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kandi X-RAY | unity3d Summary
kandi X-RAY | unity3d Summary
That file can be empty because I don't always want to trigger the builds when updating the project. This is more of a technical detail. What you need to know is ci-generator/unity_versions.yml is where you place the required information to build one or multiple unity versions when working with this repository.
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QUESTION
I have a folder where I keep all my different games and each game has its own "Assets", "Library", "Logs"
etc. folders.
Before, when I wanted to just upload only 1 project to GitHub, I chose .gitignore
Unity and it automatically ignored those giant files which was unnecessary to upload.
Right now I have multiple projects in 1 folder and I want to upload them all in 1 repository and also, I want my .gitignore
to ignore all unnecessary files in each directory like the way it used to do for only 1 Unity game.
My .gitigonore
right now is this:
ANSWER
Answered 2021-Jun-10 at 11:48You could look into SubModules and have one repository like
- Main Repository
- App 1 - SubModule
- App 2 - SubModule
Each SubModule would bring its very own .gitignore
that applies to its according root folder.
This makes most sense if you have one main application and then multiple actual modules of functionality you are all using in that main application.
Option B -**
path wildcard
Just adjust the .gitignore
to ignore any folders with according names like
QUESTION
For my research I need to know, how exactly Unity implements the Slerp function for Vector3.
The Unity3D documentation descripes, that the input vectors are treated as directions rather than points in space. But it doesn´t explain, if there are quaternions used intern.
The Unity3D-C#-Reference mentionied Vector3.Slerp here:
...ANSWER
Answered 2021-Jun-10 at 11:38I'm of course not sure because we don't have the source code for these internal methods but I'm pretty sure they would not use Quaternion
which would be pretty imperformant but rather use pure and simple float based math like sinus, cosinus etc something that in c#
would look somewhat similar to e.g. the solution mentioned here
QUESTION
I am working to an application with unity3D and MRTK package for hololens2 and I am trying to change the color of a toggle when it is disabled.
The toggle has an Interactable script on it with many profiles, one of them has two themes for the selected state that are "InteractableActivateTheme" and "Interactable color children theme". I used successfully the latter to change color of the toggle when selected using the theme field "Pressed" and "Default", but I am not able to use the "Disabled" field in any case.
Screenshot of the profile I am talking about
I disable the toggle by code setting the state to disabled in this way:
...ANSWER
Answered 2021-Jun-07 at 08:10Please try the following code to disable your button:
QUESTION
is there a way to move an object in Unity3d from one place (target1) to an other (target2.. so on) by pressing a key?
I used...
...ANSWER
Answered 2021-Jun-03 at 12:58What I'm understanding is either you want to have an array of places for your object to go, or you want the object to move a set amount each time you press a button. I will gives an example and an explanation for each of these.
- You want to move an object to different points, and not a specific amount each time.
First off, you could use an array, and fill it with the places for the object to go, in order.
Then, you could have a public variable for looping through the array everytime you press the button. Now, instead of
Input.GetKey("s")
, which has several problems, you wantInput.GetKeyDown(KeyCode.S)
, because GetKeyDown only fires when you press the key, and GetKey fires every frame the key is pressed. You also want KeyCode, because that's what the KeyCodes are made for. Example code:
QUESTION
The API from https://docs.microsoft.com/en-us/dotnet/api/system.bitconverter.touint16?view=netstandard-2.0 is mising in Unity3D 2020.3.8f1c1.How can I make it work? I need a way to convert Span to ushort for my network model.
Other informatioon System.Memory.4.5.4 from nuget
...ANSWER
Answered 2021-Jun-01 at 08:24The issue is that the type ReadOnlySpan
as well as the Span
itself do only exist in
- .NET 5.0, 6.0 Preview 3
- .NET Core 2.1, 2.2, 3.0, 3.1
- .NET Standard 2.1
But Unity uses .NET Framework 4.x
where these types do not exist at all.
So in Unity you can only use the byte[]
overloads.
As an alternative to the Span
you can use ArraySegment
which works quite similar - yet is a bit more work and not as "secure" as the ReadOnlySpan
overloads.
The ArraySegment
alone is actually pretty "dumb" and nothing more than a simple struct storing the array, an offset and a count. It comes with no own "magic" .. you have to do things "manually" yourself, in particular e.g. update the count when you change the offset (that was the point that bothered me the most ^^)
QUESTION
I have a library in my Android app like UnityAds. I want to get the version name and the version code of it in runtime. I wrote the below code, but always exception occurred. What is the best practice to get this information programmatically?
...implementation 'com.unity3d.ads:unity-ads:3.7.1'
ANSWER
Answered 2021-Jun-01 at 08:30That won’t work, PackageManager APIs help you check for any valid packages/apps installed using a package name lookup.
Since the library is in the class path for your own package the only way to reference these ids at runtime would be to have a workflow to record these during compilation and expose it to your application at runtime.
