materials
- Assigning materials to GameObjects
- Shaders
- Editing material properties
- Reusing materials
This video references the official Unity video on the Standard Shader, which you can find here:
ht...
or maybe cuz that answer is too old, i can't find what they are saying in the post
i suffer with old content
It's not hard
making materials and textures has never changed
im doing it by myself, you are just chattering here you weren't useful to me
blah blah blah
20 years old is crazyy
pretty sure the menus mentioned in that forum still exist
have you done unity essentials? if so you should be able to find the Project panel and create stuff in it
if not, go through the unity essentials pathway first
!learn @willow quail
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
idk man im stupid now teach me something plz
That video is as relevant today as it was 3 years ago. As @copper gust said. Materials and Textures haven't changed
i will see
maybe it's my fault, i didn't catch something in this program cuz im a newbie
20 years of stupid shit
only stupid shit
Everyone is new at some point but you'll only get out what you put in.
Let's ask this question:
How do I make, for example, pizza?
That's right, you don't know the recipe. So you go to a server like "make the best pizza ever" or just look it up online. The recipe hasn't changed since it was created, and if it had, they'd have written about it online.
You wouldn't ask any pizza maker how to make the exact pizza you want, especially if it's pepperoni and not something complicated like parsciuto.
Same here. The information is the same, it's quite accessible just by typing in what you need using keywords, not (again, an example, heh) "how to make my pizza sweet and super-duper awesome."
I hope its quite understandable.
You have a chance to change that. 👍
this guy understands me
thumbs up
im not a fucking child
have you gone through the unity essentials pathway
i came here to make connections and speak to people, and i did it now
read the #📖┃code-of-conduct you are getting annoying.
i looked , and went, it's boring and not direct
learning takes effort
soooo you're refusing to use the resources we point to, and then complaining when you don't understand stuff?
your more than welcome to chuck subway surfers on the side of it
a whole page to say something very simple, they can abbreviate it more than that
do you want me to just copy what unity essentials says line by line for human interaction
it's for kids
You mightn't think of yourself as a child, but you have the maturity of one, that's why you're struggling so much. If you were a bit more humble and patient, you would have already gotten better help.
they're a special little snowflake
yet your struggling
and clearly you need to read it, since you seem to not be able to locate where to create materials
i could tell you directly, but then you also wouldn't know the other stuff included in unity essentials and you'd have to ask for other very basic things.
so just go do unity essentials
they're called essentials for a reason
i spent hours solving simple fucking unity problems that unity essentials wasn't good at telling me how to solve them
i spent days
unity essentials isn't for solving problems
it's for you to get a baseline understanding of the editor and engine and some basic systems
am i that fucking stupid or the whole stuff is?
That's meaningless to us. You came in here acting as a child to us, it's irrelevant what proceeded this to us, it's just an excuse.
probably neither. you need to be more patient and put in some effort
alright i will, unity essential are too slow to me so i will just play with this program more
afaik, a good majority of people here have gone through unity essentials or a similar "essentials"/"beginner" tutorial/course.
and no-one here starts off with an understanding of unity, we all once knew nothing about unity.
Creative Core covers the Materials
maybe you're the one who has to be paitent with a newbie asshole like me
so you're saying you'd rather do trial-and-error to hopefully discover the menus you need, rather than looking at a course that tells you?
why is it taking 5+ minutes every time i press play... I dont even change the code, just changes on the editor and it takes 5+ minutes
what if instead of ignoring anything boring you just put the effort into consuming the boring stuff
yeah
none of us are obligated to put up with bs
trial and error is better for me
i will pay you money when my game succeed, what do you want more than that?
ah yes a gamble between 2 mins and 2 days, when you could read an article and get it in 2 seconds
i want absolutely none of that
then plz shut up
they have no interest in a solution, they just want the attention
your doing a terrible job on making connections
how are you older than me but still acting like this
that's what i am seeing 😂
<@&502884371011731486> we have a clown. @willow quail
I am patient with you. It doesn't mean I'll help you, that ship has sailed. Being new to learning a skill and being an asshole are unrelated.
im not a fucking clown!
im a newbie!
yall can't help me with my simple freaking problem
we're patient with newbies, not attention seekers
we gave answers. you refused.
you either help solving an then i will shut the hell up
i was busy speaking to you mr chris, lemme watch the that video
best to just block them
Someone kick this lad out 😆
you said you'd rather waste time, so you've dug your own grave. i tried to help you out, but you were too busy digging deeper
an yall know what? i used ai in my project ! i used meshy 6 for 3 d models! ai is the future!
it's fun
oh it literally is a 12yo troll 🤣
why are you here complaining then 😆
im having fun rage baiting i gotta admit
i really hope its a child + language barrier issue otherwise its horrific
it more fun than the actual game i am making
age 80 mentally 8
wonderful
<@&502884371011731486> cleanup on @willow quail 831125494077325343
Age verification if done well would be a fantastic thing for social media.
what kind of numbers are these?
if done well
load bearing if 😔
i will shut the fuck up
you sure will
Extemely load bearing lol
not for the sake of you
!mute 831125494077325343 muted until dealt with
@tet_66 muted
Reason: muted until dealt with
Duration: Permanent
That was funny conversation)

sometimes that does work tho. Learning from mistakes sort of thing
But doing that might be overwhelming tho
trial-and-error for processes/systems/whatever, sure. trial-and-error for finding a menu? waste of time.
