When i use Navmesh in normal mode its working perfectly fine but when i move to Vuforia ARMode the model up and rotate frequently..Anyone have solution for this????
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Unity Vuforia ARCamera affect the Navmeshagent of player??
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CS0116 Error ... help
Help me please
using UnityEngine;
using System.Collections;
public GameObject Tank;
public GameObject Train;
public class VehicleSwap : MonoBehaviour
{
void Start ()
{
Train = GetChildinparent();
Tank = GetChildinparent();
}
void Update ()
{
if(Input.GetKeyDown(KeyCode.q))
{
Tank.enabled = !Tank.enabled;
Train.disabled = !Train.disabled;
}
}
}
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UnityLinker.exe did not run properly!Android,UnityLinker.exe did not run properly!
Hi, I am receiving this error when I try to build in 64-bit. 32-bit build completed successfully, but error occurs while building in 64-bit. @JoshPeterson please help![alt text][1]
[1]: /storage/temp/147412-image-2019-10-14t07-38-29-224z.png
,@JoshPeterson sir, please give any solution
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Unity ads works on editor but not in device
This is the code that i'm using to test to see if the ads work, i have a button on the scene just
to see if it works
void Start()
{
Advertisement.Initialize(IDGAME, true);
}
// Update is called once per frame
public void ADSS()
{
if (Advertisement.IsReady())
{
Advertisement.Show("video");
}
}
However, it only works on the editor, i've tried re importing the ads package, i've changed test mode options, and yet it hasn't worked. what am i doing wrong?
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Failed to load because it was serialized with a newer version of Unity. (Has a higher SerializedFile version)
I was doing my project and after several work when i try to open my unity project i don't see any assets in my view scene and unity shows me this error:Failed to load because it was serialized with a newer version of Unity. (Has a higher SerializedFile version). How could i resolve it?,I was making a project but ,after several work , now when I open the project I don't see any assets in my scene view and I have got this error :"Failed to load because it was serialized with a newer version of Unity. (Has a higher SerializedFile version)" . how could i resolve this problme?
↧
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Can't view any scenes in Unity game downloaded off of google drive,Opening a build I downloaded off of google drive
I'm unable to view anything in this game that was developed and shared with me off of google drive. I'm unsure of how to fix this problem, as the only thing viewable for me to see is in C# code. The game is a 2d game, but the screenshots I have taken are in the 3d view. I'm still a newbie, so I'm unsure of what is happening. When I hit play, nothing useful happens as well.
Any help or questions is appreciated! Thanks!
Side note: The game was developed in an older version of unity, but I'm unsure what version, and I'm running it on the latest 2019 build.
![alt text][1]
[1]: /storage/temp/147629-a8c2cca4c03ca07bb613c47694e8e40e.png
↧
When I start Using New Terrain Tool Brush I got an error
This is the error can someone please solve this
RenderTexture.Create failed: format unsupported for random writes - R16 SFloat (45).
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
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operation failed: OperationResponse 253: Return Code -2 (Actors exceeds currentPlayersCount) Parameters: {}Server:GameServer
Hi there,
We are experiencing some issues debugging a particular error which is not traceable by us anywhere on the internet, we believe it occurs when more than a few devices are connected simultaneously in the same room.
Error Encountered:
> operation failed: OperationResponse 253: Return Code -2 (Actors exceeds currentPlayersCount) Parameters: {}Server:GameServer
**Q: What could be the possible cause of this particular error or the possible solution towards solving it.**
↧
Error CS1061 (13,50)
I have only just started learning unity, so sorry if this is stupid but i can't find anything online.
my code is really short and im not actually sure how to debug properly using unity.
Heres the code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Waypoint_Follower : MonoBehaviour {
public static Transform[] WaypointsArray;
void Awake()
{
WaypointsArray = new Transform[];
for (int i = 0; i < WaypointsArray.Length; i++)
{
WaypointsArray[i] = transform.GetChild(i);
}
}
}
![alt text][1]
[1]: /storage/temp/147802-unity-bug.png
↧
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WebGL file doesn't work, I can't change levels?!
So I've made a little game and it works perfectly when I build it and play it on my computer.
But for some reason when I build it as a WebGL and run it, it always comes up with an error when I try to change levels. Does anyone know why?
I haven't changed anything on the project itself, and I've tried rebuilding it a few times just incase, but still no success.
![alt text][1]
It's okay until this point, but I don't understand the error when I press to change level.
