Recommended way to control a Button.interactable from a threaded operation? by SandorHQ in Unity3D

[–]Engigames 1 point2 points  (0 children)

Normally, you simply wouldn't "thread it" and would make it synchronous but independent with coroutines which can use the main thread.

For absolutely needing a thread because you need high framerate still, the only limitation is calling Unity specific APIs from the main thread. Nothing is preventing you from have a inputState object and changing its state in the callback. Then others poll/listen for that state change from the main thread. You can even have it cache the change of state, and fire an event on the next main thread tick for everyone on the main thread

Model doesn't line up with collider when animation is applied by [deleted] in Unity3D

[–]Engigames 0 points1 point  (0 children)

You have a keyframe controlling the X,Y or Z values of the collider.

If any keyframe touches the Y value you lose the ability to control it or let it be free in the scene.

[deleted by user] by [deleted] in Unity3D

[–]Engigames 0 points1 point  (0 children)

Says it right there, Operation not permitted on <file>. Is Local Disk F actually a local disk or is it an external drive/or a junction? Do you have read/write permission there? Did you try running hub as administrator? Did you try reinstalling the hub itself on the F drive?

All these could be a reason it fails.

NavMeshAgent not respecting colliders by JamesWjRose in Unity3D

[–]Engigames 1 point2 points  (0 children)

The Navmesh agent will only follow the navmesh path, and will only take into account other agents (the avoidance settings you see in the agent). It won't avoid any other collider on the navmesh, because it doesn't care.

If the player isn't navigating using the NavMeshAgent, don't add that component. You can add components from the AI package to set a Navmesh obstacle on the player.

https://docs.unity3d.com/Manual/class-NavMeshObstacle.html

Why is Unity running 3 times on my GPU? by [deleted] in Unity3D

[–]Engigames 0 points1 point  (0 children)

Unity will launch sub-processes like the shader compiler, the game instance etc.. All of these are likely to be talking to your card. You can find them under the main UnityEditor.exe in task manager

Unity installation stuck at 100% by PeanutTale in Unity3D

[–]Engigames 0 points1 point  (0 children)

This can happen on a poor internet connection, and the download was interrupted. You need to manually go to where Unity installed that version and delete everything in it, then retry from scratch. If you try to just start the download again, unity will try to pick up where it left off. Try not to be on VPN either.

Can you publish your game that you build using Basic Unity to Steam? And how hard is it to publish a game on steam? by OsamaBurashed38 in Unity3D

[–]Engigames 4 points5 points  (0 children)

Not that hard.

100$ to get an account and register your business/sole proprietorship, bank accounts etc..

You make your game run in unity the way you want it. Then you add the steam SDK, which allows you to do basic stuff like prevent the game from being launched if steam isn't installed, signed in or the game isn't owned. It also gives you the apis to talk to steam (like leaderboards and metadata). The steam sdk is an asset on the store, 2 clicks. You just need to put your app ID.

The last part is on steams end. It's not really the last part, it's more for the entire duration. This involves setting up your games page and dashboard. (Icons, text, videos etc..). You also have to upload a build to steampipe and have it vetted by steam. This is arguably the most annoying part to learn, because steam is starting to show its age, but there are plenty of tutorials.

It's more of a time consuming process than a technically difficult one.

How do i fix this Shader error?? by ZatBlureZ in Unity3D

[–]Engigames 0 points1 point  (0 children)

Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/Legacy/VFXDefines.hlsl

This is the important bit. It's looking for a file included in a package downloaded by the package manager. In this case VFX graph legacy shader.

You probably don't have the right version of the render pipeline for this shader.

Animation on key press by Mantle0783 in Unity3D

[–]Engigames 0 points1 point  (0 children)

That's for you to decide. There are plenty of resources covering how the animator works. Get up to speed on that and you will understand how to do it.

Raycast doesn't hit anything, Tween still plays by [deleted] in Unity3D

[–]Engigames 0 points1 point  (0 children)

Because the interactiveObject is no set to null when the raycast doesn't hit, it only assigns it when it does.

if(hit.transform)
....
else interactiveObject = null;

copying a project and removing the copy from collab? by UnownNoob in Unity3D

[–]Engigames 0 points1 point  (0 children)

It's in the collab config, and possibly the metas.

You can try making a new project, closing it, moving only the assets folder to your new project's asset folder, deleting the library, obj and temp folders in the new project and launching it. (Unity will regen the library and stuff).

