EventSystem have no module at runtime in unity_ Input problem - unity3d

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.

Related

Colors missing when building my project Unity

I recently started implementing a cellular automaton in unity and now I'm trying to build the project but the colors, which got displayed in the editor demo:
are not displayed properly after building:
I implemented the color with:
CubeMeshes[cubeMeshesIndex][gen].GetComponent<MeshRenderer>().material.color = ColorsArr[color]
where ColorsArr[color] is e.g. Color.blue
My always included shader list looks like this:
What exactly am I missing?
Edit: I was able to solve this by running the script and checking which shaders are added on the material during runtime when i click on the instantiated object in the Hierarchy. For me it was the "standard" shader which I then added to the "Always included Shaders" list as the 8th option.
i have this error with all of my projects, and it has nothing to do with shaders. you just click on the gear icon in the top right corner of your player settings, and press reset. then, you can add the title and other options again, and it will work. good luck!
EDIT: maybe try resetting the graphics settings as well.

Buttons broken using new Input System

I've got a problem that is seemingly impossible to debug. My project originally started using 2019.2 and upgraded to 2019.3 without any problems. I then installed the preview package for the new input system.
This "disabled" all the buttons in that they are visible in the editor and during run time but they are impossible to click on or interact with.
To reproduce this issue I tried:
Creating a new empty 2D project
Installing and switching to the new Input System
Importing their demo scene from the package manager
At this point I tried running each scene. All of them worked except "SimpleDemo_UsingActions.unity".
I added a button to the "SimpleDemo_UsingPlayerInput.unity" and added a script to the button. With a function:
public void Button()
{
Debug.Log("Button Pressed");
}
I ran this scene and it worked! I could move around shoot the cubes that is built into the script and I could click on the button and it showed in the log.
For this reason I am stumped. I do not know how to debug this issue.
Can I have some advice? Has anyone had a similar issue or know how I would go about debugging this?
I managed to find the answer. For some reason using the new input system's "InputSystemUIInputModule" breaks all the UI and just does not work.
I fixed it by just deleting my EventSystem and creating a new one in the scene.
Do not. and I repeat. Do Not use the new input system's manager for the event system.
I write answer because it's first result in google.
To get rid of this, select EventSystem in hierarchy, then in inspector you should see warning and button to replace old input system with new.
Unity ver. 2019.4.1
Input System ver. 1.0.0
I'm still currently testing but I manage to get something by duplicating the defaultInputActions.inputactions file from the Packages >> Input System >> InputSystem >> Plugins >> PlayerInput.
I realized that that .inputactions has a UI Action Maps. I added more Action Maps and did some testing, the added action maps works and buttons are somewhat reacting as well.
Just sharing this now so that more developers can test this with me and hopefully find a way to work around this major issue.
Had the same issue. Make sure that the input system package, does not have any devices inside... It worked for me after migrating from the Previous Input System

Doubleclick open all type of file directly in text editor

I have a problem with Unity and I hope you can help me because, actually, I don't understand.
For each double click on any file, even the scenes or other internal type, Unity open it directly inside Sublime3.
Does anyone know how to fix?
ADD:
The problem is that EVERYTHING now opens with that, even the scenes and the prefabs
if I double click on the scene or the prefab and it opens sublime with the binary 0001010010101
Just to be clear, cause I was confused a bit, what you should do is to go in the Edit->Preferences->External Tools and there under External Script Editor choose Open By File extension. This way script files will open with Sublime3 (or whatever you had set up before), and scene files will open in unity properpy.

How do I enable antialiasing in Unity?

I am interested in adding antialiasing to my project in Unity. I read that to achieve this you must import Post Processing Stack. I have downloaded it from the asset store but i cant figure out how to use it. There are also settings in: Menu -> Edit -> Project Settings -> Quality, but they seem to not work.
What exactly do i have to do?
To use the PostProcessing Stack add a PostProcessingBehaviour component to your camera. Then, in the project window, create a PostProcessingProfile using right click and context menu.
Then, drag the newly created profile into a slot in the Behaviour component.
The profile has its own editor and changes can be made interactively.
I have a feeling antialiasing only worked if the camera rendering mode was set to deferred but that might not be true.
Good luck

Updating gameobject/character from blender to unity

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.