Since the new version of MRTK i cant build a scene - unity3d

Since i use the new version of MRTK, i get that building error (Unity 2018 3 12f1). How can i fix that?
I had no issues with the old version, but in the old version i couldn't disable the spatial mesh render so it would disappear in my app.
https://imgur.com/h6Xt35h
The other solution would be, to get the spatial mesh render disabled in the old version. So i dont need the new version. But i cant find the menu for that option.
https://imgur.com/f63J1Ip
The only way to find the script is to search for "spatial", but that script is greyed out.
https://imgur.com/Vev0P89
PS: I'm new to this, so please explain it for a beginner.

From the first image you shared, it looks like you need to install the Windows 10 Insider SDK (version 18362 or later). The insider version of the Windows SDK has a few new classes that you need in order to compile for UWP.
https://www.microsoft.com/en-us/software-download/windowsinsiderpreviewSDK
Hope this helps!

okay, i found a way.
For anyone who has also problems with this:
https://github.com/Microsoft/MixedRealityToolkit-Unity/issues/3898#issuecomment-481618334

Related

How to connect Unity with Optitrack through Unity Plugin 1.4.0

I have maybe simple question but can't find answer.
I need to make connection between Optitrack program and unity (using Unity Plugin 1.4.0) as I wrote in the title.
After I find menu to "connect" in both I can't find any guide that show how to do it with available today versions of both programs (almost always it's out of date and they use previous versions of Unity or Optritrack or both with slightly different interface, some options disappear or new appear today).
Or maybe the answer is simple and I can't understand how to do it.
It's my first post here so I hope you understand me properly about my problem.
Thank you in advance for help.
Search through random websites and try to follow the described steps. Every or most of them were out of date and use previous versions of both programs. My every try fail.

Unknown Api compatibility level 6 - Unity

I recently opened a project created in an older version of unity with a newer version, However I am getting an error saying
Unknown API compatibility level: 6.
UnityEditorInternal.InternalEditorUtility:GetMonoIslands()
UnityEditor.SyncVS:SyncVisualStudioProjectIfItAlreadyExists()
Furthermore my game view is aqua green and my scene view is black. Please help!
please follow the next steps:
Go into your project's folder
Open ProjectSettings and open ProjectSettings.asset with a text
editor
Find apiCompatibilityLevel and change it from 6 to 2
Unity does not handle very well changing the editor version.
You can read this post to have an official statement from an Unity Employee, where he explains how it handles backwards and forwards compatibility:
https://forum.unity.com/threads/compatibility-across-unity-versions.556927/
I suggest that you use the old version you used to develop the original game.
Downloaded the old editor here: https://unity3d.com/get-unity/download/archive
Regards.

Why is everything rainbow-colored in Unity?

I'm using this on an older laptop which for some reason refuses to update to Service Pack 1 so I can't run the latest version of Unity. Right now I'm running an older version and I've tried almost every 2017 version, they all have this problem. All my materials have a kind of red-green-blue rainbow effect. By switching from version to version I've found this one has the least amount of "rainbowing" but it's still doing it. How do I make the materials load normally? Bear in mind, this is using just the default material so it SHOULDN'T be doing this.
Shader rendering is done on the GPU, and you say that you use an old laptop. My guess would be that you need to update the drivers of your graphic card. If this doesn't work, maybe your card is too old to run these shaders.
Go to Edit -> Graphics Emulation
change Shader Hardware Tier to Tier 1 , i think that would solve your problem.

How to know which version of CrafterCMS I am using?

Is there a way to know the crafter version from Studio Admin Console/Dashboard?
I am running CrafterCMS 3.0 on my local. But from the content admin's point of view, is there any way to know the exact version/build I am using?
There is a feature being added in support of this. It's under Help > About, but it's not there yet.
You can track progress on the feature here: https://github.com/craftercms/craftercms/issues/813
And here for the UI: https://github.com/craftercms/craftercms/issues/711
You can also try http://localhost:8080/studio/api/1/services/getInfo.json that will give you something like this:
{"version":"3.0.0-SNAPSHOT","id":"33ed8125aa029a8170ed11d9cee62b802f45cd38","uiId":"f5318d804d51eea2501fdf1bc832af4c2ba5e30a","buildDate":"2017-05-09T10:38:21-06:00"}
Note this also work for 2.5.x (since 2.5.6)

Is it possible to navigate to assemblies definitions inside Visual Studio Code

I'm using VS Code several days as MonoDevelop replacement in Unity3D on Mac OS. I installed mono via homebrew as suggested to let VS Code to parse system assemblies. Everything works almost great, but I can't navigate definitions that are not part of my code. For example I can't go to definition of System.String or UnityEngine.Vector3 to see methods signatures. MonoDevelop has Assembly browser but I miss it in VS Code. Does anybody know if VS Code has such feature? Maybe I need to setup something for that?
PS: I've posted feature request. If you're interested in this feature vote for it, please.
https://visualstudio.uservoice.com/forums/293070-visual-studio-code/suggestions/14698887-implement-net-assembly-browser
It seems VS Code now can do that with the new extension ms-vscode for C# support. Previously it was recommended to use Legacy C# Support for Unity3D. I don't know exactly if this recommendation is still valid, but I tried to uninstall legacy and to install normal one. After some background work OmniSharp parsed my files and now it can open classes from assemblies! Look at this picture, it has open AnimationCurve class as [metadata]!
I'm trying it with Unity3D 5.5.0b2 beta now, so I'm not sure if this will work with production release of Unity3D. By the way I also removed VSCode plugin from dotBunny out of project as Unity3D 5.5 supports Visual Studio Code self.