I think especially people with ADHD, they like to experiment and try things out for themselves rather than follow tutorials since being forced to do a specific thing might be boring
and they're free to do so. don't make it our problem though.
I hope this didn't come out as rude or anything for those that do 😬
Hello, I cannot solve this. I have different realms with different characters. And this puzzle is combination of two characters. But there cannot be active more than one realm with one character. I cannot manage this puzzle where one character will click on pillar and second character will use the roots (whichs hidden until first character click on pillar).
I will provide whatever and answer whatever, but I really appreciate help.
Thank you
We have that but not that bad
the meta xr core sdk is made to fuck linux users over 😭
what's the issue you're having exactly?
also what do you mean by "realm"?
realm mean world...I have 3 diff maps (worlds)
The issue is, when I am in 1st world I have to click on pillar whichs activate roots in 2nd world, then switch into second world and use roots.
as in, these are in different scenes?
its..not they are on one scene, but just hidden. I managing it thanks to RealmManager script
you would have something to save the state that the pillar has been pressed/the roots have been spawned, then when loading either realm, you would check that value to see whether to show the pillar as pressed or spawn the roots
Yea well, I have this. It telling me that pillar was pressed, but the roots are still hidden. It looks like the script wont run.
do some debugging into that then, see where it's running and where it isn't
eg if you have conditionals, check if they're being reached, then which branch is being taken
@storm patio thank you for help 
trying to save a file but it says no to me
so im trying to save an animation file but it doesnt want to. why?
Trying to save outside of the project apparently.
the thing is i tried making a new file for an animation folder but i forgot what file was, then i tried to make a 2nd one and it fails. i have no idea what happened in this situation
Are you saving it in a folder that’s inside your projects assets folder
Unity 6.6.6 when? I’ve already placed candles around Unity Hub, and it still only shows 6000.6.0a5
@gray dawn check your inbox friend.
Hey, guys! I am not sure why my bullet is not pointing forward but instead if you see its rotation it points upwards. What is happening?
the bullet starts at the shoot point position
public class Shoot : MonoBehaviour
{
private Transform shootPoint;
private void Awake()
{
shootPoint = GameObject.Find("ShootPoint").GetComponent<Transform>();
}
private void Update()
{
if (Input.GetKeyDown(KeyCode.Space))
{
GameObject obj = ObjectPoolManager.Instance.GetObject("Bullet");
obj.transform.position = shootPoint.position;
obj.transform.rotation = Camera.main.transform.rotation;
Bullet bullet = obj.GetComponent<Bullet>();
bullet.SetDirection(Camera.main.transform.forward);
}
}
}
let's not do this please #📖┃code-of-conduct
change the handles to local
Yes I did still doesn't work
check what it does
basically nothing
it just points upwards
maybe the issue comes from the shoot point object
it is a child of the main camera and weapon specifically
what points upwards
i'm confused what the issue is
oh the second image, i was only looking at the first lmao
I am also very confused XD
didn't even see the bullet in the thumbnail 😆
you didn't show the transform for the second bullet
maybe the problem is that I have checked the box which says apply transforms in blender
oh I think it works now not sure what I did but
I have removed the obj.tra.rotation line basically
Is there only 1 gameobject named ShootPoint in the scene?
It's a known issue that Blenders transform orientations often don't align with Unity. So Z (your forward axis) will be pointing up instead. So getting the bullet to match the rotation of the camera will work off the mismatched orientations.
do you think I have to uncheck apply transforms when exporting
maybe that was the problem
(That gameobject find call will break if you have multiple weapons in the hierarchy in the future)
I know bro I wont have probably I am not sure what to do with this issue I have
the orientation issue
2 solutions to that is to not use the exported model from Blender as parent object. Create an empty gameobject in Unity, make the bullet a child object of that and rotate it so model looks like it's facing forward to the forward axis you want.
Alternatively you can use something like this. It matches the coordinates of the Blender Transform to Unity's when exporting.
https://github.com/EdyJ/blender-to-unity-fbx-exporter
It does however play up a bit with import scale.
Doesn’t blender just have an option somewhere to change the orientation
Yeah if you just google this problem it shows up
We've never been able to resolve it absolutely. We either end up with orientation offsets or importer scale differences which create issues with automation of some mesh based effects.
Everything has a manual workaround though.
If you set the scaling mode to "FBX All" and check the "Apply Transforms" box, you'll get correct scale and orientation. However, the latter doesn't work properly for skinned meshes
Either way, I almost always parent the model prefab to an empty object
I want to be able to easily adjust the model
I keep anything that might be animated under an empty gameobject the same way a parent would leash their child
they cannot be trusted with a transform
Off topic question, why are you using two materials?
