#Wrong sprite assignment

1 messages · Page 1 of 1 (latest)

dull thistle
#

When assigning the sprite, print CamilaLvl2 to the console

ren.sprite = CamilaLvl2;
drifting vine
dull thistle
drifting vine
dull thistle
#

What does it mean?

drifting vine
#

that its not assigned

dull thistle
#

Right, so assign it

drifting vine
#

its assinged in the canvas but not assigned in the lvl1 objects that are spawning during the script

drifting vine
#

that has the sprite assigned

dull thistle
#

It gets reset on some point

#

Please, show CamilaLvl2 on runtime

drifting vine
#

CamilaLvl2 its spawned during the collision

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!code

sage plazaBOT
drifting vine
#
public void Create(int level)
    {
        GameObject myGameObject2 = new GameObject("Lvl" + level.ToString());
        ren = myGameObject2.AddComponent<SpriteRenderer>();
        ren.sprite = CamilaLvl2;
        Debug.Log(CamilaLvl2);
        bc2d = myGameObject2.AddComponent<BoxCollider2D>();
        rb2d = myGameObject2.AddComponent<Rigidbody2D>();

        rb2d.gravityScale = 0;
        bc2d.isTrigger = true;
    }```
#

the renderer boxcollision and rigidbody settings are good

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but the image isnt assigning

drifting vine
#

but when?

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Ill debug in the udpate

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Ohhh

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When I spawned the first one

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Then it goes null

dull thistle
#

It shouldn't

drifting vine
#

Ill send you a video with the console

dull thistle
#

Remove the global variable for ren and assign the added sprite to a newly created one

drifting vine
#

okey

#

still the same

dull thistle
#

Please, send the code

drifting vine
#

Alright

dull thistle
#

The full code once more

#

!code

sage plazaBOT
dull thistle
#

Via site

drifting vine
#

all the code

#

its good like this?

dull thistle
#

That's why I asked you to use a site

drifting vine
#

or by parts?

dull thistle
#

I don't want to download it

drifting vine
#

okey

#

Ill send more parts of it

dull thistle
#

I suppose, I have asked you to use a suitable site 2 times by now

dull thistle
drifting vine
#

alr

dull thistle
drifting vine
#

sorry

#

yeah

dull thistle
#

Use a suitable site to paste your code

drifting vine
#

and then

#

how do I send it to you

dull thistle
#

Save it and send the link

drifting vine
#

like this?

#

hope so

dull thistle
#

Yes.

drifting vine
#

Lmk if you find anything that isnt alr

dull thistle
#

Where's the other code?

drifting vine
#

what other code?

#

this is all the code that I have in my project

dull thistle
drifting vine
#

no worries

dull thistle
#

From what I see, the sprite should not be null

drifting vine
#

Let me send you a video with the console

#

how it goes

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from smthing to null

dull thistle
#

Right

drifting vine
#

when spawning the first

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its going to null

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but in the same time has somehting (idk how)

dull thistle
#

Now change it:

void Update()
{
    Debug.Log($"camilaLvl2: {CamilaLvl2}; this: {name};", this);
}
drifting vine
#

alr

#

what this means

dull thistle
#

You can see that camilaLvl2 is only null Lvl1, not on Canvas

#

This should now be enough for you to figure it out

drifting vine
#

in a way no

#

why do I need to assign in the same time in the camilalvl1?

#

when I take the sprite from the canvas?

drifting vine
dull thistle
#

This happens, because you create a GameObject called Lvl1,

GameObject myGameObject = new GameObject("Lvl1");

which you then add your BuyScript to

myGameObject.AddComponent<BuyScript>();
drifting vine
#

and I have to assign all of the thing to the gameobject if I create a gameobject with that script?

dull thistle
#

Your variables are assigned by you in the Inspector, so all of them are null when simply adding the script

dull thistle
drifting vine
dull thistle
#

This guy was correct.

drifting vine
#

but didnt mention how to properly use it, I tried looking for it on the internet and 0 answer

#

I couldnt find a way to actually use it

dull thistle
#

Prefab is basics, so I'm sure there is a lot of information on how to use them on the web

drifting vine
#

But a thing its different here

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I create that thing during the script

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I had an idea yesterday maybe u can tell me if its correct

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run the game

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spawn a lvl1 gameobject

drifting vine
#

take it inside of the folder

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add the sprites to it

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and then add it to the game?

