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Is it possible to use the unity test runner for integration tests with dlls?

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We are working on a C# solution that is not located in the Unity Assets folder but instead build the dlls of our projects in Assets/Binaries. While trying to get the test runner working with our project I encountered some problems. Firstly, I am not able to get the test runner to recognize tests written in our project and compiled in a dll. * We tried overcoming this by creating a test script via the test runner and linking them in our project, but this led to an "imported type nunit.framework. ... is defined multiple times" error, as our project and Unity both use NUnit. Secondly, we are using a dependency injection framework(Zenject) and we want to use the unity test runner for running Integration tests and the setup for each test script becomes very complicated. Do you have any tips on how to better use the test-runner for Integration tests? So, we would like to know if it is possible to run a test compiled inside of a dll, where a specific scene is used and scene changes can occur. If yes, the question would be how to best implement it. If it isn't possible, the question is how to best make use of the test runner for Integration tests. Thank you in advance for any help with this! Unity version: 2018.2.5f1 for Ubuntu 18.04 LTS Working in Rider

Bound size up on android

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Hello, I made a script to generate object. All is good on windows build but not on android build. The object is taller than windows version. Same localScale but the bound is multiply by 1000 ... Thanks to help me

Starting Cinemachine dolly from pressing a button

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Hello, I am very new to cinemachine so please bear with me. The big picture is trying to have a smooth transition from menu scene to the game scene by moving the camera down from the Menu, switching scenes, and continue moving the camera down to where the player starts (I think cinemachine is the best way to do this? Up for better ideas) The virtual camera is not following or looking at anything. Is there anyway to when you push the play button in the main menu, the virtual camera moves down on the dolly that I have already set up?

Oculus Quest - Rendering Window is far

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Hello everyone, I have followed the tutorial and guideline talking about how to build android VR to oculus quest. I can completely build the app and able to launch them. However, the rendering window is a bit "far" from my Oculus quest lens. I use multi pass rendering Mode. The rendering window is located at the center of each eye lens but the window is not totally cover the lens. I can view some empty space surrounding the rendering window. Sorry that it is hard for me to do the screen cap on this situation. I will describe as Unity make the rendering window smaller than my oculus lens. I have tried to modify to larger FOV but no change at all. The problem also happen when get into unity loading screen but not the main scene. Have anyone experience on it and how to solve it? Thank you. Details : Unity version : 2019.2.0f1 Pipeline : LWRP Device : Oculus Quest Graphic API : OpenGLES3 Orientation : Landscape Left VR SDK : Oculus.

How to define by user which field name to get from JSON in Unity with JsonUtility?

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I am able to read JSON in Unity when I specify field name by variables names in my class with JsonUtility. I want to make my script more generic so user can define which field name to use from multiple JSONs, which don't necessary use same field names. // call this function to get array of JsonEntry objects public static T[] FromJson(string json) { return JsonUtility.FromJson>(json).Entries; } I am using this classes [Serializable] public class JsonEntries { public T[] Entries; } [Serializable] public class JsonEntry { // field names from one JSON example public string USULAN_ID; public string USULAN_LAT; public string USULAN_LONG; public string USULAN_URGENSI; //TODO user defined filed names } Is it possible to let user define which field name to use, if I don't know the field names in advance with using JsonUtility in Unity?

How to save multiple camera views into different video files?

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I have several cameras in my scene and I'm trying to save each camera's image into a different video file at the same time. I tried doing it with the built in unity recorder but as it records all the camera views into one single video file, it's not the right solution for me. What would be the best approach to achieve this?,I'm trying to save multiple camera views into different video files at the same time, but i can't figure it out how to do it with the built in unity recorder all the camera views into the same video file. What would be the best approach to achieve this?

