Hi it's me Richard Haley again just asking what the yellow triangles are and do I only fix the problem by just hitting the clear button or do I also have too do something else to fix it?
↧
What are the yellow triangles supposed too be and how do I get rid of them with out just pushing clear button?
↧
Best Practice for Shaders with Variants and Asset Bundles
We are working through the process of dealing with shaders and bundles. There are a couple conditions that work, but there are some concerns that arise around Standard Shader, and one that extends Standard Shader.
Including Standard Shader in "Always Included Shaders" seems to be counter indicated, resulting in the following warning:
> Shader "Standard" with 157766 variants> is marked as always included (see> Graphics Settings). This will result> in long build times and runtime memory> consumption. **Please use a shader> variant collection instead.**
The documentation on how to follow the indicated **"instead"** is thin at best, and nonexistent perhaps more accurately. A shader variant collection cannot be included into the **"Always included Shaders"** list, but can be included into the **"Preloaded Shaders"** list. It is not clear however if the preloaded shader list ALSO achieves force including the selected variants. Right now we are left with a possible false positive because there may be a material getting included into the main build that is doing this for us.
I'm looking for better clarity on the golden path implied by the above warning for using **ShaderVariantCollection** to force included needed variants.
↧
↧
AssetBundle Manager - Update for Unity3D 5.4?
I've been working on my first asset bundle stuff for the last day or so, and the AssetBundle Manager helped out a lot.
I haven't been able to find a version that has been updated for Unity3D 5.4+ though. I haven't run into any functionality problems yet, but it throws 6-8 warnings up about functions being deprecated.
I'm about to go through the manager code and clean it up myself (assuming nothing is too tricky to update, following the warnings), but has it been updated somewhere? This seems like an important and core module to get left behind for months.
Or, is there an alternative solution that you recommend I use instead? If so, why?
↧
What mean JobAlloc.Overflow during my Camera.Render ?
Hy,
I have a warnings when I profile my game on my android devices.
![alt text][1]
[1]: /storage/temp/86944-profiler.png
Is somebody can tell me what it means ?
↧
unity crashes on start
Always when I want to start Unity it says: Unity doesn't work anymore
As I installed it the first time there was this warning: could not enable .net framework 3.5 the program could maybe not work.
So it didn't work.
Then I reinstalled it and installed it again. But the warning didn't come. But when i start Unity the message "Unity doesn't work anymore" comes up.
Thanks for the answers and sorry for this English :-|
*I use Windows 10 and newest version of unity.
↧
↧
"Field " " is never assigned to, and will always have it's default value null"
Hi im 100% new to coding I was following this tutorial for a quiz
https://www.youtube.com/watch?v=zLnnpUsxu0U
and I'm done but it keeps giving me this warning in monodevelop "Field "__ " is never assigned to, and will always have it's default value null. the problem is
[SerializeField]
private Text factText;
to
[SerializeField]
private Animator animator;
heres the code (c#)
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine.SceneManagement;
public class GameManager1 : MonoBehaviour {
public Questions[] questions;
private static List unansweredQuestions;
private Questions currentQuestion;
[SerializeField]
private Text factText;
[SerializeField]
private Text trueAnswerText;
[SerializeField]
private Text falseAnswerText;
[SerializeField]
private Animator animator;
[SerializeField]
private float timeBetweenQuestions = 1f;
void start ()
{
if (unansweredQuestions == null || unansweredQuestions.Count == 0)
{
unansweredQuestions = questions.ToList();
}
SetCurrentQuestion();
}
void SetCurrentQuestion ()
{
int randomQuestionIndex = Random.Range(0, unansweredQuestions.Count);
currentQuestion = unansweredQuestions[randomQuestionIndex];
factText.text = currentQuestion.fact;
if (currentQuestion.isTrue)
{
trueAnswerText.text = "CORRECT";
falseAnswerText.text = "WRONG";
} else
{
trueAnswerText.text = "WRONG";
falseAnswerText.text = "CORRECT";
}
}
IEnumerator TransitionToNextQuestion ()
{
unansweredQuestions.Remove(currentQuestion);
yield return new WaitForSeconds(timeBetweenQuestions);
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
}
public void UserSelectTrue ()
{
animator.SetTrigger("True");
if (currentQuestion.isTrue)
{
Debug.Log("CORRECT!");
} else
{
Debug.Log("WRONG!");
}
StartCoroutine(TransitionToNextQuestion());
}
↧
Unity 5.5.1 - Weird and conflicting variable never used warning.
I have the following in a script:
private Brick brick;
void Start()
{
brick = GameObject.FindObjectOfType();
}
This is only a very small portion of the code in this script.
I keep getting the warning that the variable "brick" is assigned but never used. If i delete the variable, of course, I get an error that says "the name brick does not exist in the current context.
It can't be that I have assigned the variable and simultaneously not assigned it!
Anyone know the answer to this? it's a bit annoying. I'm close to finishing up my game and want to clear out all the warning but this one is stubborn.
