#💻┃unity-talk
1 messages · Page 129 of 1
Performance wise
very,. aside from your own computers space limitations
note that pixel-art aesthetics don't necessarily make something cheap
see Valheim, for example
I mean i have a 2 terabyte hard drive and a 1tb D drive
But like 100 gigs C that wont let me delete anything
why not
I rly dont know
100GB could be windows itself
Ittl say i have like a game on it but I delete the game and it stays the same
I think it is mostly windows
if you're just deleting the folders you have to reycle bin before the space is released
Yeah i do that
100GB isn't that large
I have a 256 gig C: drive in my PC and it's always almost full
Is that D: drive a solid state drive?
If so, that'll be perfectly fine for Unity
spinning rust (so, a hard drive) is a bit rough
Im not sure
Unity writes a ton of small files
how do I see what it is
you know, i'm not sure off the top of my head
i guess the Windows Device Manager will have some info in it
but I don't know where exactly it'd be
well two of them are the same, one is different. I assume the different one is the one I added
not the same but similar
the D caame with the pc
the two st are seagate platter drives
is that good?
that would make them equally bad for putting Unity projects on, if they're both hard drives
NVMe sounds like the 100 gig C: drive
i'd say to get an SSD, but the prices may be uh
lol
now, do not misunderstand. they Can hold Unity projects, they will just be slower than most would like
i run one of my projects from a platter drive, comparable to yours. it is mostly for holding large assets, as opposed to active work, but it has been ok.
I can’t find any for vfx graph and all the ones on shader graph are unlit as to make the top face they use the back side of the mesh
Hello, good day. I need support. I'm working on a virtual tour project, but it won't let me add videos. I've already tried "render texture" and a different material, but it still won't play the video. I followed a video, and it worked once, but then it stopped working. https://www.youtube.com/watch?v=EQYinKypM7U
#unity #gamedev #unity2d
In this tutorial, you’ll learn how to easily play videos within your Unity project’s UI We'll cover everything from setting up a VideoPlayer creating a Render Texture, to applying it in the UI with a Material.
unity video play on canvas | how to play video in unity
🕒Timestamps:
00:00 - Intro
00:07 - Setting Up ...
hola
hey can someone help me with some code im working with? im currently trying to learn unity essentials in the pathway and ive been stuck on this code forever , thank you very much
!ask 👇 pay particular attention to the last few points
: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
oh and don't crosspost
How do you guys manage dealing with setting up new scenes if your game is dependant on a lot of singletons (non ddol)? Currently im using a scene template, but could i realistically pack everything up into a prefab, and just drop that into every individual scene?
So i could work on gameplay centric stuff in one scene, and then have it automatically update for other scenes, for the sake of the argument lets say the scenes in question here are entirely different levels, so the gameplay functionality doesnt change between them
all the singletons i use are regular C# objects
Yeah same
thats why im asking
instead of having to manually create all the gameobjects, re add all the scripts per scene and set everything up, i just use a prefab
tend to have a kinda boot loader scene, that has a state machine for loading up different parts of the game
Yeah but im not really talking about runtime stuff, just exclusively dealing with this in editor
i only have to do this once per scene
so im figuring if i use a prefab, all the singletons get updated across every scene
oh you have a bunch of singletons needed at editor time
yeah exactly
theres a certain "setup" i need to make per scene in editor to make them work during gameplay
yeah tend to try and avoid that, since lifetimes can get weird
wdym?
The singletons im talking about are entirely non-ddol, they are just gameplay based stuff, matchmanagers, custom audio pooling etc.
dev team anyone?
!collab
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i guess calling them singletons is a bit wrong
more like "scene-scope singletons"
how do I load in a GLTF character without absolutely destroying unity? I always get a 10-20 second lag spike when the character loads in
can you clarify what you mean by load in?
like import into the project
or spawn at runtime?
The way ive setup my game is with 1 script on every scene that checks a static bool, if that bool is false it "pauses" the scene and loads build index 0 which also has a single script that does the actual Dependency Injection work (in your case, it would initialize the pool, tell the matchmanager the game is "ready", load settings from files, etc) when its done all that it sets the static bool to true and unloads itself - at that point the 1 script from the scene I wanted to load can continue, this way all those other non-ddol singletons are already ready because of scene 0 loading, initializing and unloading itself before the scene I want to test in Unity can do the first "Start" on any script, and it means I only need 1 script to hook everything up if a make a totally new scene
its a character I found on fexlabs or something irrc, I saved it as a prefab in my assets to load in, the lag spike is whenever she shows up on screen
I understand what you are saying, but i emphasize again im not talking about runtime bootloaders or dependency injection frameworks
im strictly talking about Editor workflow, scene setup friction, and maintainability across multiple level design scenes
in the simplest sense its a repeated scene setup pattern
im trying to avoid having to rebuild it manually in every scene
its qol problem at the end of the day
Ah, then I think just using a Scene Template file might make the most sense if you dont actually need any DI work done, just some copy+paste of some objects and prefabs for every scene, or maybe a custom editor that builds the scene for you with the EditorSceneManager API?
Well yeah i was thinking of using the scene templates
but im wondering if it would be simpler to just pack it all up into a giant prefab call it something like "GameCore" and drop that into every scene
most of these "singletons" only ever reference each other, or grab references at runtime regardless
so with a prefab, i could continue working within one scene and have them all update across every other
Well how detailed is the model?
when you say* shows up on the screen, do you mean when you create it at runtime or strictly when its in your field of view?
its very detailed; I'm testing with this model right now
https://sketchfab.com/3d-models/black-bird-animated-neverness-to-evenress-0eecbcce8b6e4a44a38a8b1b7adf53a1
eh 180k tris is actually not that bad
also depends on how many materials it uses
but you didnt clarify, does the lagging happen strictly when its in your cameras field of view, or when it spawns in the first time
spawns in the first time, the rest of the time its a little slower but not noticeable, first time she loads in theres a noticeable 20 second freeze
and its only 1 instance you spawn of this model?
how many materials does it have
what resolution are the textures
yeah I only spawn it once, let me check
also it depends on how many individual objects its made up of as well
she has 13 materials and 14 texture images the textures are primarily 2K, with like one or two 1K textures for the eye
thats quite a lot for 1 character
also just to show the thing I have is super simple, so the fact its lagging is insane, theres litearlly nothing else on screen
how many individual game objects make up the entire model as well?
what do you mean?
if you expand the model itself does it have a lot of individual meshes?
let me check, but pretty sure it does yeah
So everything in a new scene for you would be referencing a "GameCore" prefab? Or just its existence automatically registers itself before any code in the scene tries to access a singleton? If the latter, I can see a prefab working fine, though it does sound like an alternative to DI/bootstrap to me (unless im still misunderstanding something), just as a prefab instead of its own scene, you can actually make your "GameCore" prefab a part of a scene template as well, so you can just Ctrl + N and choose your template and already have your "core" hooked up to start building whatever specific level
the whole thing with the bones and all is almost a 1000, but the visible parts are just the same 13 meshes
I think ill do that then, a prefab with a scene template
thanks
the rig has a 1000 bones?