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instead of the gameobj?

dull thistle
#
    1. Drag the suitable prefab into a suitable folder in Assets
    1. Assign the prefab to the required script
    1. Use the Instantiate method with it as the 1st parameter
drifting vine
#

Yeah

#

but how to actually assign those sprites to it?

dull thistle
#

The sprites should be assigned directly to the prefab, but it's important to note that those sprites cannot be a part of the Scene

drifting vine
#

cause then I cant add them

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like the UI stuff

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right?

dull thistle
#

Not sure what you mean

drifting vine
#

like if I want to add a button from the scene

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I cant

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cause its in the scene

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all the UI basically that its in the scene

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so basically

#

right now I created a prefab

#

with the camilalvl1

#

I added those spritess from the folder in it

#

Until now, all its good right?

dull thistle
#

Are you sure you even need to use a prefab?

drifting vine
#

You suggested to use it

#

Idk

dull thistle
#

What I mean is, are you sure you even need to instantiate a prefab with the script?

drifting vine
#

yeah

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cause in that script

#

is a drag feature

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and I cant create a new script with the drag feature

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cause i need some things from this script

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so basicallyt yeah I need it

dull thistle
#

Are you sure the script should contain all of your sprites in it?

drifting vine
#

not all of them

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I only need the camilalvl2

#

the camilalvl1 can be taken from the canvas

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the camilalvl1 can be the only one without a prefab

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cause when I add the script to the camilalvl1, the camilalvl2 sprite is going to null

drifting vine
dull thistle
#

Why do you need camilaLvl2?

drifting vine
#

the gameobject or the sprite?

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the gameobject cause its part of the game

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the sprite cause its the image

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I need them both

dull thistle
#

Why?

drifting vine
#

why do I need the gO?

dull thistle
#

Yes, why do you need the reference to it?

drifting vine
#

Im not quite sure what do u mean by reference to it

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like I need the gO cause I want it in my game

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cause its part of it

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and the sprite, cause I want it to be rendered

dull thistle
#

What are you doing with your GameObject?

drifting vine
dull thistle
#

Both

drifting vine
#

playing with them?

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like its part of the game plan

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im not quite sure what u want to get from the question

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like i dont know what answer do you expect from me to give?

dull thistle
#

What are you going to do with this GameObjects?
What I'm talking about is, you don't need all your prefabs to contain a reference to the GameObjects, if they're the same for each of your prefabs. Instead, you should create a main script, which may usually be a Singleton with the DontDestroyOnLoad functionality, and reference all the required objects with the instance.

drifting vine
drifting vine
#

I spawned 2

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Then I merged them

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And i want sometrhing in return

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And with that thing, Ill merge it again

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and again

dull thistle
# drifting vine its basically a merge
    1. You should have a class, which manages all this merge. You handle dragging with the OnMouseDrag method, so it should call the methods from this class
    1. These camels should have their ScriptableObject class, so that you can then create new items freely
#

But, actually, you should really start from the tutorials now. !learn

sage plazaBOT
#

:teacher: Unity Learn ↗

Over 750 hours of free live and on-demand learning content for all levels of experience!

drifting vine
#

Ok so

#

Looking on a tutorial of how prefabs work

#

prefabs are like gameobject with the settings modified alr of another gameobject

dull thistle
#

You may start from the site I've sent you

drifting vine
#

Hello again

#

A question I have

#

How does a pivot work?

dull thistle
#

Pivot is where the position starts from.