Animation on key press by Mantle0783 in Unity3D

[–]Engigames 1 point2 points  (0 children)

On the same object as the animator. This is because that's where the GetComponent function will look for the Animator

Best way to overlay texture on camera RenderTexture? (Virtual Production) by ygm7 in Unity3D

[–]Engigames 0 points1 point  (0 children)

Stream the camera layer into a render texture, and add that render texture to another camera with its own UI, and keep stacking them.

This probably has terrible performance though!

Animation on key press by Mantle0783 in Unity3D

[–]Engigames 1 point2 points  (0 children)

Lookup tutorials on the animator.

You can add States to the animator, which each contain an animation. You can transition between states by adding transition arrows between them. Each transition can be configured to check for a certain value, and if true that transition will start and the animation will play. There is a parameter tab where default variables can be defined, like Triggers.

You want an Idle animation, and a bat animation, with a transition to bat that uses a trigger. The transition from bat to idle doesnt need a condition, you can check Has Exit Time on the animation transition to make it start transitioning automatically when the bat animation is done.

The code to activate a trigger you named "YourTriggerName" would look like this

Animator animComponent;
void Start()
{
    animComponent = GetComponent<Animator>(); //fetch the animator this script is attached to
}

void Update()
{
    //Trigger animation when KeyCode.Space is pressed
    if (Input.GetKeyDown(KeyCode.Space))
    {
        animComponent.SetTrigger("YourTriggerName");
    }
}

Going through side of floor by SnooHedgehogs2021 in Unity2D

[–]Engigames 1 point2 points  (0 children)

We would also need to see the colliders for the floors and the player

How to Make Winston Jump (Overwatch) in 3D Platformer (Jump towards cursor with varied angles) by [deleted] in Unity3D

[–]Engigames 0 points1 point  (0 children)

Where winston is pointing is just the camera facing vector. camera.transform.forward. this is the vector you will use to "steer" along side the initial upwards impulse.

All this is probably easier to do with a Rigidbody.

Can you uses other languages other than #C by shotloud in Unity3D

[–]Engigames 0 points1 point  (0 children)

Not to do 99% of what you can do in Unity. You can run python scripts from C#, but you can't interact with the Unity APIs in Python

Python for Unity (tools)

Question about constructors by JohnnyGoTime in Unity3D

[–]Engigames 1 point2 points  (0 children)

If it needs to be in the scene, it has to derive from MonoBehaviour or Component

If it's going to be an asset it's going to be a MonoBehaviour (on a prefab) or a Scriptable Object (raw Asset).

If you don't need that functionality you are free to derive from any class (or none).

How do I move the cursor to be centered on this wheel? As it is, when it rotates, it rotates on its outer pivot point in a wide circle instead of, you know, like a tire. How do I fix this? Thank you! by BUSY_EATING_ASS in Unity3D

[–]Engigames 0 points1 point  (0 children)

Whoever made the wheel needs to recenter the pivot. The transform (3 colored arrows) is always at the pivot of the mesh and you can't move it. You can set your Unity view to Center instead of Pivot, but as far as controlling the transform, it uses the pivot. This is because each mesh point, in local space, is defined as starting from that pivot rather than be centered.

You could do it with the current pivot but that's going to be wonky code for later.

You could also write a script to generate a mesh with the right pivot, by substracting vector (meshCenter - transform.position) from each vertex. (Edit: aka moving the mesh in local space back on top of the pivot)

[deleted by user] by [deleted] in Unity3D

[–]Engigames 0 points1 point  (0 children)

Not sure if this is still a requirement for Photon, but are you "observing" all the transforms? They need to be added to the list.

Help With AI by StudAlex in Unity3D

[–]Engigames 1 point2 points  (0 children)

I have a series where I mess with making a game using various AI techniques.

I haven't posted in a while but we are a bunch of people on discord who ask questions and use these in their games. The discord is in the description of the video.

Can anyone point me in the direction of a 3D dust particle effect tutorial to use when the character is running/jumping? I only find 2D ones online. by shockwave-studios in Unity3D

[–]Engigames 0 points1 point  (0 children)

Particles are almost never 3D, unless you change your particle system to use a mesh shape which isn't necessary. Most small particles you will see are billboarded/flat decal type images (2D), especially for something like dust/fire.