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What's causing my 401 Unauthorised error when downloading in package manager?

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I get this error every time i try to download an asset from the package manager. ![alt text][1] [1]: /storage/temp/167857-unity-download-error.png I have whitelisted UnityHub and Unity 3D with my antivirus (windows defender), as well as allowing it access on the firewall. I can't find any answers online. Any help is appreciated :)

Help with Manifest.json

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I cannot find the Package Manager in Unity, and, after some research, it seems that I have to do some tinkering with my Manifest.json file in order to make it appear in the Window dropdown menu. The problem is... I don't know where my Manifest.json file is (or should be) located. I can't find any straight answers on these forums, so can someone please let me know? Edit: I am BEGGING anyone who can help me: what is supposed to be inside the manifest.json file? If anyone has a working package manager, please, please, PLEASE copy paste the contents into a reply here. I AM DESPERATE. I can't find ANY example of the contents of manifest.json anywhere online. PLEASE!!!!

Unusable Unity Terrain Tools v2.0.2.

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I have installed __Unity 3D Editor v.2019.2.0f1__ , with __Unity Terrain Tools v2.0.2__ installed from Window > Package Manager. I have to take a look what it should be if Unity Terrain Tools is installed (like example, advance stroke settings). But the problem is, i can't get the same functionality from installing that Terrain Tools. It's just same. ![alt text][1] Both it's have installed and not installed, it seems just same. No difference between them. The function is just same. Also, i have to do Refresh, and Reimport All function, but no changes. And, there is no Terrain Toolbox exist in Window > Terrain. ![alt text][2] So guys, does there any idea to fix this? In 2019, i have to use this Terrain Tools, and i got the function that it should be. But in 2020, i can't. Please. I need your help guys. Thanks for reading this thread. Hope you (readers) answer it [1]: /storage/temp/162414-image.png [2]: /storage/temp/162415-image-1.png

How to get Agent's Behavior Type in ML-agents

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I would like to set the interval to request decisions differently according to the agent's behavior type(Default, Heuristic Only, Inference Only). How could get the behavior type of the agent in code? I find the enum called 'BehaviorType' in docs, but I am not sure whether 'Agent' has a member variable about it.

Unity Ads IUnityAdsListener.OnUnityAdsDidFinish NotImplementedException. Fixes?

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using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Advertisements; using UnityEngine.SceneManagement; public class AdManager : MonoBehaviour, IUnityAdsListener { string AppStore_ID = "3862326"; bool testMode = true; string myPlacementId = "rewardedVideo"; bool runningPauseAd; bool loadSceneOnDone; string sceneToLoad; public bool premiumNoAds; // Start is called before the first frame update void Start() { Advertisement.Initialize(AppStore_ID, testMode); Advertisement.AddListener(this); } public void DisplayInterstitialAd() { if (Application.internetReachability == NetworkReachability.NotReachable) { //Give internet connectivity feedback here return; } Advertisement.Show(); } public void DisplayVideoAdAndPauseGame() { if (Application.internetReachability == NetworkReachability.NotReachable) { //Give internet connectivity feedback here return; } print("Running Video Ad..."); Time.timeScale = 0; runningPauseAd = true; Advertisement.Show(myPlacementId); } public void DisplayVideoAdAndPauseGameAndLoadScene(string scene) { if (Application.internetReachability == NetworkReachability.NotReachable) { //Give internet connectivity feedback here return; } print("Running Video Ad..."); Time.timeScale = 0; runningPauseAd = true; sceneToLoad = scene; Advertisement.Show(myPlacementId); } public void DisplayVideoAd() { if (Application.internetReachability == NetworkReachability.NotReachable) { //Give internet connectivity feedback here return; } print("Running Video Ad..."); Advertisement.Show(myPlacementId); } // Implement IUnityAdsListener interface methods: public void OnUnityAdsDidFinish(string placementId, ShowResult showResult) { // Define conditional logic for each ad completion status: if (showResult == ShowResult.Finished) { // Reward the user for watching the ad to completion. print("Ad watched to completion"); OnAdWatched(); } else if (showResult == ShowResult.Skipped) { // Do not reward the user for skipping the ad. print("Ad skipped"); OnAdSkipped(); } else if (showResult == ShowResult.Failed) { Debug.LogWarning("The ad did not finish due to an error."); } throw new System.NotImplementedException(); } private void OnAdWatched() { if (runningPauseAd) { Time.timeScale = 1; runningPauseAd = false; } if (loadSceneOnDone) { SceneManager.LoadScene(sceneToLoad); loadSceneOnDone = false; } } private void OnAdSkipped() { if (runningPauseAd) { Time.timeScale = 1; } if (loadSceneOnDone) { SceneManager.LoadScene(sceneToLoad); } } void IUnityAdsListener.OnUnityAdsReady(string placementId) { // If the ready Placement is rewarded, show the ad: if (placementId == myPlacementId) { } } void IUnityAdsListener.OnUnityAdsDidError(string message) { // Log the error. } void IUnityAdsListener.OnUnityAdsDidStart(string placementId) { // Optional actions to take when the end-users triggers an ad. } void OnDestroy() { Advertisement.RemoveListener(this); } } Every time OnUnityAdsDidFinish() is called, a NotImplementedException is thrown, and the user is not rewarded for the ad. I am using the Advertisement Package (v3.4.2) through the Package Manager. Any fixes?