time parsing making Game unable to run on editor

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I've tried everything and tired of searching, I'm trying to count the time since last the player played the game in order to increase energy value. but seems that there is problem in parsing of time string (the issue begun to happen when I added these codes) when I run it on the editor the editor stuck with no logging. private void Start() { // to calculate time since player left app to be used for energy increment currentTime = DateTime.Now.ToString(); lastTime = PlayerPrefs.GetString("lastTime", currentTime); if (Application.platform == RuntimePlatform.Android || Application.platform == RuntimePlatform.IPhonePlayer) { timeDT = Convert.ToDateTime(currentTime , null); CurrentTimeDT = Convert.ToDateTime(lastTime, null); timeSpan = timeDT.Subtract(CurrentTimeDT); timeDifference = int.Parse(timeSpan.TotalSeconds.ToString()); } else if (Application.platform == RuntimePlatform.WindowsEditor) { lastTime = lastTime.Substring(10); currentTime = currentTime.Substring(10); timeDT = DateTime.ParseExact(currentTime, "h:mm:ss tt" , null); CurrentTimeDT = DateTime.ParseExact(lastTime,"h:mm:ss tt", null); timeSpan = timeDT.Subtract(CurrentTimeDT); timeDifference = int.Parse(timeSpan.TotalSeconds.ToString()); } energy = PlayerPrefs.GetInt("energy", 5); //get last saved energy energy += Mathf.Abs(timeDifference / 300); //add one energy every 5 minutes since the player left app if (energy > 5) // the maximum energy amount { energy = 5; } error logs from android build logcat below 08-21 03:43:39.671 1747-2330/? I/ActivityManager: START u0 {act=android.intent.action.MAIN cat=[android.intent.category.LAUNCHER] flg=0x10200000 cmp=com.Serv4Me.SlidingBall/com.unity3d.player.UnityPlayerActivity bnds=[8,618][149,848]} from uid 1000 on display 0 08-21 03:43:39.671 1747-2330/? V/WindowManager: addAppToken: AppWindowToken{26711652 token=Token{13d4badd ActivityRecord{16a33eb4 u0 com.Serv4Me.SlidingBall/com.unity3d.player.UnityPlayerActivity t38}}} to stack=1 task=38 at 0 08-21 03:43:39.674 2042-2042/? W/ContextImpl: Calling a method in the system process without a qualified user: android.app.ContextImpl.sendBroadcast:1341 android.content.ContextWrapper.sendBroadcast:382 com.vphone.launcher.Stats.recordLaunch:129 com.vphone.launcher.Launcher.c:3766 com.vphone.launcher.Launcher.onClickAppShortcut:3718 08-21 03:43:39.693 1747-1770/? V/WindowManager: Adding window Window{2e196895 u0 Starting com.Serv4Me.SlidingBall} at 3 of 6 (after Window{759b336 u0 com.vphone.launcher/com.vphone.launcher.Launcher}) --------- beginning of main 08-21 03:43:39.713 2042-2042/? D/yeshen: launcher onpause 08-21 03:43:39.714 2042-2252/? W/ContextImpl: Calling a method in the system process without a qualified user: android.app.ContextImpl.bindService:1770 android.content.ContextWrapper.bindService:539 com.google.android.gms.common.stats.zza.zza:-1 com.google.android.gms.common.stats.zza.zza:-1 com.google.android.gms.ads.identifier.AdvertisingIdClient.zzc:-1 08-21 03:43:39.752 1747-1896/? I/ActivityManager: Start proc 10674:com.Serv4Me.SlidingBall/u0a47 for activity com.Serv4Me.SlidingBall/com.unity3d.player.UnityPlayerActivity 08-21 03:43:39.764 10674-10674/? D/houdini: [10674] Initialize library(version: 5.0.7b_x.48396 RELEASE)... successfully. 08-21 03:43:40.023 10674-10674/? D/houdini: [10674] Added shared library /data/app/com.Serv4Me.SlidingBall-1/lib/arm/libmain.so for ClassLoader by Native Bridge. 