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Found 24 results

  1. Hello, I making Google Services for my app. When I starting app, google authentication don't shows. I am imported Google Play package version 5.9 from GitHub, then I am setup Android in "Window" with right IDs, then added initialization and activated PlayGames in my script, after it I am added "Social.Authenticate()" in "Start", but it returns "false" of "success", I am cheked many variants to solve it, like a: changing SHA-1 keys in google console, changing strings in Temple_Manifest.txt, cheking all IDs, change call from "Social." to call from "PlayGamesPlatform.Instance.". But it is not helping. I am using Unity version 2017.4.0.f1
  2. Hi everyone! Firstly, Eid Mubarak for all Muslims around the world! guys i have problem with looping google sign-in.. : first of all let me introduce to my new updated things: Unity -> 5.6.1f (previous 5.5.0f) GooglePlayGames -> 0.39.8a (no previous) --- before i switched to 5.6.1f i was have 5.5.0f and i wasn't getting any error and sign-in was successfully signed and showing leaderboard..etc.. and when i switched i get google signin looping! .. my question guys what do you suggest me to use googleplaygames plugin version for 5.6.1f ? --- sorry for my language guys i'm very lazy and crazy nowadays!
  3. Hey guys.. I'm still getting this error after hundreds of trying... Cannot implicitly convert type `int' to `bool' This is the code : public static string GetString(string key) { string hashedKey = GenerateMD5(key); if (int.Parse(PlayerPrefs.HasKey(hashedKey).ToString())) { var desEncryption = new DESEncryption(); string encryptedValue = PlayerPrefs.GetString(hashedKey); string decryptedValue; desEncryption.TryDecrypt(encryptedValue, out decryptedValue); return decryptedValue; } else { return ""; } }
  4. Hi guys. I've a problem with rewarding player. Everything in the script are working / showing expect rewarding player (when a player watch a rewarded video till the end) reward videos are showing... banners are showing... Interstitial videos are showing. but rewarding player is not working -.- here's the script .. Scroll down till you find "HandlerOnAdRewarded" using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using GoogleMobileAds; using GoogleMobileAds.Api; public class Ad_Manager : MonoBehaviour { public enum Progression {gold, diamond, tryforfree}; public Progression progression; public string bannerid = "BANNER-ID"; public string videoid = "VIDEO_ID"; public string rewardedvideoid1 = "REWARD-VIDEO-ID-1"; public string rewardedvideoid2 = "REWARD-VIDEO-ID-2"; public string rewardedvideoid3 = "REWARD-VIDEO-ID-3"; public static Ad_Manager Instance{ set; get;} public string rewardedID1,rewardedID2,rewardedID3; public GameObject failOBJ; private BannerView bannerView; private RewardBasedVideoAd rewardView; public bool rewardedLoaded,adShowed; private InterstitialAd interstitial; private void Start() { Instance = this; DontDestroyOnLoad (gameObject); RequestInterstitial(); rewardView = RewardBasedVideoAd.Instance; rewardView.OnAdClosed += HandlerOnAdClosed; rewardView.OnAdFailedToLoad += HandlerOnAdFailedToLoad; rewardView.OnAdLoaded += HandlerOnAdLoaded; rewardView.OnAdRewarded += HandlerOnAdRewarded; Debug.Log ("Admanger in start"); LoadReward (); } private void LoadReward() { if (rewardView.IsLoaded ()==false) { rewardView.LoadAd (new AdRequest.Builder ().Build (), rewardedID1); rewardView.LoadAd (new AdRequest.Builder ().Build (), rewardedID2); rewardView.LoadAd (new AdRequest.Builder ().Build (), rewardedID3); Debug.Log ("Loading ad.."); } } public void ShowRewardAd() { if (rewardView.IsLoaded ()) { Debug.Log ("playing ad"); rewardView.Show (); } else { rewardView.LoadAd (new AdRequest.Builder ().Build (), rewardedID1); rewardView.LoadAd (new AdRequest.Builder ().Build (), rewardedID2); rewardView.LoadAd (new AdRequest.Builder ().Build (), rewardedID3); Debug.Log ("Loading ad.."); failOBJ.SetActive (true); } Debug.Log ("playing ad : "+ rewardView.IsLoaded ()); } public void HandlerOnAdLoaded(object sender,EventArgs args) { rewardedLoaded = true; Debug.Log ("ad loaded"); } public void HandlerOnAdFailedToLoad(object sender,AdFailedToLoadEventArgs args) { Debug.Log ("Filed Loading Ad : " + args.Message ); LoadReward (); } public void HandlerOnAdClosed(object sender,EventArgs args) { adShowed = false; } public void HandlerOnAdRewarded(object sender,Reward args) { if (progression == Progression.gold) { args.Amount = 10; UEncryptPrefs.SetInt ("COINS", args); } if (progression == Progression.diamond) { args.Amount = 1; UEncryptPrefs.SetInt ("DIAMONDS", args); } } private void RequestInterstitial() { #if UNITY_ANDROID string adUnitId1 = "ca-app-pub-9131922840133006/9021770373"; string adUnitId2 = "ca-app-pub-9131922840133006/7545037179"; #elif UNITY_IPHONE string adUnitId = "INSERT_IOS_INTERSTITIAL_AD_UNIT_ID_HERE"; #else string adUnitId = "unexpected_platform"; #endif // Initialize an InterstitialAd. interstitial = new InterstitialAd(adUnitId1); interstitial = new InterstitialAd(adUnitId2); // Create an empty ad request. AdRequest request = new AdRequest.Builder().Build(); // Load the interstitial with the request. interstitial.LoadAd(request); } public void ShowIntersitital() { if (!UEncryptPrefs.HasKey ("NO_ADVERTISEMENTS")) { if (interstitial.IsLoaded()) { interstitial.Show(); } else { print ("Ad is not ready to show yet."); } } } }
  5. help me to fix that error SendMessage ApplyDamage has no receiver! UnityEngine.Component:SendMessage(String, Object) NewZombieAI:Update() (at Assets/New folder (9)/NewZombieAI.cs:83) This is my NewZombie cs File using UnityEngine; using System.Collections; public class NewZombieAI : MonoBehaviour { Transform target; //the enemy's target public float moveSpeed= 3; //move speed public float rotationSpeed= 3; //speed of turning public float attackRange= 3; // distance within which to attack public float chaseRange= 10; // distance within which to start chasing public float giveUpRange= 20; // distance beyond which AI gives up public float attackRepeatTime = 1.5f; // delay between attacks when within range public GameObject anim; public float maximumHitPoints= 5.0f; public float hitPoints= 5.0f; public GameObject Zombie_New; //public Transform AudioClip attack; private bool chasing= false; private float attackTime; bool checkRay = false; public string idleAnim = "idle"; public string walkAnim = "walk"; public string attackAnim = "attack"; int dontComeCloserRange = 2; private Transform myTransform; //current transform data of this enemy void Awake (){ myTransform = transform; //cache transform data for easy access/preformance ///zombie_New.anim.GetComponent.<Animation>().wrapMode = WrapMode.Loop; Zombie_New.GetComponent<Animation> (). wrapMode = WrapMode.Loop; Zombie_New.GetComponent<Animation> ().wrapMode = WrapMode.Once; //anim.GetComponent.<Animation>()[attackAnim].wrapMode = WrapMode.Once; Zombie_New.GetComponent<Animation> ()[attackAnim].layer = 2; //anim.GetComponent.<Animation>()[attackAnim].layer = 2; //anim.GetComponent.<Animation>().Stop(); Zombie_New.GetComponent<Animation> ().Stop(); } void Start (){ target = GameObject.FindWithTag("Player").transform; } void Update (){ // check distance to target every frame: float distance = (target.position - myTransform.position).magnitude; if (distance < dontComeCloserRange){ moveSpeed = 0; //anim.GetComponent.<Animation>()[idleAnim]; Zombie_New.GetComponent<Animation> ().Play(idleAnim); //anim.GetComponent.<Animation>().CrossFade(idleAnim); Zombie_New.GetComponent<Animation> ().CrossFade(idleAnim); }else{ moveSpeed = Random.Range(2, 3); //anim.GetComponent.