The clickable area for the handle on my scrollbar used to cover the entire sprite, after closing and reopening the project, the handle's anchor now looks like [this][1] cannot be resized, and whenever I try grabbing it in play, it only lets me grab it if I click on the very middle. Not only that, any new scrollbars I create act the same way. Any ideas as to what might be causing this behavior, or how to fix it?
Thanks!
[1]: https://prnt.sc/o9s5dj
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Strange UI scrollbar handle recttransform behaviour,Cant resize clickable area on UI handle
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Huge OTHER in Gpu Profile !
I have a simple game with car for android and gpu is 100% all the time as you can see in the picture .
[1]: https://imgur.com/3ezUEnq
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Is it my right to get my money back?,Is my right to get my money back?
I was in a mall the other day and I was approached by a skincare consultant asking if I’d like to try a few products. I was hesitant to get them because of the price point, and she offered a couple of discounts and tax reduction etc. But I still told her that I need time to think about it. She insisted however that I should give her a ‘deposit’ of cash and in return I get a ‘VIP card’ that way she can still give me the discounts once I’m back -it does sound stupid now that I put it this way- I came back and decided not to get the product and instead get my ‘deposit’ back. She said that I can’t because it the company has a no return policy. Is it my right to get the money back, if so how do I handle the issue?,I was in mall the other and I was approached by a skincare consultant of a brand asking if I’d like to test some products. She tried a couple of products on me that I liked but was hesitant to get because of the price point. She offered me some discount, tax reductions etc. But still I told her that I need time to think about it. She told me that in order to get the refunds once I’m back I need to put a deposit of money -it didn’t sound like a scam at the moment for some reason- and I did give her a ‘deposit’ in exchange for a ‘VIP card’. When I came back I decided not to get the products and get my money instead. She said that it’s not possible because the brand has a no return policy. My question is that is it my right to get the money, if so how do I deal with the issue?
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Unity 2019.1.8f1 Progressive CPU Lightmapper freeze error -[PathTracer] Failed to add geometry; mesh is missing required attribute. Please make sure mesh contains positions, normals and texcoord0.
I was trying to bake my lightmap in a test scene, Iam using an FBX model, when I use generate light map, I get these errors and progressive CPU lightmapper stopped, and gave me these erro messages:
[PathTracer] AddGeometry job with hash: e2efd8d4d7662f3912a7217616682843 failed with exit code 1.
[PathTracer] Failed to add geometry; mesh is missing required attribute. Please make sure mesh contains positions, normals and texcoord0.
I was able to bake on Enlighten and Progressive GPU , but it was slower on Progressive GPU, and much faster on Enlighten, I don't know why, maybe there are some setting I didn't set right?
Please let me know if anyone find out what went wrong with this issue, thanks in advance.
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Cordless IAP does not work
Hi
I used a cordless IAP in line with the Unity documentation, but it doesn't work.
The product has been registered as an automatic update registration on the AppStore.
Operation has been confirmed in the editor.
When I build on a smartphone via Xcode, I get the following error and it does not work.
"Purchase failed because Purchasing was not initialized correctly"
Also, restore does not work.
The following error has appeared in Unity.
"OSXEditor is not a supported platform for the Codeless IAP restore button
UnityEngine.EventSystems.EventSystem:Update()"
Help me
( I am Japanese.
I use google translation.
Sorry for the words are strange )
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unity bake GPU
Failed to add geometry; mesh is missing required attribute, UNITY 2019 is always warning that problem ,but the unity 2018 does not warn that
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LWRP and Trees
Hey guys, I hope you all are doing well! I've run into a bit of a stump and would appreciate some help or general advice on this issue as it's driving me nuts. I began doing some experimentation in the lightweight render pipeline and want to stay with it for a project because of Shadergraph. The problem is my trees are pink. I've tried upgrading my project materials to the LWRP, but nothing happens. Also, I'm using Unity's terrain system to paint the trees. How are the rest of you getting trees in your LWRP projects?