08-21 03:43:40.153 1747-1760/? V/WindowManager: Adding window Window{2047b802 u0 com.Serv4Me.SlidingBall/com.unity3d.player.UnityPlayerActivity} at 3 of 7 (before Window{2e196895 u0 Starting com.Serv4Me.SlidingBall}) 08-21 03:43:40.186 1747-1889/? V/WindowManager: Adding window Window{2b3bc350 u0 SurfaceView} at 3 of 8 (before Window{2047b802 u0 com.Serv4Me.SlidingBall/com.unity3d.player.UnityPlayerActivity}) 08-21 03:43:40.263 1747-1770/? I/ActivityManager: Displayed com.Serv4Me.SlidingBall/com.unity3d.player.UnityPlayerActivity: +544ms 08-21 03:43:40.263 1747-1889/? W/ContextImpl: Calling a method in the system process without a qualified user: android.app.ContextImpl.sendBroadcast:1327 com.android.server.InputMethodManagerService.hideCurrentInputLocked:1992 com.android.server.InputMethodManagerService.windowGainedFocus:2082 com.android.internal.view.IInputMethodManager$Stub.onTransact:221 com.android.server.InputMethodManagerService.onTransact:873 08-21 03:43:40.272 2042-2042/? D/yeshen: launcher onstop 08-21 03:43:40.284 2042-2042/? D/Tinker.DefaultAppLike: onTrimMemory level:20 08-21 03:43:40.285 2042-2277/? W/DebugConnManager: getNetworkInfo() on networkType 1 08-21 03:43:40.392 10674-10693/? I/Unity: SystemInfo CPU = ARMv7 VFPv3 NEON, Cores = 2, Memory = 2022mb 08-21 03:43:40.392 10674-10693/? I/Unity: SystemInfo ARM big.LITTLE configuration: 2 big (mask: 0x3), 0 little (mask: 0x0) 08-21 03:43:40.394 10674-10693/? I/Unity: ApplicationInfo com.Serv4Me.SlidingBall version 1.0 build 52251d08-2db4-4bc0-b627-11ed2dc44951 08-21 03:43:40.395 10674-10693/? I/Unity: Built from '2019.2/staging' branch, Version '2019.2.1f1 (ca4d5af0be6f)', Build type 'Release', Scripting Backend 'mono', CPU 'armeabi-v7a', Stripping 'Disabled' 08-21 03:43:40.826 10674-10693/? E/EGL_emulation: [eglGetConfigAttrib] Bad attribute idx 12513 08-21 03:43:40.826 10674-10693/? E/EGL_emulation: tid 10693: eglGetConfigAttrib(761): error 0x3004 (EGL_BAD_ATTRIBUTE) 08-21 03:43:40.826 10674-10693/? E/EGL_emulation: [eglGetConfigAttrib] Bad attribute idx 12514 08-21 03:43:40.826 10674-10693/? E/EGL_emulation: tid 10693: eglGetConfigAttrib(761): error 0x3004 (EGL_BAD_ATTRIBUTE) 08-21 03:43:40.826 10674-10693/? E/EGL_emulation: [eglGetConfigAttrib] Bad attribute idx 1 08-21 03:43:40.826 10674-10693/? E/EGL_emulation: tid 10693: eglGetConfigAttrib(761): error 0x3004 (EGL_BAD_ATTRIBUTE) 08-21 03:43:40.895 10674-10693/? D/Unity: GL_EXT_debug_marker GL_OES_EGL_image GL_OES_EGL_image_external GL_OES_depth24 GL_OES_depth32 GL_OES_element_index_uint GL_OES_texture_float GL_OES_texture_float_linear GL_OES_compressed_paletted_texture GL_OES_compressed_ETC1_RGB8_texture GL_OES_depth_texture GL_EXT_texture_format_BGRA8888 GL_APPLE_texture_format_BGRA8888 GL_OES_texture_half_float GL_EXT_robustness GL_OES_texture_half_float_linear GL_OES_packed_depth_stencil GL_OES_vertex_half_float GL_OES_texture_npot GL_OES_rgb8_rgba8 GL_EXT_color_buffer_float ANDROID_gles_max_version_3_1 GL_OES_vertex_array_object 08-21 03:43:45.359 1747-1761/? W/SensorService: sensor 00000000 already enabled in connection 0xa1404fa0 (ignoring) 08-21 03:43:45.553 1747-1817/? D/ConnectivityService: releasing NetworkRequest NetworkRequest [ id=57, legacyType=-1, [ Capabilities: INTERNET&NOT_RESTRICTED&TRUSTED] ] 08-21 03:43:45.555 2042-2344/? D/ConnectivityManager.CallbackHandler: CM callback handler got msg 524296 08-21 03:43:46.593 10674-10693/? I/Unity: 12162 (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) 08-21 03:43:53.400 7816-7869/? E/PlayCommon: [290] afxf.d(308): Failed to connect to server for server timestamp: java.net.UnknownHostException: Unable to resolve host "play.googleapis.com": No address associated with hostname 08-21 03:43:53.450 2690-2690/? W/ChimeraUtils: Non Chimera context 08-21 03:43:53.489 7816-7869/? I/PlayCommon: [290] afxf.d(124): Connecting to server: https://play.googleapis.com/play/log?format=raw&proto_v2=true 08-21 03:43:53.494 7816-7869/? E/PlayCommon: [290] afxf.d(287): Failed to connect to server: java.net.UnknownHostException: Unable to resolve host "play.googleapis.com": No address associated with hostname 08-21 03:44:13.102 2902-10639/? E/FbnsService: receive/publish/wrong_topic; topic=231 what wrong am I doing ?