#

The default pivot is (.5, .5), which means the position is in the middle of the object. Having the pivot at (1, 1), sets the position to the top-right corner

drifting vine
#

Ok so basically my friend

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I got another problem if u can help me with it

#

@dull thistle

#

I got a prefab that is anchored that is a child of another gameobject that is anchored and has a pivot in order to let that prefab to move. Even with all of those, when switching the resolution, he s still moving. Why s that?

dull thistle
drifting vine
#

I didnt say not moving

#

I did say its moving

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and I dont want

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So the Clone is the prefab and the 1 its the carpet

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this is the carpet

dull thistle
#

Alright. The children of the prefab are always going to be moved with the parent

dull thistle
#

Right, so what's the problem?

drifting vine
#

But the parent isnt moving

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So why does the child moves?

dull thistle
#

The child moves if you're moving it

drifting vine
#

Im not moving it

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So why does it move?

#

Let me clarify the whole situation

#

This is the script that spawns the gameobject

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This is exactly what happens in the Position

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So im moving the pivot of the parent in order to move the child

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Both of them are anchored

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Why does THE CHILD moves if Im not moving the parent?

#

The parent stays at his place anchored

#

Why does the child moves

dull thistle
drifting vine
#

in order to put the cammel in place

#

not the actual carpet

dull thistle
#

The child's position is adjusted according to their parent's pivot, so changing the pivot also affects the children's positions

drifting vine
#

alright

#

if im putting a pivot to the parent in order to change my child position, wont be exactly in the same place no matter what the resolution?

dull thistle
#

It will be in exactly the same place in world space, but it doesn't mean it will be visible on the screen in both cases

drifting vine
#

damnn

#

let me see if its working

#

Using the world space

#

they are staying all in place and just the sides goes in all the place

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its not good

#

Maybe If I use the Overlay?

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Instead of the Camera?

dull thistle
#

What are you even trying to accomplish?

drifting vine
#

A game with all the things in UI placed where they supposed to be

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like the carpets are staying good cause I anchored them to the canvas

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but the prefab im spawning that is anchored on each carpet

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each carpet has a pivot

#

If im switching the resolution, the prefabs are going in other directions

dull thistle
#

If you have multiple UI Objects to align, use Grid Layout Group, Horizontal Layout Group or Vertical Layout Group components according to the alignment objective

drifting vine
#

So let me clarify you

#

Ill make a quick mp4

#

that should tell you my problem

dull thistle
#

No, it doesn't.

drifting vine
#

can you tell me which part you didnt understand please?

dull thistle
#

What's the problem?

drifting vine
#

Like even with the pivot and achors

#

Its not staying in the same position

drifting vine
#

@dull thistle

dull thistle
#

The object is not supposed to stay on the same place on drag just by changing its pivot and anchors

dull thistle
#

I mean changing its position by dragging it

drifting vine
#

and how can I do that?

#

through script

dull thistle
#

What do you mean? How can you change the Transform's position by dragging it?

drifting vine
#

no

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I mean that

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I made that camel (prefab) child of a gameobject

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how to fix it in a place no matter what the resolution if you can help me

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I tried to put a pivot (didnt work)

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I tried to anchor it (didnt work)

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what should I do?

#

@dull thistle

dull thistle
#

You should change its anchor presets

drifting vine
#

I did

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Didnt work

dull thistle
#

You should show it

drifting vine
#

I didnt

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Damnnn

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Thank you sir

drifting vine
#

Yea, about that, it isnt working either

#

@dull thistle

drifting vine
#

basically

#

even tho i put the anchor

#

it isnt going on the right place

dull thistle
#

Not sure why you have mentioned it only one day after. Seems like you are doing it the wrong way

drifting vine
#

the white line is the widtha nd ehight of the carpet

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if i put the anchor to the left side it ll put the camel on the carpet

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idk why

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if i put the weight and height exactly on the carpet, the cammel with the anchor of top left ll go on the bottom right

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and idk why

dull thistle
#

Why are those even UI?

#

Well, they can be. Right.

#

From what I've seen on the video above, you can just put Screen Space on your Canvas's Render mode and Scale with Screen Size on UI Scale Mode

drifting vine
#

they arent UI

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they are Sprite Renderers

dull thistle
#

SpriteRenderers have neither pivots nor anchors

drifting vine
#

ok so

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and neither width and height right?

