Monogame (Linux) - MouseState.ScrollWheelValue not changing - monogame

I have a monogame project created in visual studio with MonoGame 3.5. After running it on linux, mouseState.ScrollWheelValue is always 0, regardless of anything I do.
This most likely has to do something with the fact that linux has different window focus regarding mouse wheel, but I can't seem to figure it out.
What I found so far:
1. I should set Mouse.WindowHandle to correct value (whatever that means).
This is largely problematic, since Mouse.WindowHandle setter is not implemented. Plus injecting a specific window into the Mouse object is an internal procedure. (source: https://stackoverflow.com/a/33921015/3455388 )
2. A poor soul that asked this question on official monogame forums 3 years ago, with no visible answer (https://community.monogame.net/t/mouse-state-scrollwheelvalue-returns-0-all-the-time/9233)
Does anyone know how to make MonoGame receive MouseWheel events on linux? An answer that this is simply not supported is also fine.

I have no idea why, but resolving a different problem related to sound resolved the mouse issue as well.
When initially running my game on linux, I got a second issue with sound library: Unhandled Exception: System.DllNotFoundException: openal32.dll. I simply disabled sounds and dug in the MouseWheel issue.
After giving up on the mouse issue, I returned back to fix the sounds, and found a guy talking about missing files in the /bin/Windows/Debug/ folder (https://github.com/MonoGame/MonoGame/issues/657).
Turns out my MonoGame bin directory only contained OpenTK.dll, but was missing OpenTK.dll.config. Copying it from /usr/lib/mono/xbuild/MonoGame/v3.0/Tools/ resolved the sounds... and the mouse. I guess the missing library might have crashed the initialization process before the mouse was correctly set up..

Related

Unity: just keep loading infitely on "Application.Reload" every time i enter in play mode

The problem
Hi, I have been experiencing this kind of loading infitely on the window screen: "Application.Reload" since two or three days ago. This just happened spontaneously without any reason. I have been seaching for a solution, but the uniques fixes i had found are not working for me.
The unique not permanet solution that I came up is just use the Task Manager and close up Unity.
The possible fixes that I have tried:
"Just locate the project folder in the system explorer and click on properties" (This only work one time per application or maybe it just do not work.)
"You can check to see if there is any place in your project path that is not in English" (It just do not work.)
These are the fixes that I have tried.
Example of the problem
Meanwhile I am writing this question, I want to re-confirm this is a infinite load. So I open up my Unity Proyect, enter in the Play Mode and write this question.
This is the result:
https://i.stack.imgur.com/sTA48.png
Edit: the image actually shows the longest time i have been waiting. (1:48:34hs)
Thank in advance for any kind of help!
As I know, this problem persist as well in any Unity Operation, it can happen on Reload, Importing, Asset Indexer, etc. Is just a problem that doesn't affect Unity, and devs marked it as WNF (We'll Not Fix).
I have been struggling with this problem for some years now and the only solution I found was to close it from Task Manager and reopen it.

Unity3D 2020 - VSCode - What happened to intellisense?

Overnight, any help I had for Unity3D in VSCode, i.e. intellisense, disappeared. And I get the sense, no pun intended, that I'm not the only one who's afflicted.
I've tried updating and reinstalling what I assumed VSCode needed to make Unity3D intellisense work. And have checked and re-checked settings, reinstalled VSCode package, in Unity3D.
I've worked through a few tutorials that claimed to address the issue.
What else does VSCode depend on to make this relationship work?
Thanks! Here's to hoping you've fixed this and your life has gotten easier!
Try going to Edit > Preferences > External Tools > Regenerate Project Files (This is because of a bug where the VS Code extension doesn't generate the project files correctly the first time, you can check it out here).
You'll need to be using the VS Code Editor Extension 1.2.0 (you can check which version you're using in the package manager) or later for that option to appear. Also if for whatever reason there are 2 .sln files in your project folder (I've had that happen before, though it's less likely), that also causes problems.
Ok. First, thanks to Lightning_A and Charleh!
The resolution to my specific circumstance was to install the VSCode extension "Unity Snippets Modified" https://github.com/with-heart/vscode-unity-snippets
I had been using https://github.com/kleber-swf/vscode-unity-code-snippets.
Perhaps it's just a matter of Kleber's extension, which is/was great, was broken upon updating Unity to 2020? I dunno and don't have the time to look into it, unfortunately.
Hopefully, my question, the answers I received, and my subsequent resolution saves others from the rabbit-hole I went down.
Again, thanks everyone!

Unity Editor does not fully render UI and is unresponsive on Windows 10

The editor window does not fully render and is unresponsive... I restored windows by completely reinstalling it, fresh install, all clean... and still same issue:
I checked Unity 2017.3, 2017.2 and 5.6, with DX9, 11 and 12... allways same issue.
I found 0 related issues on google, maybe I'm not using the correct wording for the search (Unresponsive Unity Editor Windows). On the Unity forums someone mentioned DX version being the issue, but I already forced all recent versions and it fails for all of them.
Ok, so the issue is with Unity not being dpi aware so I had to remove my 150% scaling on my main 4K window in order for it to work.
Unity programmers my encounter this issue too, and come here for help as I did... I don't see why that's wrong #Programmer

Flash not running debugger any more. Possible socket issue in Windows-10?

