Error while importing HoloToolkit-Unity-2017.4.2.0 on Unity 2018.1.6f1 Personal - unity3d

While importing HoloToolkit-Unity-2017.4.2.0 on Unity (Version 2018.1.6f1 (57cc34175ccf) Personal
Branch: 2018.1/release)
PS: This unity installed by Visual studio itself.
To Reproduce
Steps to reproduce the behavior:
1.Open Unity and Go to Assets -> Import Packages
Click on Custom Packages... and select HoloToolkit-Unity-2017.4.2.0.unitypackage
and after that click on import.
After import done , following error and warning occurs.
Also clicking on Apply Mixed Reality Project Settings will not update anything.
Error is
System.Exception: Package directory not found: "C:\Users\xyz.nuget\packages\Microsoft.CSharp\4.0.1".
at UnityEditor.Scripting.Compilers.NuGetPackageResolver.Resolve () [0x000dd] in <3f368bacb6c34f4db5fe7e90570f303a>:0
Warning are
Model 'Cursor_cross_root' contains animation clip 'Cursor_Cross_Hold_GestureFOV_root' which has length of 0 frames (start=132, end=132). It will result in empty animation.
Model 'Cursor_cross_root' contains animation clip 'Cursor_Cross_GestureFOV_off_root' which has length of 0 frames (start=132, end=132). It will result in empty animation
Model 'Cursor_cross_root' contains animation clip 'Cursor' which has length of 0 frames (start=1, end=1). It will result in empty animation.
Model 'CursorRing' contains animation clip 'Cursor' which has length of 0 frames (start=5, end=5). It will result in empty animation.
Before importing HTK
Error occurred after import
Please help!

Related

Shader graph error - 'PBRDeferredFragment': cannot convert from 'struct v2f_surf' to 'struct SurfaceDescription'

I started using shader graph and created one shader, then I tried building my game however I get this error:
Shader error in 'Shader Graphs/blend': 'PBRDeferredFragment': cannot convert from 'struct v2f_surf' to 'struct SurfaceDescription' at /unfinishedProjects/handsignes/handsignes/Library/PackageCache/com.unity.shadergraph#12.1.8/Editor/Generation/Targets/BuiltIn/Editor/ShaderGraph/Includes/PBRDeferredPass.hlsl(145) (on d3d11)
Compiling Subshader: 0, Pass: Pass 2, Vertex program with LIGHTPROBE_SH SHADOWS_SHADOWMASK
Platform defines: SHADER_API_DESKTOP UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_REFLECTION_BUFFERS UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_PASS_DEFERRED UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS
Disabled keywords: DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON INSTANCING_ON LIGHTMAP_ON LIGHTMAP_SHADOW_MIXING SHADER_API_GLES30 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_HDR_ON UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_VIRTUAL_TEXTURING \_GBUFFER_NORMALS_OCT \_MAIN_LIGHT_SHADOWS \_MAIN_LIGHT_SHADOWS_CASCADE \_MAIN_LIGHT_SHADOWS_SCREEN \_MIXED_LIGHTING_SUBTRACTIVE \_SHADOWS_SOFT\
I tried creating new project, copying shadergraph graph file there and building a scene with just a cude which uses material with that shader. This project has been built without any errors.
That's why I think that the problem is probably some project settings. I tried comparing every line of project settings with another project but they were equal.
I don't know what is causing this problem. if you need any screenshots of settings - ask and I will send any.
Found the reason for this behaviour. Shader graph doesn't support built in renderer. Had to switch to URP instead.

Unity Issue an WebGL: FSBTool ERROR: Failed with error code 80004001

This is only with WebGL
Errors during import of AudioClip Assets/Audio/background.wav:
FSBTool ERROR: Failed with error code 80004001
FSBTool ERROR: Failed encoding audio clip '/Assets/Audio/background.wav' to AAC. Possibly the file is too short. Try to append silence such that the length becomes greater than 256 samples.
I can't add the audio click on WebGL, but on others platforms work perfectly.
I can't add the audio click
Please help.
The error tells you that the Audio-Sequence is too short. Try adding silence (as suggested) to increase the samples of your file.

Why 'Is Kinematics' works different on HoloLens?