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just scale and position

dull thistle
#

And rotation

drifting vine
#

ye

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ok so

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I got the carpet

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that is a SpriteRenderer

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And I also have the Camel

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That is a prefab

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with Sprite Renderer

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The carpet is fixed into the screen cause I anchored it

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but I could anchor it to the background

drifting vine
dull thistle
#

How could it have it? It has to be UI

drifting vine
#

as you can see the carpet is a sprite renderer

dull thistle
#

If you deal with resolutions, you usually use UI for this

drifting vine
#

and its anchored

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whatever resolution I got

dull thistle
drifting vine
#

Its staying in the same place

dull thistle
#

There is nothing in-between

drifting vine
#

indeed

dull thistle
#

Then correct it

drifting vine
#

but I got a sprite renderer that its anchored and it doenst matter the resolution

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and u said that those cand have anchors

dull thistle
#

Remove the SpriteRenderer and add an Image

drifting vine
#

to the carpets?

dull thistle
#

Everywhere this appears

drifting vine
#

ok so now every carpet is a UI

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like it has the Image component

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with the source image assigned

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and now as soon as I put the anchor to the left side, the cammel should be put where?

dull thistle
#

Yes, as long as you also hold Alt to alter its position

drifting vine
#

I cant do that over the script

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I cant press alt during the script

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if I hold it, yeah

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but on the inspector

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I can to modify the anchormin and anchormax

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but its not moving his position as well

dull thistle
#

Are you trying to set camel's position using anchors?

drifting vine
#

anchor and pivots

dull thistle
#

🇼 🇭 🇾

drifting vine
#

if I switch the carpet pivot, its moving the carpet as well

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what do you mean why?

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with what am i suppose to move it?

dull thistle
drifting vine
#

this?

#

!code

sage plazaBOT
dull thistle
#

It would be good if you could set its parent and assign the position to 0

drifting vine
#

with this?

dull thistle
#

No, read my previous response

drifting vine
#

typo?

#

cause I dont understand it properly

dull thistle
#

"could"

drifting vine
#

oh alr

dull thistle
#

That should still be enough to understand

drifting vine
#

!code

sage plazaBOT
drifting vine
#
var newObj = (GameObject)Instantiate(Resources.Load("Lvl1"), transform.position, Quaternion.identity);
            newObj.transform.SetParent(carpet1.transform);
            FirstOccupied=true;
            RectTransform uitransform = newObj.GetComponent<RectTransform>();
            uitransform.anchorMin = new Vector2(0f, 1f);
            uitransform.anchorMax = new Vector2(0f, 1f);```
#

this is my code for spawning and assign it as a child of the carpet

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wdym by assigning the position to 0

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the position of who?

dull thistle
#

If you use UI, you must

    1. Have a Grid Layout Group of your carpets
    1. Have a List of those carpets in your Manager script
      When changing the camel's position
    1. Parent it to the desired carpet
    1. If, for some reason, its position isn't zero, correct it
#

What do you think?

drifting vine
#

of the cammel

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cause if its 0, it goes to the left side of the carpet

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For some reason its like 200 and -600

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its spawning like that

dull thistle
drifting vine
#

Right now Im var newObj = (GameObject)Instantiate(Resources.Load("Lvl1"), transform.position, Quaternion.identity); newObj.transform.SetParent(carpet1.transform); FirstOccupied=true; RectTransform uitransform = newObj.GetComponent<RectTransform>(); uitransform.anchorMin = new Vector2(0f, 1f); uitransform.anchorMax = new Vector2(0f, 1f);

dull thistle
#

Do you mind also shifting it?

#

Why are you setting the anchors?

