unity | principal repository of Unity IdM service | Identity Management library
kandi X-RAY | unity Summary
kandi X-RAY | unity Summary
The principal repository of Unity IdM service - versatile identity and authentication platform. For more information please visit the web page:
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Top functions reviewed by kandi - BETA
- Initialize the UI
- Updates the buttons of the variable
- Sets items to be selected
- Sets the description of the message consumer
- Deserialization method
- Read saml properties from properties
- Set the name from message properties
- Initialize UI
- Gets the context context variables
- Overrides servlet context handler
- Builds the message template grid
- Builds the options for an advanced section
- Extracts the options from a JSON document
- Convert PKI to properties
- Build federation section
- Convert the message to properties
- Returns the editor
- Initialize the fields
- Initializes the credential
- Returns a binding for the event
- Builds the header section with the settings
- Extracts an oauth message from a message
- This method initializes logoEditor
- Initialize the editor
- Initialize the extra attributes combo box
- Gets the editor
unity Key Features
unity Examples and Code Snippets
Community Discussions
Trending Discussions on unity
QUESTION
I have now gotten this error multiple times after accessing my project on a different computer then coming back to my laptop.
I tried finding a solution online to this error but could not find anything about this specific error. I cleared the unity cache and other project settings to try and fix this issue based on similar issues.
Edit
Moved answer from the question to the posted answer.
ANSWER
Answered 2021-Jun-15 at 14:32After doing some tests I found that this problem can be solved fairly easily. To fix/go around this issue,
- Go to the location of the bundled package that is listed in the error. There will be a bunch of
.tgz
files. - Copy the
.tgz
file that is showing in the error message (in this instance it iscom.unity.adaptiveperformance-2.1.1.tgz
). - Navigate then to:
C:\Users\\AppData\Local\Unity\cache\npm\packages.unity.com
- Make a folder in this directory named without the version number and extension (folder name in this instance would be
com.unity.adaptiveperformance
). - Enter this folder and create a sub-folder with the given version number (this instance
2.1.1
). - Paste the
.tgz
file that you copied before into this folder and rename itpackage.tgz
. - Open the
.tgz
file or extract the file to the version number folder you created. Image of final directory path and files
My understanding of this problem is that after syncing data between my main computer and my laptop made it to where the package data would be regenerated on my laptop. When this occurred, my laptop would not be able to extract a given package from unity's compressed packages for the editor. This caused me to have to manually extract that given package into the unity cache. (Note: syncing was done through onedrive)
After you have added the file, close and relaunch the unity project and it should pass this error without issue. I thought I should post this issue and the solution I found for others that may find themselves with this same issue.
QUESTION
ANSWER
Answered 2021-Jun-15 at 11:09What do you exactly mean with the restart app? If you want to restart the game or a specific scene you can just Load that scene in Unity with:
QUESTION
I have been learning Unity for the last few weeks in order to create a simple ant simulation. The way I was rendering everything was writing to a texture the size of the camera in the Update
function. It works, but problem is that it is extremely slow, getting only around 3-4 FPS doing so. What could be done to speed it up? Maybe a completely different way of rendering?
Here is the code of a simple test where some Ants just move around in random directions. I have the AntScript.cs
attached to the camera with a texture under a Canvas
where everything is being written to.
AntScript.cs
ANSWER
Answered 2021-Jun-15 at 08:58In general instead of using Texture2D.SetPixel
on individual pixels rather use Texture2D.GetPixels
and Texture2D.SetPixels
on the entire image (or the section you changed).
This is already way more efficient!
Then using Texture2D.GetPixels32
and Texture2D.SetPixels32
which do use raw byte color format (0 to 255 instead of 0f to 1f) is even faster!
QUESTION
I've been making a game using Unity and I added a slow motion function. Afterwards, when I added audio, I wanted to change the pitch of all audio whenever the slow motion function ocurred, but I can't seem to do it. I've been using Brackey's audio tutorial (here if you wanna see it) to guide me into using audio in Unity
Here is my audio manager:
...ANSWER
Answered 2021-Jun-15 at 06:15I wanted to change the pitch of all audio
If you want to change the pitch of any song at runtime you can simply use the source
of type AudioSource
that is saved in the sound class and edit it's values directly.
