Jump to content
This site uses cookies! Learn More

This site uses cookies!

armedunity.com uses cookies to improve user experience.

By continuing to use this site, you agree to allow us to store cookies on your computer.

Search the Community

Showing results for tags 'bug'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • GENERAL
    • Introduce yourself
    • Discussions
    • Showcase
    • Need help?
    • Seeking team members?
    • Offtopic
  • RESOURCES
    • unity3D | Example Projects
    • unity3D | Scripts
    • unity3D | Shaders
    • unity3D | Tutorials
    • 3D models
    • Animated 3D Models
    • Graphic design
    • Textures
    • Sounds
    • Other
  • FREE FPS PROJECT
    • FPSKit Download
    • FPSKit Modifications/Tutorials
    • FPSKit WIP/Showcase
    • Discussions / Bug reports
  • SELL | REQUEST
    • Sell
    • Request
  • Mars' Modular Multiplayer Photon FPS Kit's Topics
  • Mars' Modular Multiplayer Photon FPS Kit's Reviews
  • Mars' Modular Multiplayer Photon FPS Kit's Updates
  • Mars' Modular Multiplayer Photon FPS Kit's Tutorials
  • Busy People's Introductions
  • Photon's Tutorials
  • Photon's Photon General
  • Photon's Showcase

Categories

  • Free Projects
  • Free Assets
  • Game Demos
  • Photon's Files

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


YouTube URL


Facebook URL


Twitter URL


IndieGoGo URL


Kickstarter URL


IndieDB URL


GreenLight URL


Location:


Interests

Found 12 results

  1. Hi, I'm trying to add facebook sdk to a game project in unity. The game already has a PlayerServicesResolver Folder and a FacebookSDK floder in 'Library' root. As the facebook sdk already contains its play services folder. I deleted both of thoses files and imported the last facebook SDK Version 7.13 But, when I'm trying to build the game. I got the following error: "CommandInvokationFailure: Failed to re-package resources." I tried to open the editor log (Joined below), but failed to recognise the source of the problem. The only thing i have a doubt about is the following line in the report: AndroidManifest.xml:50: Tag <provider> attribute authorities has invalid character '$'. But, I can't find any androidManifest file in the project that contains a $ character. Any help please? I'm really interested to learn how can I fix this kind of issues as I usually have them whenever I try to integrate the facebook SDK, especially when I try to combine it with OneSignal SDK. Best Regards, report.txt
  2. I have this bug when i open Unity 5 Project into Unity 2018 Editor, the thing is its make all of my project error for no reason, pls help btw im using Unity 2018.1.0f2
  3. Hey admin, Security check is with a bug, a partner of mine has been registering the account, but when the verification step is missing, the "security check" simply disappears.
  4. So i am new to unity and i found this FPS-Kit to be really usefull. Sadly i runned into a strange bug that i got rid of but i do not know why. I added some Zombies into the Kit. Then i added Colliders to all bullets to make the Zombies die when get hit. My ZombieScript: ------------------------------------------------------------------------------------------------------- var target: Transform; var health:float = 90; var navComponent: UnityEngine.AI.NavMeshAgent; var anim: Animator; var followDistance: float; // the distance in which to follow the player var minDistance: float; var attackDistance: float; var deadd: int = 0; private var healthScript: HealthScript; function Start() { target = GameObject.FindWithTag("Player").transform; navComponent = this.transform.GetComponent(UnityEngine.AI.NavMeshAgent); anim = GetComponent("Animator"); anim.SetBool("Attack", false); } function Update() { if (deadd == 0){ if (target) { var distanceToTarget = Vector3.Distance(transform.position, target.transform.position); if (distanceToTarget <= followDistance) { if (distanceToTarget <= attackDistance) { anim.SetBool("Attack", true); } else { anim.SetBool("Attack", false); } if (distanceToTarget >= minDistance) { anim.SetBool("Stay", false); navComponent.Resume(); navComponent.SetDestination(target.position); anim.SetFloat("speed", 1); }else { navComponent.Stop(); } } else { anim.SetBool("Stay", true); navComponent.Stop(); } } } } function OnTriggerEnter (col: Collider) { if (col.gameObject.tag == "Projectile") { deadd = 69; navComponent.Stop(); yield WaitForSeconds(0.1); anim.SetBool("Die", true); yield WaitForSeconds(1.12); Destroy(gameObject); } if (col.gameObject.tag == "Player") { healthScript = gameObject.Find("Player").GetComponent(HealthScript); healthScript.Die(); } } -------------------------------------------------------------------------------------------------------- Working fine like 90% of the time. But sometimes after i hit a Zombie the game "Pauses" and i get the following error: MissingReferenceException: The object of type 'SphereCollider' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. ZombieBH+$OnTriggerEnter$69+$.MoveNext () (at Assets/ZombieBH.js:74) UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) (at C:/buildslave/unity/build/Runtime/Export/Coroutines.cs:17) After that i can hit the Pause Button and the game goes on. I only testet this on my m4. I don't use the other weapons in the game atm beside the rpg. Not sure if that happens on rpg too, could not reproduce it as fast as on the m4. I added a "Sphere Collider" on my particle_body as as far as i know this is the part that hits the zombie first. I did not modyfiy the Destroy After Script. But i added colliders to a lot of things to test what exactly kills my zombie. Perhaps i forgot to remove a collider from one object but i could not find anything else with a collider beside particle_untagged. --- I removed the collider from the particle_untagged and as for now the bug stopped to appear. Was the Collider at particle_untagged the reason for my bug? And why? I didn't noticed that when i fire a weapon a particle_untagged appears in my Hierarchy. So i thought this does not have an impact? I'd love to know if this was the reason for my Bug, and if i can improve my Zombie Script. Sorry for my really bad englisch, i am from Germany. Anyway, thank you
  5. Strange bugs with the car from the OMA's 2 FPS Kit 1.2 ! In General, I have 2 strange bug that I can't fix it! When I get in the car, sometimes the car begins to fly and turn somersaults in the air! Don't even know what it is =(. the second bug is that when I got in the car it is possible to observe a shift of the machine to the side (she slides sideways slowly) How to fix it? I have disabled the scripts on the wheels, then no slip car. Waiting for help! Thanks in advance!
  6. Bloky_CZ