#

This is not needed

drifting vine
#

what do you mean also shifting it?

dull thistle
#
var newObj = (GameObject)Instantiate(Resources.Load("Lvl1"), transform.position, Quaternion.identity);
newObj.transform.SetParent(carpet1.transform);
FirstOccupied=true;
RectTransform uitransform = newObj.GetComponent<RectTransform>();
uitransform.anchorMin = new Vector2(0f, 1f);
uitransform.anchorMax = new Vector2(0f, 1f);
drifting vine
#

oh

#

my bad

dull thistle
#

When instantiating, use the last argument to specify the parent

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See docs

drifting vine
#
var newObj = (GameObject)Instantiate(Resources.Load("Lvl1"), transform.position, Quaternion.identity);
FirstOccupied=true;
RectTransform uitransform = newObj.GetComponent<RectTransform>();
uitransform.anchorMin = new Vector2(0f, 1f);
uitransform.anchorMax = new Vector2(0f, 1f);
newObj.transform.SetParent(carpet1.transform);
#

so like this

dull thistle
#

Read my both previous responses once more

#

Use the last Instantiate's parameter

drifting vine
#
var newObj = (GameObject)Instantiate(Resources.Load("Lvl1"), transform.position, carpet1);
FirstOccupied=true;
RectTransform uitransform = newObj.GetComponent<RectTransform>();
uitransform.anchorMin = new Vector2(0f, 1f);
uitransform.anchorMax = new Vector2(0f, 1f);
newObj.transform.SetParent(carpet1.transform);
#

like this?

dull thistle
#

Yes

drifting vine
dull thistle
#

Alright, no

#

I don't remember the order of the parameters

#

You could at least use docs or Ctrl + Shift + Space to check the parameters yourself

drifting vine
#

right now the problem is that why the cammel is spawning at like -500 -700?

#

instead of 0 0

dull thistle
#

Well, because you spawn it at transform.position?

drifting vine
#

no

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its because I putted as a child

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of the carpet

dull thistle
#

Right...

#

And you assign its position to..?

drifting vine
#

right now I need to put it as 0 0

#

and to put the grid layout group

dull thistle
drifting vine
#

done

#

ok so

#

I got the grid layout group

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exactly as it was before

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this is how it spawns

dull thistle
#

Right, so what position does it spawn at?

drifting vine
#

741.3 -538.2

#
FirstOccupied=true;
newObj.transform.SetParent(carpet1.transform);
RectTransform uitransform = newObj.GetComponent<RectTransform>();
uitransform.anchorMin = new Vector2(0f, 1f);
uitransform.anchorMax = new Vector2(0f, 1f);
newObj.transform.position = new Vector3(0, 0, 0);```
#

@dull thistle

drifting vine
#

trough the code

#

but its still not 0 0 0

dull thistle
#

Secondly, transform.position takes World space position as its value

#

This means, the position is not relative to the parent

#

If you want to make it relative, use a more suitable method

drifting vine
dull thistle
#
transform.position = transform.TransformDirection(position);
transform.position = -parent.position;
drifting vine
#

transform.position = -parent.transform.position;

#

you mean right?

dull thistle
#

I mean that parent should be Transform

#

This is a worse method

#

I also forgot about the best one

#
transform.localPosition = Vector3.zero;
drifting vine
#
transform.position = transform.TransformDirection(new Vector3(0,0,0));```
dull thistle
drifting vine
dull thistle
drifting vine
#

wdym by that?

#

ok so

#

lets clarify a bit

#

using those 4 methods that u listed me

dull thistle
#

Yes, show the actual code you're using right now

drifting vine
dull thistle
#

This does the same as the first variant directly in the setter

drifting vine
#
{
var newObj = (GameObject)Instantiate(Resources.Load("Lvl1"), transform.position, Quaternion.identity);
FirstOccupied=true;
newObj.transform.SetParent(carpet1.transform);
RectTransform uitransform = newObj.GetComponent<RectTransform>();
uitransform.anchorMin = new Vector2(0f, 1f);
uitransform.anchorMax = new Vector2(0f, 1f);
newObj.transform.localPosition = Vector3.zero;
}```
dull thistle
#

Yes, this should set it correctly

drifting vine
#

not really

#

not to 0 0 0

dull thistle
dull thistle
drifting vine
#
FirstOccupied=true;
newObj.transform.SetParent(carpet1.transform);
newObj.transform.localPosition = Vector3.zero;```
#

so like this

#

so I dont need any anchor?

dull thistle
#
Transform newObj = Instantiate((Transform)Resources.Load("Lvl1"));