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Physics.IgnoreRaycastLayer putting GameObject on layer 4 water.
I'm trying to figure out how to make raycast ignore some of my GameObjects. I started reading the documentation and I noticed this page. [Physics.IgnoreRaycastLayer][1]
When I checked it in the code it is the equivalent of layer 4. But the problem is that Layer 4 is "water" instead of "Ignore Raycast".
[1]: https://docs.unity3d.com/ScriptReference/Physics.IgnoreRaycastLayer.html
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displaying developer name
Hi Folks,, I wonder if its possible to display my name as the developer name somewhere throughout my scenes, just to make sure my work is recognised? some sort of watermark feature?
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Case statement with static variable causing reference error
Hello, im getting a "NullReferenceException: Object reference not set to an instance of an object
PlayerManager.Update () (at Assets/Scripts/Managers/PlayerManager.cs:37)" error when i try to run my program:
private void Update()
{
switch (PlayerCharacter.player.Hunger) //line 37 (error)
{
case 1:
Hunger.text = "Starving";
break;
case 2:
Hunger.text = "Hungry";
break;
case 3:
Hunger.text = "Peckish";
break;
case 4:
Hunger.text = "Full";
break;
case 5:
Hunger.text = "Stuffed";
break;
default:
Hunger.text = "Dying";
break;
}
PlayerCharacter Script:
public class PlayerCharacter : MonoBehaviour
{
public static BaseCharacterEntity player;
void Awake()
{
player = new BaseCharacterEntity();
initializePlayer();
}
private void initializePlayer()
{
player.MaxHealth = 5;
player.MaxHappiness = 10;
player.Health = player.MaxHealth;
player.Happiness = player.MaxHappiness;
player.MaxHunger = 5;
player.Hunger = player.MaxHunger;
player.Greed = 0;
player.MaxGreed = 0;
player.Gold = 100;
}
}
BaseCharacterEntity Script:
public class BaseCharacterEntity
{
public string Name { get; set; }
public int Happiness { get; set; }
public int MaxHappiness { get; set; }
public int Health { get; set; }
public int MaxHealth { get; set; }
public int Hunger { get; set; }
public int MaxHunger { get; set; }
public int Greed { get; set; }
public int MaxGreed { get; set; }
public int Gold { get; set; }
}
Thanks
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Anchoring a UI image to the top of another UI image.
I've spent many hours failing at this,
I have 2 UI images.
UIImage A increases in size as the player collects items. I am setting the Rectransform.sizeDelta to change it's size.
Image B does not change in size, but I need the bottom of it to be at the position of the top of UIImage A.
So as Image A's height increases, I need Image B to stay at that position.
Any help is greatly appreciated.
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how to save player positon data on every frame and save it in MS word or notepad or woedpad?
I am developing a game and I want to map the players position on every frame and save the position co ordinates in a third application like ms word or wordpad or note pad.
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Xbox One Controller UI Buttons
Hello all
I have a UI Button on my screen that i want to press with the Xbox Controller Keys.
When i press Joystick1Button0 which should be the A Key on the controller, i want it to press the button on the screen.
the Controller is working as i can move my character with it.
Any ideas.
Thank you
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¿Can a Point Effector 2D destroy gameObjects?,¿Can a point effector 2d destroy game objects ?
I'm trying to make an alien game, where my alien is in a spaceship in the sky trying to catch humans with a laser. I've added a collider and a point effector to the laser to catch the other gameObject(humans).
the problem comes when iI try to add a OnTriggerStay collider 2D.
I've added this code to my humans script:
private void OnTriggerStay(Collider other)
{
if (other.gameObject.tag == "abduccion") ;
{
Destroy(gameObject);
}
}
the tag is the tag I've added to my laser object. Can't understand why the collider isn't working.