<Animation>().CrossFade(walkAnim); Zombie_New.GetComponent<Animation> ().CrossFade(walkAnim); } if (chasing) { //move towards the player myTransform.position += myTransform.forward * moveSpeed * Time.deltaTime; //rotate to look at the player myTransform.rotation = Quaternion.Slerp(myTransform.rotation, Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime); transform.eulerAngles = new Vector3(0.0f, transform.eulerAngles.y, 0.0f); // give up, if too far away from target: if (distance > giveUpRange) { chasing = false; } // attack, if close enough, and if time is OK: if (distance < attackRange && Time.time > attackTime) { //anim.GetComponent.<Animation>()[attackAnim].speed = 4.0f; Zombie_New.GetComponent<Animation> ()[attackAnim].speed = 1.0f; //anim.GetComponent.<Animation>().CrossFade(attackAnim); Zombie_New.GetComponent<Animation> ().CrossFade(attackAnim); target.SendMessage( "ApplyDamage", maximumHitPoints); attackTime = Time.time + attackRepeatTime; //GetComponent.<AudioSource>().PlayOneShot(attack, 1.0f / GetComponent.<AudioSource>().volume); } } else { // not currently chasing. //anim.GetComponent.<Animation>() [idleAnim].speed = 4; Zombie_New.GetComponent<Animation> ()[idleAnim].speed = 4; //anim.GetComponent.<Animation>().CrossFade(idleAnim); Zombie_New.GetComponent<Animation> ().CrossFade(idleAnim); // start chasing if target comes close enough if (distance < chaseRange) { chasing = true; } } } void OnDrawGizmosSelected (){ Gizmos.color = Color.yellow; Gizmos.DrawWireSphere (transform.position, attackRange); Gizmos.color = Color.red; Gizmos.DrawWireSphere (transform.position, chaseRange); } } NewZombieAI.cs
  6. When I'm Building my android game (.apk) with UnityAds i got this error Information! Please Help me UnityException: Build failure Plugin conflict detected for file UnityAds.aar UnityEditor.Android.PostProcessor.CancelPostProcess.AbortBuild (System.String title, System.String message, System.Exception ex) UnityEditor.Android.PostProcessor.CancelPostProcess.AbortBuild (System.String title, System.String message) UnityEditor.Android.PostProcessor.Tasks.ProcessAAR.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) UnityEditor.Android.PostProcessAndroidPlayer.PostProcess (BuildTarget target, System.String stagingAreaData, System.String stagingArea, System.String playerPackage, System.String installPath, System.String companyName, System.String productName, BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry) UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (BuildPostProcessArgs args) UnityEditor.PostprocessBuildPlayer.Postprocess (BuildTarget target, System.String installPath, System.String companyName, System.String productName, Int32 width, Int32 height, System.String downloadWebplayerUrl, System.String manualDownloadWebplayerUrl, BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.BuildReporting.BuildReport report) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:176) UnityEditor.HostView:OnGUI()
  7. So I freshly installed Windows, and downloaded Unity. I installed it and restarted my computer, and when I went to create a new project, it is a dark theme but I have personal edition What could be causing this?
  8. How To Fix This? Error: Assets/MultiPlayer/Scripts/Menus/ConnectMenu.cs(188,41): error CS0117: `UnityEngine.SceneManagement.SceneManager' does not contain a definition for `GetActiveScene' Script:
  9. Hello, I have got a problem. In my car game I want to add moving speedometers, but there is the problem. My camera sees that speedometer needle overlaps with the display behind it. But it is not so. - http://imgur.com/5a2BQU1 : Cameras view. - http://imgur.com/dCy3dAM : In editor (As you can see, there is a gap between them). - https://youtu.be/VtLBNEXa4LU?list=PL5f0H3dHKn9eTeaMcYLZZju_vgvFThHsR : My car game videos. Thanks for help.
