Unity 3d doesnt work, when I try to open my project it says that This can happen if layout contains custom windows and there are compile errors in the project. I tried reinstalling OpenGL and something that I found on the internet but didn't work. The error window says that Revert Factory Settings but same thing happens after it too my Unity version is 2020.1.0a My OS is Ubuntu and I gave all the permissions to some folders. Didn't work And all this happened after a fresh install
Unity 2020.1.0a3 is an ALPHA VERSION!
As any alpha version it is not stable for production and can be expected to be full of bugs and unexpected behavior.
Search through the Known Issues in 2020.1.0a3 maybe your problem is already listed there.
In general do not touch alpha or beta versions unless you want to checkout a new added feature and test it.
For anything else stick to the stable releases like 2019.1.14f1 or 2019.2.6f1
On the last letter you can see their state:
a = Alpha
b = Beta
f = Release
Not sure if these are related but here and here also others had this problem already in early version so maybe one of their hot-fixes work for you as well.
This error may occur in released versions.
To resolve this problem:
Go to this directory:
C:\Users{YOUR_USER}\AppData\Roaming\Unity\Editor-5.x\Preferences\Layouts\default
Open Default.wlt file with Notepad or any text editor and copy all its contents.
Go to your unity project directory like this:
{YOUR_UNITY_PROJECT}\Library
Open CurrentLayout-default.dwlt file with Notepad or any text editor and delete all its contents then paste the contents of Default.wlt that you copied in step 2
If these files exist in Library delete them:
CurrentMaximizeLayout.dwlt
CurrentLayout.dwlt
Stop the Unity Hub service by a click the system tray and right-click on Unity Hub icon then select Quit Unity Hub.
Run your project again.
Related
So Ive tried downloading editor to START USING UNITY, but it seems impossible. If I download it from Unity Hub I get an error that says Editor Application ,Instalation Failed Install failed.
I followed some online tutorial that told me to turn off the firewall and stuff didnt worked.
Then I followed another tutorials explaining that I should instead install them from unity's page. When I did it worked (or so I thought) . But when trying to make a new project I got the prompt telling me to go to Safe Mode
If I ingored it, cause I obviously wanted to use all features, there was a compiling error and a (unity internal Build System error.Backened with code 2)
I tried downloading some older version, but once I did I got a problem with my Tile Palette
(Dont think it is related, dont really know, but worth to mention)
The tile palette didnt appear in the newer versions, even after downloadong and redownloading Tile Map Editor
In the older version it appeared, but once I pressed play, somehow the pallete stoped working and dissapeared
Idk, guess Unity in my pc is really fucled up, tried deleting everything and reinstalling unity
Bu, guess what....
Ive tried everything on the web , everything I understand so far
I try to open my Unity project in other version of Unity. How to open my Unity project in other Unity version?
I get the following error:
Your project was last opened with a differernt setup of utility
and
The saved project(5.6.0f3) does not match the lunched
editor(5.5.3xf1Linux)
Below is an image of the complete error I get:
The saved project(5.6.0f3) does not match the lunched
editor(5.5.3xf1Linux)
What's happening is that you saved a project with 5.6 version but you are now trying to open that project with 5.5 version. You cannot and should not attempt to do that. When you save a project, you should only open it with the-same software version or software version above the version you used to save the project.
The reason for what I said above is that the never version of Unity may have added new features to the saved data. They might have changed the structure of saved data too. There is no way old version of Unity can understand the changed data. This is why Unity implemented a feature to detect when you are opening a project with old version of Unity that was saved with a newer version. This prevents Unity from corrupting the project if successfully opened and modified.
The fix for your particular issue is to open the project with any Unity version above or equals to 5.6.0f. That would be Unity 5.6.0f, 2017, 2017.1 and 2017.2....
I had a new version and had this problem. However, I solved the problem as follows.
Unity -> Edit -> Project Settings -> Editor change the mode of version control from Hidden Meta Files to Visible Meta Files.
I'm trying to get VSCode working with my Unity projects, and every time I select the Project icon (the little fire at the bottom) I get the following error:
Error: Failed to connect to OmniSharp
Is anyone else getting this?
