I'm new to Unity and I'm trying to make my own game (or at least learn to). I have a problem in the scene screen.
The scene screen is stuck on this mode and I don't know how to bring it back to the original camera view(hope you guys understand what I'm meaning), Tried to search how to do it but couldn't specified what I want, please help.
The Canvas when in Overlay mode turns out to be a giant object compared with normal scale.
You are just too far from your objects, to return to normal you can navigate manually right clicking Scene window and moving with WASD and QE.
Another workaround is that you use the FIND shortcut like following:
Click the object you want to find on Hierarchy window
Move your cursor to Scene window without clicking
Press F on your keyboard
If perforned correctly the Scene camera will find that object and you will be right back to where you were.
Related
I am entirely new to Unity. I have a task to work with a tool in Unity. I'm not sure the "Game" is where I should work or the "Scene"? this is how my "Game" tab looks like, but I saw animations in the "Scene" tab. for changing parameters of animation, I should come back to the "Game" tab to change and again go to the "Scene" tab to see the result. I think something is wrong, and I should see the animation in the "Game" tab. Am I right?
It was confusing for me to explain my problem cause I have no idea!
It's very confusing what is happening in your Unity scene.
I assume either you have a disabled camera object or no camera at all.
Search the hierarchy for a MainCamera object and enable it. The game view is rendered from cameras in the application. If you cannot find a camera gameobject, try adding a camera (Gameobject>Camera). If you could find a camera gameobject, you should also check it's Camera component has target display set to Display 1.
In the Scene View at the top left, you can click 2D View. Then you can select the canvas in the hierarchy and press "F", while your mouse is over the scene view, to focus it there. In the end, you should be able to see the canvas in the scene view just as you can in the game view.
In fact, you don't need a camera in the scene to render UI elements, which is quite confusing. So if you don't need to solve the "no camera rendering" problem, as long as there are no 3D objects you want to draw. Keep in mind that you will probably need to manually place an audio listener if you want to hear something at some point.
In your hierarchy window search box write this :
t:Camera
And see if any will show up. The camera needs to be enabled if there is one present. If there is none, then you need to create one from GameObjects -> Camera.
As above answers indicate, there is a missing Camera object. Please keep in mind also that a disabled parent object will affect child objects. This was my case, my Camera object was a child object for a XR Ring object which was disabled and I was getting the "No Cameras rendering" message.
I have an AR app, where I want to have a plane with text on it, that is always shown when using the AR-Camera.
The Programm only uses the AR-Camera. The Plane doesn´t show up at all so far, even though it does in the preview.
The Plane doesn´t show up anywhere in the AR environment.
I don´t really know what to add since I think the question is simple. If you need further details just let me know.
Little Update: After the start of the app and after the Unity Logo shows up, the screen is black for a few seconds and during that time I can see my Panel on the black background. As soon as the AR-Camera is activated, the Panel is gone.
Here is how to do it in 3 simple steps:
You need to add a Plane object to your Unity's scene
You have to align the Plane in the view of your main Camera's object, to your liking
You have to set the Plane as a child of your Camera's object by simply dragging your Plane entry to Camera entry in the Scene Tree Editor Pane (located in most cases on the left side of your Editor's window)
I'm trying to code a drop in drop out system with input. Basically i have 2 sprites and im trying to swap between controlling each one. Right now I have a button i press and it switches which sprite is active however it does not let me show the animations for the other sprite and i can't control it. It also makes the other sprite that i'm not swapped to go off screen. I need both sprites to stay on screen and be able to press a button and and be able to control the other with the same input. If anyone could help me it would be much appreciated i couldn't find anything about it on google considering this is a very specific problem.
I am using Unity 5.1.2p3 with DK2 SDK 0.6.0.1 and I understand from this post that Screen Space - Overlay is not supported in Unity VR. It is recommended to use Screen Space - Camera (which in my case does not work) or World Space (which I am using now) but I need someone to help me understand how I get simple menu with buttons and toggles to show as a still image and how I can make selections and button presses with my mouse cursor.
I have created a menu for my app, with 4 toggles and 1 button. When I check the Virtual Reality Supported option with the Oculus being in Direct Mode and Canvas being in World Space, I can see it in VR, but I cannot see/find my mouse cursor to tick one of the toggles.
When I take off the headset, on my monitor's Game View tab, I can see and even use the mouse and select a toggle. Obviously, I have to keep the headset steady, so in my Game View, things do not shake!
Another thing I notice is that the VR camera is the same as the Main Camera in the Unity Hierarchy, but when I take off the headset and move it around, the position of the camera does not change, only looking up and down and around is reflected.
How do I simply do a static menu like a 2D surface that does not move in VR and a user can use button presses and muse clicks with the headset on? What settings are required for this way of doing UI and canvas stuff? There are 2 attachments, showing my current settings...
Are you specifically wanting to use the mouse? If you look through a blog entry I wrote below, it will show you how to use Gaze looking to trigger menu buttons:
http://talesfromtherift.com/vr-gaze-input/
You can achieve this by some code I list there that raycasts from the center of the screen and if it hits any UI, it will trigger the correct events and make it clickable by button (or by time).
Without going to game view. Is this even possible?
Actually, it's GameObject Menu->Align View To Selected.
I think I know of a solution for you. . .
In Unity:
Select the Camera (GameObject) that you would like to look through while in the Scene view.
Then go to the "GameObject" Menu and select "Align View to Selected."
I hope this helps.
Why not drag your gameview below or above your sceneview. That way you can see both windows. I always work that way ;)
Click on your camera object from hierarchy and click on GameObject->Align View to Selected.
I think what he's describing is the ability to have the "Scene" window be from camera and therefore have it that changes to perspective using the alt key could be automatically adjusting the keys. Is that correct?
In other words, the ability to animate the camera from the scene window with the camera as your view by using alt to drive value changes. That would be helpful.
3D programs like Maya and Max let you select the camera as your view and by having the camera selected and autokey on will adjust the key values based on changes you're making in your viewport.
But bowditch's suggestion is the next best thing. Change the scene view window to what you want, then select the camera object and in the GameObject pulldown select "Align with View" and the camera will snap to that. Then set a key on the camera object.
Go to hierarchy bar in Unity Editor
Press F Key
Double click on object/ main camera
To view objects in different angels you can externally apply rotation, transformation (move) in any of x,y,z and for more details or less details you can zoom in-out with ease of mouse clicks.
Assuming you have Unity Pro (which makes render textures available), constructing a quick editor script to handle this should not be too difficult.
You can select the camera in the hierarchy and then click on the rotation button , after that you can change camera directions in the x,y,z planes and see the camera align in a small sqaure in the scene view , Therefore no need for game view
Hope that helps