I have the weirdest bug. If I edit anything in the 'Script Execution Order' list in Project Settings, and click 'Apply', it just reverts back to how it was before immediately. This includes any type of change: removal of entries, adding entries, or changing the number of the entry. Everything just plops right back to the previous state on clicking Apply - no error messages whatsoever.
Visually, it's exactly the same result as clicking the 'Revert' button instead of 'Apply' - except that the editor actually starts doing its refresh thing afterwards (I thought for a moment maybe the Apply button was broken, but this kinda rules that out).
After hours of trying stuff I figured out that it works if I remove the 'Unity UI' package, so I guess the problem may have to do something with that. However, another project that includes this package does not have the same problem.. so it's still project-related, somehow. I tried uninstalling and reinstalling all packages 10 times, no luck..
I had submitted this as a bug to Unity support, who have just responded.
After some investigation, I've concluded that this is currently by
design. You're trying to make changes to scripts from Packages,
currently, you can't do that. If you would add your own script and try
to change the execution order, you'd notice that everything works
correctly. (Matas, Customer QA Team)
He is correct, and indeed, changing/adding entries from your own code DOES work. In hindsight, this makes sense, even if it's a bit rigid. Problem 'solved', as in, I can live with packages' entries being readonly.
Related
I am having an issue in Unity where every time I launch the editor it asks me to enter in safe mode because there are a lot of errors and when I press ignore it launches and I can see in the console a lot of errors with the UI and I found out that I cant create UI elements directly in the hierarchy. I tried to update from 2020.3.13f1 to 2020.3.14f1 and for the first launch everything was fine, with no errors, and I could create UI elements but then when I restarted to make sure everything was actually fine, all the errors popped up again and I cant create UI. Why does this happen and does anyone have a fix because I can't find it anywhere online.
Try not to enter Safe Mode. Enter the editable project. There go to Assets-Reimport All.
It did it to me too, it's probably a Unity bug, this method fixes it. Practically it reimports the whole project by itself, avoiding that the bug gives you problems (such as those like UnityEngine.UI does not exist or Monobehavior does not exist, etc.)
Obviously you will not lose any assets and everything will be fine as before receiving the errors.
Have this issue with any template 2020+ versions
Always shows 2 empty errors on console at first run ,even on an empty project
Will try to install 2019 and hopefully work again
in my case some side app ran caused some error in the installation of Unity.
Nothing amid aboves helped.
Thus I decided to fully reinstall it from scratch to default one.
Now it worksok. But before that . To wipe out the Unity thorowly you need in:
uninstalling Unity and UnityHub in windows' settings
remove all related/remained folders in "C:\Program Files"
remove related/remained folders in "C:\Users\myname\AppData\Local "
in Register Editor go to clean unity like folders in "Computer\HKEY_CURRENT_USER\SOFTWARE"
optionally, remove sample projects in "C:\Users\myname"
You're very likely simply opening the wrong folder, it's a common mistake
Or, you have possibly moved around the folders that you cannot move
Also - it's a nuisance but it's best to install the "hub"
Very new to Google Actions. Testing out tutorial stuff.
I have tried this in a couple of test projects just to double check. After initial run of any project I do not get any updates on draft projects. No changes show up in draft projects for me for both simulator and real device.
Started new project
Even blank project has basic conversation telling you where to add things next.
Change text.
Notice prompt does not change in testing environment.
In below pictures I have changed the words "hello world" with "Hey Dude" for both fulfillment and console output. I would expect Testing Prompt to respond with "Hey Dude from fulfillment and Hey Dude from the console!" But it does not. Instead it does not reflect any recent changes.
I think there may be two slightly different (but sometimes related) issues going on here.
The first is that there are known problems with the simulator being slow to pick up on updates, or them not seeming to show up. The second has to do with making sure you're deploying changes from the build-in code editor.
I don't have a clear answer to the first problem, although I know they're looking into it. I find that I can make some changes and they may not be noticed, but I know they have been picked up if I see the "Your preview is being updated..." spinner appear. There are other spinners that sometimes appear, but unless it explicitly says that it is being updated - the updates aren't always picked up. (Sometimes they are, however.)
Usually, if I don't see this, I'll go back and force an apparent change (delete a character from a webhook handler name, then add it back) and go back to the simulator. In general, this time it will say it is updating.
If you're using the Cloud Functions editor, you need to do three things:
Save the changes. You'll do this by clicking the "Save Fulfillment" button, but this only saves it so you can leave the editor. It doesn't mean that the simulator has access to it yet.
Deploy the changes. This deploys your code to Cloud Functions so they can be run. Note in the illustration that it says the code is saved, but not yet deployed.
Wait till the changes are fully deployed. Deploying takes time, and until it is completed, it won't be available in the simulator. While deploying, it lets you know.
Once it has deployed, however, the message changes, and you the impacts should be available through the simulator (although you may still need to see the "being updated" message to be sure).
