kandi X-RAY | prefab Summary
kandi X-RAY | prefab Summary
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QUESTION
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 20:20This 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.
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.
QUESTION
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 23:22I 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().
ImagesQUESTION
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 07:24I 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
QUESTION
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 02:15Each player only knows their own setting for the index, because they use the value set in PlayerPrefs.
QUESTION
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 07:04You 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:
QUESTION
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 16:19i'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.
QUESTION
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 09:23Most 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
QUESTION
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 13:30to build it, you need to open the terminal and type:
QUESTION
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 10:24No 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
QUESTION
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 17:35The 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:
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