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Upload an image onto the database from Unity
How do I upload an image onto the server from Unity? After researching I came across the below code and tried to upload it to the server through the php given below but it does not work. Any help please, need some guidance.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class UploadImage : MonoBehaviour
{
private string m_LocalFileName = "E:/house.png";
private string m_URL = "http://localhost/image.php";
IEnumerator UploadFileCo(string localFileName, string uploadURL)
{
WWW localFile = new WWW("file:///" + localFileName);
yield return localFile;
if (localFile.error == null)
Debug.Log("Loaded file successfully");
else
{
Debug.Log("Open file error: " + localFile.error);
yield break; // stop the coroutine here
}
WWWForm postForm = new WWWForm();
// version 1
//postForm.AddBinaryData("theFile",localFile.bytes);
// version 2
postForm.AddBinaryData("theFile", localFile.bytes, localFileName, "image/png");
WWW upload = new WWW(uploadURL, postForm);
yield return upload;
if (upload.error == null)
Debug.Log("upload done :" + upload.text);
else
Debug.Log("Error during upload: " + upload.error);
}
void UploadFile(string localFileName, string uploadURL)
{
StartCoroutine(UploadFileCo(localFileName, uploadURL));
}
void OnGUI()
{
GUILayout.BeginArea(new Rect(0, 0, Screen.width, Screen.height));
m_LocalFileName = GUILayout.TextField(m_LocalFileName);
m_URL = GUILayout.TextField(m_URL);
if (GUILayout.Button("Upload"))
{
UploadFile(m_LocalFileName, m_URL);
}
GUILayout.EndArea();
}
}
}
and the php code
Although I get a success message from Unity but I get a failed message from php in the server.
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Oculus VR delay when turn head
Hi guys
I have a problem when I build an app for oculus quest. Precisely when I turn my head I have a little delay in the side rendering of the viewer, which remains black for a few seconds and only if I turn my head very slowly does not happen.
Any suggestion?
I tried with two version of unity 2018.
Any suggestion?
Thank you
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What may cause the NullReferenceException of UnityEditor.SceneHierarchyStageHandling?
When i update SVN, and reopen Unity Editor.
Sometimes the editor will throw the Exception.
Then i canot open prefab in prefab mode unless i restart Unity.
My Unity Version is 2018.3.0f2 For Windows.
This is a big headache in the work,please help.
Here is the CallStack:
UnityEditor.SceneHierarchyStageHandling.SyncHierarchyToCurrentStage()
UnityEditor.SceneHierarchyStageHandling.OnEnable()
UnityEditor.SceneHierarchyWindow.OnEnable()
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how do i stop my globe from rotating with the click of a button?
i have a globe which is always spinning, what i want to happen is when the user/player hits a UI button the globe stops spinning, and then when they hit the same button again it should continue to spin.
using UnityEngine;
using System.Collections;
public class EarthSpinScript : MonoBehaviour {
public float speed = 10f;
void Update() {
transform.Rotate(Vector3.up, speed * Time.deltaTime, Space.World);
}
}
this is the code i have for the spinning of the globe
i am a bit of a beginner at this so when i have searched for a solution i guess i just dont understand enough what to do! any help is appreciated!
thank you in advance!
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Resetting transform position after build
So I've got this problem that executable Android .apk resets position of an 3D objects in the game.
Everything works fine in editor. I've got this balls and other elements on the right positions:
![alt text][1]
Every color ball has its own shader so I add standard 3D gameobjects: sphere and capsule and 2d sprite.
But it doesn't matter. It still reset to 0,0,0 position even without scripts, controllers, rigidbody etc...
On Android Device:
![alt text][2]
Like you see every 3D object is on 0,0,0. Only particle systems and sprites are fine
What should I do? Please help
[1]: https://i.imgur.com/UfwoQTi.png
[2]: https://i.imgur.com/dEhXkmQ.png
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Storing information in an empty game object
Hi,
I think this is a really easy question but I don't know the simplest way to achieve this.
I have 4 blocks, 2 blue and 2 red. There are 3 empty game objects (Towers) where these blocks will be stacked - the end result should be both blue in one tower and both red in another tower.
How do I store the location of the blocks in the empty game objects (i.e. which tower it's in).
It has a set starting position, it isn't randomly generated.
Thanks
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