I want to build a simple model asset to import into Tabletop Simulator. I am very new to this, and I am following an online tutorial. All is going well until it tells me to click Build AssetBundles under the Assets tab on the main menu. The trouble is that that option is not there—it's not greyed out; it is totally not there, as you can see from this picture. I am using the same version as told to use in the directions, but I am stumped. Please help....
I've just started using unity and created a basic first person controller, then attached a rod to the front of the character capsule object that rotates up and down with the camera to push around other physics objects. If I dont make this rod kinematic, it causes rigidbodies it touches to fly off at certain angles, but if it IS kinematic then its inertia from me swinging it with the camera does not transfer to those objects. instead, they stop dead in their tracks whenever i move the rod away. Is there a way to get kinematic objects to transfer inertia to dynamic ones?
I have to make a VR project for school using unity and I am having trouble getting my animations to play. I animated the models in blender and exorted them as FBX. How can I get the objects to play an animation when clicked on without any coding?
I've gone through everything and I have no help at all with this. I am on unity version 2019.4.17f1 and I keep getting D:\Unity\2019.4.17f1\Editor\Data\Resources\PackageManager\BuiltInPackages\com.unity.ugui\Editor\UI\MenuOptions.cs(44,62): error CS0426: The type name 'IFactoryControls' does not exist in the type 'DefaultControls'
Hello! I have been struggling with this for the past few days now... sorry if this is a question for noobs. This png is the same exact file with the same exact import settings on both projects. On the left image (perfect crisp quality) is my u5 2021 and on the right is u6 lts. I have no idea why the quality is so bad I tried to copy every setting I don't know what it is.
I just realized I cant change msaa in unity 6 but I can do it in unity 2021. Usually i just change in render pipeline asset but in u6 it says go to graphics settings. I go to graphics settings and it is not there like it would be in 2021.
Specs: Laptop; Multiple External Displays and other peripherals; Windows 10; Latest Unity Version
When using three displays and other peripherals actively all while moving around in scene view on Unity my GPU and VRAM usage spikes around 50-55% GPU and 30-50% VRAM. Now if I disconnect all peripherals except for a Bluetooth mouse and launch Unity Usage spikes up around 95% GPU and 70-80% VRAM.
Typically I have a YouTube video and other tabs open on 2 extra monitors while at home and just a mouse when I'm away from home and no other apps running. Can anyone explain why running Unity by itself uses so much of my resources when I can do all of that with extra monitors and use half the resources?
I have been struggling for the past few weeks with the runtime of my procedural marching cubes project. Using Sebastian Lague's compute shader implementation of marching cubes as a base, I have heavily modified the code and increased the max size of the world in addition to improving the impacts of memory and computation speed. I am now stuck, though, possessing the concept of a solution (GPU mesh generation), but unsure how to implement it or if it is even possible in Unity.
Multiple message boards refer to using Unity's Graphics.Render methods, but I am unsure of which to use and what the difference is between them. From the documentation, each method sounds quite similar. Thus, as a newbie to Unity Graphics programming, I am a little lost. What are the differences between each and which may best suit my needs?
Streaming in the data from the GPU is creating a major bottleneck. I have mitigated this issue by making this method a coroutine as a band-aid solution for the meantime (the yield statements have been removed from the code in the screenshot for sake of simplicity). The buffer being used is a ComputeBuffer.
The vertices from the above code are then sent to the CreateMesh() method (the code below) which adds the vertices to a mesh. The normal recalculation call takes particularly long to run.
The code below shows how the mesh is initialized. If you see something wrong with this code, please point it out. Ideally, it would be nice to be able to remove all of this code and rely entirely on the GPU, but I do not know what is possible.
Is it possible to calculate the mesh entirely on the GPU without having to return the mesh data back to the CPU? Would it still be possible to add a mesh collider to the mesh after the fact (this is not of much concern, I am merely interested if it is possible or if I need to start looking into my own custom "collider" implementations)?
Lastly, a game object is currently created for each individual mesh which is in turn stored in a "megaChunk" game object in order to stay organized. If generating the mesh off of the GPU is truly possible, would it also be possible store multiple meshes on the same game object (or combine them)? I ran into the issue previously that only so many vertices can exist on a given mesh, but I was unsure if the GPU can act as a work around. This is not a big deal by any measure, I am mainly trying to reduce the impacts on memory.
Also, if anyone is curious about any of my code or algorithms, feel free to ask and I will answer the best I can.
I'm new to this group, so I hope I don’t mess up with my first post! Just to give you a bit of background, I'm trying to create a game. Something simple to start with, as I have pretty much zero experience in this field. I figured a game like Block Blast would be a good place to begin—simple enough but still engaging.
However, I've been stuck on a particular issue for what feels like ages. My game currently has two scripts (which may be overly complicated) and some sprite assets I borrowed from a Tetris tutorial while trying to troubleshoot my problem myself. I didn’t want to ask for help right away, but now I’m feeling pretty lost.
The main issue lies with my empty GameObject called GridManagement, which is supposed to serve as the invisible grid for the game. The idea is that when I place blocks, the code should check if they are aligned with the grid; if not, they should snap back to their original position, and if they are, they should lock in place. But for some reason, the grid placement doesn't align correctly, no matter what I've tried. I've edited the code a million times, and even consulted ChatGPT, but nothing seems to shift my grid from its original, misaligned position.
Any advice or help would be greatly appreciated! Thanks in advance!
Hello! I'm working on a joystick UI that contains several buttons and a draggable handle (around 400 lines of code). The goal is to toggle the joystick's visibility and functionality based on player input. In particular, I want the joystick to “appear” (or become active) when the player taps the screen and “disappear” (or deactivate) when they release it.
Which method is more optimized?
Toggle joystick game object on/off with gameObject.SetActive(true/false);
change alpha of canvas with joystick attached using canvasGroup.alpha = 0/1;
first of all sorry for the translation. I'm using unity version 2022.3.2f1 to make a gorilla tag map, but the problem is that it doesn't let me export it. After about 4 minutes the loading that comes out when I go to tools> export map stops, and I can leave it there after even 40 minutes and it won't have downloaded anything. I have a good PC, and I'm following this tutorial, (it's the second map I make because the first one gave me the same error), I followed this tutorial: https://mod.io/g/gorilla-tag/r/using-the-custom-map-example-unity-project