![alt text][2]
[1]: /storage/temp/146467-screen-shot-2019-09-20-at-82125-pm.png
[2]: /storage/temp/146468-screen-shot-2019-09-20-at-82133-pm.png
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VR Red Dot Shader Error
Hi,
I'm trying to build a red dot sight in Unity VR using this method https://wirewhiz.com/how-to-make-a-dot-sight/. I am getting an error from the first shader. Unity is reporting the error on the line where it says:
`fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;` I've copy/pasted the shader in without changing anything and seem to be the only one having the issue. Please help! I'm still new to game dev and don't know shaders enough to troubleshoot.
Thanks in advance for any help.
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Google play games services plugin can't log in
It's been one week I'm trying to implement googe play games services plugin, I've tested multiple versions of the plugin always on unity 2018.4.11.f1
Plugin git page: https://github.com/playgameservices/play-games-plugin-for-unity
.
My code implementation is pretty much what is in the git page.
First this on start:
void Start()
{
loginButton.onClick.AddListener(() => onClickLogin());
PlayGamesClientConfiguration config = new PlayGamesClientConfiguration.Builder()
// enables saving game progress.
//.EnableSavedGames()
// requests the email address of the player be available.
// Will bring up a prompt for consent.
.RequestEmail()
// requests a server auth code be generated so it can be passed to an
// associated back end server application and exchanged for an OAuth token.
.RequestServerAuthCode(false)
// requests an ID token be generated. This OAuth token can be used to
// identify the player to other services such as Firebase.
.RequestIdToken()
.Build();
PlayGamesPlatform.InitializeInstance(config);
// recommended for debugging:
PlayGamesPlatform.DebugLogEnabled = true;
// Activate the Google Play Games platform
PlayGamesPlatform.Activate();
}
.
Then, this onClick function:
private void onClickLogin()
{
Social.localUser.Authenticate((bool success) =>
{
if (success)
{
feedbackText.text = "succes";
}
else
{
feedbackText.text = "fail";
}
});
}
.
I verified my game package. It is the same in:
- Google play console.
- Google dev console.
- Unity plugin setup page.
It's "com.uwniagames.dashtail".
.
I verified that I used the SINGING SHA1 certificate from google play console to register the app at google dev console.
.
My OAuth is also the same in the both google consoles and in the Unity plugin's setup.
.
Finally this is my configuration for target architecture, not sure if this is meaningful.
![alt text][1]
[1]: /storage/temp/147890-targets.png
.
I used Android Device Monitor to find out the log and I only get this error:
03-19 14:22:36.126: W/GameHelper(15312): ****
03-19 14:22:36.126: W/GameHelper(15312): ****
03-19 14:22:36.126: W/GameHelper(15312): **** APP NOT CORRECTLY CONFIGURED TO USE GOOGLE PLAY GAME SERVICES
03-19 14:22:36.126: W/GameHelper(15312): **** This is usually caused by one of these reasons:
03-19 14:22:36.126: W/GameHelper(15312): **** (1) Your package name and certificate fingerprint do not match
03-19 14:22:36.126: W/GameHelper(15312): **** the client ID you registered in Developer Console.
03-19 14:22:36.126: W/GameHelper(15312): **** (2) Your App ID was incorrectly entered.
03-19 14:22:36.126: W/GameHelper(15312): **** (3) Your game settings have not been published and you are
03-19 14:22:36.126: W/GameHelper(15312): **** trying to log in with an account that is not listed as
03-19 14:22:36.126: W/GameHelper(15312): **** a test account.
.
Additional Information:
- I tested with build and run and also uploading to google and downloading in my device.
- I am registered as a beta tester but I also tryed releasing to production.
- My app is only available for Brazil for now.
.
After a week reading and testing every possibility I'm really close to giving up and using something else to login and save player data, this post is my final shot, I really appreciate any help, thank you.
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Why can't I configure google play games plugin in the editor?
![alt text][1]
[1]: /storage/temp/147908-screenshot-37.png
I have tried deleting and re-importing the plugin. I am using JDK, SDK, NDK that comes with Unity. I have tried restarting the editor after re-importing. I have clicked resolve and force resolve in google play resolve. I have downloaded Android Studio to try and use a different SDK but I am not sure how to do this or if it will even do anything.
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↧
How do I make GameObject actions ease in and out
**I'm trying to make a car game with a forward and reverse mechanic that ease into its max speed and ease out into a stop.