↧
vscode - exclude directories from warnings + code style linter
**vscode config**
Recently switched from mono to vscode with unity 5.5+, all good except for excluding warnings from 3rd party plugins/assets - seeing warnings in my own code can be arduous .
.vsode/setting.json - "files.exclude" doesn't exclude/suppress warnings
I am also looking for a good style guide linter, simalar to eslint/airbnb for js or pep8 for python
Any help would be much appreciated!
Thank you in advance
**Screenshot of 3rd party 'problems' I wish to filter/hide attached.**
![alt text][1]
[1]: /storage/temp/95960-annoying.png
↧
Warnings when I build my Android apk
I get 36 Warnings that are all nearly the same. The ending is everytime:
warning CS0618: `GooglePlayGames.BasicApi.Quests.IQuestMilestone' is obsolete: `Quests are being removed in 2018.'
One specific Example:
Assets/GooglePlayGames/Platforms/Native/NativeQuestClient.cs(87,76): warning CS0618: `GooglePlayGames.BasicApi.Quests.IQuestMilestone' is obsolete: `Quests are being removed in 2018.'
Please help.
↧
↧
Warning: Ignoring asset refresh (2017.1.0f3)
Since unity 2017, every now and then, I get a warning with the following message: **Ignoring asset refresh of [some 34-character hex number] because the file or its directory couldn't be found!** It is somewhat annoying. If you know a fix of some sort, please let me now. Thanks!
↧
Hide warning logs in Android build
Hi,
I'm trying to suppress / hide all Unity warning prints when building for Release on Android.
I tried using: **Debug.unityLogger.logEnabled=false;**
which hides the debug.log prints, but I still get Unity warning in adb.
Obviously, I do my best to fix those but considering this is a product release build I wish to hide them for now.
Any help is appreciated!
↧
GPU warning Post Processing Stack android
Hi! if I turn on the Ambient Occlusion and Dept of Field on Android (Unity 2017.2.0f3). I get the following warnings:
![alt text][1]
[1]: /storage/temp/105600-набросок.png
↧
Fonts warnings
Hi
I have some warnings in my game , but when I build and run on my phone it runs fine
1- What could be the reason for these warnings and is there a way to fix them ??
2- Do these warnings will have an effect on the app to cause some weird behavior or crashes on some devices?
![alt text][1]
[1]: /storage/temp/106653-untitled.png
↧
↧
Facebook Plugin Warnings
Hi
I've installed Facebook SDK plugin for Unity
Unity version : Unity2017.2
Facebook SDK : 7.10.0
And I'm getting the following warnings in the screenshot :
![alt text][1]
and within each warning there are some details as follows :
UnityEngine.Debug:LogWarning(Object)
Facebook.Unity.Editor.AndroidSupportLibraryResolver:addSupportLibraryDepenency(Object, String, String)
Facebook.Unity.Editor.AndroidSupportLibraryResolver:setupDependencies()
Facebook.Unity.Editor.AndroidSupportLibraryResolver:.cctor()
UnityEditor.EditorAssemblies:ProcessInitializeOnLoadAttributes()
[1]: /storage/temp/106677-untitled.png
Will this have a bad impact on the app or it's normal ??
↧
Avatar Rig Configuration mis-match,Avatar rig configuration mismatch
Hi everyone, i'm an absolute beginner. Trying to put a MMD character in VRCHAT. I followed a tutorial on it. I exported a character to Unity, thought i did everything right, I click her > select > Rig > Humanoid. That's where i get this error : Avatar rig configuration mis-match. Inbetween bone rotation in configuration does not match rotation in animation file: 'Leg_L' : rotation error = 0.205150 deg, 'Leg_R' : rotation error = 0.064711 deg. I'm sure this would be easy to fix for people who know unity however i know pretty much nothing. Anyone know a fix?
↧
Mathf.Approximately, how to apply this to my script?
Hi in my state machine I have two numbers generated through Random.Range in the void start function, I want to use Mathf.Approximately to check which number has come out higher and to print that in the console, but I am not sure how to do this. Any help would be appreciated.