  10. Hey everyone, i'm new here but I've been using the FPS kit 2 for awhile. I upgraded to Unity5 and Now I get an error saying "Non-Convex meshcolliders with non-kinematic rigidbodies are no longer supported in Unity5" The Character can look around but he cannot move with the arrow keys etc. Help would be appreciated. Thanks Email: rulersonice@Hotmail.com
  11. juanpa011

    Help Plis

    Hello I hope you are well , I want to make my script active multiplayer spawn something in another script and tell me this : NullReferenceException: Object reference not set to an instance of an object MultiplayerScript.ConnectWindow (Int32 windowID) (at Assets/Multijugador/Scrip/MultiplayerScript.cs:909) UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) (at C:/buildslave/unity/build/artifacts/EditorGenerated/GUILayout.cs:413) UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) (at C:/buildslave/unity/build/artifacts/EditorGenerated/GUI.cs:1443) The script is summarized multiplayer script : private SpawnScript spawn; if(GUILayout.Button("Start Server", GUILayout.Height(btnHeightCntWindow/2))) { spawn.justConnectedToServer = true; } The script is summarized spawn script : public bool justConnectedToServer = false; void JoinTeamWindow (int windowID) { if(justConnectedToServer == true || matchRestart == true) {GUI.skin = skin; if(GUILayout.Button("Policeman", GUILayout.Height(buttonHeight))) { justConnectedToServer = false; SpawnRedTeamPlayer(); }
  12. https://mega.co.nz/#!mYV3yZxZ!bUpTXg0VjTIZjYS_jfqOzK1tgMtbGB-X-ijdk4zwdME Im getting this error no matter. Assets/GameContent/Motiontracks/Editor/AnimationImporter.cs(26,27): error CS0619: `UnityEditor.ModelImporter.splitAnimations' is obsolete: `splitAnimations has been deprecated please use clipAnimations instead.' #if UNITY_EDITOR using System.Collections; using System.Collections.Generic; using System.Reflection; using System.Xml; using UnityEditor; using UnityEngine; class ImportAnimationsClips : AssetPostprocessor { public static void Process(GameObject DestinationAsset, string objectName, XmlDocument doc, int total) { ImportAnimationsClips clips = new ImportAnimationsClips(); clips.ProcessAnimations(DestinationAsset, objectName, doc, total); } void ProcessAnimations(GameObject DestinationAsset, string objectName, XmlDocument doc, int total) { Debug.Log("Starting animation split process..."); string assetPath = AssetDatabase.GetAssetPath(DestinationAsset); if (assetPath.Contains(objectName)) { ModelImporter modelImporter = ModelImporter.GetAtPath(assetPath) as ModelImporter; modelImporter.splitAnimations = true; modelImporter.generateAnimations = ModelImporterGenerateAnimations.InRoot; // Set the number of animations here int numAnimations = total; ModelImporterClipAnimation[] animations = new ModelImporterClipAnimation[numAnimations]; XmlNodeList list = doc.GetElementsByTagName("Data"); int i = 0; foreach (XmlNode node in list) { XmlAttributeCollection child = node.Attributes; string name = ""; int sf = 0; int ef = 0; foreach (XmlNode nd in child) { if (nd.Name == "name") name = nd.Value; if (nd.Name == "startFrame") sf = int.Parse(nd.Value.Replace("f", "")); if (nd.Name == "endFrame") ef = int.Parse(nd.Value.Replace("f", "")); } bool loop = false; string nm = name.ToLower(); if (nm.Contains("idle") || nm.Contains("walk") || nm.Contains("sprint") || nm.Contains("run") || nm.Contains("strafe")) loop = true; animations[i] = SetClipAnimationNew(nm, sf, ef, loop); i++; } modelImporter.clipAnimations = animations; Object asset = AssetDatabase.LoadAssetAtPath(assetPath, typeof(GameObject)); EditorUtility.SetDirty(asset); AssetDatabase.ImportAsset(assetPath, ImportAssetOptions.ForceUpdate); } } private ModelImporterClipAnimation SetClipAnimationNew(string name, int firstFrame, int lastFrame, bool loop) { ModelImporterClipAnimation mica = new ModelImporterClipAnimation(); mica.name = name; mica.firstFrame = firstFrame; mica.lastFrame = lastFrame; mica.loop = loop; if (loop) mica.wrapMode = WrapMode.Loop; else mica.wrapMode = WrapMode.Once; return mica; } } public class AnimationImporter : UnityEditor.ScriptableWizard { public GameObject DestinationAsset; public TextAsset xmlAnimationFile; void OnWizardOtherButton() { this.Close(); } void OnWizardCreate() { Debug.Log(xmlAnimationFile.GetType()); if (DestinationAsset == null) { ShowMessage("Motiontracks.org", "Select the Correct Asset to Split Animations.", "OK"); return; } if (xmlAnimationFile == null) { ShowMessage("Motiontracks.org", "Select the Correct motionData XML file.", "OK"); return; } string str = xmlAnimationFile.text; XmlDocument doc = new XmlDocument(); doc.LoadXml(str); XmlNodeList list = doc.GetElementsByTagName("Data"); if (list.Count == 0) { ShowMessage("Motiontracks.org", "No animations found at XML file.", "OK"); return; } ImportAnimationsClips.Process(DestinationAsset, DestinationAsset.name, doc, list.Count); } static void ShowMessage(string title, string content, string button) { UnityEditor.EditorUtility.DisplayDialog(title, content, button); } } #endif ModelImporter modelImporter = ModelImporter.GetAtPath(assetPath) as ModelImporter; modelImporter.splitAnimations = true; modelImporter.generateAnimations = ModelImporterGenerateAnimations.InRoot; ^ERROR LINES 26&27
