prefab

 by   BooleanCat Rust Version: Current License: No License

kandi X-RAY | prefab Summary

kandi X-RAY | prefab Summary

prefab is a Rust library. prefab has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

prefab
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            kandi-support Support

              prefab has a low active ecosystem.
              It has 2 star(s) with 0 fork(s). There are 1 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              prefab has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of prefab is current.

            kandi-Quality Quality

              prefab has 0 bugs and 0 code smells.

            kandi-Security Security

              prefab has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              prefab code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              prefab does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              prefab releases are not available. You will need to build from source code and install.

            Top functions reviewed by kandi - BETA

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            Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of prefab
            Get all kandi verified functions for this library.

            prefab Key Features

            No Key Features are available at this moment for prefab.

            prefab Examples and Code Snippets

            No Code Snippets are available at this moment for prefab.

            Community Discussions

            QUESTION

            Unity. "Stretching" of an object instantiated from prefab
            Asked 2022-Apr-11 at 05:37

            I am trying to spawn obstacles on the road. To do so, I generate a road by spawning its parts, and each part itself spawns several obstacles in bounds of themselves. But some prefabs after being instantiated got strange "stretching" effects. I don't know how to explain it, so I recorded a small video link. Also, if I spawn that same object by "drag n drop" to the scene, this bug never appears.

            This how I spawn obstacles:

            ...

            ANSWER

            Answered 2022-Apr-10 at 20:20

            This happens because the parent GameObject of the model has diffrent sizes on X, Y and Z. This results in some weird stretching. Try going in your prefab and set the scale of your main GameObject to X:1 Y:1 Z:1 for example.

            Also see: https://www.unity3dtips.com/how-to-fix-objects-stretching-when-rotated/#:~:text=Cause%20of%20the%20object%20stretching,0.01%2C%200.002%2C%200.004%E2%80%9D.

            This also happens to me all the Time. Thankfully its easy to fix!

            EDIT: When you instantiate the prefab, also make sure it has the same sizes on every axis.

            Source https://stackoverflow.com/questions/71819315

            QUESTION

            Unity 3'nd Person Controller Camera Acting Weird
            Asked 2022-Apr-08 at 23:22

            I'm very new in Unity and Stackowerflow. If i did something wrong, please don't judge me ^^ I used Unity's TPS Controller asset for my game. In first, it worked very well. But then It broke. But i didn't do anything :( (i don't even touch scripts or prefabs). After that, i deleted asset and re-download it but it didnt work again. Here is one example from my broken scene and these are the codes from my controller. Thanks For Any Kind of Help.

            Starter Assets Input ...

            ANSWER

            Answered 2022-Apr-08 at 23:22

            I had the same problem too. I researched a lot of documents about that and finally, I solved this problem. The problem is not about your codes or events or smth else. The problem is related to Unity. I don't know the exact reason for the problem but you can solve it this way: First, go Edit > Project Settings and select Input System Package from the Left tab. And then, change the Update Method with Process Events In Dynamic Update. And that's all! Dynamic update means the usual Update method that you see in the scripts void Update().

            Images

            Source https://stackoverflow.com/questions/71804001

            QUESTION

            How to click on instantiated objects and get points, then link points to score text?
            Asked 2022-Apr-01 at 07:24

            What I want: I want the player to be able to click on instantiated objects and get points, then have those points show in the score-keeping text.

            What I’ve done: I’m currently using the following “FindGameObjectsWithTag” code to retrieve the buttons that are components of the instantiated prefab objects:

            ...

            ANSWER

            Answered 2022-Apr-01 at 07:24

            I think there are two things here:

            • You repeatedly add the listener so you will end up with multiple callbacks when the button is finally clicked.
            • The repeated FindGameObjectsWithTag is also quite inefficient

            Your main issue is the repeated calling.

            For each repeated call of CTagFinder you go through all existing buttons and do

            Source https://stackoverflow.com/questions/71693026

            QUESTION

            Character selection and uploading characters to the scene with photon pun2
            Asked 2022-Mar-18 at 02:15

            I'm trying to develop a 3D multiplayer game with Unity. I don't know much about Photon, there are similar questions to the one I'm going to ask, but I still haven't found a solution. I will be glad if you help. I have two scenes named "menu" and "game". In the menu scene, users make character selection after authenticating with playfab. After completing the selection, they connect to the lobby and set up a room and load the game scene. So far everything is successful. However, when the game scene is loaded, I have difficulty loading the characters selected by the users into the scene.

            Here is the code file where I make the users choose their characters:

            ...

            ANSWER

            Answered 2022-Mar-18 at 02:15

            Each player only knows their own setting for the index, because they use the value set in PlayerPrefs.

            Source https://stackoverflow.com/questions/71516468

            QUESTION

            First-person controller y-pos logic in Ursina
            Asked 2022-Mar-15 at 07:04

            I have a clone of Minecraft and I want to see if the player falls off the island it would quit the game. I thought that if I wrote.