The code I am using is:
{
int playerDiceRoll;
int enemyDiceRoll;
private BattleStateStart battleStateStartScript = new BattleStateStart ();
public enum BattleStates
{
START,
PLAYERROLL,
ENEMYROLL,
PLAYERCHOICE,
ENEMYCHOICE,
DAMAGECALCULATION,
LOSE,
WIN
}
private BattleStates currentState;
void Start ()
{
currentState = BattleStates.START;
playerDiceRoll = Random.Range (1, 10);
print (playerDiceRoll);
enemyDiceRoll = Random.Range (1, 10);
print (enemyDiceRoll);
if (Mathf.Approximately(1.0f, 10.0f / 10.0f));
print("same");
}
void Update ()
{
Debug.Log(currentState);
switch(currentState)
{
case (BattleStates.START):
//SETUP BATTLE FUNCTION
//create enemy
//choose who goes first based on dice roll
break;
case (BattleStates.PLAYERROLL):
break;
case (BattleStates.ENEMYROLL):
break;
case (BattleStates.PLAYERCHOICE):
break;
case (BattleStates.ENEMYCHOICE):
break;
case (BattleStates.DAMAGECALCULATION):
break;
case (BattleStates.LOSE):
break;
case (BattleStates.WIN):
break;
}
}
void OnGUI ()
{
if(GUILayout.Button("NEXT STATE"))
{
if(currentState == BattleStates.START)
{
currentState = BattleStates.PLAYERROLL;
}
else if (currentState == BattleStates.PLAYERROLL)
{
currentState = BattleStates.ENEMYROLL;
}
else if (currentState == BattleStates.ENEMYROLL)
{
currentState = BattleStates.PLAYERCHOICE;
}
else if (currentState == BattleStates.PLAYERCHOICE)
{
currentState = BattleStates.ENEMYCHOICE;
}
else if (currentState == BattleStates.ENEMYCHOICE)
{
currentState = BattleStates.DAMAGECALCULATION;
}
else if (currentState == BattleStates.DAMAGECALCULATION)
{
currentState = BattleStates.LOSE;
}
else if (currentState == BattleStates.LOSE)
{
currentState = BattleStates.WIN;
}
else if (currentState == BattleStates.WIN)
{
currentState = BattleStates.START;
}
}
}
}
↧
how to make the warning DontDestroyOnLoad only work for root GameObjects go away?
I keep getting this warning every time I try and use DontDestoyOnLoad:-
"DontDestroyOnLoad only work for root GameObjects or components on root GameObjects."
This didn't show up pre Unity 5.3 so whats up?
↧
↧
Suddenly warnings are thrown as errors at random in Unity
Since switching to a new computer with VS2015 (from VS2013), Unity3d sometimes suddenly throws harmless warnings (cs0219 & cs0414, i.e. an assigned variable or field that is never used) as errors that block me from compiling. Besides actually "fixing" these warnings there's this dissatisfactory workaround: close unity3d and vs2015 and reopen them again. Then it won't complain about those warnings for a while until it suddenly considers them errors again.
I've read about someone running into this issues because of a virus scanner, is that possible (am using a different one than on old computer (McAffee instead of Avira)?
The VS project's settings have "treat warnings as errors" set to None, so I don't understand why this happens. The seemingly random frequency of when this happens looks suspiciously like an "outside" cause. Any ideas?
running windows 10 and unity 5.0.3
↧
How Can I Build My Game
So, I've been developing a game for test st window, so I build my finished project so that i can check my work what I've done so far, which finishes without a problem. But then, I try to make a build of the same game for Windows, which is what my system is. I have done this plenty of times before, but this time, in the middle of building, it gave me an error and I had to Force Quit. Now when I load up my scene, I can still test the game in the editor, as it gives me no compiler errors, but whenever I try to make a build for Windows, it gets stuck on "Compiling Scripts" for a few seconds, and aborts with a "ding" noise. If I check my console window, it gives me the following errors:
Please help me these are the warnings....
D:\Project\unity\New Project\Assets\Standard Assets\Character Controllers\Sources\Scripts\CharacterMotor.js(37,37): Warning BCW0003: WARNING: Unused local variable 'lastVelocity'. (BCW0003) (Assembly-UnityScript-firstpass)
D:\Project\unity\New Project\Assets\Standard Assets\Character Controllers\Sources\Scripts\CharacterMotor.js(1,1): Warning BCW0016: WARNING: Namespace ''System.Collections'' is never used. (BCW0016) (Assembly-UnityScript-firstpass)
these are the scripts in standard assets but every time when i compile Game it is just working Good at unity but not making a build of game...
How do I fix this? I have tried to clean up unity from mono develop BY pressing "clean all" and when i do rebuild all to again it gives bundles of warning like 50,,,, 60 etc.....
@Zuon94
@Bunny83
↧
173 warnings with build to XCode 7
I tried following the tutorial below to create a general test game with Unity 5 to run on my iPad with Xcode 7. The app runs successfully with some warnings in Xcode.
https://www.youtube.com/watch?v=0uXWgV6uOmg
The only thing that I did differently is using a basic script on the cube to rotate instead of using playmaker:
> // Update is called once per frame
void Update () {
transform.Rotate (new Vector3 (0,-100,0) * Time.deltaTime);
}<
I am getting 173 warnings that do not affect the final output but I do not like having all that mess. I would rather have a error/warning free app that is nice and clean to start with before I get into more complex apps.
Most of the errors are under GenericMethods0.cpp and are all the same about unused variables L_5 and L_6 as shown in the first screen... ??
The rest are as follows in the second screen. I am not concerned about the icon warning I can fix that easily but not sure why Unity does not create this by default... ??
FYI I did first get an update recommended settings warning I went ahead and complied with. Not
doing the update resulted in the same errors though.
Thank you,
R
![alt text][1]
![alt text][2]
[1]: /storage/temp/64788-screen-shot-2016-02-27-at-32612-pm.png
[2]: /storage/temp/64787-screen-shot-2016-02-27-at-32549-pm.png
↧