Unity Version 2020.3.30f1 Personal In Unity I have a Rule Tile that auto tiles my 2d platforms for me. There is a duplicate tile-set that the player toggles between which does not have the rule tile set up. But since it will have the same rules I just want to copy and paste the rule tile in the Unity editor to manually replace the Sprites. I prefer this to creating a new Rule Tile and setting up all the rules again. But I cannot find a way to copy a rule tile like you would in the scene manager (Right click copy and ctr V). Is there no option to copy items in the project manager?
Am I required to copy files in the file browser (I am hesitant to do this since it generates a meta file and the Rule Tile is still early access)?
EDIT: This ended up being the answer, exported files through file browser to update the unity asset files that were previously populating the rule tiles.
Exporting my tile palette files and renaming them over my old files (in my unity asset folder) updated the tile sheet and rule tiles.
Related
I'm using Doxyfile 1.8.17, and decompiling an Android app, with apktool, and also unzipping the APK to view some files in there too with Doxygen. I've managed to pull only what I need using EXCLUDE_PATHS. SOURCE_BROWSER is set to YES. My problem is whenever I go to click on the file in File List, I just get a link to go to the source code of the file. When I click it, it opens the source code in the right plane. I would like to just click the left plane and view the source code instantly in the right plane, however, there doesn't seem to be an option to change the behaviour. In the html output folder there is two types of files. foo.html and foo_source.html. This is the same for every file that you pull from INPUT sources. I just want it to show me foo_source.html and nothing else. Is this possible?
unity 2018.4.11
For example, I want to click a button in a new scene, so I place one. My canvas have Graphic Raycaster.My button is Interactable.My EventSystem has a Standalone Input Module. But after I press Play. My button can't be a click, don't change color when I hover it. The EventSystem has no information about my input. The black box at right-down has nothing, no module. I have tried resetting my Input in a project setting, re-add EventSystem, re-add standalone Input Module, re-open unity and my computer. All fail.
I create a new unity 2018.4.11 project, and the button can be click. I have a lot of assets in my unity. I don't know if these asset cause the problem.
The problem also let my joystick controller can't be detected. It seems my Input System is broken, but I still need this project and these assets, or there is some way I can move these things to a clean project?
Thanks for reading.
Okay...I export everything and import to a new unity project and solve it, but I still don't know where is my problem with my orginal project.
I'm developing a VR module in Unity that I hope to be able to import into any of my unity projects as an asset package. This package requires defining input from a Vive controller button to turn it on during gameplay. I would like to somehow share this actionset and button binding between projects so I don't have to manually create the actions and bindings each time I would like to use it.
Is there any way to share SteamVR input settings between projects? Specifically one whole input actionset, and its associated controller bindings.
I've tried exporting the SteamVR_Input folder as a package, also tried with including SteamVR folder, neither worked. After reimport, I can see the imported actionset in the project folder in the SteamVR_Input folder, but it isn't showing up in the input window (Window Menu -> SteamVr Input). However, the live input view shows the actions in the list, but doesn't register any button presses.
Update Unity 2019.2:
This seems to be fixed now.
In the source project, go to SteamVR Input window, click advanced.
Create a partial bindings folder. Rename it to what you want. Note that it will automatically add a SteamVR_ prefix. So my default name had SteamVR_SteamVR_ at the start. I needed to delete the suggested name and just name it my project's name.
It creates it in the base folder for your project, NOT the assets folder for some reason.
In Windows Explorer, drag it into Assets folder of source project.
In Unity editor (source project) it should now prompt you to import settings, but it detects that these actions already exist. Click Merge.
Make sure your actionset is still there in SteamVR input window.
Now you can export a unitypackage from this folder.
Now you can import the unitypackage in the destination project, and it should prompt you after import to load the actions! Yay.
Note: I ran into an issue if I renamed the partial bindings folder after creation. It would not recognize it as actions anymore and not prompt to import. To rename the partial bindings folder, you need to recreate it and follow the above steps again.
OLD ANSWER (outdated) :
Note: this answer is working based on a Beta version of the SteamVR plugin 2.2b4. It may change in a future release
Ok I got this working. It's still not quite possible as far as I can tell to create a unitypackage with the bindings and actions inside, but it's much better than before.
To move an ActionSet and bindings from project 1 to project 2:
In the first project: Create a new action set with your desired actions and bindings.
Go to Window Menu > SteamVR input
click Advanced settings, then click Create. This will create a folder in your project somewhere.
This is where the problem is. This folder can't seem to be packaged. BUT:
Important: In your 2nd project delete the SteamVR_Input folder (you may want to back it up just in case)
Drag this created folder from the 1st project (from windows explorer) into the Assets folder in the project view of the 2nd project (open in Unity). If you do this outside of unity it will not work.
It will prompt you to import the "partial bindings" and will add your custom ActionSet to this other project. Open Window Menu > SteamVR_Input in the 2nd project and then you should see your imported ActionSet at the top. Click "Save and Generate" to recreate a new SteamVR_Input Folder for this project.
Voila! It should work.
I haven't got it to be able to be packaged in an asset package yet.
After spending a lot of frustrating hours I discovered the following simple procedure.
(In Unity 2019.1.14f1 and I suspect it will work in higher versions as well).
In project 1:
It is crucial after editing your bindings in the SteamVR graphical interface to choose
Replace Default Binding
The result of this is that your bindings are completely saved in
Assets/StreamingAssets/SteamVR
(by default, but this is a perfectly good location)
This by the way, is also required if you want to use your bindings in a standalone build.
In project 2:
Copy, via the file system or via export and import custom package, the StreamingAssets/SteamVR folder from project 1 to the corresponding location in project 2.
As of that moment your bindings are available in project2!
So i have object (character) imported in unity from blender and i updated something on it (added more animations) but now problem is how to update that in unity. I tried dragging only that animation from character to character inside project files but it is not working.
How could i do it?
If need more info tell me what to post.
Every time you make modifications to a .blend file you need to export it as .fbx. While you are testing, I suggest using .blend files since you don't need to export every time, and when you are happy with the result switch to .fbx.
Just remove the old .fbx file from the Unity Editor and replace it with the newest one you exported. Use only the Editor to upload assets.
You can override the asset file by saving or exporting the file over the current file. If it doesn't show try refreshing the asset by right clicking it in unity.
Another way is to re-import an asset by right clicking the asset in unity and selecting a new asset to replace it with, such as a updated version of the asset you have made.
If you have done this but still cant see your animations, select the asset click the animations tab and press the + button on the clips box which might show you missing clips/animations
You could try reimporting the Blender file.
I have some Unity .asset files which contains 3D models. I want to be able to convert / export these 3D models into a more common format which will be accepted by 3D Max.
I read that I need to use a custom script since Unity doesn't support this out of the box, so I tried to set up this plugin script:
http://wiki.unity3d.com/index.php?title=ObjExporter
I created a new project called Test, copied the two CS scripts into the "My Project Name/Editor" folder, and although the custom tab in Unity shows up, it is not click-able.
Also, I had to change line 79 to:
objMaterial.textureName = AssetDatabase.GetAssetPath(mats[material].mainTexture);
From:
objMaterial.textureName = EditorUtility.GetAssetPath(mats[material].mainTexture);
As it was giving me an error.
Which version of Unity? In 3.5.7 you should see the following:
The Custom menu item should be in the main tool bar. Also included for reference is the project hierarchy, to show that the scripts are in the correct folder. I copied the scripts verbatim from the OP's link.