yeah
yeah thats too much lol
combine that with 13 materials
probably a custom shader ?
it makes sense, that simply isnt a game ready model lol
if you need to instantiate it at runtime, make sure you instantiate/pool it while the scene is being loaded instead
1k textures for just the eyes is cringe
very not game ready
some "game ready" models go the many materials route because lazy
most "hero" models in my project dont have over 4 materials, almost everything can be baked into a giant UV atlas
I just took the model off the store, I was hoping to have models like that cause their alot cooler than the free stuff on unity
i mean you could still use it, you will just need to make some effort to optimize it a bit manually
do you have experience working in something like blender?
not really, I made like a roblox sword or something
never like a polished proper character
thats a bit of a pickle, my personal recommendation is that you find a different model if you dont want to try your luck optimizing it manually yourself
dang, we'll see we might have to cope with kyle for now
my god
"perfect for vr chat!" /s
every strand of hair has more bones than the humanoid avatars have in total 
I mean, atleast their free. what are the restrictions on using it?
like is it legal to put it in a free game or a mod for a game or something
i mean sketchfab models typically tell you what license they use
you should probably check that yourself
will do, thanks for all the advice everyone lol
being free is not worth the performance troubles this will give you
just saying
Im making an assistant of sorts, so visuals are very important-ish I'll see if I can find a better model or use generic unity models
none of that should be causing unity to hang for that long
how do I make it so the character can't stand on the bottom of a plataform that's using the Plataform Effector 2D?
Unity 3 my beloved <3
Hi
can somone help me when im tryna install my unity editor i get this when it finishes and it doesnt download
try running unity hub as an administrator
go to Privacy & Security and see if you given disk access for Hub
ok
on?
The way the fox is in the screenshot, it's standing there, inside the plataform, it should only stand on top of it
look DM
I told y'all, if i released my goddamn game and became rich i will give some fucking money to whoever teached me the most even in simple problems, i repeat, even in simple problems
But apparently no one here wants money, idk why.
Also my game is not horror, it's sci fi or whatever you name it in terms of video game, im not another teenage asshole who wants to make a shitty game fast to be rich
Im different
<@&502884371011731486>
!mute 831125494077325343 3d there is no job or collab posting on this server. As you're not interested in listening consider this a final warning. Also, a game that doesn't exist is not a guaranteed revenue source and your get rich proposal would only appeal to fools.
@tet_66 muted
Reason: there is no job or collab posting on this server. As you're not interested in listening consider this a final warning. Also, a game that doesn't exist is not a guaranteed revenue source and your get rich proposal would only appeal to fools.
Duration: 3 days
Hey, didn't want to start a thread about a single question - can netcode's NetworkHide() hide network objects from the host? I'm trying but it doesn't seem to be working.
#1390346492019212368 has a general thread you can put questions in without starting your own thread
Not much luck there unfortunately. I'm using a custom scene management system and it looks like network objects have some sort of background dependency on the scene architecture to show/hide network objects in networked scenes. That's my best guess at this point. Not really sure what to do if I can't hide network objects in locally managed scenes. I might try disabling the sprite renderer/collisions with an RPC, but transforms will still have to be synced.
50 players in 5 different scenes constantly transmitting transform and net obj state data to 40 other clients that don't care is less than ideal for bandwidth. I suppose I could transmit RPC vector 3 data and handle network movement manually. Idk. Maybe it's a simple fix that I've missed.
the people who would know about networking would be there, asking in the wrong channel won't get you an answer quicker lol
Thanks. I don't think it matters anyway. Netcode is for arena games and not many people know about custom scene management.
Is possible to make AAA quality game in unity
Can we achieve unreal engine like graphics
in unity
netcode is for networked games
its not for any specific genre
sure
unity is used for AAA games
Hey bro can we make cutscene based gameplay just like you can say cutscene like God of war , Uncharted
you can make anything, really
you can make video games in a video game engine yeah
Do you know some specific good tutorial for cutscene
I mean cutscene like God of war Uncharted
no
😐
this is a community support server, mate
I want to develop a good 3d rpg mobile game in unity but the problem is map , and terrain
Not all networked games are equal. Netcode has very specific network scene management requirements and is built for all clients being in the same scene as the host. Things start to break apart when you try to do anything else. Hence, it's arena-based. And co-op only. There is no prediction system.
So no, it's not for any network game.
-- Edit --
The answer is no, you can't hide net objs from the host.
Yeah a few.
Link 🙂
you will probably want to learn how to use timeline for basic unscripted cutscenes. I don't use timeline because I use Realtime cutscene with navmesh, but that requires a fully working scripted NPC where as timeline just animates the rig for each clip to play.
What is the use of navmesh in making cutscene
You mean you play readymade animation
real time ai
And use navmesh to change position
my npc are navmesh agents so they cant move in realtime unless they have a nav surface. using wander scripts and waypoints
that is far more complex and usually not as good as using timeline for basic cutscenes
because you need a complicated waypoint systems
Deactivate and activate transform on wp arrival is actually great because you can use it as a light weight streamer as your npc crosses the map. also use to do things like deactivate light holders.
Deactivate/activate transform delay is so npc can perform an animation before anything happens. play animation on arrival but delay the action.
I build my npc like this because i dont touch the animator, i inject my animations at runtime and my layers only have 2 or 3 animations
this is what an animation layer looks like for me. I need to add a "run" animation to my base so there should be 3 clips, but by injecting animations I can run any animation I want while my animator looks like this.
Oh boy, that time of year again where I ruin my bank account
If i do some more complicated avatar masks i can get upper body animations while walking, but this system would require the npc to stop walking to perform any animation.
I love the asset market manipulation on every site
"list my product for $100 so i can run a never ending sale for $5"
what a deal
Oh if think that's bad, check out fab.com 
make sure you're downloading on the C drive
Literally assets there being sold for THOUSANDS
there is no C drive. that is on mac
i had to spend $30 on the globemaster because I needed one with an interior and big doors for my paratroopers lol not to mention the plane is literally massive.
It's worth it though. Id rather spend money on an asset i can spend infinite time programming and playing with rather than buy anything else
ohno
youre tryna buy an entire game module and mash it together?
youd be better off using AI XD
The train is leaving the station, time to get on 🤖
hopefully it crashes 🙏
Hey everyone
I’m working on a Unity university project and I’m kinda stuck on a few things.
If anyone has some free time for a quick voice chat or screenshare help, I’d really appreciate it
It’s mostly beginner/intermediate Unity stuff. Thanks! \
we dont do vc's or screen share here, sorry
🙁
Normally you'd just post your question and provide information in a given channel and folks who are interested would provide suggestions.
hmu i will mog ur worries away
please do not solicit DMs
the point of a community server is to have questions be public and persistent, so using a VC or going to DMs would negate the benefits of having a community server to begin with. just ask here in a relevant channel
T^T guys please help idk why out of no where to clean up my c disk i cleared all the temprary files and now when i open the unity hub it requires a license T^T i dont understand all this please help
You always need a license, like most software. It's free, you can log into your account in Unity Hub and add a personal one.
you probably already have a license, you needed one to use unity to begin with
im not the best at shader graph but i made this cool liquid shader. Although its still a bit flat on top. Anyone know how i can give it some sine wave style displacement to the cutoff. Thanks
URP btw
why is it completely different texture??