Current code: (Everything labeled)**
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Movement : MonoBehaviour
{
public Rigidbody rb;
public bool grounded = true;
void OnCollisionEnter(UnityEngine.Collision collisionInfo)
{
grounded = true;
}
void OnCollisionExit(UnityEngine.Collision collisionInfo)
{
grounded = false;
}
//Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
float MaxForwardSpeed = 20f; // maximum speed for acceleration and reverse
float TurningRadius = 80f; // maximum speed car can turn
float Speed = 0; // variable that changes the speed
float Jump = 10f; // not important
if (grounded == true) //on ground
{
if (Input.GetKey(KeyCode.W)) // acceleterate
{
// ATTEMPTED GRADUAL ACCELERATION /////////////////////////////////////////////////////
if ((Speed < MaxForwardSpeed))
{
Speed += 2;
transform.position += transform.forward * Time.deltaTime * Speed;
}
Debug.Log(Speed);
///////////////////////////////////////////////////////////////////////////////////////
if (Input.GetKey(KeyCode.A)) // only turns when going forward
{
transform.Rotate(0, -TurningRadius * Time.deltaTime, 0);
}
if (Input.GetKey(KeyCode.D))
{
transform.Rotate(0, TurningRadius * Time.deltaTime, 0);
}
}
if (Input.GetKey(KeyCode.S)) // reverse
{
transform.position -= transform.forward * Time.deltaTime * MaxForwardSpeed;
if (Input.GetKey(KeyCode.A)) // only turns when going backward
{
transform.Rotate(0, -TurningRadius * Time.deltaTime, 0);
}
if (Input.GetKey(KeyCode.D))
{
transform.Rotate(0, TurningRadius * Time.deltaTime, 0);
}
}
//if (Input.GetMouseButtonDown(1))
if (Input.GetKeyDown(KeyCode.Space)) // jump function
{
rb.AddForce(transform.up * Jump, ForceMode.Impulse);
}
if (Input.GetKey(KeyCode.LeftShift)) // air roll toggle(hold)
{
if (Input.GetKey(KeyCode.A)) // drift left
{
transform.Rotate(0, -1, 0);
}
if (Input.GetKey(KeyCode.D)) // drift right
{
transform.Rotate(0, 1, 0);
}
}
}
if (grounded == false) //off ground
{
if (Input.GetKey(KeyCode.W)) // push forward
{
transform.Rotate(1, 0, 0);
}
if (Input.GetKey(KeyCode.A)) // car turns left in air
{
transform.Rotate(0, -1, 0);
}
if (Input.GetKey(KeyCode.S)) // pull back
{
transform.Rotate(-1, 0, 0);
}
if (Input.GetKey(KeyCode.D)) // car turns right in air
{
transform.Rotate(0, 1, 0);
}
if (Input.GetKey(KeyCode.LeftShift)) // air roll toggle(hold)
{
if (Input.GetKey(KeyCode.A)) // air roll left
{
transform.Rotate(0, 1, 0); // counters other "(KeyCode.A) movement"
transform.Rotate(0, 0, 1);
}
if (Input.GetKey(KeyCode.D)) // air roll right
{
transform.Rotate(0, -1, 0); // counters other "(KeyCode.D) movement"
transform.Rotate(0, 0, -1);
}
}
}
}
}
-- sorry so much code, I've been working on this for hours and just started using unity a day ago (don't know how to make more compact code)
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How can I fix my textmesh pro, I have change Api Compatibility level from .NET Standard 2.0 to .NET 4.x but it not work and my textmesh pro only have 2 choice
![alt text][1]
[1]: /storage/temp/148024-untitled.png
↧
iOS Archive error: Build input file cannot be found: '/Users/navil/Desktop/WW3ClientiOS/Classes/Native/Unity.ugui_CodeGen.c' (in target 'Unity-iPhone' from project 'Unity-iPhone')
Hi guys,
I have a question!
I recently upgraded Unity to the latest version (2019.2.10f1) because I'd like to use IAP (in app purchases).