Device Simulator - Null Reference Error

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Hello!
I wanted to test the Device Simulator on a very simple scene. But I'm getting these errors ![alt text][1] ![alt text][2]
I'm using Unity 2020.2.0b6
Thanks in advance [1]: /storage/temp/169377-devicesimulator-error.png [2]: /storage/temp/169378-devicesimulator-error2.png

Asset Store upload incomplete, only project settings

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I just released a package on the asset-store, it went through the review no-problem. The issue now is, that when you download the package, you only get the project settings, nothing more. Where did the rest of the project go? How do i fix this asap?

TileMap Error on runtime/pressing play

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Hi, I have been getting tile map errors when I have something selected in the hierarchy and press play I get a non intrusive error that says the following two errors. First error: **NullReferenceException: Object reference not set to an instance of an object UnityEditor.GameObjectInspector.ClearPreviewCache () (at <3b1af5075b0340cfb428dfcef292b2ea>:0) UnityEditor.GameObjectInspector.ReloadPreviewInstances () (at <3b1af5075b0340cfb428dfcef292b2ea>:0) UnityEditor.GameObjectInspector.OnForceReloadInspector () (at <3b1af5075b0340cfb428dfcef292b2ea>:0) UnityEditor.Tilemaps.GridPaintPaletteWindow:OnDisable() (at C:/Program Files/Unity/Hub/Editor/2020.1.4f1/Editor/Data/Resources/PackageManager/BuiltInPackages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:817)** Second Error Involving the Clip Board: **NullReferenceException: Object reference not set to an instance of an object UnityEditor.GameObjectInspector.ClearPreviewCache () (at <3b1af5075b0340cfb428dfcef292b2ea>:0) UnityEditor.GameObjectInspector.ReloadPreviewInstances () (at <3b1af5075b0340cfb428dfcef292b2ea>:0) UnityEditor.GameObjectInspector.OnForceReloadInspector () (at <3b1af5075b0340cfb428dfcef292b2ea>:0) UnityEditor.Tilemaps.GridPaintPaletteClipboard:OnDisable() (at C:/Program Files/Unity/Hub/Editor/2020.1.4f1/Editor/Data/Resources/PackageManager/BuiltInPackages/com.unity.2d.tilemap/Editor/GridPaintPaletteClipboard.cs:347)** I have uninstalled and reinstalled the tilemap packages in the package manager. I have tried upgrading and downgrading the editor from 2019 to 2020 to 2019 back to 2020. I have tried remaking the maps and changing tiles. I have google searched the error and looked at tutorials on how tile maps work and found nothing. Any Help fixing this error would be much appreciated.

What Happened with the Package Manager

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I have looking a vídeo of youtube and making all the steps but the man told to go to "Package Manager" but when I went looking for this "Package Manager" there was no "Package Manager" please, I want an answer Unity, I was about to start a Megaman X fan game project, PLEASE, WHAT DO I DO ?!

Failed to resolve packages but I did nothing but create new project

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![alt text][1] Unity suddenly keeps showing this ugly error message EVERYTIME I make a new project. It happens when I try to make a 2D Template in 2019.4, 2D/3D in 2020.1. I tried re-installing over 5 times(with different versions) and none of them works. Resetting package setting also doesn't work. I don't even understand why nobody complains about this stuff and nobody knows the solution. please help. [1]: /storage/temp/170173-error-message.png

Errors in Unity UI scripts MaskableGraphic.cs and RectMask2D.cs

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I'm doing a VR Android build in Unity 2019.4.12f1 LTS. When attempting to build, the Unity UI scripts has errors and the build aborts. I have removed the Text Mesh Pro and Unity UI packages and re-installed them but the errors remain. Any assistance would be appreciated. _ MaskableGraphic.cs triggers the following: C:\Program Files\Unity\Hub\Editor\2019.4.12f1\Editor\Data\Resources\PackageManager\BuiltInPackages\com.unity.ugui\Runtime\UI\Core\MaskableGraphic.cs(152,28): **error CS1061: 'CanvasRenderer' does not contain a definition for 'clippingSoftness' and no accessible extension method 'clippingSoftness' accepting a first argument of type 'CanvasRenderer' could be found (are you missing a using directive or an assembly reference?)** _ RectMask2D.cs triggers the following: C:\Program Files\Unity\Hub\Editor\2019.4.12f1\Editor\Data\Resources\PackageManager\BuiltInPackages\com.unity.ugui\Runtime\UI\Core\RectMask2D.cs(175,41): **error CS1501: No overload for method 'RectangleContainsScreenPoint' takes 4 arguments**

unity vector art

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since unity has removed the vector graphics package, is there an alternative for it? Like can I do something that can still give me atleast somewhat good results for my art?