Ceiling texture?
Yes and also walls are stretched, don't want texture to follow that
I want texture to stay same width and height and instead fill it with same textures
its not rendering
that is literally rendering.
rendering is when u rasturize it and turn 3d into 2d
maybe you should ask #🏃┃animation then (this is called sarcasm)
u dont animate walls
i linked the room to ask in. do it or don't i am not here to convince you.
this is the correct room
no it is not, but i am not spending more time with this.
its more about importing textures from blender but theres no texturing channel
if you think it is that, then use #🔀┃art-asset-workflow
it's not really, but have at it.
you're describing the act/verb of rendering. #1390346776804069396 is about the topic of rendering, which includes managing textures and materials, for example. because that's part of what goes into rendering (verb)
then why is there 2 separate tabs
how is that related 😂
the mental gymnastics to justify your argument lmao
there are 2 tabs for animation too
i dont believe baking and importing textures is in any way related to rendering
does that mean Animator isn't in the topic of #🏃┃animation?
importing is #🔀┃art-asset-workflow.
baking is either #🔀┃art-asset-workflow or #1390346776804069396.
probably #1390346776804069396
i could bake without rendering
do you want to ask people who know about baking or not
you are preventing yourself from getting help by being stubborn here lmao
if you're so convinced that what you're doing has no relation to seeing things, have fun with that. we tried to help.
Then you'd be wrong
Though baking doesn’t necessarily have to be related to rendering
You can bake non rendering things, it just refers to the act of precomputing things and saving the results for later.
But this is specifically related to texture baking which is rendering.
PEAK uses lightmap bakes for gameplay character controller surface sampling 😛
even so, wouldn't #1390346776804069396 be the place to theoretically ask about that since that's where the people who know about baking are hanging out
Imo baking can go in both #1390346776804069396 and #🔀┃art-asset-workflow
Yes i am just being a pedantic nerd for conversational value
Art asset workflow is a bit of an umbrella channel i would argue
Im sure whoever knows shit is lurking in both
!logs
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
is there a fix yet for the editor highlighting some random ass file every time the environment reloads
Could be for many reasons
none we could guess from just that though
so like what do i do
well you can start by giving us more info
👇
: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
think about what you are telling us right now, and if someone is telling you the same thing, do you feel like you could help them with the same amount of information?
I think i solved it
i think
Check the collider gap beetwen ground
finish a thought before pressing enter
im so STUPID
please...
what?
but i had this issue for like 10 minutes
i just solved it like right now
Hunanbean is commenting on the way you are sending your messages.
if you need to say something, write it in one message, dont send 20 seperate messages with 1 word each to say the same thing a single message can say
it is actually in the #📖┃code-of-conduct , we are not just being picky
its also basic internet etiquette i fear 😩
oh okay what do u mean, this is how i always talk
youre causing the chat to elevator up by sending a word per message, which means the conversation doesnt actually increase in length, but does fill the channel up more
imagine if i sent every word of this sentence as a seperate message ^
You wouldnt be able to see any other message in the channel on your screen
i don't send a word like differently
i send every sentance like in a different message
😔
look. How? idk gng 😭. its not with scripting. it did not happen (until like is the only one i sent wrong). wait. I think i solved it. I think.
its different sentence but the until like
Does Tipalti reject your W-8BEN a few times in a row?
P.S. reposting this (with deletion of previous), cuz somebody is pooping in the chat 😂
i do not think that is on-topic for this server
Is Unity Ads better to ask for support?
I was hoping that it was a common issue
im going to go on a whim and say that most people here probably dont know what Tipalti even is
i have not heard it mentioned here, but yes, that would be an ad specific topic. maybe #1390346533127458889 would be a good place. also, it will get auto rejected if your information does not exactly match your legal information (i just had to look all this up because, as kuzmo said, i do not think a lot of people have even heard of this)
so, my mistake. you are not off-topic, just obscure for this room. the forum may be better
now i have another issue actually abt the music in my game
go back up and read the entire"ask" bot message. do not get caught up in the word scripting like last time. it will tell you where to go for audio
ok
yk i give up i don't care about the music repeating every time i die
yk what ill just do the easiest thing not have multiple sounds
Pretty sure it's the ice hammers in Runescape
And W-8BEN is some kind of lubricating spray
I am getting the WEIRDEST bug today and not sure why, ever since earlier today I have youtube running and I get slowdown in Blender where the viewport starts to lag, but if I jump back to Unity, then back to Blender, it starts working fine for another 5-10 mins, then starts lagging in Blender again, jump back to unity, jump back to blender and it's fine? This is with youtube running in the background, dafuq - ever had this?
This might be better to ask in the Blender discord, more likely an issue with blender than with unity
you have most likely exceeded your VRAM. it then has to swap to RAM or a swap file, which takes a bit (simplification of the concept)
You see that the chap is new here. He probably has no clue what he's doing which he didn't. Yes I know the boogie man in this server is saying "message me" or "let's work together" and that your only doing your "job". It's just annoying when you don't know anything about this and then you go to the official server to get help and normal stuff needs to be moderated.
some things never change 
so you suggest that nothing should be done? just ignore the message and hope time sorts it out? seems a bit of guidance makes more sense. or did i misunderstand
I mean, the rules are outlined in #📖┃code-of-conduct pretty clearly. It might suck to be told what they are, but it's much better than ignoring them entirely
If you reference a component in a field, do you still have to use get component?
Also when you ask in #💻┃code-beginner, if you have a specific example that would likely be very helpful
Yes, people continue to answer questions in private, choosing to be DenverCoder9 instead of just asking questions in a public forum that can serve as a resource to others. That never changes.
I disagree and find that as the main problem. The rules page is a big wall of text and the reason new people get modderated because im reading it and still dont see the problem.
• Sending unsolicited support requests to anyone via personal messages.
• Send requests to test games via DM
this?
didnt see any of that
Okay
I dont see the rules saying you cant ask for dm or video chat
maybe not specific..more like, common sense
it says you cant dm somone asking them for help. Unsolicitied meaning they didn't ask in chat first
unsolicited dm means you did not ask for help in the chat first
or that person did not acknoledge your request
if it is already ASSIGNED, you don't need GetComponent NO.
