Unity bone gizmo disappeared - unity3d

I've been using Unity with the 2D Animation package for rigging my multi layered sprite. It worked like a charm, rigged the thing, created my animations but.. all the sudden the gizmo showing the bones in my editor disappeared :(
I fear it happened when updating Unity to 2019.2.12f1 but cannot guarantee
This is what I see:
The bones ARE there, I can move them and I can animate them, but I cannot see the gizmo for easy manipulation :(
In the past it did look like this:
Where one can drag and drop easily the bones and rotate them
This is how my layers look like in the editor:
The bones are in the Player layer
Any clue ??

Simply select all the "bone" GameObjects, go to the Inspector and choose a gizmo from this menu
The ones in the first row additionally show the objects name in the SceneView:
If you already did that but they are still not showing up make sure
you have the Gizmos enabled at all
The Gizmos size is big enough
If the size is too small the Gizmos are faded out if you are too far away!
If the "bones" use a specific component which defines the Gizmo you an also check in the Scripts and Built-in Components lists whether the according type's Gizmo was maybe disabled.
Some other tries:
go to the Inspector of a bone and make sure the according component(s) is(are) not folded.
make sure there are no hidden layers in your scene (top right in the editor)
Gizmos are not shown if the according layer is "hidden"
For further options see the Gizmos Menu

Related

Is it possible to turn off the visibility of the parent-grid of the tilemap in Unity?

I'm trying to turn off the visibility of the grid of the tilemap. I feel like it's easier to draw and design without grids and I couldn't find any solution to my problem yet. To clarify, I don't mean the main-grid from unity, I know how to change its visibility, I'm talking about the Grid that appears when you create a tilemap.
Simply disable the Grid Gizmo via the Gizmos tab in the Scene View:
(The editor I'm using here is Unity 2022.1.9f1. If you're using an older version, the icons might look a bit different, but should work the same.)

How can I stop my NavMesh from baking inside static game objects?

In my scene I have 2 cubes with navigation static checked in the inspector and the navmesh has been baked.
https://i.stack.imgur.com/e9qXQ.png
You can see in this screenshot how when I put the camera inside the top cube, the navmesh has been baked underneath it, even though the cubes are perfectly aligned. I'm trying to avoid putting a navigation block under every static in the scene that has walkable areas above it. Is it not possible to have navmeshed surfaces that exclude the area underneath if it is unreachable?
Thanks.
I am pretty sure that if you do not have any links between the NavMeshArea you can just leave it like that, as the NavMeshAgents respect the area they are spawn/move to. But if you really want to get rid of it see below.
One thing you could do, is to add a NavMeshObstacle to the object and resize it, so that it fits the top area you want to get rid of. This would remove the area inside the cube.
Note that this is a workaround, as there is very likely another and better solution to the problem, but this solves the issue you are having very quickly.

How Unity editor shows transform in scene

I'm creating a 2D game. It was configured as a 2D game since it was created.
When I selected a GameObject, in the scene their anchor, their size and their pivots were pointed out.
Suddenly this has changed, and it appears like if it were a 3D project, with a circle and all the axis around it, whatever GameObject I select. (Pic below)
How can I configure my Unity Editor to be like before? Maybe is worth it to say that in the top toolbar of Scene window there's still 2D mode selected:
Version: Unity 2018.3.14f1
You've set the Rotation Tool. I think you were using Move Tool before.
It's just a matter of which gizmo you see in the scene.
You may just press "W" on the keyboard.
Or press the Move Tool (first one in the images).
Further info on Unity Tools.

Unity - MRTK - HoloLens: Modify Collider of 2D-Buttons so the Cursor gets closer

My current problem is that the cursor appears too far away from a button. You can see in the screenshot what I mean. Hovering over a button from the list lookes like this:
Question: What can I do so the cursor get closer to the button, because on the HoloLens you see the distance?
Looking somewhere else on the canvas except the buttons, the cursor gets closer:
--Edit--
I should mention that the scene has a scaled cube (the gray thing in the screenshot) and in front of that a world canvas (white thing), which contains the scrollview/list.
I saw the same behaviour for UI elements.
I can only provide you a workaround. It is a bit hacky but it works:
Go through all UI elements especially Text and Image and disable the option RayCast Target.
This makes the Cursor be sitting right on top of them ... but you will notice your Buttons are now non-responsive and you can not interact with them anymore.
This happens because the Physics system requires either a RayCastTarget or a Collider in order to fire it's pointer events like e.g. PointerEnter, PointerDown etc.
Therefore now add a BoxCollider (not BoxCollider2D!) to your Buttons and scale it to the correct size. It looks like you are using a VerticalLayoutGroup so you can simply correct the positioning of the BoxCollider by setting the RectTransform to centered once (the VerticalLayoutgroup will anyway re-enforce the Top-Left anchoring). In my case the BoxCollider needs with 0.8 and height 0.1 ... and for the z I choose 0.01 but it can be smaller if you whish
Hurray, now the buttons are interactable again and the Cursor only has it's usual distance + the half of the choosen z thikness of the BoxColliders.
Since the Background cube has it's own BoxCollider anyway we don't need to add further Colliders for the ScrollView and UI panels.
You might have to add some though for the ScrollBars as well if you need them!
As said this is more like a quick workaround and might not be a final solution since whenever a size of the Button or the ScrollRect is changed you have to rework those hardcoded BoxCollider dimesnions as well ...
I had similar issue on 3D objects. This could happen because the objects collider definition. I mean, you can import a render mesh but the mesh collider could be different (bigger, smaller, ...)
I hope this solves your problem ;)

Textures to Object in Unity / Vuforia

I'm trying to do some Augmented Reality in Unity using the Vuforia plugin. I've managed to get everything working (I'm using a 3d model of a car), only the position of the car relative to the marker is wrong when I come to preview it (click the 'Play button at the top and watch through the computer's camera - is 'preview' the right name for this?).
It should be sitting on the the marker in the center, but instead it's floating above the marker and off to the side by quite a bit. The positioning is definitely right in the program itself, so I'm not sure why this isn't reflected in the preview.
Also: at the moment the car is simply an untextured grey object. I realise the textures are included in a subfolder, however I can't drag the entire car's folder (including the Textures subfolder) into the ImageTarget, only the .3ds file itself. Does anyone know how to apply the original textures to the car?
Thanks so much for your help in advance!
Ben
Well, to start answering your question about the drifting away part, you've probably got a Rigidbody attached to your Car? Well, if that's the case, then Go to the Inspector where the Rigidbody is and you'll see constraints.
To avoid it floating off, you might want to check Freeze Positions for whichever direction it needs. Probably Y axis.
Now, I'm not entirely sure if you're using Vector.AddForce to move your objects, but if you are then just check if your car can move if you've put all constraints on.
If you can't then in your code trying using Object.Rigidbody.SetActive(true) when you need it to start moving, and Object.Rigidbody.SetActive(false) when its done.
On the other hand, if you aren't using Vector.AddForce() then remove Rigidbody component if you've used it.
As for the material. If you've got the material in your folder that you've downloaded then just drag and drop it into Assets. Now sometimes your car may be one solid mesh, but some times it may be multiple meshes. So which ever the case. Drag the material from your Assets onto the Hierarchy panel over your car mesh/meshes and it should turn into that color.
Hope it helps. :)