Can I restore overlaid scenes? - unity3d

I am a beginner developer using Unity. I stupidly named my project scene SampleScene and was working on it. I wanted a cool effect, so I downloaded an effect asset from the asset store.
I downloaded an asset and its SampleScene overlayed the SampleScene I was working on. Can it be repaired? Is this irreversible forever?

Not unless you made a backup of the project before you imported the new SampleScene. The amount of people I've seen this happen to makes you think Unity should fix this issue. Anyways, sorry this happened to you and best of luck.

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Unreal Engine, How do I take an already completed file and put it on the oculus?

I have a game that is almost completed, but I don't know how to put that file onto the oculus, so that it will ruin independently on it
have you tried deploying your vr build on sidequest? i found this, hope its helpful https://www.youtube.com/watch?v=BoOB_btt41o&ab_channel=UpsideDown
you'll need the android sdk

Unity game cannot be played

I tried sharing a unity game file in an .exe. When I downloaded the file, it said you need to install Unityplayer.dll. What is unityplayer.dll and how do I download it or is there something else I need to do.
When you build your game, it provides you with multiple files. One of it is Unityplayer.dll.
If you want to share your built games to somebody else, you need to make sure that you share to them all the files that UnityEditor had built.
More about the missing DLL stuff here.

Unity - Uploading and downloading files in a game using a GUI

Is it possible in Unity to upload and download files while in a game? I want to make a minecraft-style building game and allow the user to import and use their own models (.obj files, etc), while in the game. I've been using Playfab for a backend and Photon for online cabilities, but as far as I can tell it will only work with image files (in Playfab). Is there a way to accomplish this and what would I need to use?
Yes, the way to go is to use Asset Bundles
Asset Bundles are platform specific assets that you create in Unity, but that you don't put in your build. Instead you can download them later, just as you want.
The process is a bit long, but not that difficult. The unity manual is actually really good and it should be easy to follow. Here is the link:
Asset Bundles documentation

how to download from unity asset store

i am iranian and limited for download from unity asset store.
please see these pictures:
even i tried by kerio vpn maker but was not usage!!!!
From their site: Unity as a company cannot do anything about the blockade, so you have to find other solutions (like asking someone else to download the free packages instead, if using proxies doesnt work)
https://support.unity3d.com/hc/en-us/articles/205144693--Your-country-is-blocked-due-to-the-U-S-Government-restrictions-Why-am-I-receiving-this-error-message-when-trying-to-use-Unity-
If you have problems with downloading Unity assets, you can try to do this way:
You may click on download, but it says please wait. Then, it does not change. You can go Edit/Project settings/Player in inspector pannel – other settings and undo click for Direct3D 11. Then, reopen the Unity. So, you can download your material. After complete to download, it is recommended that to click that 3D again with the same process.

Mixing Unity generated code with Objective-C in iOS?

Is it possible to mix iOS code and interface elements with Unity generated iOS code?
For example if I am working with a game developer who is developing a game in Unity, could I take his xCode project (generated by Unity), and add interface elements which I code myself using Objective-C & Interface Builder etc?
From what I can see this isn't possible as everything is created via Unity.... but hopefully I am wrong...
Thanks!
You can even use 3rd party libraries in XCode and integrate them in the build process. After fiddling around with the right settings I wrote a blog entry about this:
iPhone & Unity3D: Integrating 3rd Party Static Libraries in Unity3D Generated XCode Projects
You should be able to generate Native plug ins to interact with the Unity code. You would need to write a wrapper though. Read more at: http://unity3d.com/support/documentation/Manual/Plugins.html
Read the part at iOS :)
I came across this general guide to working with Unity native plugins in OSX which was useful and is probably where you need to be looking for your answer, as Zophiel said
https://blog.reigndesign.com/blog/unity-native-plugins-os-x
You can just design a view and button to trigger the unity to run or stop, but models in unity can't be controlled using Obj-C, although unity has import to Xcode, it only import the start code, game scripts depending on the link libraries which couldn't be modified.
I think you can do it as the same way I probably has been working with Objective-C without any changes. For Unity's code generator preserves the native codes under Classes.
And furthermore there is an another way to do this which is called "Plug-in".
But I hope the developers in Unity find a better way seamlessly combined with Xcode as staffs in Apple usually does.
Combining IB and Unity's integrated editor would be better and more welcomed in future.
Possible yes. Advisable for beginner or intermediate level Devs? Probably not. The Unity project is generated and regenerated every time you push a build. Now I believe that if you use Append when you do builds that it should keep existing changes to the Xcode project... but 'should' is the operative word there. You may need to implement some sort of build system like Jeeves to keep the headaches to a minimum if you are trying to do this on a large project in which you for see a constant stream of updates from both the Unity side and the Xcode side.
Now if you're integrating code that is in it's own files and doesn't overlap or rewrite the code Unity has generated, then the Append feature is really going to work for you, but if you're deleting, altering, or adding code to any of the files that Unity generated then definitely use SVN or some other form of source control and snap shot before and after every new Unity recompile / Xcode generation.
Also, take a look in the Unity Asset store. Whatever functionality you are trying to home brew in Xcode can definitely be written in C# on Unity. Someone else may have already conquered the problem you're trying to solve and placed it in the asset store for $5.
Hope that helps.