Declaring vs Assigning a reference, two different things
👍
I'm trying to figure out a bug with a slider value
on change, i take the value, round it and then save
but the unrounded value is the one being saved
i've validated that the rounding logic is running, so the event is firing
without seeing wat you did we can only speculate
yes, please share the relevant code
so the breakpoint gets hit in the if statement every time ?
yeah
Make sure that something else isn't immediately saving a different value
when you hit the breakpoint after , when you hover newValue what do you see ?
on its own, this code looks valid to me
this is updateField
I see the rounded value
Have you tested a debug statement inside the if? If there's nothing else updating the value
the use of reflection does make it harder to reason about who is setting a specific field, though
yes. newVal is unchanging
I didn't write the reflection code
i don't know why it's needed tbh
Someting that's interesting
yea you need to make sure your modifying the correct object
i am modifying the correct object it seems
but when the fieldtype is gotten
it's a type system.single
not float
i guess that's intentional because float is a alias for htat?
thats not true though
ok
i've isolated where the issue is
but i'm still confused
why does json serialization change the float?
wtf is going on here?
float point imprecision ?
does it matter if it stores it like that ? when you bring it back you can get the same value when its rounded
a unity forum thread basically states that
no it's not
wait actually
let me validate
When I said, "It's just annoying when you don't know anything about this," I didn't mean the rules. I meant game development. It actually sucks when you come in here as a new developer who doesn't know anything about game dev, asking for help, and you get moderated because the server has some enforcement about archiving. But you know what? It doesn't say that in the rules, and if it does, it's not structured in a way that prevents new people from getting moderated immediately. (and that's what I care about) This stuff is hard, and people just want help.
That's all team 😉
Id use JSON.net, system text JSON or something else instead of the unity json serialiser
something something binary floating-point representation...
Time to save it as a byte array
it's not an official server tho
not sure if anyone mentioned it
official community
it is Official Community Server
what does this concept mean
Unity Employees are actually Admins , Community members help run it
none of the official admins are here tho 🙁
This is the official community for unity, it is not an official channel for support. The support is community led
maybe were alone
they do lurk around, also address specific issues in #1161868835423526933
the whole point of Community driven is they don't have to worry much if the community does their part to run it
for some reason I thought this server was made by community and people who actually relate to Unity team are just recognized and have their roles here
Think about it this way bro. There is only 1 "Official Unity Discord"
and you are here
but the issue remains right?
Json net has much greater configuration for how things get serialised and de serialised
json.net is goated
plus you get Dictionary support out the box without nested classes
There is no issue. That is the exact float value of 1.17
The debugger is rounding it for convenience
"first time ?" meme
float point numbers
thats why actual decimal types exists (precision at cost of space/speed)
I died copypasting V3 into plain text by accident realizing all non decimal values are actually like 0.0000002 wrong
v3?
vector3
I suppose because the decimal value is truncated in the JSON it might deserialize wrong to the next closest float
but I doubt it because floats have about 8 decimals precision and it stores much more than that
Any Brazilians here?
25k+ people probably ?
I have a personal project and I'm looking for a C# programmer and a 3D modeler, but it seems there aren't any Brazilians around here.
i knew that was coming
👇
: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**
does simply "being Brazilian" incentivize someone to work for free or do you plan on compensating them ?
Ok, thanks bro
I need trustworthy people, and I prefer Brazilians because I'm Brazilian, the language is the same, that's all, man.
is it much different from general Portuguese?
I'll keep looking in other places, see you later guys! 👋🏻
if you want to do things like that use the forums, or DMs. this server/Unity is not responsible if things go south. (in response to a removed message)
ok how do i add a monster in my unity map im making a gorilla tag vstump map and i need to know how to get a monster working
What do you have so far?
i mean im trying to import my backrooms model
but how do i do that
im still very new to unity
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
guys im about to complete my game ...i want suggestions where yall publish them
:loudspeaker: Collaborating and Job Posting
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Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
• ** Collaboration & Jobs**
Oh sorry I just joined
does anybody know how to fix my game crasahing right after launch up? btw i downloaded it from itch.io and used mboile vr station to launch it
'your game' or some game you downloaded?
my game
does it work in the editor?
that would be the first step. the rest is a lot of noise that is eliminated by testing a local build directly
alr ill try it
attach the logger see what logs say
ok so when i luanched it i spawn in for a sec then i was looking around but i wasnt on my player i was in a wall with a screen that wouldnt move it was like i was stuck
so I'm in a conundrum, I'm trying to have a gameobject (the attached image) spawn right where the player is, but also want it to spawn on ground level even if the player is in the air, I'm trying to do it with a raycast that if it detects a ground layer it spawns it there, but I want to know what other ways do you guys recommend me
sure raycast positioning is fine
good!
@latent meadow
no need to pester someone. They could be busy
oh sorry
also this discord is for Unity dev help not games made with unity
making baldere simulator😭
yandev 2.0
Can anyone make me a game that has kick stick and insta ban I don't care what type it is but I want it to be named speedy taggers and have a mod menu if anyone can make that it would be great DM me if you can
anyone looking to work on a game together? looking for people that i can learn from and grow.
!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**
Sorry for offtopic question ... i want to learn 3D player movement and controller and all input related stuff but there is no good lead on yt can anyone know best source to learn this ??
third person?
or firstperson
The difference between third and first person is just the main camera placement, it won't effect it that much, just saying😁
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
on unity learn its to basic i want to learn cinemachine
try syncing animator state info and handling character rotation with quaternion smoothing on just a camera change then let me know how it goes
I was talking about the main movement.
main movement logic is still completely different first person uses straight screen space vectors while third person requires complex movement mathematics based on camera forward and right directions to move properly
But the simple wasd movement doesn't. That's what I was talking about.
Guys listen to me i just need camera setup that follow my player bcz i dont want to modify Default camera with script 😭
then thats just cinemachine
Oh thanks is there any good source for learning CM
there are multiple tutorials on unity learn
it actually does because pressing w in third person needs to move the character towards where the camera is looking not where the character is currently facing so the basic input translation is still fundamentally different
13😭😭
why not just handle the movement logic on the player and have the camera follow a child object with a joint
Thanks 
There is a type of wasd movement that with the script used, will make the camera automatically follow the player no matter what position. It could be that this is outdated or something because I haven't used unity in a while.
hi all, i want to buy a pack from the store but i don't own a tax number (iam not a company), what now?
Yes, that's what I'm talking about.
you dont need a tax number if you are buying as an individual just leave that business or tax id field blank or uncheck the business purchase option and you can checkout normally with your regular credit card or paypal
the only issue i see with this is the camera clipping thru walls but that could probably be solved by giving the child object a collider bigger than the camera and a specific type of joint
Wow the obvious call, thanks a lot lol, double checked it. Cheers.
at least you realized it is outdated because using joints or simple child follow scripts for a proper third person controller makes the whole movement look like a mobile game from 2012 vector math is the way now
physics joints are not meant for camera collision systems guys if you use that the camera will bounce and jitter like crazy just use camera raycasting to smoothly interpolate the distance whn a wall is detected
Srr, but that ain't from 2012 since it still worked last year. Anyway, I was just trying to tell you that. It could indeed be outdated and that would be totally my issue, I just haven't touched unity for quite a bit and have lately also been focusing on vr games.
sure that may be a better way but i was just giving out the simplest method it could be implemented that i could think of
That makes total sense! VR development actually handles player space and tracking very differently, so it is completely normal to lose track of flat-screen third-person setup logic. No worries at all, man. Good luck with your VR projects
That might be ai, but thanks.
I think Cinemachine includes a camera collision feature now.
cinemachine does it again
Lol, I just had to format it properly because the server filter is strict tonight. Anyway, glad we are on the same page now
you cant type one word responses here
Anyway bye guy’s
Bye
thanks much
Hey, planning on making a app. I have a quick question, does anyone know average publisher's CPM with ads?