Different platform effector 2d rotations for different colliders

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I have a square gameobject with a platform effector 2d component and four edge collider 2d components for each of the sides of the square. All four of the edge colliders are used by the platform effector 2d component. Is it possible to set different rotational offsets for each of the colliders in the platform collider 2d component. I want to create sort of a trap by only allowing collisions from inside the square, so the player can walk into the square, but can't walk out.

App is not 64bit supported??

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Working on unity 2018.4 and set scripting backend to IL2CPP, and selected ARM64. I tried building as aab and apk but neither of them supports 64 bit. I keep getting the "This release is not compliant with the Google Play 64-bit requirement. The following APKs or App Bundles are available to 64-bit devices, but they only have 32-bit native code: 1." error. I am also using NDK r16b and the other settings such as JDK are the recommended one. ![alt text][1] this photo is of my sdk tool menu, show package details for android build tools. ![alt text][2] [1]: /storage/temp/144976-andriod-studio-3.png [2]: /storage/temp/144977-andriod-studio-4.png This is another picture of my android studio settings. For SDK platforms, I have 4.1, 5.0, 7.11, 8.0, 9.0, and 9.+ (which is partially installed) installed. I think I should have everything right but my game still apparently doesn't support 64 bit?? Also, after I build no red errors pop up in console.