FirstOccupied = true;

newObj.SetParent(carpet1.transform);
newObj.localPosition = Vector3.zero;
dull thistle
#

You do need, if you want

#

You don't, if you're telling me it's not spawning at Vector3.zero

drifting vine
#

spawning at like -2 and 6

dull thistle
drifting vine
#

no

#

only that version isnt working properly

dull thistle
drifting vine
#

yes

dull thistle
#

Then the Transform convention isn't possible

#

That's strange, but change it to GameObject

drifting vine
#

only working with var

#

not even with go

#

nope

#

not even with var

#

as in transform

#

and I got this

dull thistle
#

That's not what causing the issue

drifting vine
#

ik

drifting vine
#

it does

#

but i got this warning

#

and idk from where

drifting vine
dull thistle
drifting vine
#

yes

dull thistle
#

Has is appeared before?

#

Does it disappear when removing the code you've previously sent?

drifting vine
#

tf

#

I had the same exact script without the warning

dull thistle
drifting vine
dull thistle
drifting vine
#

even if I remove everything

#

I still do have it

dull thistle
#

Then reload Unity

drifting vine
#

oke

dull thistle
#

Seems like a Unity's bug, which can even be ignored

drifting vine
#

indeed

#

nope

#

still have it

#

damn

dull thistle
#

Please, send the full warning

drifting vine
dull thistle
#

as text

drifting vine
#

Unable to use UDP port 56886 for VS/Unity messaging. You should check if another process is already bound to this port or if your firewall settings are compatible.
UnityEngine.Debug:LogWarning (object)
Microsoft.Unity.VisualStudio.Editor.VisualStudioIntegration/<>c:<.cctor>b__6_0 () (at ./Library/PackageCache/com.unity.ide.visualstudio@2.0.22/Editor/VisualStudioIntegration.cs:55)
Microsoft.Unity.VisualStudio.Editor.VisualStudioIntegration/<>c__DisplayClass8_0:<RunOnceOnUpdate>b__0 () (at ./Library/PackageCache/com.unity.ide.visualstudio@2.0.22/Editor/VisualStudioIntegration.cs:100)
UnityEditor.EditorApplication:Internal_CallUpdateFunctions ()

dull thistle
#

Try to google it and see if any solutions work

#

Because I have never seen it before

#

Also check your firewall first

drifting vine
dull thistle
#

I had both VMware and VirtualBox, and uninstalling both of them solved both the unable to use UDP port for vs/unity messaging and the unable to join player connection multicast group issues.

drifting vine
#

i dont think I have any of them

dull thistle
#

You should check the settings on your computer for the firewall

drifting vine
#

yee

#

@dull thistle

#

i disabled my firewall and its not giving me anymore

#

but i cant stay like this

#

its alr

#

I made it

dull thistle
#

Nice

drifting vine
#

i dont have it anymore

#

lets come back with the position

dull thistle
#

What's with it?

drifting vine
#

!code

sage plazaBOT
drifting vine
#
FirstOccupied=true;
newObj.transform.SetParent(carpet1.transform);
newObj.transform.localPosition = Vector3.zero;```
dull thistle
#

Yeah, it's absolutely fine. It's positioned at the center of this thing

drifting vine
#

and how do I lift it up?

#

cause pivots aint gonna cut it

#

they wont work

dull thistle
#

Alright

#

You have to set your camel's y pivot to 0

#

The pivot should be changed directly on the prefab

drifting vine
#

so if I change the pivots of the cammel

#

the cammel position will move?

dull thistle
#

That's right

drifting vine
#

if I move it inside of the script during run time

#

the cammel aint moving

dull thistle
#

Because you are doing it wrong

drifting vine
#

x = 1 and y=0 sounds good?

dull thistle
drifting vine
#

the cammel aint moving

dull thistle
#

Because you're doing it wrong

#

Show the inspector

drifting vine
dull thistle
#

Why is the position not at 0?