(CPM - Clicks Per Mile if you live under a rock xD)
lol cpm means cost per mille since mille is thousand in latin anyway you can expect around 2 to 5 dollars for standard mobile ads
I see. Thanks.
how do i fire an event in one component script that i'm listening for in another component script?
a tangent from that. i have another question, more conceptual
So we have these scenes that run for set intervals of time
which is configurable
i'm looking at how this timer is done
this is kinda suss right
the notion that time increment is based on the frame rate
Not really, delta time is the realtime since last frame
recording Time.time and comparing to current time also works
right but don't you end up opening yourself to issues with how accurate your intervals are?
because the interval end condition is not checked consistently
You would need to use another thread which is quite tricky to do
by default in unity we are stuck with the main thread
right
and the timer in this example will go below 0 and will execute the else branch
yeah
this looks nasty but you may know that already
single responsibility means a class should do one job. some random mono timer altering its state this way is a sure fire way to get bugs
i'm worried that as it exists now our intervals may not actually be accurate
we collect data as the scenes run and put it to a csv
the intervals of time you get is our of your hands when using the main unity thread to count time and process logic
but with how unity is you cannot touch most apis from other threads so there is no easy alternative
but you do know how much time IRL passed with decent accuracy so that works for most use cases
there's no system.clock?
exposed by unity
that's part of the .net runtime
system.time rather*
Unity uses the OS timing and that is how it does produce deltaTime
you are confused. delta time reported each frame is very accurate
but the "samples/executions" per second will be framerate dependant (e.g. 30 times a sec, 120 times a sec)
i'm saying that wouldn't variations in performance lead to overshoot?
if you have a big lag spike at the end maybe you go a few seconds over what you configured to collect for
Yea it will never be perfect but you can adjust based on the time passed if needed
but whatever you do at the end of some "timer" is not really related
every frame?
oh that makes sense lmao
the biggest problems with making games as an indie / solo dev is mainly these 2 things, in my experience:
1 - underestimating the time it takes to create a game
2 - taking much longer compared to a freelance because of work / more real life "distractions"
hey, do you guys know any content creators that you can recommend that make games from start to finish on youtube?
and I don't mean devlogs where they just show you the end result of a week's progress
ThinMatrix is cool
thanks
the biggest downfall for a project is probably, having unrealistic expectations from the beginning (like making a triple A game on your own or smth similar)
the biggest downfall for me now is that I have this mental barrier of not being creative when it comes to environment art and level design
if I got over this I would be able to finish my small project but its taking a toll on me
and any upcoming small project too
thats why I asked for content creators to watch because I wanted to see their process of designing levels and environment design
for level design i work from macro -> micro usually, this way i don't lose the overview
struggling more with coding compared to design tbh
opposite for me 😔
made a bunch of mods for games like 20 yrs ago or smth
like oblivion, far cry 2 and tomb raider
there was a bunch of level design in those lol
i mean u could write a procedural world generation code or the same for a dungeon world
my project is different unfortunately, no dungeons or something that can be generated
okay, that sounds like a lot of level design in that case
unless it's a farm sim or smth like this^^
Is the unity beta AI just creating scripts or is it able to wire up components, assign objects to inspector, create gameobjects etc.. and/or do we have to define the tooling? I guess the real question is, is it able to do editor work?
can someone help me in #1390346827005431951 ??
Yes, it can. For future reference #1202574086115557446
Btw, any agentic coding tool can. It's just a matter of modifying metadata files.
is there a way to fix this?
Can't tell what it is with no explanation. Just a shadow.. from what object? Is it in camera view? Did you set the material correctly for you desired effect?
Also what light source is casting that shadow.
It looks like your ceiling tile is casting a hard shadow on the ground
okay I turned off the post processing to make it easier to see, I placed a light near the tile and only the right side of the tile gets illuminated while the left side as you can see isn't
it's separate object btw
The the candle the only light source in the scene?
nope
turn what off? the candle light or other light source
test run of various camera and weapons in my game 🙂 pretty happy with it so far. this class has 2 drones you can send out to shoot things.
Daily win.
oh thanks it worked, I'll probably lower the range of that light
huh
Lights cast shadows. Meshes receive shadows
Your post belongs in the daily win channel not general chat
thats a rule? where is it?
Probably
I said I belongs in daily win because nobody will see it here
It's already gone
In 5 more minutes nobody will ever see it
peak
hi
ty
i know he's new. that's why i explained. i'm not going to shoot the beginner in the foot by getting them accustomed to dm support.
it's not a rule, it's common sense. hell, i explained it in my message. did you read it?
If it were common sense every new person wouldn't ask for dm support lol
#🏆┃daily-win - most channels here are intended as help or discussion channels, the showcase channels are in the showcase category. #🏆┃daily-win is for showing individual accomplishments, #1180170818983051344 is for showcasing long-term work on a project
Ok sorry
Not everyone does. Most people don't. So you can say it's common sense.
it's common sense in community support servers. we don't expect people to know that out of the womb, so we explain.
I get it.
so yeah, please don't suggest dm support even for beginners. it only hurts them long-term.
50/50 it hurts them short-term too with any random member
the decal projector makes the material on the surface of the wall kind of blurred and it also changes the lighting too on the projected area even though it's transparent. is there a way to fix this?
that comes down to the texture quality
also if you're not using normal map on material it must be turned to 0
it's just a 2d pixel art png with no normal map, where do I turn the normal map into 0?
on the material
it's stll the same
HIHI!!! im VERY new to unity and have encountered a problem IMMEDIATLY! (pls help i dunno where to put this message) i dunno if this is the right channel for this. but ive run into a problem? my unity editor wont load. like it pops up for a second then goes away. it doesnt matter how many times i open it or attempt to. it just pops up for 2 seconds then goes away.
i dont have anything running in the background other than Vrcc btw
im talking about the decal projector material you put in the component..
Check the logs
!logs
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
Oh ok ty
meow
rip money
Hey! I have some of my game's mechanics in a playable state and I want to start making levels to test them out. I'm totally new to level design; does anyone have any level editors/builders they'd recommend for beginners? im thinking about using trenchbroom
You can wait for some sales. Unity does tons of sales, even up to 99% off.
They have a bunch of coupons out too. They just put up their summer 25% off coupon code to enter at checkout
the $2+ sale is still going on, That's how they got 41 items for that price. I did the same thing.
Oh I didn’t see the 41 quantity lol. I thought they bought just 1 thing for that
How good is the Unity AI thing?
Does it talk to you about stuff or does it just want to do things for you?
I mean it's obviously better than having Gemini or chatGPT tell you to do stuff from a third party perspective but i can also talk to Gemini and ask every ridiculous question possible and it retain my intent and previous information
is unity 2022.3.62f3 any good?
Dunno
Not sure why you would choose to use an old version of Unity
it runs faster on my machine for some reason
also how do i fix gameobjects spawning super far away from 0, 0, 0
Show your instantiation code.
What is spawning your object?
