I have been trying to use forge AR/VR toolkit to fetch Revit model from BIM360 to Unity.
I have created a scene, posted the job and got the manifest(shows status complete).
In Unity (Vr. 2019.2.12f1), I import the forge unity package. It shows the following warnings.
If i skip through these warnings, enter the model URN, Access Token and Scene ID, and hit play, nothing gets loaded.
I get error 422: Unprocessable Entity. However it also says scene loaded in 2.something seconds. Image shown below.
I tried the same workflow once earlier and it worked. I am not sure what the issue is now.
Ok, so I just tried urn, token etc from forge sample gallery. It works. So clearly there is a problem with my workflow.
When creating scenes from BIM360 models, make sure to include the project_id and version_id fields:
Related
I am very new to unity and I am trying to add post processing to a scene. I copied a tutorial, however when I added the post processing layer to my camera and went to change the layer to post processing, there was no post processing layer.
There should be a layer called post processing here, unless I did something wrong:
It doesn't seem like anyone else has had this problem but that could be because it's an easy fix.
I'd recommend restarting the project once, assuming you've correctly imported Post Processing from the Package Manager (To make sure the layer names load up correctly).
Also, the Layer name can be created by you, and assigned to desired GameObjects. So, the name "PostProcessing" as a layer doesn't really matter. you can just add in the layer name, if it doesn't appear, and continue as it was in the tutorial
You can assign it to Default if it doesn't appear (Unity will warn you, though).
PostProcessing layer is usually generated when you imported the package. If it's not there, try to use a project template that has PostProcessing in it while creating a new project.
I am doing a unity project for Steam. So I downloaded and added SteamWorks.net to the project created an empty object and attached the steam manager code to that. And for the achievements, in the script, import steam using
'using Steamworks;'
And set achievements using
SteamUserStats.SetAchievement();
SteamUserStats.StoreStats();
Now when I run the code I am getting an error
'Steamworks is not initialized".
how to fix this
When testing make sure the steam_appid.txt is in the folder. SteamManager monobehaviour will initialize API on awake.
Also this worked for me and I felt kind of dumb but it's important. Double check to make sure your steam app is currently logged in. If your turned on your computer and it logged you out or if there was an update or something that requires you to log in than it wont work and it'll throw that error. Otherwise you should be good if you listened to the other answer as well.
Hi I am making a game on unity with airconsole and when I try to import the airconsole controls github repo to my unity project I get a lot of javascript errors, so I can't use the controller generator and it hinders me, A LOT.
Thanks in advance, you would save my skin.
Your HTML, CSS and JavaScript files, as well as all additional resources your controller will need (images etc.), need to be in Assets/WebGLTemplates/AirConsole so Unity will not try to compile them into C# or UnityScript.
Your controller HTML file itself can be somewhere else in the project, the file within Assets/WebGLTemplates/AirConsole will be updated automatically to match it as long as it is linked in the AirConsole Object in your scene.
If you add the plugin including example scenes into an empty project, you will see a working folder structure.
Edit/Update: in case you are getting errors along the lines of The type or namespace name 'ILGenerator' could not be found (or the same but with DynamicMethod) please see details on Reddit or StackOverflow.
Essentially: you have to set API Compatibility level o 4.x in your Player Settings for your selected platform.
I am developing an android app where I have to train my app to recognize two images and four objects.I created one single database where I added all the images and objects target in vuforia developer site and created the unity package. Now neither image nor object is getting recognized.
Probably the problem is the same for objects and images.
I think you should share some more info about what your doing as well as some meaningful code implementing it.
W/O that, I would suggest:
verify that the database and trackables are loaded and active # runtime
if so, see in console that the trackables are tracked by Vuforia
if so, verify the code enabling your augmentations
Please confirm whether have run trough these steps already and what results you got. I can share some code and further tips once the issue is a little but more specific.
Regards
I am using a Oculus DK2 (v0.8) and OSVR SDK. I'm having a problem getting the HMD to run/display anything.
The Oculus samples and the OSVR samples do work however, so the osvr_server seems to run fine.
My application itself renders a test scene just fine when not using a HMD.
I tried two approaches:
First, just creating a osvr context and creating a DisplayConfig object. This seems to work, but DisplayConfig::checkStartup() fails (I do this in a loop, calling update on the context when the checkStartup call is failing). I used the OpenGLSample.cpp as a guide for this
Second, I tried using a RenderManager, but the call to createRenderManager results in a crash within the RenderManager.dll. I get the same crash wether I create the graphics lib object myself or if I let the library create it.
I am quite stuck now, since the demos and examples do work, I have no idea where to look for the error on my side. Creating the context works, querying interfaces as well, but the crash with createRenderManager is beyond me.
Does anyone have any hints or ideas what the problem could possibly be?
Regards and thanks in advance
pettersson
RenderManager should not crash during open. There have been a couple of bug fixes recently to avoid that happening, and the latest RenderManager binaries, libraries and header files are available with the SDK download from http://osvr.github.io/using/ along with updated copies of the example programs.
When something goes wrong in RenderManager, it usually reports that to standard error. We're moving that to a logging interface, but for now it should show up on the console. Posting an output of that as an issue at https://github.com/sensics/OSVR-RenderManager/issues is a good way to let the developers know that there is a problem. Of course, providing the same sort of information you provided here will be helpful as well.