Issue#1419: Unity - Problems with instantiating baked prefabs

  • We've been having an issue with our lighting information being lost when instantiating baked prefabs. I created a topic in Unity Answers here:
    http://answers.unity3d.com/questions/962360/lost-lighting-information-on-baked-prefabs-when-in.html

    and I've noticed three other similar cases but nothing has been resolved:
    http://issuetracker.unity3d.com/iss...baked-gameobject-to-prefab-with-lightmap-info...

    Problems with instantiating baked prefabs

    0 Answers

    Sorry, your answer is too short !

  • Issue#255010: Unity - Instantiating prefabs of canvas! performance issue?

    Im trying to clone 2048 game for fun. And i completed coding. On my galaxy s5 smartphone game is running smooth like 60fps, but in my nexus 7 tab (2nd gen) its giving only like 15fps!!!. Im using new Unity UI canvas with text component as children for the tiles in the game. Canvas render mode is world space. And tweening with DOTween. The movement i instantiate tile prefab, it hits very bad in profiler. Im noob. Is im following wrong practice. Help me please Thanks in Advanced!!... Instantiating prefabs of canvas! performance issue?

  • Issue#7987: Unity - Instantiating prefabs from pool under specific rules

    Hi, first time here i don't have any experience in C#, but i have done some AVR-C programming, so i am somewhat familiar with programming logic/syntax.. I am having trouble on how to approach this idea that I am having. Idea is: 1) i will manually create prefabs (rooms) with textures, lights, triggers, etc. script: 2) make pools of those prefab rooms based on number of doors (1door rooms, 2door rooms, 3door rooms, etc.) 3) pick one randomly chosen from 2door rooms ||... Instantiating prefabs from pool under specific rules

  • Issue#29301: Unity - Problems with spotlight on mobile, precision issue?

    I have been trying to solve a problem I have had for a while with real time lighting on iOS devices (unsure if this will happen on Android as well). As you can see in the supplied screenshots, on PC the light source works as expected, but something goes on with the projection when running on mobile. Now, this spotlight uses a light cookie, but the same result occurs if I remove it too. When the camera is close to origo, it works fairly well, but moving further away (unsure when it starts... Problems with spotlight on mobile, precision issue?

  • Issue#139428: Unity - Problems Instantiating player characters and setting up their variables and controls.

    Hey all, It's me again, lol. Sorry. I'll post the code from the game controller, and then pose the problem: Code (CSharp): void SpawnPlayers(int numberOfPlayers)     {         for (int x = 0; x < numberOfPlayers; x++)         {             // get a random start point from the list of spare spaw points             bool spare = false;             int y = 0;             while (spare == false)             {                 y = Random.Range(0, spareSpawnPoints.Length);                 spare =... Problems Instantiating player characters and setting up their variables and controls.

  • Issue#215824: Unity - Issue Instantiating a new prefab

    Alrighty, so I'm kind of new to unity, and I'm not sure what exactly is going on. But my issue is: I have a prefab named UnitStack (it's an object that contains up to 8 units in a list and gives me extra functions to use the group). Well, if you want to remove a unit from the UnitStack but share the space with no alternative stack, I need to create a new one. In my script I added: Code (CSharp): public UnitStack unit_stack; Then in the editor I associated that to my prefab for a... Issue Instantiating a new prefab

  • Issue#257138: Unity - Instantiating prefabs on MeshGrid

    Goodafternoon (well in Holland at least .) Im an experienced c # programmer but a junior concerning Unity3D development. Im experimenting with some concepts I want to use in a future game and I have a question about it. I already searched the forums, and found much related information, but im still in doubt. In my testproject im creating a MeshGrid at runtime consisting of Hexagons. Im aiming at a civilization like map. The graphics I want to use for the tiles are 3d objects. I made a... Instantiating prefabs on MeshGrid

  • Issue#308789: Unity - JAVASCRIPT : Issue with Instantiating game objects from an array

    i am unable to instantiate my tagged "Asteroids" from an array Error in unity: InvalidCastException: Cannot cast from source type to destination type. Astroid Spawn Action.Start () (at Assets/Space Game/Scripts/Asteroid Scripts/Astroid Spawn Action.js:25) Warning in unity ( and mono): Assets/Space Game/Scripts/Asteroid Scripts/Astroid Spawn Action.js(25,33): BCW0028: WARNING: Implicit downcast from 'Object' to 'UnityEngine.Object'. So my main goal of this script is to spawn variations of... JAVASCRIPT : Issue with Instantiating game objects from an array

  • Issue#341898: Unity - Survival Shooter project baked lighting/shadow issue

    Hi there, I've recently started learning Unity3d (using version 5) and currently going through the Survival Shooter tutorial. The first part of setting up the environment yields some very strange lighting/shadow glitches. When adding the environment prefab, and then the light-prefab, everything looks as it should at first. Light and shadows look perfect...until the baking process completes. Then the scene is rendered with weired shadows all over the scene. Searching the forums i found one... Survival Shooter project baked lighting/shadow issue

  • Issue#390405: Unity - Problems with surface shaders, baked & realtime lighting

    I have: 1) Simple scene with static geometry. 2) Baked GI lighting (no realtime). 3) Realtime directional light with shadows enabled; shadow strength is 1. This is what I see when use Standard shader - correct image: View attachment 180142 And this is what I see with any other shader (for example, Legacy Diffuse): View attachment 180143 Why the shadow is so transparent? I have a lot of surface shaders in my project and all of them produce faint shadows like this one when use... Problems with surface shaders, baked & realtime lighting

  • Issue#461573: Unity - Having some minor scripting problems! I'd love some help. General issue.