Usually when we say spawning we're talking about when an object is created while the game is running.
You can just change the position of the object you create in the scene.
Edit -> Preferences -> Scene View -> Create Objects at Origin
that fixed it thanks!
Learned something new there 🙂
also why is this happening when i need to view objects closeup
the camera like clips with the objects
Press F to focus on the object and fix the camera clipping planes
ok also why is it when i move my object slighty it moves really far?
Probably the same reason
i clicked f to focus and it didnt fix the moving issue
hey so i have a project with the vr multiplayer template and i'm wondering where should i start trying to add my own stuff to it? my goal is to make a VRChat type game with a heavy focus on physics like fluid, softbody, destructable environment ect.
wherever you want
i mean what's the easiest aspect to start with?
None of those features are easy so it doesn't really matter, starting from the easy ones don't make the hard ones any easier later
The scope is probably a bit too much if you're a beginner
that kinda project would take years so its hard to say
Start with the base game, then you'll have more experience to start tackling the physics features later
I just made my first game and I need t
I just made my first game and I need testers in order to publish it on play store
Anyone interested can DM me
use #1180170818983051344 to make a dev log
no it's the wall material, not the decal projector material it's a different one.
there's no normal map
how do i set up photon
Hello, Im working on my first unity game and im a newbie. When i created an empty object
it shows as a circle on my screen instead of x and y axis as shown in tutorials
Change this so that the same thing is selected than in the tutorial (probably the crosshair icon)
thank you very much!
I made this game and I think I completes it what am I supposed to do now? Like publish it somewhere?
you're not "supposed" to do anything, you can just do what you want with it
you can publish it if you want
you could write a #1180170818983051344 or post in #🏆┃daily-win, or showcase it in your social media
okay I fixed it, I just need to turn off affect normal in the shader graph
Small mistake... actually 6.3 LTS is the latest, not 6.0
No this has a term and one that you mentioned "instantiate" i would consider creating an object in the hierarchy as "spawning" cause it's doing just that spawning something, though i would consider instantiating to be spawning too but that's why it's called that so it can be differed.
Ok, I disagree. That's fine.
hello i need help, i just intalled unity, i'm a huge beginner i don't know anything at all lol, i don't even know how to open the game file my group project gave me, can please someone help me in DM so i share screenshots after screenshot lmao of my screen i'm just totally lost
You cant say "we" then especially when the term for creating objects through code (during runtime) has it's own term
I already did.
Make a thread and post the SS's here we dont do stuff in dms
@tall hearth i'm so sorry i don't know how to do a thread on discord and what does ss mean ?
screenshot
On mobile it's the one that looks like an actual string of thread (i think pc is the same just elswhere on the screen)
@tall hearth thanks
first time using unity - Need help launching the file
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
@tall hearth thank you
Hello, I have a question.
!ask
:thinking: Asking Questions
:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
-# For more posting guidelines, go to #🌱┃start-here
I can't create a project; it's asking me for a license.
You need a license to use Unity, which includes having a free account license.
Are you logged into your Unity account in Hub?
I have a personal license
does the hub license tab show that?
yes
what if you restart the hub
Wait, I'll try.
Had this problem a few months ago only thing that worked was shutting my pc off and on
right don't take pictures of screens please
that's a terrible image
Sorry, my phone is broken
that's unrelated
I've already tried
Not sure how this affects taking a screenshot on your pc
I didn't understand, sorry, I'm terrible at English.
use a translator if you have to
don't take pictures of screens, use screenshots if you need to show what you're seeing
My dog chew on my book 🤣🔥🔥
dog make games in other engines not in unity
woah, you have a dog that can make games?
yeah in he uses Base 44
So i'm trying to dig back again into this thing i talked about yesterday
About timers in unity
Someone pls tell meh how to fix this
I've tried multiple times to install and even uninstalled the one I had since it wasn't working. Now it won't install at all TOT
With how many times my dog barks in a day i can see this being the case
This is not fixable. it's chronic "taking photos of my monitor" disease
;-;
I said fix in place of halp. (It won't let me say the actual word for sum reason)
Two infected in the same morning
I tried to take a screenshot with windows shift and s but the damn screenshot didn't wanna pop up
So I used my phone
check the "installing" tab thing in the bottom left for more info
but use an actual screenshot this time
this is infinitely worse
Oh
Oh my God I'm so dumb
Think I found my issue
I hav no space
XD
Is there a way to download the editor on my sdxc card?
a micro sd card?
I would personally not install the editor on a micro sd card.
Oki lemme move some things then
it's probably possible, but sounds like a bad idea for multiple reasons, and would still require space on C: to do the installation
Early indicator of a potential more virulent strain. Someone better contact the CDC
center for display capturing?
im hoping uninstalling those two big ah games i had helped
it was love nikki infinity and wuwa
I really want to build for iOS now that the project is ready, but when I am building for iOS and I'm in this process of IL2CPP stripping assemblies, The build process stops and i get this error (There is no such thing as Textmeshpro.dll in the project anymore, i just deleted it off the project and reimported assets again, but it didn't work):
Are you on Mac? It’s safe to use Mono.
From package manager you can install text mesh pro again
Can you even use Mono for iOS building?
I am using windows
Let me see the entire shader.
Unless they changed it even in my old vid you can see you need to turn down normal map down
I think it forces IL2CPP to be used while building for iOS platform but im not sure
The project doesn't use textmeshpro for any of its functionality, so i dont need it its okay
I just want the iOS build to succeed
So what can i do about the error then?
It's barely mentioned in the unity forum discussions
if you just deleted a DLL, you probably need to restart the editor
I haven't tried to do an IL2CPP build on my mac in a while (i was getting some very wacky errors), so I'm not too familiar with this
Id like to point out that you cant exactly use the ios build that you build on windows. You do need a mac to publish
Well this is what i am using to build ios compiled folder
I saw someone succcessfully doing it and just only getting the compiled folder from it on windows
itll build files but you cant use them
yes, i want these files
I also tried cloud unity build and it has the same error aswell
two errors actually
I think, even if you built it on windows and copied the build over to mac, you still couldnt use them. Im not sure why they have a option to build on windows because it needs to be built on mac
On mac, it wont build the same
I don't have a mac device at home, I just want to build it right now
I could use a macoOS vm in windows but i dont have enough storage and my pc is not just strong enough for it
why do you want a build
Cant use a VM, still wont work
what do you want to do with it
and Vmware does not offer gpu accleration so the macoOS vm would run very poorly
I want to compile the unity project I have for iOS so i can play it on my device
the device runs iOS 17.0
you need a mac to do that
does it depend on tooling provided by XCode?
Can't unity cloud build also help in that case so that it wouldn't require mac since it can do it without you needing a mac?
