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Unity Forum
30s ago
UnityEditor.BuildPlayerWindow+BuildMethodException: 3 errors
at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002ca] in <5ad584e208e14caaa9e6b2e6027e9204>:0
at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in <5ad584e208e14caaa9e6b2e6027e9204>:0
0x00007ff62f7148bc (Unity) StackWalker::GetCurrentCallstack
0x00007ff62f71cf59 (Unity)...
I failed to updagte SDK pakage list. plz HELP ..read more
Unity Forum
31s ago
stderr[
]
stdout[
ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH.
Please set the JAVA_HOME variable in your environment to match the
location of your Java installation.
]
exit code: 1
UnityEditor.Android.Command.WaitForProgramToRun (UnityEditor.Utils.Program p, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) (at <c8b3b39837d14a59b516963b78bf9032>:0)
UnityEditor.Android.Command.Run...
Help my Error Message : CommandInvokationFailure: Failed to update Android SDK package list ..read more
Unity Forum
35s ago
I was thinking of a big array-like data and somehow make it a property of shader, then using per-instance data and vertex id/index to get per-vertex data from that array.
But I have no clue about how to implement it.
Help appreciated ..read more
Unity Forum
37s ago
I created a small scene in unity with a menu and two windows. I wrote a script to change the background image of a window but the texture gets assigned to another part of the asset (wooden window frame). The window was added to my project and has two textures, one was wood and the other was glass. I had removed the glass was using a blank gameobject with applied textures to go in its place. I was trying to use my script to call these based on what is selected in the menu. Can anyone look at...
Changing Texture of Window Asset (2 part asset ..read more
Unity Forum
1h ago
I recently ran into a pretty weird issue that might seem like a bug.
The problem: Colors in the high dynamic range bleeds through sprites that are packed in a sprite atlas with high quality compression.
- Using standalone sprite with high quality compression have no issues.
- Using atlas with normal quality compression have no issues.
All sprites have no compression on them upon import to avoid double compression. I have also tried about any setting on the sprites and the sprite...
Sprite atlas not working properly with high quality compression ..read more
Unity Forum
1h ago
xin chào các bạn hiện tại tôi đang gặp 1 vấn đề về đồng bộ các viên đạn giữa client và server.
Dưới đây là video mô tả vấn đề
ở màn hình bên trái là server và bên phải là client
ở server thì hiển thị đúng. Khi viên đạn chạm vào đối tượng thì nó sẽ bị hủy đi. Còn ở client thì viên đạn chưa chạm vào đối tượng đã bị hủy.
Điều này sảy ra cả khi tôi thực hiện bắn ở client và server
Dưới đây là code của tôi
This is the shooting part. When the user clicks the...
Synchronize bullets between client and server ..read more
Unity Forum
1h ago
I want to ensure that when adding a Subgraph within the Graph, it automatically includes Trigger input and Trigger output within it ..read more
Unity Forum
1h ago
View attachment 1405404 View attachment 1405407 View attachment 1405410
Hi
I'm using a Readyplayerme avatar in my app. When I select Windows build it looks normal (please see images), but when I select android build, it turns shiny/metallic. I need to build for android as the app is for a Meta Quest 3 VR headset. Any help on how I can solve this would be greatly appreciated.
Also shown is the Inspector for the Material/Shader used for the avatar (this is when using the android build...
Why does my Readyplayerme avatar change appearance when an android build is selected ..read more
Unity Forum
1h ago
Hello
I'm working with the "Starter Assets: Character Controllers | URP" in Unity and encountering an issue where the `ENABLE_INPUT_SYSTEM` preprocessor directive is not activating despite my efforts. Here’s what I have done so far:
1. Imported the Starter Assets with character controllers using the Universal Render Pipeline.
2. Set the `Active Input Handling` in Project Settings to `Both` and also tried setting it to `Input System Package (New)`.
3. Added the `ENABLE_INPUT_SYSTEM` symbol...
ENABLE_INPUT_SYSTEM Not Activating in Starter Assets with Both Input Settings Tried ..read more
Unity Forum
1h ago
So i’m wondering if the following is done with a cinemachine collider?
I’m looking for a solution, without having to use a bunch of carefully placed cameras, where if my third person character is in tight spaces, the camera moves closer to the player. If the player is in a wider open space, it moves farther away.
The game A Hat in Time seems to do this but they could just be using a bunch of cameras…
So the camera detects the collisions around it and moves in/out accordingly. A...
Cinemachine Dynamic Distance Based on Collision Distance ..read more