            ...

            ANSWER

            Answered 2022-Mar-15 at 07:04

            You checked only for a single value of the player's y position which won't work - after all, you'd be falling down quickly. You could check whether the player's height is below a certain cutoff:

            Source https://stackoverflow.com/questions/71475015

            QUESTION

            Problem with Asset Bundles in Unity 2020.3.30f1
            Asked 2022-Mar-10 at 16:19

            i've a problem with my object contained in the Bundle because it is instancied without textures (materials). Now i will explain you what i've do. I've installed AssetBundles Browser package into unity for make me easier the creation of AssetBundles. I've created a prefab called "Cheese2" with some components attached

            This is the inspector of the object

            And i've created a new AssetBundle called "test2"

            After this i've looked at the AssetBundle Browser and i've saw that the AssetBundle has been configured corretly with all his dependencies (AssetBundles Browser include automatically all the dependencies of the object)

            This is the AssetBundles Browser windows with my Bundle "test2" and all the Assets

            Ok, after this i've build the bundle into my folder "StreamingAssets" and has been created some files

            Now it's time to see the script:

            ...

            ANSWER

            Answered 2022-Mar-10 at 16:19

            i've found the solution. The problem is of the unity "game" simulator, i've see this post on reddit and i've thought "wait, if i try the application on my phone, does it work correctly?". The Answer is YES, on my Phone it works correctly and all the textures are charged with the asset.

            Source https://stackoverflow.com/questions/71397424

            QUESTION

            foreach loop iterating only once? C# Unity3D
            Asked 2022-Mar-06 at 10:02

            I am trying to Instantiate a tree prefab based on transforms (specifically the position and rotation) that are loaded from a firebase database.

            The problem here is that the foreach loop only iterates one time even though there are a total of 4 children in snapshot.Children, so I am confused as to why it only runs once.

            This is the method

            ...

            ANSWER

            Answered 2022-Mar-06 at 09:23

            Most likely method Instantiate(treePrefab, loadTreePosition, loadTreeRotation); throw an exception and that prevents further cycle iterations. Try to wrap up Instantiate(); into try .. except and log catched exceptions

            Source https://stackoverflow.com/questions/71366595

            QUESTION

            i have problem with ursina when it get compiled to exe
            Asked 2022-Feb-20 at 13:30

            I started creating a shooter game with ursina, and I tried to get exe from this using pyinstaller. after I got the exe, when I run the app, it show me an error(o I have coded a new game with ursina, but I got this:

            ...

            ANSWER

            Answered 2022-Feb-20 at 13:30

            to build it, you need to open the terminal and type:

            Source https://stackoverflow.com/questions/71184949

            QUESTION

            Is it possible to add a onClick() Event action(in GameObject dropdown) without adding new script in Unity?
            Asked 2022-Feb-07 at 12:52

            I have an MRTK Slate which comes with Pressable Button to close the slate.

            When the close button is pressed, the Slate is disabled but not destroyed. This is because in the Events section>Interactable script> GameObject.SetActive() is set by default as shown in fig:

            I want to destroy the slate after clicking close button.

            I know I can do this by making a script, attaching the slate prefab to the script(or taking the parent of the button till I get slate as parent game object), calling the function, and using GameObject.Destroy().

            But I want to understand how the GameObject dropdown in the Interactable script is getting populated :

            I understand that the other dropdowns like Transform, Follow me toggle, Solverhandler, etc are displayed because they are attached to the Slate.

            But how does the GameObject option is available? This seems a basic thing, but I would like to be sure about how it is coded.

            And if it is possible to add my new action in the Gameobject dropdown, if so, how?

            I spent time looking at the scripts of Interactable and others, but I am a beginner in C# and was not able to see where is the code which does this.

            Any input will help me.

            ...

            ANSWER

            Answered 2021-Sep-21 at 10:24

            No you can't because Object.Destroy is static and in UnityEvent (which Interactable.OnClick uses) via the Inspector you can only select instance methods.

            You at lest need a minimal component like

            Source https://stackoverflow.com/questions/69266648

            QUESTION

            Use Zenject FromSubContainerResolve on ProjectContext to SceneContext
            Asked 2022-Feb-04 at 17:35

            I have a Unity + Zenject setup with a ProjectInstaller with some global dependencies that adhere to a "modal" interface, e.g.,

            ...

            ANSWER

            Answered 2022-Feb-04 at 17:35

            The problem is that that ModalManager can only be injected with dependencies that are added directly to ProjectContext. For these kinds of problems I recommend using the following pattern:

            Source https://stackoverflow.com/questions/70989976

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install prefab

            You can download it from GitHub.
            Rust is installed and managed by the rustup tool. Rust has a 6-week rapid release process and supports a great number of platforms, so there are many builds of Rust available at any time. Please refer rust-lang.org for more information.

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            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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