Yes, you need xcode and a developer account with apple to sign the app... to even test it. No matter what, you cant get a app on it without the signing
I dont want to sign the app, i just need the compiled app file as IPA, my device accepts unsigned IPAs
Xcode or not, I don't care
Unity doesnt build the ipa unless its mac
The error i am getting while building iOS is very weird and somewhat uncommon or rare? I have looked in unity discussion, other servers and the error isn't mentioned aswell, it's just strange
the error was mentioned in unity discussion once but their solution didn't work for me, the solution was to uninstall or upgrade textmeshpro plugin
Doesnt matter if your device is modded to accept unsigned apps. Unity wont give you the app. Unity builds apps in a different format on mac, to support apples structure
Really? I want to give this a try: https://www.youtube.com/watch?v=nc64y2GEyRc
How To Convert Unity To Ipa File | No vm or mac |
every single comment says that doesn't work, for what it's worth
Yes but i tried unrelated different videos before years ago, the comments said it didn't work but it somewhat worked for me
but i agree if you want to build you want to build
So i can't trust the comment section 100%
you'll just have to wait for someone to know stuff about your issue
I just want to see if it will work on my device, but im halfway through and unity just stops me from building
I could also exclude unityengine.UI.dll from building ios platform so it wouldn't try to reference or strip it, but controlfreak2 (and one more thing?) requires it, even if i didn't have controlfreak2 then other scripts on the project references and relies on controlfreak2 so it wouldn't really be a good idea
Overall, save the trouble and do it legitimately. We could also point out that developing on the modded device will get your app rejected from the store since its against the TOS to mess with ios software
they do not care
My plan is not to get it submitted in the store, but just to play with it in my device
A lot of people also want the same app (in android) but couldn't because their device runs iOS, so successfully doing this also would help them
is this your game
I could give them the IPA and they would be able to sideload it
No it's {redacted}, I am just compiling it for iOS, I tried to get the main developer to communicate with me to ask him to add iOS support, but he didn't respond
He either never saw the message or just left the message on read
and if you continue asking for help here on this you'll end up banned
just as a general vibe check, you probably won't succeed
it's not as easy as it seems
I understand, it's out of good intention though and I won't give other people the project if they asked, Even if they tried to do the same it wouldn't work because I fixed bugs and weird visual issues in the project
I support the main developer, but he doesn't make it easy to communicate with and I want to ask him but he just can't unfortunately
Unfortunately you don't get to do this just because the developer didn't respond to you
I only want to play it on my device, I am not getting android just to play the game, That's my reason.
read the #📖┃code-of-conduct
It doesn't matter how pure your intentions are it's still reverse engineering. The process is identical for piracy and as such the server does not want to be a hub for knowledge on the subject. Additionally, it leads to a lot of problems that are specific to the exact use case, and often imposes restrictions on how to solve the actual problem that don't come up until hours of back and forth have been done, wasting the time of people offering completely valid solutions to problems that any one else would have been able to solve because they're in full control of the source of the project they're working on.
You cannot get help for this problem here.
(or the forums)
Hey I need help! I'm developing a VR game currently and every time we load in, you are just met with a blue screen. Does anyone know why?
#🥽┃virtual-reality best to ask there, and give some more context such as a screenshot
Does anyone know how to fix this camera issue I have in the editor?
I am scrolling in when it disappears by the way
Hi I'm using Unity 6000.4.3f1
Can it be that it doesn't support .tgz files from Firebase yet? Trying to import Firebase.App and Firebase.Database from tarball or githubURL but package manager just loads a bit when clicking install, then nothing
what's the issue exactly? are the objects just randomly blinking on their own, or are you doing something that causes that? eg zooming or something
Zooming
I can't zoom in on them
the zoom is too great
press F to refocus the object
Okay thanks!
Is there somewhere I can post a link and ask bored people to playtest?
you would have to make a #1180170818983051344 and ask there. many links are banned, so you may want to add the link to your Profile, and have them click into that
I've done both of these things awesome
Thank you was wondering if there was anything else
not here, no. you might track down some servers that allow it.. not sure how Game Dev Network discord handles it. good luck
Feel free to use #🏆┃daily-win or make a #1180170818983051344 for feedback.
Is there a channel to hire some ppl to make something?
: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**
is there some really want to make game for GMTK JAM
what?
: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**
There is an exception for game jam posts. Create a thread for the jam you are looking a team for and post in #🕹️┃game-jams
oh yeah i forgot that channel existed 
I thought it was just to share ongoing game jams
good to know
Yea, the full posting rules are pinned in the channel.
Aye
Anyone want to help me make a FPS Game Called GodSpeed
if you have questions ask them here
or in the appropriate channel
Hii
hi folks, i have a question that have haunted me for quite some time, im making a sailing game with the idea of having it be anime inspired therefore i want to achieve an anime style ocean , ive seen videos of people creating the style i want in other software but i dont know how to translate it to unity , ive made some progress but it doesnt quite look the way i want it to, if there is anyone with some knowledge on the topic or related topics im eager to discuss and show my work thus far and what i am aiming for, thanks in advance 🙂
sounds more like a #1390346776804069396 question
plus you should ideally show some references as to what you are aiming to do
look up toon shaders
this is kind of the style i am going for, i will take the question to the rendering as suggested , thank you!
and cel shading
i have spent the last three weeks watching tutorials and videos and read articles about everything from gerstner waves, FFT to cel shading, anime toon style but nothing is quite what i am searching for. i have created a few variants of shader graphs but it misses the mark somewhat in a few areas
have you checked the free assets in the asset store, or the paid ones?
i have a problem everytime i try to export my map it dissapers and it doesnt export this is for a gorilla tag vstump map what do i do
ask on a gtag server
yea nvm I fixed it, just need to turn off affect normal on the shader graph inspector
ty
gerstner waves will get you the right shape, then the rest is how you shade it, which as you can see there is mostly done via height
hard transitions between a dark blue for the low points, a other blue with a bit of a gradient for the main water level then the hard white for the crests
query: is there any existing solutions to automatically source/code gen strongly typed properties for accessing named elements in UI Toolkit?
So instead of querying by name, you have a "real" C# property you can query, automatically generated from the uxml file?
what UI system do y'all prefer?
hey question, i want to get started on game development, however im not sure if i should choose Unity or Godot, anyone that can guide me?
I want to make horror first person game, with multiplayer
UGUI for sure. 🤷♂️
Hi, I need help with Unity Editor failing to launch. Unity Hub opens normally, but when I try to open the Unity Editor I get this error:
“The code execution cannot proceed because Unity.dll failed to load. Make sure you meet Unity’s system requirements.”
Unity version:
- Unity 6.4 / 6000.4.8f1
PC specs:
- Windows 10, fully updated
- CPU: Intel Core i7-10700KF
- GPU: Zotac RTX 3070 Ti 8GB
- Motherboard: ASUS TUF Gaming H570-Pro
- RAM: 16GB DDR4 3200MHz, 2x8GB Crucial Ballistix
- PSU: Raidmax Cobra RX-800AE-D 80+ Gold 800W
Things I already tried:
- Reinstalled the Unity Editor through Unity Hub
- Updated Windows 10 completely
- Updated NVIDIA GPU drivers
- Repaired Microsoft Visual C++ 2015-2022 Redistributables, both x64 and x86
- Ran
sfc /scannow - Ran
DISM /Online /Cleanup-Image /RestoreHealth - Restarted the PC after repairs
- Checked Windows Defender Protection History through PowerShell
- Checked recent Defender detections after trying to open Unity
- Checked Controlled Folder Access, and Defender does not seem to be blocking Unity
- Checked Event Viewer under Windows Logs → Application, but I could not find a Unity.exe crash entry
- Searched Unity logs, but I only found Hub/install/info logs, no useful Editor.log, so it seems the Editor fails before properly initializing
I only use Windows Defender, no third-party antivirus.