il2cpp error when building in arm64 android

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I am getting an error whe n trying to build for 64 bit ( now a requierement of android playstore) and i dont figure out why is it ---------- Error: Failed running C:\Program Files\Unity\Hub\Editor\2019.1.12f1\Editor\Data\il2cpp/build/il2cpp.exe --compile-cpp --libil2cpp-static --platform="Android" --architecture="ARM64" --configuration="Release" --outputpath="H:\FreeFall\Temp\StagingArea\assets\bin\Data\Native\arm64-v8a\libil2cpp.so" --cachedirectory="H:\FreeFall\Assets\..\Library\il2cpp_android_arm64-v8a/il2cpp_cache" --additional-include-directories="C:\Program Files\Unity\Hub\Editor\2019.1.12f1\Editor\Data\PlaybackEngines\AndroidPlayer/Tools\bdwgc/include" --additional-include-directories="C:\Program Files\Unity\Hub\Editor\2019.1.12f1\Editor\Data\PlaybackEngines\AndroidPlayer/Tools\libil2cpp/include" --tool-chain-path="C:/Program Files/Unity/Hub/Editor/2019.1.12f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK" --map-file-parser="C:/Program Files/Unity/Hub/Editor/2019.1.12f1/Editor/Data/Tools/MapFileParser/MapFileParser.exe" --generatedcppdir=H:/FreeFall/Temp/StagingArea/Il2Cpp/il2cppOutput --dotnetprofile="unityaot" stdout: Building libil2cpp.so with AndroidToolChain Output directory: H:\FreeFall\Temp\StagingArea\assets\bin\Data\Native\arm64-v8a Cache directory: H:\FreeFall\Library\il2cpp_android_arm64-v8a\il2cpp_cache ObjectFiles: 173 of which compiled: 0 Total compilation time: 221 milliseconds. il2cpp.exe didn't catch exception: Unity.IL2CPP.Building.BuilderFailedException: C:\Program Files\Unity\Hub\Editor\2019.1.12f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\llvm\prebuilt\windows-x86_64\bin\clang++ @"C:\Users\jacha\AppData\Local\Temp\tmpE77B.tmp" -o "H:\FreeFall\Library\il2cpp_android_arm64-v8a\il2cpp_cache\linkresult_EF6EDCCB770919DF9915BF11EFF523DE\libil2cpp.so" -shared -Wl,-soname,libil2cpp.so -Wl,--no-undefined -Wl,-z,noexecstack -Wl,--gc-sections -Wl,--build-id --sysroot "C:\Program Files\Unity\Hub\Editor\2019.1.12f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\platforms\android-21\arch-arm64" -gcc-toolchain "C:\Program Files\Unity\Hub\Editor\2019.1.12f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\aarch64-linux-android-4.9\prebuilt\windows-x86_64" -target aarch64-none-linux-android -Wl,--wrap,sigaction -L "C:\Program Files\Unity\Hub\Editor\2019.1.12f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\sources\cxx-stl\gnu-libstdc++\4.9\libs\arm64-v8a" -lgnustl_static -llog -rdynamic -fuse-ld=bfd.exe H:/FreeFall/Library/il2cpp_android_arm64-v8a/il2cpp_cache/8843A5A6A9D3B6F0FE4B7BB33C6447B8.o: file not recognized: File format not recognized clang++.exe: error: linker command failed with exit code 1 (use -v to see invocation) at Unity.IL2CPP.Building.CppProgramBuilder.PostprocessObjectFiles(HashSet\`1 objectFiles, CppToolChainContext toolChainContext) at Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics) at il2cpp.Program.DoRun(String[] args) at il2cpp.Program.Run(String[] args) at il2cpp.Program.Main(String[] args) stderr: Unhandled Exception: Unity.IL2CPP.Building.BuilderFailedException: C:\Program Files\Unity\Hub\Editor\2019.1.12f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\llvm\prebuilt\windows-x86_64\bin\clang++ @"C:\Users\jacha\AppData\Local\Temp\tmpE77B.tmp" -o "H:\FreeFall\Library\il2cpp_android_arm64-v8a\il2cpp_cache\linkresult_EF6EDCCB770919DF9915BF11EFF523DE\libil2cpp.so" -shared -Wl,-soname,libil2cpp.so -Wl,--no-undefined -Wl,-z,noexecstack -Wl,--gc-sections -Wl,--build-id --sysroot "C:\Program Files\Unity\Hub\Editor\2019.1.12f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\platforms\android-21\arch-arm64" -gcc-toolchain "C:\Program Files\Unity\Hub\Editor\2019.1.12f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\aarch64-linux-android-4.9\prebuilt\windows-x86_64" -target aarch64-none-linux-android -Wl,--wrap,sigaction -L "C:\Program Files\Unity\Hub\Editor\2019.1.12f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\sources\cxx-stl\gnu-libstdc++\4.9\libs\arm64-v8a" -lgnustl_static -llog -rdynamic -fuse-ld=bfd.exe H:/FreeFall/Library/il2cpp_android_arm64-v8a/il2cpp_cache/8843A5A6A9D3B6F0FE4B7BB33C6447B8.o: file not recognized: File format not recognized clang++.exe: error: linker command failed with exit code 1 (use -v to see invocation) at Unity.IL2CPP.Building.CppProgramBuilder.PostprocessObjectFiles(HashSet\`1 objectFiles, CppToolChainContext toolChainContext) at Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics) at il2cpp.Program.DoRun(String[] args) at il2cpp.Program.Run(String[] args) at il2cpp.Program.Main(String[] args) UnityEngine.Debug:LogError(Object) UnityEditorInternal.Runner:RunProgram(Program, String, String, String, CompilerOutputParserBase) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:128) UnityEditorInternal.Runner:RunManagedProgram(String, String, String, CompilerOutputParserBase, Action\`1) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:73) UnityEditorInternal.IL2CPPBuilder:RunIl2CppWithArguments(List\`1, Action\`1, String) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:496) UnityEditorInternal.IL2CPPBuilder:RunCompileAndLink() (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:370) UnityEditorInternal.IL2CPPUtils:RunCompileAndLink(String, String, IIl2CppPlatformProvider, Action\`1, RuntimeClassRegistry) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:77) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