Demoralized begginner - Troubleshooting Package references

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I'll start saying I'm in tech for 15 years and essentially fight inane issues for a living. But 20 hours I've spent learning Unity has been the worst. Every package I download has compatibility issues, or script failure issues, and reference breaks before I've even changed anything. I can't even get started learning because half the tutorials have these issues and I'm too inexperienced to troubleshoot effectively. I'm spending hours playing wack-a-mole with forum suggestions. I'm demoralized. I wanted to get started in this engine, but I'm weeks into fighting it just to let me START using the templates IN THE ASSET STORE. Is there something fundamental I'm missing here? Or is this engine really that inaccessible to beginners?

Package Manager/XR Manager Issues when Updating VR Project from Unity 2017 to 2020

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Hi, currently I'm updating a Unity 2017 VR Motion sickness project to Unity 2020, but a direct conversion obviously hasn't worked. I have over 50 error messages from the package cache, saying that certain types are found in two areas, all within com.unity.collab-proxy@1.3.9. There's a couple xr.management issues as well, pertaining to types found twice. Additionally, I've tried to install the XR Manager, and while it says I've installed it, the tab for it in project settings has disappeared. Does anyone have any recommendations? Thanks in advance.

Package manager is not showing "all packages" as an option

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Whenever i open package manager the only options i have are: Unity Registry, In project, my assets, built-in packages. I'm trying to get cinemachine. Any solutions?

Unity input system only triggers once

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Hi there, I recently started work on a platformer, and wanted to use the new Unity input system. Unfortunately, after setting it up, any input only triggers once, and *holding* down on buttons or keys does not register. It all worked with the old input system, but for some reason when I *hold* down a key, this is the result: ![alt text][2] Ideally, as I hold down a key, the character would continue to move instead of just move a little. ---------- As you can see, I have everything set up properly: ![alt text][1] I am not using any interactions, and I am on Unity 2019.4.14 LTS. ---------- Here is my code: // Move public void OnMove(InputAction.CallbackContext in_context) { // Apply horizontal movement float temp_movementDirection = in_context.ReadValue(); rigidBody2D.velocity = new Vector2(temp_movementDirection * speed, rigidBody2D.velocity.y); } ---------- Any help would be awesome! [1]: /storage/temp/170910-playerinput.png [2]: /storage/temp/170911-xsqcotese2.gif

Where is "All packages" in the Package Manager?

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So, I was trying to add 2D Lights to my 2D game and Brackeys told me to go to Package Manager -> All Packages. However, all packages seem to have disappeared? ( I can only see "Unity Registry", "In project", "My assets" and "Built-in" ). The weirdest thing is: I think I recently saw the "All Packages" thing when I was adding tilemap a couple of days ago... I tried enabling package preview and reverting my Layout to normal but it did not work. Can anyone help? What I see at "Package Manager":![alt text][1] [1]: /storage/temp/170915-packages.png @okcompute_unity

Why can't I use UniVRM package in Unity 2020.1.4.1f1? ,Why can't uniVRM work on 2020.1.4.1 Unity?

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I tried to do it on the new version, but It didn't set it as an option anymore, Is there a way to fix it?,I can't use the VRM Converter on the new version of Unity, Is there anyway you can fix it and make it work?

Share (and edit) assets across different projects

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Hey! I have certain assets/tools (prefabs, scripts, etc) that I use in different Unity projects and I would like to be also able to edit them from them. Is there any elegant way to do it properly? I've been making some tests with symbolic links and git submodules (https://answers.unity.com/questions/1483271/sharing-tools-across-multiple-projects.html ), but I've found some conflicts in .meta files (GUIDs are changed) every time that a different project with the shared assets is opened. I'm sure this is a common scenario in a development environment, but I cannot find any solution that works properly. Thank you!

Version 2020.1.13f1 Package Manager Does Not Open

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I'm going to the Window tab and selecting the Package Manager, but nothing happens. (Yes I'm connected to the internet). I'm not getting any error messages or anything, just nothing happens. Any idea how to fix this? I am getting a new error saying Exception: Cannot resolve variable: "--unity-font-size-small" and when I click on it the Inspector shows a greyed out script for Package Manager Window.
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