The error still appears every time I try to launch the Unity Editor. Does anyone know what dependency or system issue could cause Unity.dll failed to load before Unity even creates a normal Editor log or Event Viewer crash entry?
Please someone help, I just want to learn how to code games, I've been trying every fix I found for like 6 hours already
id try
- check hub logs
- file /folder permissions
- another version of unity editor
- install /try run Unity editor without hub (the one from website not running current exe directly)
I tried now other versions and still can't do it, I have checked the hub logs and there's nothing, I tried to execute unity directly like you mentioned and the same error appears, my machine at this point I feel like it's possessed.
If you have no specific reason to choose one over the other, why not try both and see which one you can tolerate more? Both are more than capable of handling multiplayer and first person shooters and support the use of plugins for different networking libraries, but the outcome will be largely limited by your experience as a developer, regardless of engine and tools - if you never made a game before or used a engine before, both will have a significant learning curve, although maybe some features might be a little easier to grasp depending on how your brain prefers to learn new things
i already have been messing with godot for 2 weeks and i like it alot, i just dont know if theres any limits to it, compared to unity which most of my favorite games are made in
Hey guys - how do you find ideas for you video games?
If there are specific limits you are concerned about and you know the technical requirements for your specific project, id take a look at the release notes for the version of both Unity and Godot you plan to use for your project and see if those versions have (or lack) any features that limit what you want to achieve, and if their roadmaps will cover those specific features anytime in the near future
Most people do gamedev because they already had an idea for a game. Not the other way around.
What's your gamedev goal anyway? Is it to make money? Or just for fun? For me and many other people it's to implement an idea we already have.
I mean it's just to prepare for my next cs class
My main motivation is to apply all the design patterns I can learn till September
As for the game idea ... blank
I was never a video game player either
Hmm... Then just take something simple and generic and add some twist to it. Like tetris, Mario, angry birds, anything. Surely there are some games even you played.
specifically mentioned not to launch exe directly cause it was installed through hub.
the one from website not running current exe directly
I was talking about the ones from here , it says "See All" then Manual installs
https://unity.com/releases/editor/archive
Hey, guys! I remember there was a rendering option somewhere here on my previous unity version and there was convert materials option specifically
Where its gone?
I have Unity 6000.3.10f
basically I am not on URP I am on Built in
maybe thats why
if you dont have urp package installed then you don't have the urp tools
btw if you have custom shader it will not convert them
What exactly I have to include
about converter I know ok
mat upgrade and and renderer but what are the other options I see
generate core fbuffers and shader includes
Well you'll need to write your own shader most likely using the principles
Hey guys i just wanted to ask if there is any way to make an shadow behind the Text but i dont find any way to do it :(
Thanks for anyone that might have an solution 
If you are using TextMeshPro, there is an "Outline" and "Drop Shadow" option in the material: https://learn.unity.com/tutorial/textmesh-pro-working-with-material-presets - you can also try looking up "unity textmeshpro drop shadow" if you prefer seeing a video of the process
Much like other GameObjects, text created with TextMesh Pro can have multiple Materials applied to it. These Materials are powered behind the scenes by a Shader and determine the look of your text in ways that ordinary font weights can’t.
Yes but that isnt the right shadow thing. It is hard to see but it is there. I mean this small shadow thing, is it an image in the background or an TextmeshproUGUI Setting? @fair cove
If you mean a background that covers the entire text space, then that would likely be an image, if you mean a shadow added to each letter, that would be a TextMeshPro setting (though im sure theres markdown to also add background color to each letter)
As said by Dibbie you want to make a new font material and configure the outline/drop shadow to your liking
(expand the font asset, select the default material and do Ctrl D to make a new one)
Yes i already had this text Material but i dont find any shadow images that arent wierd looking :(
shadow images?
Yes
rob asked that because no one knows what you mean by that
ohh ups wait lemme show you :D
yea, the tmp outline/shadow are shader options that get generated in shader
what is that for
I wanted it to be behind the text like here
Scale it down a bit more transparent but the image isnt an perfect squere
square
like a full black bar behind the entire text?
You can place it behind then. ask in #📲┃ui-ux for actual ui layout advice
Nooooo omg holy language barrier so okay wait. I have already the thing setup with the text and the shadow and the problem is that i dont have an good looking shadow because the image of the shadow isnt an perfect sqare. I dont need help to built anything because it is only the shadow that is looking wierd 
if what you are saying is exactly what you mean
i don't think anyone here can help you other than just saying "you have to make the image how you want it to be"
"you have to make the image how you want it to be" - How?
I don't know where I can ask, so I'll try here. I have a small An AR app that reads a marker and displays a 3D model. The model flies in the air, just somewhere to the right or left, but never on the marker. What could be the problem?
Can't tell without any details. If it's some AR specific thing then #🤯┃augmented-reality otherwise post the code to #💻┃code-beginner
guys. How cooked am I?
Might be worth looking into Godot
Can I do 2D and indie game development with this spec?
Hello guys, when rendering shapes to texture, would it make more sense to use fragment shader or compute shader? Basically, I have 1 plane that has texture attached to it. I am trying to render multiple squares, circles and lines on top of it by extracting uv coordinates of my mouse raycast onto the plane, and spawning appropriate shape at that position (as seen in the image). The problem is that each pixel has to check whether it belongs to some of those shapes in order to determine whether it should be white or black, which could get really expensive once shape count gets big enough.
What I was wondering is if compute shader was the right choice for this task or if I should rather use fragment shader.
I was also wondering if there was some way to perform instancing (my squares and circles will always be same size) and if there was a way to signal to the gpu which pixels will actually get affected without every pixel having to check if it is contained in any of the shapes
yes but honestly probably not with Unity
thanks
bro lmaoo
ITS OVER
128mb 😭 Can it even run windows 😭
It's beyond over
Yeah, should be fine. Your GPU will use shared memory from RAM if needed.
Kinda forgot about that
They should be fine then
Also you should just try, I for one thought my PC can't do many things. You'd be surprised what you can do if you just try!
was kind of scary but i had 300+ units in my game firing machine guns and unity's built in audio engine was crackling a lot so i looked into alternatives and decided to integrate wwise and now i have all 300+ units firing guns and zero crackles
wwise is a lot better and gives way more control
Unity 6.6.6 is out!!! The candles worked
that's 6.6.0
i don't think we're gonna get a 6.6.6, minor versions only get up to like 3 patch versions before it's another minor
how do i fix these
is this a gorilla tag thing
on board graphic card?
is there a way to search in the hierarchy for elements that contain a specific component?
it no work
screenshot?
In hierachy that does work. In project this works for most asset types. In new search this also works for components in prefab assets!
Thanks for letting me know, I may resend my message there.