My windows and android builds seem to be ok, but my iOS build fails in xCode with the below error (while trying to do the archive):
** ARCHIVE FAILED **
The following build commands failed:
CompileC /Users/navil/Library/Developer/Xcode/DerivedData/Unity-iPhone-hitwrvrwzwmjnhaucycumjzhcenh/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/Unity-iPhone.build/Objects-normal/armv7/Unity.ugui_CodeGen.o /Users/navil/Desktop/WW3ClientiOS/Classes/Native/Unity.ugui_CodeGen.c normal armv7 c com.apple.compilers.llvm.clang.1_0.compiler
(1 failure)
/Users/navil/Library/Developer/Xcode/DerivedData/Unity-iPhone-hitwrvrwzwmjnhaucycumjzhcenh/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/PrecompiledHeaders/SharedPrecompiledHeaders/17326902885880269110/Prefix.pch -MMD -MT dependencies -MF /Users/navil/Library/Developer/Xcode/DerivedData/Unity-iPhone-hitwrvrwzwmjnhaucycumjzhcenh/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/Unity-iPhone.build/Objects-normal/armv7/Unity.ugui_CodeGen.d --serialize-diagnostics /Users/navil/Library/Developer/Xcode/DerivedData/Unity-iPhone-hitwrvrwzwmjnhaucycumjzhcenh/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/Unity-iPhone.build/Objects-normal/armv7/Unity.ugui_CodeGen.dia -c /Users/navil/Desktop/WW3ClientiOS/Classes/Native/Unity.ugui_CodeGen.c -o /Users/navil/Library/Developer/Xcode/DerivedData/Unity-iPhone-hitwrvrwzwmjnhaucycumjzhcenh/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/Unity-iPhone.build/Objects-normal/armv7/Unity.ugui_CodeGen.o
error: Build input file cannot be found: '/Users/navil/Desktop/WW3ClientiOS/Classes/Native/Unity.ugui_CodeGen.c' (in target 'Unity-iPhone' from project 'Unity-iPhone')
Do you guys know what Unity.ugui_CodeGen.c is? What can i do fix this error? Am i missing something?
Many thanks!
Navil
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Android Manifest xml missing - Build failed. Need Help!
Hi, when I try to build my game to Android it failes with the error: …"\Temp\StagingArea\android-libraries\GooglePlayGamesManifest.plugin' is missing AndroidManifest.xml file.
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)"
That means the AndroidManifest.xml file is missing but I cant find it and dont know what to do if I would. Im stuck and Need your help… When I created a new game and build it on Android it worked so it has something to do with my specific game. Maybe I deleted the manifest
accidentally? What should I do? Sorry for my bad english.
↧
↧
i get an error, and have no clue why.,i get a weird error: Operator `+=' cannot be applied to operands of type `UnityEngine.Quaternion' and `UnityEngine.Vector3'
this is the code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ShieldScript : MonoBehaviour {
public Vector3 shieldmovement;
public Vector3 shieldrotation;
// Update is called once per frame
void Update () {
if (Input.GetKeyDown(KeyCode.Q))
{
print("q pressed");
transform.position += shieldmovement;
transform.rotation += shieldmovement;
}
}
}
and this is the error:
Operator `+=' cannot be applied to operands of type `UnityEngine.Quaternion' and `UnityEngine.Vector3'
,this is the code thing:
transform.rotation += shieldmovement;
this is the variable:
public Vector3 shieldrotation;
can someone tell me whats wrong?
↧
DoTween Error
Hello guys! Can you help me to fix this error? I don`t understand how to do it...
DOTWEEN:: An error inside a tween callback was silently taken care of > Object reference not set to an instance of an object
at Model+<>c__DisplayClass36_1.b__0 () [0x00048] in D:\Unity\Jungle Puzzle 2019\Assets\Scripts\Model.cs:177
at DG.Tweening.Tween.OnTweenCallback (DG.Tweening.TweenCallback callback) [0x00007] in <45e29cc2df1844209d168a280c119159>:0
UnityEngine.Debug:LogWarning(Object)
DG.Tweening.Core.Debugger:LogWarning(Object)
DG.Tweening.Tween:OnTweenCallback(TweenCallback)
DG.Tweening.Tween: DoGoto(Tween, Single, Int32, UpdateMode)
DG.Tweening.Core.TweenManager:Update(UpdateType, Single, Single)
DG.Tweening.Core.DOTweenComponent:Update()
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Asset Null Exception - No assetGUID
I have a very weird error. This seems to be editor only error and everything works fine but I can't pull up a asset in menus, however I can drag and drop it into fields (for example a buttons on click event) its functions will work in testing but it will not show up in Asset lists.
Here is the error:
ArgumentNullException: Value cannot be null
Parameter name: assetGuid
Here is the log of the error:
ArgumentNullException: Value cannot be null.