You need to download the most recent version of "mono". Open up terminal and pass in brew install mono. Then "Pick a project" and select the ..-csharp.sln file and you should be up and running.
Ok, made some progress and gotten a few Unity projects working. It seems that you need some prerequisites installed, a clean up of your Unity project folder, and possibly some hand editing of your .sln and .csproj files.
I posted a (possibly) better answer over on Reddit. Hope that's not breaking stack etiquitte.
http://www.reddit.com/r/Unity3D/comments/34d6gc/visual_studio_for_mac_help_us_vote_for_unity/
i get this on windows when my project directory has a space in it
i removed the space and removed the error
i expect it will be fixed soom
I have a completely different answer: it's the runtime that VSCode is using. It doesn't match up with what it thinks it needs. I have to remember that we're still in beta and that things are changing rapidly. I had my dnvm running beta 7, but VSCode (and OmniSharp, by extension) is looking for beta 6, so it was failing. I updated my runtime using this this post as a clue. Now I have VSCode 0.7.0 using the beta 6 runtime. I have no idea how to tell what it's looking for...I just guessed based on when they were both released. HTH
I'm using the Facebook SDK for Unity v5.04 (also tried 5.03) and whenever I open the FacebookSettings panel in the inspector I get ridiculous slowdown to the point that I can't even use Unity. This only happens when I do that, does anyone know what might be wrong? I've tried it on multiple computers now and all have been experiencing this lag.
I am getting this same thing. I don't think this is happening to every project or the FB team would have noticed prior to pushing the builds out.
As far as I can tell, it only happens on larger projects. We have seen this same behavior in other plugins (namely one that one of our developers wrote) when the plugin tried to scan the project for a file of a specific name. It didn't show up in his tests but in large projects it made Unity almost unusable.
I tested the Facebook settings issue on a brand new project and it's fast.
Potential Solution Delete everything in your project except Facebook ;)
Edit: The settings menu appears to work just fine on a Mac. I have the same project on my PC and Mac (and the PC's specs are far better than the Mac's) yet it brings Unity to a crawl on the PC and it works fine on the Mac. Go figure :S
OP: If you add the SDK to a new project, or Facebook's sample project, do you see the same issue? Also, could you update with the Unity version you're using, so we can explore? Thanks!
I have the same problem
but when I follow this Link that solve "[Open SSL not found]" Problem >> The slow problem was disappeared.
this is the steps that I was follow:
1) Download and install OpenSSL. http://slproweb.com/products/Win32OpenSSL.html
Win32 OpenSSL v#.#.# (not Light)
OR Win64 OpenSSL v#.#.# (not Light)
2) Add the OpenSSL directory to your path.
Go to: Control Panel > System > Advanced system settings > Environment Variables
Select the Variable "Path" in the "System variables" window and click Edit.
3) Add the path to your OpenSSL bin folder to the end of the "Variable value" text. e.g. I added ";C:\Program Files\OpenSSL-Win64\bin" to the end of the value text.
Restart Unity3D.
take note do not forget to add semi-colon ";" before the C:/
4) If you get the error in FacebookSettings "Keytool not found", you need to add the JDK (Java Development Kit) bin directory to the Path variable value.
5) Follow the same steps as before, but instead of the OpenSSL bin path, add the JDK bin path. e.g. I added ";C:\Program Files\Java\jdk1.7.0_45\bin" to the end of the value text.
Restart Unity3D.
I've been using Flash Builder 4.5 with Flex SDK 3.5B on Mac OS X 10.8.2 for a couple months. It hasn't been a perfect experience—the software has quite a few bugs—but in general it has been working until recently.
Our application includes two Flash Builder "projects", one of which references the other. Whenever we clone the repository, it is necessary to update the .project file of the primary project to include the new path of the secondary project.
The last thing I did before everything broke was move the folder containing the projects to a new location. As expected, when I opened Flash Builder, it complained that it couldn't find my project files, and they were all marked as inaccessible in the "Package Explorer" view. I did not remove the inaccessible projects from my workspace, but I attempted to re-import the primary project from its new location. This marked the first time I saw a dialog that has haunted me ever since:
The "Problems" view told me to refer to the error log...
...but the error log was empty!