    Hey! I'm new to the whole scripting scene but it seems very intuitive to me. However, I seem to be having a problem. I've tried following several different tutorials on how to script different things and the coding itself seems to be doing fine, but the variables never show in the actual Script area in the inspector. The below example is very basic. This particular example code is in javascript, but the same problem occurs to me in C#. After adding this code to the script, I should be... Having some minor scripting problems! I'd love some help. General issue.

  • Issue#957205: Unity - Problems instantiating platforms and overlaping each other C#

    Hello everyone in Unity community! I am very happy with the program Unity and I am already using it and learning as i go. Unfortunately everytime I come to a problem I try really hard to fix it on my own and search for answers on net or forum. This time I am unable to fix it on my own and I am asking for assistance. I am still quite new at Unity and wish to learn it better. So to get to my problem. I am building a 2d infinite jumper platformer and I am having big problems instantiating the... Problems instantiating platforms and overlaping each other C#

  • Issue#1002695: Unity - trouble instantiating prefabs from downloaded asset package

    I have successfully downloaded asset packages, I can see them in my machines appdata directory, but when I try to instantiate them from a script I'm getting NULL. These are .unitypackage files that will not be available at build time, and will be downloaded on the fly later. GameObject go = Resources.Load<GameObject>("Name00001"); if (go) { GameObject newbs = Instantiate(go); } else { Debug.Log("tried to instantate but it does not exist");... trouble instantiating prefabs from downloaded asset package

  • Issue#1043174: Unity - Help, I have problems with instantiating prefab

    I googled this code and it is working for other people but not me. Error report: Assets/shell_eject.cs(16,18): error CS1502: The best overloaded method match for `UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)' has some invalid arguments Code (csharp):   using UnityEngine; using System.Collections;   public class shell_eject : MonoBehaviour { public GameObject shell;     // Use this for initialization     void Start () {       }       // Update is... Help, I have problems with instantiating prefab

  • Issue#1134087: Unity - Instantiating Prefabs

    I would like to instantiate different types of enemy units into my game. Should I make public prefabs for my spawner script and drag my enemy prefabs into the slots or should I write a script to find the prefabs in the assets folder and instantiate them? If I should do the latter, how would I make the script find game objects in the assets folder?

  • Issue#1715: Unity - 2D Level Menu Issue!

    Hello there devs! I am making a 2d game and i just created my level select menu but i seem to be facing a problem.When the player starts, level 1 is automatically unlocked and the player needs to finish it in order to get to level 2.So when level 1 is finished i set in playerprefs the ("UnlockedLevel") parameter to 2 and so on so that the next level unlocks.But, i just realized that if the player pressed on level 1 and then somehow he goes back to the levelmenu scene without finishing it,... 2D Level Menu Issue!

  • Issue#1793: Unity - Vertex/Fragment shader : issue with alpha blending

    Hi. I am having a hard time figuring out an issue I have with a simple alpha blending shader (I had the same kind of issue with alpha test). Here are a few pictures so you get the basic idea : View attachment 170683 View attachment 170684 By simply moving the camera back and force, my shader kind of switch between being displayed and not. These screens are from the Editor, but I have the same issue In Game. However, In Game, another issue comes up :... Vertex/Fragment shader : issue with alpha blending

  • Issue#1839: Unity - iTween issue

    Hi, I got error on the console about this line of code and don't understand how to solve it, anyone can help please ? iTween.ScaleTo(tailleDistance,iTween.Hash("x",15,"y",15,"z",15,"time",1.6,"easetype",iTween.EaseType.easeInOutCubic)); Regards,

  • Issue#2470: Unity - Random Editor issue..5.3.1.2 | seems VS 2016 is causing editor to turn all warnings into err

    It happens in all my projects, and it only happens after I open VS (double click on script), make a script change, hit save..I can fix 'one' of the errors(warnings), unity re compiles...and Editor comes back to normal..for awhile..then back to that behavior,,, This is blocking my development chi....(I could fix every single warning)... here is the thing..under 'preferences', attach to editor...I can not Turn that Off...EVER.... I unchecked it, restart unity...it is active again...(that is... Random Editor issue..5.3.1.2 | seems VS 2016 is causing editor to turn all warnings into errors..