Parameter name: assetGuid
UnityEditor.Collaboration.SoftLockData.TryGetLocksOnAssetGUID (System.String assetGuid, System.Collections.Generic.List`1[UnityEditor.Collaboration.SoftLock]& softLocks) (at C:/buildslave/unity/build/Editor/Mono/Collab/Softlocks/SoftlockData.cs:169)
UnityEditor.Collaboration.SoftLockData.TryGetSoftlockCount (System.String assetGuid, System.Int32& count) (at C:/buildslave/unity/build/Editor/Mono/Collab/Softlocks/SoftlockData.cs:137)
UnityEditor.Collaboration.SoftLockData.TryHasSoftLocks (System.String assetGuid, System.Boolean& hasSoftLocks) (at C:/buildslave/unity/build/Editor/Mono/Collab/Softlocks/SoftlockData.cs:92)
UnityEditor.SoftlockViewController.HasSoftlocks (System.String assetGUID) (at C:/buildslave/unity/build/Editor/Mono/Collab/Softlocks/SoftlockViewController.cs:128)
UnityEditor.SoftlockViewController.DrawProjectBrowserGridUI (UnityEngine.Rect iconRect, System.String assetGUID, System.Boolean isListMode) (at C:/buildslave/unity/build/Editor/Mono/Collab/Softlocks/SoftlockViewController.cs:229)
UnityEditor.ObjectListArea+LocalGroup.DrawItem (UnityEngine.Rect position, UnityEditor.FilteredHierarchy+FilterResult filterItem, UnityEditor.BuiltinResource builtinResource, System.Boolean isFolderBrowsing) (at C:/buildslave/unity/build/Editor/Mono/ObjectListLocalGroup.cs:829)
UnityEditor.ObjectListArea+LocalGroup.DrawInternal (System.Int32 beginIndex, System.Int32 endIndex, System.Single yOffset) (at C:/buildslave/unity/build/Editor/Mono/ObjectListLocalGroup.cs:203)
UnityEditor.ObjectListArea+Group.Draw (System.Single yOffset, UnityEngine.Vector2 scrollPos, System.Int32& rowsInUse) (at C:/buildslave/unity/build/Editor/Mono/ObjectListGroup.cs:154)
UnityEditor.ObjectListArea.HandleListArea () (at C:/buildslave/unity/build/Editor/Mono/ObjectListArea.cs:1331)
UnityEditor.ObjectListArea.OnGUI (UnityEngine.Rect position, System.Int32 keyboardControlID) (at C:/buildslave/unity/build/Editor/Mono/ObjectListArea.cs:540)
UnityEditor.ObjectSelector.GridListArea () (at C:/buildslave/unity/build/Editor/Mono/ObjectSelector.cs:871)
UnityEditor.ObjectSelector.OnObjectGridGUI () (at C:/buildslave/unity/build/Editor/Mono/ObjectSelector.cs:859)
UnityEditor.ObjectSelector.OnGUI () (at C:/buildslave/unity/build/Editor/Mono/ObjectSelector.cs:822)
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at :0)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
UnityEngine.UIElements.UIR.RenderChain.Render (UnityEngine.Rect topRect, UnityEngine.Matrix4x4 projection) (at C:/buildslave/unity/build/Modules/UIElements/Renderer/UIRChainBuilder.cs:238)
UnityEngine.UIElements.UIRRepaintUpdater.DrawChain (UnityEngine.Rect topRect, UnityEngine.Matrix4x4 projection) (at C:/buildslave/unity/build/Modules/UIElements/Renderer/UIRRepaintUpdater.cs:66)
UnityEngine.UIElements.UIRRepaintUpdater.Update () (at C:/buildslave/unity/build/Modules/UIElements/Renderer/UIRRepaintUpdater.cs:54)
UnityEngine.UIElements.VisualTreeUpdater.UpdateVisualTree () (at C:/buildslave/unity/build/Modules/UIElements/VisualTreeUpdater.cs:72)
UnityEngine.UIElements.Panel.Repaint (UnityEngine.Event e) (at C:/buildslave/unity/build/Modules/UIElements/Panel.cs:637)
UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at C:/buildslave/unity/build/Modules/UIElements/UIElementsUtility.cs:240)
UnityEngine.UIElements.UIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at C:/buildslave/unity/build/Modules/UIElements/UIElementsUtility.cs:78)
UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)
I am not sure what happened here. It was working fine, then all the sudden it just started doing this whenever I tried to look for a specific asset in the asset finder (usually on "onEvent" type of methods).
EDIT:
A little research says its a Collaboration Cloud error, turning it off fixed it. However... this was supposed to be fixed quite a bit ago. Am I doing something wrong?
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