The "Package Explorer" view didn't change (the new project wasn't listed) so I decided to just try the import again. When I selected the project directory, Flash Builder said I couldn't import it because the project was already in the workspace. "But the Package Explorer says it isn't... maybe it'll let me try again if I restart Flash Builder," I thought. I thought wrong. When I restarted, this is what I saw:
java.lang.NullPointerException
at com.adobe.flexbuilder.util.PathUtils.resolveLocaleInSourcePath(PathUtils.java:297)
at com.adobe.flexbuilder.project.actionscript.internal.ActionScriptProject.getProjectPath(ActionScriptProject.java:713)
at com.adobe.flexbuilder.project.actionscript.internal.ActionScriptProject.getSourceContainers(ActionScriptProject.java:681)
at com.adobe.flexbuilder.as.editor.ui.packageexplorer.content.FlexPackageExplorerContentManager.getSourceRoot(FlexPackageExplorerContentManager.java:644)
at com.adobe.flexbuilder.as.editor.ui.packageexplorer.FlexPackageExplorerContentProvider.getWorkspaceRootChildren(FlexPackageExplorerContentProvider.java:152)
at com.adobe.flexbuilder.as.editor.ui.packageexplorer.FlexPackageExplorerContentProvider.getChildren(FlexPackageExplorerContentProvider.java:80)
at com.adobe.flexbuilder.as.editor.ui.packageexplorer.FlexPackageExplorerContentProvider.inputChanged(FlexPackageExplorerContentProvider.java:449)
[...]
It couldn't even display the list of projects so I could remove the one that was causing the issue. A similar message was displayed in the "Editor" view. Deleting all of the project's files didn't help either. I was unable to fix the workspace, and the only way I could continue to use Flash Builder was by creating a new workspace.
Since then, I have tried many different things:
Reinstalled Flash Builder 4.5.
Reinstalled Flex SDK 3.5B.
Checked out a six-month-old version of the project.
Upgraded to Flash Builder 4.6.
Created a new user profile on my computer.
Tried to remove whatever trace files might have broken things:
Used Instruments to monitor all files the Flash Builder process touches.
Uninstalled Flash Builder.
Used find to locate any files that included builder or eclipse in their name.
Deleted all files found in (1) or (3) that seemed possibly related to Flash Builder.
Reinstalled Flash Builder.
Installed Flash Builder 4.5 on another Mac running Mac OS X 10.6.8.
Checked out a two-year-old version of the project with Flex SDK 3.5 on the other Mac.
Tried in a new workspace on another Mac that already had the project working in an existing workspace. (Yes, it broke when we tried to import it into the new workspace, even though it continues to work fine in the existing workspace.)
Installed Flash Builder 4.5 in a Windows 7 VM.
None have made any difference. That seems impossible.
Other members of my team have been working on this project for a couple years without running into this particular issue, yet now versions of the project from before I started appear to be broken, and even using brand new installations of Flash Builder on entirely different systems also breaks.
I contacted Adobe's phone support for help with this issue. I waited on hold for over an hour after being told it would be fifteen minutes, only to have them tell me that they no longer offer phone support for the product. (Sadly, their phone tree couldn't figure that out before I waited on hold.) However, I was told that "tier 2 email support" was available at platformt2-noida#adobe.com. I should have known better than to get my hopes up the address was invalid and my messages all bounced!
I have no idea what's going on. It seems like I must have done something else and forgotten about it, because the current situation makes no sense. Has anybody encountered this issue before? Do you have any idea what might be causing it, or what I might do to fix it?
We finally found a solution. It's rather anticlimactic.
Ignore all of the errors.
Import your project files and activate the correct SDK version in whatever order you want. If you end up with a messed up "Project Explorer" view, just close the view and reopen it, or restart Flash Builder.
Once the "Project Explorer" view is available, select your primary project and run it. It should work!
Nothing was actually permanently broken. The "Project Explorer" view may be in a temporarily unusable state if you import the primary project first, or use the wrong SDK version, but as long as you eventually fix those things then the "Project Explorer" view will also be fixed the next time it's opened.
make a backup copy of all the projects in your workspace, then delete all the files (including the hidden ones) in your workspace.
Next point Flashbuilder at the now empty workspace directory (forces it to recreate all the workspace files).
now import the project folders that you had backed up.