  13. nati1189

    GUI Error

    hello i have a problem with my script heres my OnGUI function and my window functions: void OnGUI() { GUI.skin = GUISkinToUse; Rect windowRect = new Rect(Screen.width/3.5f, Screen.height/15, Screen.width/2, Screen.height/1.2f); Rect windowRect2 = new Rect(Screen.width/1.27f, Screen.height/15, Screen.width/5, Screen.height/1.2f); if(Network.peerType == NetworkPeerType.Disconnected) { windowRect = GUI.Window (1, windowRect, DrawServersWindow, ""); windowRect2 = GUI.Window (2, windowRect2, DrawHostServerWindow, ""); } } void DrawServersWindow(int windowID) { GUILayout.BeginHorizontal(""); GUILayout.Label(" server name", GUILayout.Width(Screen.width / 2.5f), GUILayout.Height(Screen.height / 25)); GUILayout.Label("players", GUILayout.Width(Screen.width / 20), GUILayout.Height(Screen.height / 25)); GUILayout.EndHorizontal(); scrollPosition = GUILayout.BeginScrollView(scrollPosition, GUILayout.Width(Screen.width/2.04f), GUILayout.Height(Screen.height/1.2f)); for(int i = 0; i < hostData.Length; i++) { GUILayout.BeginHorizontal(""); if(GUILayout.Button(hostData.gameName, GUILayout.Width(Screen.width / 2.5f), GUILayout.Height(Screen.height / 25))) { connectedServerIP = hostData.ip; Network.Connect(hostData); } GUILayout.Box(hostData.connectedPlayers + "/" + hostData.playerLimit, GUILayout.Width(Screen.width / 20), GUILayout.Height(Screen.height / 25)); GUILayout.EndHorizontal(); } GUILayout.EndScrollView(); if(GUILayout.Button("Refresh", GUILayout.Height(Screen.height / 26))) { refreshHostList(); } } everying is OK i get no errors but when when i hit play i get this 3 errors: 1 NullReferenceException: Object reference not set to an instance of an object ServersMenu.DrawServersWindow (Int32 windowID) (at Assets/Network/ServersMenu.cs:100) 2 GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced) 3 ArgumentException: Getting control 0's position in a group with only 0 controls when doing Repaint Aborting can someone help me fix this thanks
  14. Hi everybody. When I run my Unity 3D project (K2S), I get this error message... Does anyone know where it comes from, and how to fix ?
  15. Hello. please I need help. I worked on Game objective script and when i put the script to the game and I started the game i got error about my scripts i will write example for u - NullReferenceException: Object reference not set to an instance of an object PlayerDamageNew.OnGUI () (at Assets/Scripts/PlayerDamageNew.js:89) Please help me I don t know what I have to do now. Thanks
  16. Heres the error http://gyazo.com/6f945334ea2c00b8e407666f8e141f43
  17. Hi everyone, so I bought candela SSRR yesterday and its awesome. But in front of my camera is a white line. Does anyone have an idea why this line is there ?
  18. I'm sorry if this has been asked before, but I don't feel like digging through the forums to find the solution. So I just got FPS kit 1.3.5, and when I opened the scene, this compiler error popped up: http://tinypic.com/r/jim25j/5 Anyone care to help me out on this one?
  19. Heres an unlisted Video(note this is not the actual player prefab,it's the first,unmodified one) The video shows what happens but i will try to explain here i opened unity today and decided to test some specular maps and on startup,i don't get the ''cursor lock'' GUI i can't rotate the camara,the only thing that moves is the weapon,help perhaps? Link to video: http://www.youtube.com/watch?v=j5snGvfqrx8&feature=youtu.be
  20. After i tried to combine the modern ruins back on the asset store http://forum.unity3d.com/threads/147598-Modern-Ruins-Pack-RELEASED with deatrockers fps kit i got these fatal errors please help.
  21. So here is my error: Can anyone help me ???
  22. Ok hi guys I was just wondering if anyone could help me. I built my project to a standalone but whenever i click on it it says "failed to load preset 0". Please help
  23. When I download the FPS kit it has no scripts attached to anything and no textures. Please help
  24. I have two projects, one of them is OMA's FPS kit and the other is my project with an animated horse with locomotion. The problem is when I try to make a package out of my horse project, some things in the package become really big when imported into the FPS project. I don't know why this is happening so can anyone please help me?
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