Sprite Mask option doesn't appear - unity3d

I want to create a Sprite Mask object. I follow the instructions on the unity docs:
To create a Sprite Mask select from the main menu GameObject > 2D Object > Sprite Mask
But the only option that appears is "Sprite". I am using the latest version of Unity (5.6.3p2)

Use an earlier version of Unity, 5.6 is quite old.
Here is the link https://unity3d.com/get-unity/download/archive

A Sprite Mask object is nothing but a gameobject with a SpriteMask script attached to it.
So create a empty game object and add a SpriteMask component to it through inspector manually

Related

Why cant I drag and drop a Sprite in a Scriptable Objects inspector?

So I have a scriptable object that holds a public Image variable. And I want to drag an image to the inspector, but I'm not able to get it to work. I have changed the Texture Type to Sprite (2D and UI). I have tried to find people with similar problems but the only answer I can find is to change the Texture Type to sprite. And I need the Texture Type to be used for UI for ex Player HUD that shows cooldown on abilities.
Picture of Image Inspector
Picture of Scriptable object inspector
Image is a class inherited from UnityEngine.UI namespace. And to be shown requires a Canvas component.
You can create a prefab with an Image that contains your sprite in order to add to your scriptable object, then use abiltyIcon.sprite in order to recieve the original sprite when needed.
If you don't want to create a prefab then the solution would be using Sprite class as mentioned.
Just by doing the reverse path I've mentioned early. Instead of having an Image with a Sprite you would have a Sprite and add it to an empty Image on the code.
Considering you are using a scriptable object, check if this solution isn't better than the first one.
Use "Texture" or "Sprite" instead of "Image" as type of "abilityIcon" in "FireBall.cs".

Unity 2d sprite editor bug

I cant editThis image pocision in the sprite editor as you can see in the image
If sprite mode is in Polygon, position is not enabled. Set it to single or multiple type.

There is no ImageTarget in Assets/Vuforia/Prefabs

I followed the instructions to use Vuforia. But when I add ImageTarget, I found there is no ImageTarget in my Assets/Vuforia/Prefabs
The version of my unity is 2018.2.18f1.
I want to create an ImageTarget and Put the resources such as the model we need to display under ImageTarget as its child exists.
The picture here is what I got in Assets/Vuforia/Prefabs.
You don't need the prefab.
See Unity Manual: Adding Image Targets to your Scene
You can simply generate a new ImageTarget by clicking on GameObject → Vuforia → Image
This should add all required components like ImageTargetBehaviour, DefaultTrackableEventHandler, TurnOffBehaviour, MeshFilter and MeshRenderer.
You can also create it yourself from scratch by simply putting all the required components on an empty GameObject.
And then go on with configuring your database and target.

Inspector is disabled in unity

I added a blender file to my assets, and when I click on this file in assets I can't add a component such as SkinnedMeshRenderer to the imported asset as shown in this screenshot. How I can add it?
A SkinnedMeshRenderer is not something you can just add in Unity.
As said in the documentation:
Unity uses the Skinned Mesh Renderer component to render Bone animations, where the shape of the mesh is deformed by predefined animation sequences.
A SkinnedMeshRenderer is automatically added when a skeleton is found in your asset. To have a SkinnedMeshRenderer you must export a skeleton from blender. If you don't have a skeleton, it means that a SkinnedMeshRenderer is not required.
The "Imported Object" is a Unity asset that doesn't accept additional components. Try creating a prefab (right click in Project folder and select Create -> Prefab), give it a unique name, and then drag the "Imported Object" mentioned above, from the Project panel not from the inspector, onto the newly created prefab object in the Project panel. Components can now be added to the prefab. Whenever referencing blender models access them through prefabs in such a way. Prefab copies can be added to the scene by clicking and dragging the prefab into the scene or by using GameObject.Instantiate with scripts.

Texture being dragged has no Sprites. Unity 2d

Using standard 2d mode in Unity. After I drop an already imported asset to the scene I get message:
Texture being dragged has no Sprites.
UnityEditor.DockArea:OnGUI()
Asset has Texture Type set to Sprite.
Tried different image formats(png, jpg), also restarting unity and re importing images.
Using Mac Os 10.9
After set the texture type to sprite we have to make it a sprite using Sprite Editor.
for that click Sprite Editor. Select that sprite and set the pivot of that sprite as custom. click apply.
after doing this i was able to drop a asset in to the scene.(even if the format is Set to Compressed).