how do i move my box continuously with UI buttons until i release it?,How can i move my player with UI buttons?

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i already have a movement script for the box with my arrow keys on keyboard but i am using input.getaxis("horizontal") and not left or right, how can i do so my UI buttons will make my box move until i release the UI button? i tried with axis touch button script by unity standard assets but didn't work ![alt text][1] [1]: https://i.imgur.com/7fafqM1.png ,i tried using axis touch button script by unity standard assets but didn't work. how can i make my box move until i release the button? [1]: /storage/temp/144988-sem-titulo.png

nityException: GUIDToAssetPath can only be called from the main thread.,UnityException: GUIDToAssetPath can only be called from the main thread.

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I want to use GUIDToAssetPath in the child thread; I encountered this error: UnityException: GUIDToAssetPath can only be called from the main thread. How should I solve it?

Custom Controller for VR using Raspberry Pi and Unity3d

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I am an engineering student working on a project to develop a custom input controller that will be tracked via a Vive Tracker in 3D space, and will send analogue and digital inputs to unity3d. Can someone guide me towards the right direction? I have never used unity3d before and the only thing I need is to read the inputs on unity, and then attach an action for them. Thank you in advance for your help.

Unity Debugger crashes ExtensionOfNativeClass!

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when I am debugging with rider: [Assert] 'UnityEngine.UI.CanvasScaler' is missing the class attribute 'ExtensionOfNativeClass'! [Assert] 'UnityEngine.UI.GraphicRaycaster' is missing the class attribute 'ExtensionOfNativeClass'! [Assert] 'UnityEngine.UI.Image' is missing the class attribute 'ExtensionOfNativeClass'! [Assert] 'UnityEngine.UI.Button' is missing the class attribute 'ExtensionOfNativeClass'! [Assert] 'UnityEngine.UI.Image' is missing the class attribute 'ExtensionOfNativeClass'! [Assert] 'UnityEngine.UI.AspectRatioFitter' is missing the class attribute 'ExtensionOfNativeClass'! [Assert] 'UnityEngine.EventSystems.EventTrigger' is missing the class attribute 'ExtensionOfNativeClass'! [Assert] 'UnityEngine.UI.CanvasScaler' is missing the class attribute 'ExtensionOfNativeClass'! [Assert] 'UnityEngine.UI.GraphicRaycaster' is missing the class attribute 'ExtensionOfNativeClass'! [Assert] 'UnityEngine.UI.Button' is missing the class attribute 'ExtensionOfNativeClass'! [Assert] 'UnityEngine.EventSystems.EventTrigger' is missing the class attribute 'ExtensionOfNativeClass'! [Assert] 'UnityEngine.UI.Image' is missing the class attribute 'ExtensionOfNativeClass'! [Assert] 'UnityEngine.UI.Image' is missing the class attribute 'ExtensionOfNativeClass'! [Assert] 'UnityEngine.UI.AspectRatioFitter' is missing the class attribute 'ExtensionOfNativeClass'! [Assert] 'UnityEngine.UI.CanvasScaler' is missing the class attribute 'ExtensionOfNativeClass'! [Assert] 'UnityEngine.UI.GraphicRaycaster' is missing the class attribute 'ExtensionOfNativeClass'! [Assert] 'UnityEngine.UI.Image' is missing the class attribute 'ExtensionOfNativeClass'! [Assert] 'UnityEngine.UI.AspectRatioFitter' is missing the class attribute 'ExtensionOfNativeClass'! [Assert] 'UnityEngine.EventSystems.EventTrigger' is missing the class attribute 'ExtensionOfNativeClass'! [Assert] 'UnityEngine.UI.Image' is missing the class attribute 'ExtensionOfNativeClass'! [Assert] 'UnityEngine.UI.Button' is missing the class attribute 'ExtensionOfNativeClass'! how to fix it ? Thanks