If you then do this as a foreach loop, in your soundManager
class, with each song in your array, you can pitch down all of them.
Change All Pitch Values:
QUESTION
Alright, so I'm making a game in Unity, and I tried to spawn in enemies randomly around a player. To control the rate of the spawning, I created a private bool spawnCooldown
variable. Then, there was an if {}
statement which controlled the rate of spawning. The original code is below:
ANSWER
Answered 2021-Jun-14 at 04:40You need to add the seconds of cooldown you want on the spawner when you declare it too, E.G spawnCooldown = Time.time + coolDownPeriodInSeconds;
You also need to set spawnCooldown
to be a float, which stores numbers.
Currently you have stored it as a bool
, which only stores true
or false
values, and therefore cannot be compared to Time.time further in the code.
Lastly you are missing the closing }
character in the if
block
What is happening currently is you are doing the following:
- Setting spawn Cooldown to be the current Time
- For every frame after that, checking if the new current time is greater than the old time you set as
spawnCooldown
. Since it always is, the code will then run through the spawn script.
If you change it to
QUESTION
I'm trying to make a small simulation of traveling salesman in Unity C# and I can't get through this, my code looks right but start and nxtCity vectors always result in the same position, I really can't understand why, could any of you help?
cities is the number of total cities
positions is the array of cities taken from cities generator these two values are right in unity editor
Here the code:
...ANSWER
Answered 2021-Jun-11 at 00:22Unity's Random.Range with (int, int) overload (NOT float, float) generates random number in range [min; max), max is exclusive, so if you call var randomInt = Random.Range(0, 1)
result will be always 0. var randomInt = Random.Range(0, 2)
would be 0 or 1, e.t.c
QUESTION
I just have an try-catch sentence in a multiplayer project in Unity. It basically tries to connect to the server in the try, and the catch is for getting the exception in case it can't connect. My problem is that im trying to pop a message error via the UI when the exception throws, but the code I used in the catch block is not working. In the code below im trying to show the UI with the LogError. Thanks in advance.
...ANSWER
Answered 2021-Jun-07 at 20:38Pretty sure the issue is that this call comes in async so on a different Thread/Task.
Most of Unity API can only be used on the Unity main thread. (Only exception are basically all pure mathematical structs that do not directly influence or rely on the scene.)
Most of the time this is solved via a so called "Main Thread Dispatcher". It looks somewhat like e.g.
QUESTION
I'm making game in Unity and i want to publish it on GameJolt. I'm using Gamejolt Unity APIUnity API beacuse now i can use Gamjolt's Trophies etc. I don't know why but when i'm using GameJolt.API.GameJoltAPI.HasSignedInUser it returns error:
Assets\Scripts\MainMenuScripts_Play_Button\PlayButtonScript.cs(10,30): error CS0120: An object reference is required for the non-static field, method, or property 'GameJoltAPI.HasSignedInUser'
PlayButtonScript.cs:
...ANSWER
Answered 2021-Jun-12 at 12:27Try GameJoltAPI.Instance.HasSignedInUser
.
QUESTION
I am new to unity and trying to make the player jump on start. I have the following code
...ANSWER
Answered 2021-Jun-14 at 06:34You need an instance of class Rigidbody
QUESTION
ANSWER
Answered 2021-Jun-14 at 02:17Unity Engine use to support 3 Languages, C#, Python (Boo) and Java Script (Unity Script). So Unity Script is actually a part of the Unity Code suit (.NET Framework 2).
But these days Unity only uses C# when it switched to .NET Framework 4.8. When looking for solutions ensure to not look at any Unity Script code as it is outdated.
Hope this clears things up.
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Install unity
You can use unity like any standard Java library. Please include the the jar files in your classpath. You can also use any IDE and you can run and debug the unity component as you would do with any other Java program. Best practice is to use a build tool that supports dependency management such as Maven or Gradle. For Maven installation, please refer maven.apache.org. For Gradle installation, please refer gradle.org .
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