sage plazaBOT
drifting vine
#
FirstOccupied=true;
newObj.transform.SetParent(carpet1.transform);
newObj.transform.localPosition = Vector3.zero;```
#

this the code

#

I didnt change anything

#

and on the prefab is 0 0

dull thistle
#

Change the position manually and show the screenshot

drifting vine
#

what do you mean

#

change the position manually?

dull thistle
#

Yes

drifting vine
#

like the y

dull thistle
#

With your hands

drifting vine
#

to move it upwards?

dull thistle
#

No, set it to 0

drifting vine
#

like the y /

dull thistle
#

And make a screenshot, also covering the Inspector

drifting vine
#

position of the pivots u mean right?>

#

value of x pivot

#

cause u said y pivot to be 0

dull thistle
#

Yes, change the position of the camel manually

#

And send me a screenshot of how fine it's looking on the screen

drifting vine
#

the position not the pivot

dull thistle
#

Yes

drifting vine
#

now its alr

#

if I move it like 100 pixel upwards

dull thistle
#

Show the hierarchy

drifting vine
dull thistle
#

Now show the object named 1

drifting vine
dull thistle
#

And in the scene

drifting vine
dull thistle
#

Press T to select Rect Tool

drifting vine
#

press T where?

dull thistle
#

On your keyboard

drifting vine
#

yea

#

where

dull thistle
#

Do you want me to help you to find "T" on your keyboard?

#

You have just written it

drifting vine
#

i mean in which screen

dull thistle
#

Try to follow your muscle memory with your eyes

dull thistle
drifting vine
#

cause pressing T on the unity aint doing anything

dull thistle
#

That's where the rect tool is

drifting vine
#

oh

#

u mean like this?

dull thistle
#

Yes

drifting vine
#

ok

dull thistle
#

Now show your camel at (0, 0) with pivot (0.5, 0)

drifting vine
#

I cant put it to 0,0

#

even if i write 0 0, its puttin itself to that position

dull thistle
#

Why is it still using SpriteRenderer?

drifting vine
#

to the cammel?

#

like the prefab?

dull thistle
#

Yes

drifting vine
#

u said to use it

#

you said to use spriterenderer to the prefab

dull thistle
#

No.

drifting vine
#

and Image to the carpet

#

cause its a static UI

dull thistle
#

Point out the message, where I have mentioned that

drifting vine
#

its like 10 days ago

dull thistle
#

I have said "use SpriteRenderer with non-UI objet, and Image with UI"

drifting vine
#

when I created it

#

is the prefab UI?

dull thistle
#

It depends

#

You can google that even

drifting vine
#

i want to move it

#

to use it

dull thistle
#

Why are you even continuing this if you don't understand what I'm saying at all?

#

UI is everything inside of the Canvas

#

User Interface

drifting vine
#

ok so

#

in the prefab

#

you suggest me

#

to put image component

#

to the prefab

dull thistle
#

Yes.

drifting vine
#

instead of the sprite rendere?

#

alr

dull thistle
#

That's what I've told you at least 15 times

drifting vine
#

ok dn

#

what this thing ll change?

dull thistle
#

My mood

drifting vine
#

its invisible

#

lol

dull thistle
#

What?

drifting vine
#

its not

#

my bad

#

i had it transparent

#

WHAT THE FUCL

#

why by using image it lifted it up

#

it doesnt make any sense

#

nothing it makes sense anymore

dull thistle
#

Yes, it doesn't make sense, even though I told you this countless times

drifting vine
#

WTTFFF

#

its working but why

#

ok so all we did

#

was to put Image to the prefab

#

put Image to the carpet

#

put that thing to 0 0 0

dull thistle
#

You are lucky I'm listening to some really kind music right now

drifting vine
#

Im so fucking lucky

#

If I was you, I would kick my ass

#

I would jump off a cliff tbh

dull thistle
#

Yes, that's a pretty accurate representation of my plans tonight

drifting vine
#

🤣

#

Yeah unfortunately

#

these type of dumb people still exist

#

extinct actually

#

how old are you?

dull thistle
#

Alright, I go have a sleep. Good luck with your game

drifting vine
#

Thank you bro

#

Have a good one

#

now the drag script isnt working

drifting vine
#

the scale is chaning itself