,world space labels for tensorflow detected objects with vuforia AR camera

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Hai, i am using vuforia AR camera. Also i am using tensorflowsharp plugin for object detection. I am able to get the label on screen space overlay when object is detected but when change the canvas to world space it is not showing the former label. this is the sample demo that i am trying to achieve upload_2019-8-22_12-27-26.png![alt text][1] upload_2019-8-22_12-25-14.png ![alt text][2] As we can see that at first both are detected and labeled. But when left wrench tool is not within range it disabled the label and show only one label which is within range. and again makes the left wrench tool label visible on detection again...i mean it should track only when it is within range and make the object detect again and make the label visible. Firstly i am unable make the label visible in world space. please help me with the issue, Thanks & Regards Ven R. [1]: /storage/temp/144999-screenshot-71.png [2]: /storage/temp/145000-screenshot-74-2.png

Is there a cause or solution for signal 11 (SIGSEGV), code -6 crash on Android?

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In Unity 4.7.2f1 About 5% of crashes occur as below. Do you know the solution or cause? java.lang.Error: signal 11 (SIGSEGV), code -6 (?), fault addr 000050fd Build fingerprint: 'Xiaomi/equuleus/equuleus:9/PKQ1.180729.001/V10.3.5.0.PECMIXM:user/release-keys' Revision: '0' pid: 20733, tid: 20814, name: UnityMain >>> com.***.*** <<< r0 00000000 r1 0000514e r2 0000000b r3 d083ec04 r4 d083ec04 r5 9def2598 r6 a8fb8bf4 r7 0000010c r8 00000000 r9 cbe1cde0 sl 00000001 fp ce600704 ip c4c76888 sp ce600700 lr d073e370 pc f1aa0298 cpsr 302e3932 at libc.tgkill(tgkill:12) at libmono.002ad36c(g_free ??:? ) at libmono.002ad468(g_free ??:? ) at libmono.002ad4c4(g_free ??:? ) at libmono.0011b2b4(mono_arm_thumb_supported ??:? ) at libmono.0011b550(mono_arm_thumb_supported ??:? ) at libmono.0011bbc4(mono_arm_thumb_supported ??:? ) at libmono.0012a750(mono_reset_state ??:? ) at libmono.000ede20(mono_get_trampoline_func ??:? ) at Unknown.00002054(Unknown Source:0) at PassiveSkills.SelectTargetAI(Native Method) at PassiveSkills.SelectTargetAI(<0x00104>:260) at PassiveSkills.DoUseSkill_internal(<0x00243>:579) at c__Iterator10F.MoveNext(<0x00153>:339) at .runtime_invoke_bool__this__(Native Method) at MonoBehaviour.StartCoroutine_Auto(Native Method) at MonoBehaviour.StartCoroutine(<0x00024>:36) at PassiveSkills.UseSkill(<0x001ab>:427) at PassiveSkills.CheckConditionWhenRealTime(<0x001ab>:427) at SkillManager.UpdatePassiveSkill(<0x00083>:131) at SkillManager.Update(<0x000b3>:179) at Object.runtime_invoke_void__this__(Native Method) at libmono.00023bbb(mono_jit_thread_attach ??:? ) at libmono.mono_runtime_invoke(mono_runtime_invoke:136) at libunity.00216e3c(void std::vector>::_M_emplace_back_aux(int&&) ??:? ) at libunity.002d63bc(void std::__rotate(int*, int*, int*, std::random_access_iterator_tag) ??:? ) at libunity.002d6378(void std::__rotate(int*, int*, int*, std::random_access_iterator_tag) ??:? ) at libunity.0020240c(void std::vector>::_M_emplace_back_aux(int&&) ??:? ) at libunity.00202420(void std::vector>::_M_emplace_back_aux(int&&) ??:? ) at libunity.001e8e3c(void std::vector>::_M_emplace_back_aux(float&&) ??:? ) at libunity.001e9384(void std::vector>::_M_emplace_back_aux(float&&) ??:? ) at libunity.002a0de4(void std::vector>::_M_range_insert(__gnu_cxx::__normal_iterator>>, unsigned char const*, unsigned char const*, std::forward_iterator_tag) ??:? )