Following approaches are viable:
Expose library metadata in build config/resources (https://developer.android.com/studio/build/gradle-tips#simplify-app-development)
Custom gradle plugin to capture all libraries in classpath into assets which can be read at runtime, something similar to https://github.com/google/play-services-plugins
With (1) you can’t scale it for multiple libraries conveniently so it’s only useful for very specific needs.
(2) might require some customisations for your usecase (adding version info) but is definitely scalable.
QUESTION
I am currently working with Reality Capture API. I'm developing on a Mac and using Unity3D as my primary development tool. When adding images to my PhotoScene, I'm seeing that each file size results in the size being 0. I'm also seeing that only a single image is being processed per request via the return response
in the documentation below
https://forge.autodesk.com/en/docs/reality-capture/v1/tutorials/create-3d-mesh-from-photos/
On step 3, adding images to the API, you are able to upload via a path. Currently my path looks like the following with the total images incrementing up to 350. As the API states, you are limited to 20 images per request.
...ANSWER
Answered 2021-May-28 at 14:28It looks like the problem is at code level. If the file shows in photoscene, but has a zero filesize, it means that the file was allocated, but the "upload protocol" is wrong. From my humble experience, it is usually due to wrong content-type or file upload.
I am not very "tech savvy" in Unity, nor in C#, but my suggestion would be to try uploading it not as "multipart/form-data", but rather as "application/x-www-form-urlencoded".
Just try something like this outside Unity in vanilla C# env:
QUESTION
I have a C# script that boils down to this:
...ANSWER
Answered 2021-May-26 at 19:01Consider using a private constructor to force the static field to be initialized with a value when the SingletonTest
object is created by the CLR.
Although Unity normally doesn't recommend using constructors with MonoBehvior
because they're supposed to be scripts(among other Mono and Unity Quirks). I found this works great for my use cases for singletons(such as static editor Dictionary
s that hold loaded metadata etc...
QUESTION
In my unity application, I need make little rectangular components with a string on them. However, I want the size of the rectangle to dynamically line up to the text inside it. This is the hierarchy in my prefab:
According to this article, I just need to add a content fitter to the canvas. I did that and set both horizontal and vertical sizes to "preferred", however apparently the width is just 0 (0 is getting printed out by my Debug.Log). This is my code. I think the issue might have to do with changing the render mode, but this is for a VR application so that needs to stay:
...ANSWER
Answered 2021-May-24 at 17:53I believe this should answer your question - if you have more issues with this implementation, just let me know.
Firstly, remove all code with resizing. Unity's component UI system is very powerful when used properly. Almost anything you would want to achieve with dynamic UI can be done using just components.
Firstly, your container holding the text should have a Horizontal Layout Group
or a Vertical Layout Group
attached to it. Turn off all toggle boxes except for Control Child Size
- Height
. Set the width of this container to whatever you want the width to be, the text will fill to this size.
Along with a layout group (you can choose either one, but as your text is vertical you can use a vertical layout group), you will need a Content Size Fitter
with the Horizontal Fit
set to Unconstrained
and the Vertical Fit
set to Preferred Size
.
It should look something like...
Now moving onto the text component, you can use a Unity.UI.Text
component or a TMPro.TMP_Text
component, either one will work. In this example, I am using the vanilla Unity.UI.Text
. Simply type whatever message you would like in the text field and your parent container should resize to the text field. If you are dynamically setting this text often, you might need to force Unity to rebuild the layout group of your parent object to rescale.
An example snippet of this could look like...
QUESTION
I'm a newbie just starting learning Unity3d, and now I'm trying to make a simple cube collision game.
The method OnCollisionEnter(other)
confused me. I want two different cubes to collide and update their behavior based on the other's state sequentially. But I can't decide the calling order of OnCollisionEnter(other)
of each cube.
Some articles told me the order is decided by the hierarchy of project, but when I changed the order of two cubes in the hierarchy window, the calling order didn't change. I guess this method is sync, so how to know the correct calling order to avoid incorrect other
state?
Edit:
These are scripts I use for two cubes, one as obstacle and one as mover:
Obstacle:
...ANSWER
Answered 2021-May-16 at 12:53You can always change the order of event calls between certain types via the Script Execution Order.
However, most of the time I'd claim whenever you need to do this, it's due to a design flaw.
What I would rather do in your case would be
- Decide which of your scripts shall be the responsible actor. It uses the other script to tell it what to do.
In your case I see two main options
Either only
Mover
is the actor and checks for collision, checks for theObstacle
component and checks condition. Then it tells theObstacle
to get set toHitted
.Obstacle
is only a reactor here.Or
Obstacle
is the actor and checks for the collision, checks if it was already hit, check for theMover
component. Then it tells theMover
to increase the hit counter.Mover
is only a reactor here.
With which one you want to go depends on personal preferences and the design of the rest of your project.
For the option 1
Obstacle:
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