Hey, guys! In order to return my bullet for example if it hits a wall or something lets say I know I have to use interfaces but do I have to attach a script in all of my objects like walls, roofs etc that when my bullet collides with them to be returned to the pool?
Where?
On your bullet’s mesh renderer
I have created two materials in Blender thats why
in shading workspace
Just make a global object pooling system that can be used on any object
I have created a generic OP system bro my question is
how to check if it has collided with any boject that doesn't have the interface
I mean I need a script component right in all of my game objects
Each object that it will collide with just need a script with the OnColliderEnter Unity function. In that function, you can check by layer or by tag to know what object collides with it, and then make something happen
Also, the objects that will collide with it needs a collider too
Oh so each material gives a different look, like for example, one part is metallic, transparent, glossy, etc., and the other part is flat diffuse only?
have the bullet manage this, not the surface. the bullet just needs to receive a collision message and check the thing it collided with
got a problem installing the editor where would I ask about this?
#🔎┃find-a-channel
read the descriptions
well it said here so, does anyone know how to fix this? I cant install the editor at all
!install
- Make sure you have enough space including on
C:drive. - Check that it's not being blocked by antivirus/security programs.
- Look through the logs for a real reason why the setup fails they are pinned [here](#💻┃unity-talk message).
If you still have issues, perform a clean install in another location:
- Install the Hub and Unity in a non-system drive or a clean new folder in the root of
C:drive. - Failing that use the recovery Refresh option or reinstall OS entirely then repeat the previous step.
ok how do I see logs?
is there no way to install unity without it hogging C drive? my C drive has like only 5 gigs so I rly try not to use it
some stuff necessarily has to go on C:
It needs to extract to the drive your OS is installed to, before moving to wherever you decide to install it
So, you'll need space available, but it won't stay there
is 5g enough?
don't think so
you will also need space for it to hold Packages, Caches, etc. you will need to free significant space. the packages can be redirected to another drive, but the general caches are a different story, i think.
Does anyone else get this often?
When I shut down my PC with unity open (like if im in a rush or something)
I'm greeted by this the next day, followed by 45 minutes of reimporting every single asset in the project
"i cause this problem. anyone else get it?" seems an easy solution. do not do that.
That isn't very helpful
it actually is.
i don't shut down my PC with unity open, so i don't get that at all
I doubt everyone manually shuts down every single program and background task before shutting down their pc
that's a you thing
true. unity is a bit picky though. it does not always have the time to send the proper kill signals, then wait for it to complete, then report ot OS that it completed
I've never run into that before with any other program, I imagine unity would be good enough not to corrupt itself when windows shuts down
do those other programs have build caches and asset databases and such?
How would files get corrupt when it's been sitting there dormant though
next time you go to do that, make sure you saved the scene and such, then see if it does the same
Yeah all saved, though i usually leave my work open while doing other stuff, incase i wanna make a change or something randomly
could be any number of things probably
maybe it writes a number of files during exit and it doesn't have time to do that if you forcefully shut down, so it's stuck with half-done writes
Yeah man, video editing software, other game engines, etc
Yeah maybe
video editing software has build caches?
🤷♂️
all i can say is you need to take the time to shut it down fully first. if it still does it after that, then start looking at logs
Yeah will do. Power went out, not much choide today. But will make sure to shut it down cleanly next time
I close Unity when I'm not actively working in it
It's a pretty heavy program
Me with 3 unity instances open at a time when I play a steam game 
Exactly lol. I tend to tab over and make a few changes during game loads or downtime 😛
SO glad I'm not the only one. ProbBly frying my computer this way tho
Anyone know how i can make something like this but without using shader. So c# only
don’t mean the bubbles and stuff etc just the liquid mesh lol
Without using a shader, a single one of these would probably take weeks and would almost certainly light your CPU on fire
You don't even need to do shader code, can use shader / vfx graph
many liquid tutorials on vfx graph
ok thanks!
Ah. So i cant use unity then. Ive never been able to free more than 10 gigs. Its all full of stuff that cant be deleted
Would be nice of unity said "not enough space in c drive"
i suggest godot then
How similar is it? Can i do 3d stuff?
if you want a shortcut, assets to do that are free in the Asset Store. would be a great learning experience though
yes, it can do 3D. i would not be able to make as large of scenes as unity or unreal is capable of, but depending on what you intend to do, there is no difference.
Well my end goal will be like much less graphically good last of us enviroments (thinking of a pixel art style)
So quite linear and easy to optimise, nothing open world. Is that feasable?
can you send me a link to one please. Thanks
Im miles off at this stage but good to have an end goal
Can't some of those stuff go on an external harddrive?
i bet you could make it pretty snappy using the Jobs system
however, at that point: just use a shader lol
unity or not you should have at least 10gbs on your main OS, its not good running so low because other app cache and even your memory can use hard drive space
Ive tried, theres really nothing I can doo
and the disk is getting fragmented to hell and back
https://assetstore.unity.com/search#q=liquid&nf-ec_price_filter=0...0 first one in the list. a bit out of date, but sometime does not matter with shaders. also, a google for github resources might have one or two or twenty. who knows