Aiming SteamVR_LaserPointer with head camera, clicking with controller?

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Hello, I'm doing sort of UX experimenting and I would like to be able to aim with the laser pointer, but still be able to do clicking with my controller. I'm pretty much a novice to Unity. I've implemented [this solution](http://answers.unity.com/answers/1622254/view.html) and it works fine when I attach it to my controllers (in [CameraRig] gameobject, from the Steam VR samples). What I have done so far is that I've attached Empty Game Object to the Camera (in [CameraRig]) and added SteamVR_Behavior_pose (necessaryfor the LaserPointer script; I also changed the Input Source to Head, otherwise the head tracking would stop moving), the SteamVR_LaserPointer and the LaserPointerWrapper from the link above. Here is a screenshot of the empty GameObject with the 3 scripts attached ![alt text][1] Now, the SteamVR_LaserPointer includes 3 events, PointerEnter, PointerExit and Pointer Click. The first 2 are working fine, but the click isn't and I don't really know why, nor what to do about it. ![alt text][2] Here is the scene hierarchy, just in case it's not clear. The VRCameraUI is just a reticle I'm using for aiming instead of the laser (which is still there, but invisible due to me setting it's thickness to 0). Anyone got any hints? [1]: /storage/temp/145006-annotation-2019-08-22-113710.jpg [2]: /storage/temp/145007-annotation-2019-08-22-114426.jpg

Making custom animations for FBX model?

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I need to make a series of custom game-specific animations for a model bought in the Unity asset store, such as interaction with various objects in her environment like opening doors or pulling levers. There are FBX files, but I use Blender as I can't afford anything from Autodesk. I believe the model is using Unity's humanoid armature. The model has separate animation files, which I don't know how to deal with. I haven't been able to get Blender to export my animation by itself which could be applied to the model. I can import the model itself with its armature, so I could make new animations from there then export an FBX with animation, model and materials, but then I lose the animations that came with the model. I would rather use the defaults as they are far better than anything I could make and the custom animations I want aren't terribly complicated.

Putting material on one thing puts it on all the things...

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So, this is the problem that I'm having. I'm trying to place a floor texture on the floor, but then it places it on the walls, too. Anyone know how to fix this problem? I've been chasing my tails for a few minutes now trying to figure it out. I added a picture of the problem below. https://imgur.com/9fXSGJz I'm using Unity version Unity 2019.2.0f1 and i made these meshes using ProBuilder. Any and all help is greatly appreciated, thank you.

Different banner size

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Hello, i use Advertisement.Banner how can i change size of it? (width = 1080, height = 140)
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