  • Issue#3038: Unity - Object counter issue: not working

    I am trying to make a script that counts objects in a list that are already active, I want my activeAmount to increase by 1 whenever a gameobject in the array is set to false, however I seem unable to. So far it either increases by 1 and then doesn't change, or it continuously increases without stop, any help is appreciated. I couldn't find any other question posted that dealt with this. Code (CSharp):  using UnityEngine; using UnityEngine.UI; using System.Collections; using... Object counter issue: not working

  • Issue#3977: Unity - Unet server using Web Sockets has performance issue

    I am experiencing CPU usage issue when running Unet server (as Windows desktop build) with and without checked option "Use Web Sockets". It looks like the build is 20-30x slower with Web Sockets and profiler does not show nothing interesting. Do you experience same behaviour? Is it known issue?

  • Issue#4346: [RESOLVED] Win10 UWP - Unity 5.2 System.Runtime issue

    Cannot build a Win10 UWP Unity 5.2 project in VS2015 (14.0.23107.0 D14REL). Cannot resolve Assembly or Windows Metadata file 'System.Runtime.dll' Here is what is included in the csproj file that gets created from Unity: <Reference Include="System.Runtime"> <HintPath>C:\Users\[MYLOGIN]\.nuget\packages\System.Runtime\4.0.20\ref\dotnet\System.Runtime.dll</HintPath> </Reference> The file exists at that location. In VS2015, in the Object Browser, I can see System.Runtime and the... [RESOLVED] Win10 UWP - Unity 5.2 System.Runtime issue

  • Issue#4896: Unity - Social Api issue

    Greetings! I have an issue with IOS Game Center. 1. Social.ReportProgress doesn't work. It calls !success everytime 2. GameCenterPlatform.ShowLeaderboardUi( id, tamescope) always shows all my leaderboards, but i need to open only specific board with its ID. 3. Localuser.LoadAchievements() always return empty IAchievement[] achievements with lenght == 0 All leaderboards and achievements are created in ITunes Connect and tested directly with xcode and with testflight with different users.... Social Api issue

  • Issue#5343: Unity - Tree creator bark material issue

    I'm having an issue with the tree creator. When I select a bark material for a branch, the texture is clamped (see the image). The texture itself is 1024x1024 and is set to Wrap mode: Repeat. It works without this issue elsewhere. What am I missing? View attachment 100512

  • Issue#5442: Unity - Switching between prefabs

    Hi, i have this code that i wrote to try and switch between my 4 prefabs every 4 seconds it seems everything works except the SetActive ' in the start method (and in the first call to callPlayer() )the SetActive works fine , but after that ' when it needs to update it doesn't work at all the prefab isn't changine even though the currentColor IS changing. here is my code: Code (CSharp): public class GeneratePlayer : MonoBehaviour {       public GameObject[] playerColors = new GameObject[4];... Switching between prefabs

  • Issue#5445: Unity - Serialization problems

    Hi! I'm trying to serialize an object for Windows Store. I've looked a lot of posts, but doesn't help me. When I make the serialization I get the next error: InvalidOperationException: Failed to add type System.Int32[] to known type collection. There already is a registered type for XML name http://schemas.microsoft.com/2003/10/Serialization/Arrays:ArrayOfint This is my code: Code (CSharp): public static byte[] SerializeObject(object obj)         {             using (MemoryStream... Serialization problems

  • Issue#6132: Unity - particle collision 2d never stop colliding, help need to solve this issue

    hi, i'm working on a 2d game and i'm using the new particle collision 2d available in the new unity 5.3.1 (i'm using patch 1), my particle is colliding in the right way with my player character, but after the first collision, the particle remain colliding, don't know why, this is the code that i'm using to detect the collision: Code (csharp):     public int[] DamageAmount = new int[3];   public float[] RestoreTime = new float[3];     private PlayerHealth PlayerScript;   private bool bBurned = false;... particle collision 2d never stop colliding, help need to solve this issue

  • Issue#6287: Issue with Trail renderer in Unity 5.3.x

    Hi, I am trying to render trails in Unity 5.3.x and i get two issues: 1. In Forward rendering mode the Trail flickers constantly and most of the trails are invisible half of the time 2. In deferred some work as supposed, others dont appear and others work half way (sometimes appear, sometimes not) The same scene in forwards rendering may show a flickering trail group and changing to deferred on the fly fixes it and looks great (in other scenes does not happen that well and both forward... Issue with Trail renderer in Unity 5.3.x

  • Issue#6646: Unity - More problems with my project.

    Well, today a bad new on morning. I`m a week reporting why my game got 0 ads on my project. Support speak about only a few ads from china and i ask why unity analytics says 90% of ads started from USA and more than 2k each day. Now i enter on unity analytic and i got two times my game and all of two disabled. What is happening with unity? It could be because just compiled on windows phone without unity analytic? I have to disable it on this project, but on unity editor only because crashes... More problems with my project.

  • Issue#7054: Unity - Issue: screenshots of GUI elements with rendertexture

    I'm making a drawing / coloring app. I use uGui for stamp/sticker functionality. I'm trying to use a rendertexture to make a screenshot. But the GUI elements don't show up on the render texture. The GUI elements are on a Screen Space - Camera canvas which is rendered by my Main Camera. When I'm taking a screenshot I set the target texture of my camera to a rendertexture, take my screenshot, and reset. Everything shows up in the PNG except the GUI elements. This is my code: Code (CSharp): ... Issue: screenshots of GUI elements with rendertexture