Remember, however, that you don't need to use the "Cloud Functions editor" in order to deploy a webhook. You can deploy a webhook on any web server where
The host is public (so has a public IP address that Google can reach)
It can handle HTTPS with a non-self-signed certificate
You can even deploy yourself to Cloud Functions for Firebase, which is the same service that the Actions Builder uses. This way you have the URL set once in the Actions Builder and, once it is set, you won't need to change it.
But you'll still be able to change your code by managing your own deployment separate from Actions Builder.
I have a very weird situation. Since a few days, the following actions will crash my Windows 10 PC (using Notes R9.01FP8):
I open my Prefs page in the Domino Designer
click on the Source tab
move to a specific location in a table
then I add a Repeat control
I then open the Properties of the Repeat control
to set the data to JavaScript...
and nothing happens, until after a few seconds: BSOD - Unexpected Kernel Mode Trap in either win32kfull.sys or ntoskrnl.exe.
Sometimes, the JavaScipt box is displayed, so I can paste my code, but a short while later the PC still crashes.
I have to say that my PC crashed a lot lately, so I reinstalled Windows and all drivers, so there might be a rotten one that causes all this. According to DriverEasy, all drivers are now up to date. The Event viewer displays a BugCheck event, but nothing relevant (to me anyway).
What I did for further analysis:
I removed Cache.ndk, it didn't help (of course)
in a copy of the XPage, the system crashes when I add the Repeat
ditto, in a different XPage
it seems to work in a different Notes database, on a different XPage
so I created a new database, copied all elements from the original database over, and still the system crashes when I add the Repeat
I'll be doing so more tests, e.g. with an empty database and just one XPage, then adding my Prefs page, or with the same database but then on a server. Actually, one could say I'm kind of lost, and stumbling around in the dark.
My questions to the XPages/Eclipse gurus:
could it be the workspace, and is there any way to reset it?
do you have any suggestions how to get this solved?
Thanks!
The Windows Creator update that MS posted does not seem to fix the Designer crash.
https://grahamacres.wordpress.com/2017/07/10/domino-designer-still-crashes-after-windows-10-creators-update/
Anyone know how to remove or supress the enoying dialog boxes when developing xPages
If you are just making small xpages application you might not see these very often, but the more complex your xPages get you see these all the time. specially when you navigate your xpage using the outline view or during build
I click the x several times every day to get rid of it, Not sure if the operation quits when I click the x or if it continues in the background.
I would like a setting to get rid of it once and for all
Well, in your designer, you should disable Build automatically in the Project menu. This will remove the constant build, but also means that you have to build manually, when needed.
You could also take a look at Nathan T. Freeman's post on the matter # Making Domino Designer work like you want
Are you using any java libraries added to the webinf/lib dir in your nsf? I noticed that when adding any jar files to the lib dir rebuilding your application can take ages..
I had 2 external jar files used in my project (contained within the database). It used to take around 5-10 minutes to compile the project. Any changes to the XPages/Custom Control/Java files needs a recompile. And you can imagine the frustration I had with the compilation time. Later I detached the jar files and put under the jvm\lib\ext folder. The compilation time drastically reduced to 1 minute. Still not happy.
As a next step, took a local replica of the database and started making the changes and recompilation on the local replica. Once done, replicated the databases and always previewed the changes on the server version. The compilation time is hardly 10 seconds. So 10 minutes to 10 seconds :)
Switch off build automatically, it will solve most of these.
There is also a known issue SPR SODY8Q9KNA where Java Design elements (new feature in 8.5.3) keep getting rebuilt on designer start up. That brings up the same pop-up.
There should be a fix for that in 8.5.3FP1 but I am not in an official position to say it will be in FP1 until it actually ships. You can check in the release notes as they are updated.
http://www-10.lotus.com/ldd/r5fixlist.nsf/(Progress)/853%20FP1
Very often, when I run my unit tests for my iPhone project, XCode feels like making the actual errors disappear from the errors and warnings group. These errors are often under the general sub-item of that group, and often when I need to read the text of the error in detail, all errors disappear and all I have left are the build warnings. Has anyone else seen this behavior and is there a way to fix it?
Edit: I forgot to mention; this seems to happen when i have errors that are not tied to any file (it says Line Location:0 in the second column of the error list). If there aren't any errors there (when generally the only errors are failed assertions) then it seems to work ok.
I haven't seen this behavior but what you describe sounds like a bug to me. You should submit it to apple.
It's hard to follow what you're talking about. What I can deduce is that you:
Build a Unit Test target
See the Errors and Warnings in an item in the Build Results window
Do something you don't explain to "read the text of the error in detail"
See the errors disappear (from the build results window?) but the warnings remain
It would help to see a screen shot of your project when it's doing what you want, before the errors disappear, and to learn what you are doing right before they go away.
This is probably happening because you have multiple targets with dependencies.
One target is dependent on another (usually unit tests) and the unit tests get built and their warnings/errors show up. Then, the main target gets built and its warning/errors show up. Since they are different targets, they second batch shows up over the first batch.
Assuming this is the problem, you can see the first batch by manually changing your target temporarily.