Unity Glitching when I run the Game - unity3d

I made a Model of the solar system and when I run the program this happens:
I am not sure what is causing this so if you have any idea Pls Reply.

The Scene load is being triggered multiple times:
Check if you have any code that you're using to load the scene (In Update, perhaps?) if youre using it in update, check if you're using GetKey instead of GetKeyDown (GetKey will remain true as long as you keep it pressed)
The information provided here is too little and we can only speculate at this point. please post code, more images and a better description of the problem. How did you reproduce this issue?

Related

Unreal Engine 4.25 travel failure when calling game over

so I'm trying to create a mobile game in UE4.25, working in the blueprints section for this part, but I put game over into its own level because it was causing problems when in the same level as the main game. When trying to call game over after the player hits an enemy with less score than the enemy takes away, I call openlevel which goes to DEMO_GameOver (the level) but I get the "travel failure" error.
anyone know how to fix this? (see attached images for more information)
UPDATE: SOLVED
after looking back several times at this post to see if anyone had responded with a solution, I worked out the problem randomly while looking at the screen. I realised that I had named the level I was trying to open "DEMO_GameOver" where I needed to call "BETA_GameOver"
I hope someone else who has this problem can figure out a similar fix, it's probably (when working in singleplayer) just an incorrect level name.

Unity Interface select on Click in Scene View

Unity won't let me select objects on my scene without first selecting the object in the Hierarchy. This was all I could find on the issue.
However, it seems that they decided that closing and opening the scene window fixed the bug, but not so with me. Also note that I am on a blank project. Its been really difficult to work around this bug.
Edit:
I have even uninstalled Unity and reinstalled with the hopes that this would solve the problem, but unfortunately it did not. Thanks for any help ahead of time.
Honestly this is such an odd problem that I'm having difficulty knowing how to try and fix the problem. I also reported the bug as recommended below by NoëlWidmer, but even the staff who was very kind had no idea how to deal with the problem, and the advice he gave also didn't change a thing. Truly, I don't even know what more information I can give you guys because as I said I literally opened a new Unity project for the first time after reinstalling and was unable to select without first clicking on the hierarchy. Is this just a special freak case that landed with me or has this happened to anyone else?? Also I'm using a two year old Windows 8 Laptop with literally nothing installed on it but the Adobe suite and a few other game developer necessities, so my computer most likely is not the source of the problem.
Edit: a Clue??
Well I was messing around with the scene and hierarchy view in full screen, and I noticed something interesting after clicking on the object in the hierarchy and moving the object in the scene view:
Unfortunately my PrintScreen doesnt show the actual mouse, but as you can see the scene view acts as though I'm clicking on the object, but here at the same time I saw my real mouse off down to the right! Also while I've selected an object on the scene editor and I move my mouse off the scene window things get a bit off and the mouse will pop up on other sides of the window and so on. I don't know if that's normal and its that way for everyone or if it's just me and it might help figure out what's going on.
Man I've really been liking Unity but if this keeps up I think I'll have to drop it and find another software, because I certainly will never be able to design anything worth while if I have to select the object on the hierarchy every time for every single object.
Some bug for me on Mac platform. I resolve just entering and exit from fullscreen mode.
Probably may also work change layout with top-right combo.
I had similar issue while using older versions of unity (in addition inspector window lost the focus repeatedly). In my case rearraging editor windows and saving custom window layout solved it. As far as I remember, I just moved scene view outside Unity window (on the second screen) as well as hierarchy view, and saved resulting position as a new window layout.
Not sure if there is anything else I can tell about it, it's pretty mysterious problem.
I'm overwhelmed with joy right now!! The problem was indeed a bug. I was working on a project and moving objects around (still using the hierarchy to select objects) and then a split second later for absolutely no reason Unity decided to start working the way it should've!!! I guess its just one of those issues where you just have to cross your fingers and hope it'll resolve itself. I'm so glad this dumb issue resolved itself because I was about to tear my hair out and succumb to using another computer for my unity design, or even worse another software. Thank you to everyone who helped!

Eclipse closes all shells when one is closed

I've a project which is a randomizer. The randomizer gives a random number (of course) which is used to call a random game.
For now, I only have one game.
When I run the randomizer to get the game, everything works and it loads the game flawlessly.
But, when I close the window which was created for the random game, it also closes the parent window which gives the user access to the randomizer.
I am not sure as to why this is happening.
I tried refactoring the name of my shell as well as my display, wondering if this closing was occurring because they shared names, but that didn't fix anything.
I'm not sure why this is happening or what code would prevent this from happening.
Any thoughts would be much appreciated!
Thanks!
Nathan
The issue was that there was a JFrame invoking frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);. This was forcing all windows closed. Turning this off fixed the issue.

Unity3D - State Machine Transitions

I'm having a problem getting changes that I make to the state machine transitions to 'stick'. I will create a transition with the timings that I want, the click on another transition then click back... And the settings I"d created for the transition are no longer there.
I've included an huge png to try to try and illustrate my point... I don't know if anyone has had any similar issues, or can see quite what I'm doing wrong? It seems werid that the transitions kind of 'flick back' to another state. Almost like the state I'm trying to provide it isn't accepted...
Any help would be greatly appreciated, I've been confused about this for a long time.
Any further information required I'm happy to provide.

Use multiple components in Flash AS3 - iPhone app

First of all: Happy new year!
I have a problem with Flash CS5.5, AS3. I have two ScrollPane Components in my document. They are both in another scene and the (instant)names are unique. But it isn’t working properly. When I go to the other scene with the second ScrollPane I get an error & it starts to flicker.
My error:
TypeError: Error #1006: setSize is not a function. at
application051_fla::MainTimeline/frame25()[application051_fla.MainTimeline::frame25:7]
I want to make an iPhone application and I want that multiple components working properly in one document.
My little piece of code (don’t think that the problem is in here):
ScrollPane02.source = tekst03;
ScrollPane02.setSize(350,400);
ScrollPane02.move(0, 20);
ScrollPane02.scrollDrag = false;
If you know the answer or what I am doing wrong, please comment! Searching for hours/days!
Thanks in advance!
Uploaded the .fla document. If you want to take a look at it (please), you can download it here: http://www.bregjebouwmans.nl/application061.fla
Edit:
Ok, after digging through the FLA, I finally figured out what you did . . . you right clicked on ScrollPane in the "Library", and clicked "Duplicate". Then you gave it the name ScrollPane02. Except that the duplication process did not connect the new object to the ScrollPane's setup. Instead, it created a generic MovieClip object. Since it is not an actual ScrollPane, it makes sense that all the methods on the timeline's Actionscript will fail.
This is why the solution (in the comments below) works. #AsTheWormTurns just used the first (actual) ScrollPane in two instances on the timeline; is a viable solution.
(The only caveat being that if you change the ScrollPane object in the Library, it will affect all instances. That shouldn't really be a problem, since -- for components -- you generally make changes only to instances.)
Useful tips from my initial answer:
When compiled into an SWF, scenes are just stuck one right after the other in the timeline, just like scenes in a movie. If you do not have a stop() at the end of one scene, it will continue to run right into the next scene, just like a movie. The idea of scenes is to separate content. This means that what exists in sceneA does not exist in sceneB. The scenes also have no access to each other.
My advice is to not use scenes at all. They are difficult to use correctly, and have very little use that is not better done using the timeline or Actionscript.