    Gear Bug

    Hello again, I have got a problem in my buggy from fps kit by OMA. When I'm braking, the current gear is: 5,4,5,4,3,4,2,3,2,1 and when I stop gear is 2. Any ideas to fix ? Please help.
  7. i am having trouble using the joystick script to rotate my character according to the joystcik position .. i don t know where i am going wrong so please help me .. i ve used the scripts from this channel - http://www.devination.com/2013/09/unity-touch-joystick-player-movement.html ive modified it a little bit but it doesnt seem to work .. heres what ive changed - void ApplyDeltaJoy() { switch(joystickType) { case JoystickType.Movement: troller.Move (player.forward * playerSpeed * Time.deltaTime); float checkrot = troller.gameObject.transform.rotation.y; // TO rotate the player according to the joystick POSITION.. i have no clue why it isnt working if ( joyDelta.x > 0 ) { checkrot = 0; } if ( joyDelta.x < 0 ) { checkrot = 180; } if ( joyDelta.y > 0 ) { checkrot = 90; } if ( joyDelta.y < 0 ) { checkrot = -90; } break; case JoystickType.LookRotation: pitch -= Input.GetTouch(touch2Watch).deltaPosition.y * rotateSpeed * Time.deltaTime; yaw += Input.GetTouch(touch2Watch).deltaPosition.x * rotateSpeed * Time.deltaTime; //limit so we dont do backflips pitch = Mathf.Clamp(pitch, -80, 80); //do the rotations of our camera player.eulerAngles += new Vector3 ( pitch, yaw, 0.0f); break; case JoystickType.SkyColor: Camera.mainCamera.backgroundColor = new Color(joyDelta.x, joyDelta.z, joyDelta.x*joyDelta.z); break; } }
  8. jag9980

    gui hover problem

    ok , so i fouind this script online but it doesnt seem to work.. ive created a guitexture gameobject and want it to change its texture when mouse hovers over it.. but i get nothing... var normalTex : Texture2D; var hoverTex : Texture2D; function OnMouseEnter () { guiTexture.texture = hoverTex; } function OnMouseExit(){ guiTexture.texture = normalTex; } function OnMouseDown(){ Debug.Log("clicked"); }
  9. jag9980

    slerp problem

    hey, so i have made a camera script (third person) which slerps the character into the cameras rotation ... but the problem is that the character doesnt slerp, it only rotates . #pragma strict var target : GameObject; var sped : float; var xSpeed :float; var ySpeed :float; var x:float; var y:float; function Start () { target = GameObject.FindWithTag("Player"); } function Update () { x += Input.GetAxis("Mouse X") * xSpeed * 1; y -= Input.GetAxis("Mouse Y") * ySpeed * 1; // transform.rotation= Quaternion.Euler(y,x,0); transform.position = target.transform.position - (transform.rotation * Vector3.forward * 2 + Vector3(0,-1,0)); // if(Input.GetButton("Fire1") || Input.GetButton("Fire2")){ target.transform.rotation = Quaternion.Slerp(target.transform.rotation,transform.rotation,Time.time*sped); } }
  10. I' ve a problem with the unity m4 texture (that one that is in the bootcamp demo) PLease help! Warning! : I'm a newbie with textures in unity!
  11. OK so I am currently working on multiplayer of my game. I have added a multiplayer 'gun' and would like to set this prefab a child of the player parent WITHOUT ACTUALLY SETTING IT AS A PARENT. So what I'd need to do is somehow 'simulate' the child-parent relationship without setting the parent. I've tried setting the position & eulerAngles to the parent counterpart, but of course the child-parent relationship is way more complicated. For instance, in my script where I just set the position & eulerAngles = the parent, the position will move with the parent and so does the rotation, but since my weapon 'sticks' out a bit, the rotation is messed up. It is hard to explain, but I will provide a few images for the sake of explanation. So here is an image of before turning with the parent-child simulation, the smaller gun is the example here. The larger weapon with the arms are just there for a reference. Here is an image of after I turn slightly to the right: So as you can see, the weapon turns accordingly to its parent, but it doesn't REALLY simulate the parent-child relation. Any help is appreciated. Thanks in advance, william9518
  12. Hi guys, I want your help about something, I animate a weapon in 3D Studio Max and I export it to .FBX Format, then I import it to Unity 3D 4 Free. When I go to play or preview the animations the results are really weird, the hands are moving like crazy, the weapon is rotated randomly , and the mag is not even in the weapon. At first I believe it was just this file, so I search and download a fbx animated weapon , I import it but again the same problem! I Really need your help guys, please
×
×
  • Create New...