Bounty Update
I am leaving the question essentially the same, but I just want to point out at the beginning here that I'm most interested in help trying to get the socket between flash (Adobe Animate) and the native debugger working again, as I believe that is the issue I'm having. Or is it a socket between flash and Windows?
Original Question
I've apparently turned something off? Even when I write really bad code (like trying to call a function that isn't there or divide an integer into a fraction), the flash player boots, shows a background color and stops there. No messages in the output window or compiler errors window. If I fix my code, it all runs fine, but for about 30 minutes (ever since I started trying to work with bitmaps for a sprite sheet) I get no runtime errors no matter what kind of mistake I type in my code. Anyone know how to turn it back on?
I've checked my actionscript settings and I have both warning mode and strict mode checked on.
Could it be a socket issue? I admit I have little to no experience working with sockets and only a surface understanding of what that even means. I've added the socket tag. If someone can see that this is clearly nothing to do with sockets, by all means, I'll remove the tag.
UPDATE: 6/22/16
I just reinstalled Adobe Animate CC 2015.2 and no change. I'll try compiling it in flash builder when I get a chance to help pigeon hole the problem. (Edit 6/24: flash builder worked! But my trial version expired the next day so is no longer a viable option).
And I just tried something in the command prompt in Windows 10 as an administrator:
netsh winsock reset catalog
netsh int ip reset reset.log hit
which I found another user on flashdevelop.org used to fix a similar issue, but no change.
And I just tried debugging in Flash Builder. It worked fine (debugger caught bugs) but my trial version expired the next day.
update 6/24
I've tried launching debugger for AIR from within the Adobe Animate CC IDE and it works fine if there are no bugs; it fails to do anything visible (no Iphone emulator, no swf window) if I put a typo or error in the code.
I also just deleted winsock and winsock2, rebooted Windows, then reinstalled winsock and winsock2. No change.
update 6/25
Just tried a system restore in Windows to set all my files and settings and drivers etc. to the way it was a week and a half ago... Also completely uninstalled all Adobe products and reinstalled. No change. I can only imagine that wiping my hard drive and reinstalling Windows would do the trick, but come on, it hasn't come to that has it?
As VC.One suggested, I checked the compile error window (cannot believe I didn't check before! Maybe when I checked before there were no compile errors... Only runtime errors?) and the errors are showing up there. Does this mean that it's catching compile errors but just not runtime errors?
When you force/test a runtime error... make sure you check
Compiler Errors (ALT+F2) and also Output (F2). By Output I mean the window that shows traces (and runtime issues). One of those two should have some feedback for you.
A possible solution is to save a new Workspace. So with those windows for Compiler Errors and Output both open (or tabbed, I tab them next to my Timeline) go to Window (in top options like File/Edit/Debug etc) and choose Workspace, then into that you choose New Workspace. Give it a name in the pop-up and okay everything.
Flash should always load that current workspace (next time, go to Workspace option again, check that your specified workspace [by name] has a tick next to it...).
Possible pitfalls:
1 - Use the debug player
2 - Make sure there isn't somewhere a try/catch enclosing the portion of code that triggers the event that may lead to an error
3 - Socket issue: may be exported in debug mode but swf cannot connect to debugger (it waits in a blank state for 60 seconds I guess)
4 - Does it compile ok? If there are compilation errors you may get an SWF anyway but then it will not start
...

Unity3D v4.6.9 game doesn't run on iOS8 with xCode7

When we try running the game we see our splash screen and then we are getting the error Thread1:EXC_BAD_ACCESS code=1
at
il2cpp::icalls::mscorlib::System::String::RedirectToCreateString:
It happens before any of our c# code gets executed - before Awake().
It does run properly on iOS9.
We have tried it on Unity4.6.9 and on Unity4.6.9p3.
We have managed to build and run it for iOS8 only from Unity4.6.6 with xCode6.4. But we do need iOS9.
We can't find any references to this issue on the web, any help will be greatly appreciated.
xCode screen shot:
Unity Player Settings
Edited:
We have tried it from Unity5.2.3 too, no luck.
Another factor you should probably know is that before we run into the issue described above, we have edited the 'Run Debug' scheme of our product in xCode and disabled the 'GPU Frame Capture' because we had a different issue that prevented us from running our game on iOS8.
Here is the link we followed.
And here is a screen shot of our original issue:
We are really stuck here, hope you can help.
Are you sure that this Unity project is using the mscorlib.dll assembly from the Unity version of Mono? It looks like it may not be.
The RedirectToCreateString icall should never actually be executed, as the Mono mscorlib assembly used in Unity build strings via a single CreateString method. When this happens it usually means the moscorlib.dll version is out of sync with the IL2CPP runtime.
I'm not sure why this is happening, but it might be worth trying 4.6.9p3 with an empty (or simple) project to note the difference.
Its a replay for Josh Peterson, I could not replay with an image in a comment to his answer.
I was looking for the mscorlib.dll in my project but couldn't find one, so I looked in an old project and did find it. Here is an image of the file system of both projects.
Any way I don't know the origin of the file, I didn't manually played with it.
I have tried now to copy the mscorlib.dll from the old project to the new with no luck.
Any way my company decided to stop this investigation now and jump to the latest Unity 5.
Hope we will have more luck over there.
Thank you again.