Overview
I wanted to have a cube, that I can drag around the scene with the components Collider, Rigidbody and ObjectManipulator. In play mode everything works fine, but running it on the hololens, the cube starts flying around after dragging it a few time.
Steps to reproduce (All components are set via editor, not via code)
Create new project and set it up for AR/HoloLens
Import MRTK 2.4
Create cube with a Box Collider. Set Is Trigger = true
Add Rigidbody to cube. Set Use Gravity = false and Is Kinematic = true
Add Object Manipulator to cube. I have a method getting called after On Manipulation Ended, but don't know if thats important.
Expected behavior
The rigidbody is set to Is Kinematic = true and Use Gravity = false, so that the cube stays still/stops moving after releasing dragging it. This works while trying it inside the unity play mode. But running it on the hololens, the cube behaves like Is Kinematic = false and starts flying around after interacting with it. Sometimes after the second drag and sometimes after the third time drag.
Error
Before updating this post, I didnt noticed the development console in left corner of my hololens. At the beginng of the scene I get the message [Physics.PhysX] BV4 midphase only supported on intel platforms but at that moment everything is fine. As the cube begins to fly around I get the a NullReferenceExeption: Object reference not set to an instance of an object.
I fixed my issue. I know the approximate cause, but I do not fully understand it. The method, getting called after OnManipulationEnded caused that.
I have a list, getting filled and drained by OnTriggerEnter/-Exit (exit looks the same, except add→remove):
private void OnTriggerEnter(Collider other){
if (other.gameObject.layer != 31) return;
_objectsCollidingWith.Add(other.gameObject);}
OnManipulationEnded triggered this method:
private int GetMeshes(List<KeyValuePair<Transform, Mesh>> transMeshes){
foreach (GameObject go in _objectsCollidingWith)
{
transMeshes.Add(new KeyValuePair<Transform, Mesh>(go.transform , go.GetComponent<MeshFilter>().mesh));
}
return transMeshes.Count;}
So I got alot of nullreferences from GetMeshes, because some gameobject in the list _objectsCollidingWith were null. Thats because the mesh is getting updated every once in a while. That caused a lot of nullreferences until the cube just flew away.
I used the whole time the logging provider via the device portal and couldnt see what is causing this errors. But after running the project via holographic emulation I could see in the console where they were coming from.
How did I fixed my problem?
I found this post because I realized that my OnTriggerExit didn't get called and cased having null objects and some spatial meshes with the same name triggered OnTriggerEnter very often. Also I added this line in the foreach loop in GetMeshes because once in a while there is still a null object:
if (go == null)
continue;
PS: Please forgive the strange code formatting, somehow the editor here on so does not allow me to place the brackets somewhere else

CGAL ERROR: assertion violation! Expr: e->incident_sface()

I'm trying to combine two .stl files together. Individually each one seems to render ok, but when I place them together I'm seeing this compile error:
ERROR: CGAL error in CGAL_Nef_polyhedron3(): CGAL ERROR: assertion violation! Expr: e->incident_sface() != SFace_const_handle() File: /usr/include/CGAL/Nef_S2/SM_const_decorator.h Line: 326
When I google this error I see:
How can I render a dxf file with Sphere in OpenSCAD
Which references this: http://forum.openscad.org/Assertion-Violation-in-Render-td10598.html
Based on that it sounds like I need to shift my model off the X-axis, but even when I did that it still seems to be failing. I think I'm miss-understanding the solution. Where should I be looking at to do the X-axis shift?
Here is my code that imports the two stls:
import("globe_bigger_windows.stl");
scale=.5;
rotate([0, 0, -1]) {
translate([0, 0, -5]) {
scale([1*scale, 1*scale, 1*scale]){
translate([0, -25, -40]){
import("Dragon.stl");
}
}
}
}
Here is my repository which holds the stls.
There are some issues with the dragon file.
It works individually because it is not actually processing the model until you mesh it with something.
It works after repairing it with MeshMixer, using the "Make Solid" function.

GTK Scrollbar Error

I'm using Lubuntu 13.10 and try to create a scrollable text-view. I copy the source code from the link below and run it, and I got a strange debug message when I use the scrollbar to scroll down. I didn't get the message if I don't use the scrollbar to scroll.
error message:
Gtk-Message: (for origin information, set GTK_DEBUG): failed to retrieve property GtkRange::activate-slider' of typegboolean' from rc file value "((GString*) 0x90672a0)" of type `GString'
source:
GTK and scrolling text view
my code:
http://pastebin.com/KnPY4jA0
debug message:
http://imgur.com/pJ0L9u8
The program runs fine even though it display this debug message, but I hope to know what is causing this debug message and how to solve it.
That happened to me using lubuntu 13.10. It fails to read a theme-related boolean value related to the sliders.
You have to locate the 'gtkrc' file of the theme you're using and substitute the (I assume) textual boolean value with a '0' or a '1', depending on what you've got in the file, that is:
GtkScrollbar::activate-slider=FALSE
should be:
GtkScrollbar::activate-slider=0
I found the gtkrc file in /usr/share/themes/Lubuntu-default/gtk-2.0/gtkrc, so yours will probably be in /usr/share/themes/***/gtk-2.0/gtkrc. Check your desktop settings to find which theme you're using.