Unity Graphical Editor is broken - unity3d

The white part sometimes grabs onto colors underneath, and I can't click on anything but the toolbars, where all the subwindows also have the same problem
I have suspicions that it is a problem with my NVidia GeForce, but I've tried going as far as uninstalling unity, manually deleting everything unity related and reinstalling and the glitch still exists.

That seems like a problem caused by old DirectX.
I had the same problem with 2018, and I fixed it on Win7 by installing the KB2670838 update. However, I can see you're using Win10, so this specific upgrade isn't available to you.
To be sure that it's not a problem of Unity, try launching it with the following command line arguments: -force -glcore and see if you have the same glitch when using OpenGL.
If not, I suggest you try to update the nVidia drivers to the latest version, and check if you have the latest version of DX12 on your OS.
If the problem persists, I suggest you contact directly someone at Unity.

The problem was the screen size. My screen was blown up by 25% change it in the display settings.

Related

Unity: Disabling OptimizedFramePacing fixes Bluestacks blackscreen but cuases jitter

The Problem: when running a unity build in Bluestacks you get a black screen. The only solution I have found for it is to disable "OptimzedFramePacing" in PayerSettings when building which fixes the blackscreen, but causes another problem, which is: on android your game gets a little jittery.
I use unity 2020.3.33f1. tested on Bluestacks 5.3 and 5.8
I have tried with empty project with only a few rigidbody2d falling and result is the same.
in the last few days i have searched and read all the topics about this, which are very few considering it looks like a big issue!
Things I have tried but failed:
-fixing bluestack black screen by any other ways. (blitType, Custom main manifest, Changing Graphic API)
-changing OptimzedFramePacing only if we run in bluestack, which is impossible because OptimzedFramePacing can not be set at runtime.
I know OptimzedFramePacing=false should result in a little jitter. is there a way to fix bluestacks blackscreen and keep OptimzedFramePacing=true?
or any other solution?
I really appreciate if anyone can help me with this.
Thank you.

GVR's native UI layer is missing on iOS

I'm currently developing an AR+VR app using GoogleVR and Vuforia on Unity iOS. Everything works fine, but at some point (I don't remember since when!) Google's native UI layer(vertical alignment line, back button, setting button,...) is missing and I can't change the viewer profile.
Versions are: Gvr 1.10 + Vuforia 6.2
So I tried to manually call the ShowSettingsDialog() in GvrViewer.cs, but it won't work either.
A new project with fresh sdk has no problem, so it would be specific to my project. I doubt the NativeUILayer would be affected by Unity's camera settings, layers, Canvas settings or so.
I can't figure out what might cause this kind of problem. So I need any suggestions to narrow the cause.
Problem solved.
I also use a custom SDK OpenCVForUnity, and the plugin OpenCVForUnityAppController.mm causes the problem.
It also attach RenderDelegate, sets GraphicsDevice etc.
It looks like that it overrides GoogleVR's iOSDevice so GVR couldn't figure out what device this is.

I can not quit Unity Editor, only force quit

OS X 10.11.5
Unity 5.3.4p1
Every time I use command + q to quit my project or File-> Open Project, Unity stop working, it seems everything is freezed with mac loading ball below.
The only way out is to force quit.
Can you help me? Can you just give me a way to solve this
This really makes me crazy!!!
This looks like a bug that has been fixed in 5.4 beta According to Unity release notes.
Fixed issue whereby the launcher could crash on exit.
Download Unity 5.40B19 and this problem should gone.

Unity3D - Button Only Works Once?

This is super strange. This simple button is not clickable at all. But when I close the Unity and Mono editors and fire it up again, it will work - only once. I mean, the second time you hit the play button, the button will not work anymore. I didn't change settings of the button or the canvas. I just put them in the scene and click play button. I think this is a bug? But there's no log i can see. This is bugging me for good 30 mins. I even restarted my PC and still working only on the first hit of play button. Thanks
EDIT: just found the problem. This problem occurs when you use the Unity Remote app on Android. It will work first. But when you try it the second time, buttons are not responding anymore. The only solution I found for this is to reinstall the Unity. Tried restarting PC but didn't work. Soo, peace out. Thanks
Try to turn on the Force Module Active property on inspector in EventSystem. I had the same problem on Version 5.3.1 on my machine (macbook pro mid 2010 on OSX El Capitan). Deleted the Unity, rolled back to 5.2.2, upgrade to 5.3.3, the problem is still there. Did that and somehow it works, but I don't know the reason why

why does the screen on my phone turns white when it detects the target?

I'm new to augmented reality, and I'm using vuforia 4.2.3 and unity 5, I followed all the steps trying to make a test run and whenever the camera detects the target the whole screen turn white, I've tried many thing but none of them worked, can someone help me?
I had a problem that sounds similar.
There is a known bug that causes white screen, could be related to that? See here for more info.
What worked for me was to change the VideoBackground.shader code, as described on that thread.
Go to Project>>Qualcomm Augmented reality>>Shaders
Double-click VideoBackground. This opens up Mono.
In the code, change where it says:
"queue"="geometry-11"
to this:
"queue"="Geometry"
Save, rebuild etc.
Worked for me.