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.
Related
So I ask you for a unity version (specified version number) that is tested and won't cause me issues in the future, and at least supports the Third Person Character Control Starter Asset.
Some of the versions I tried:
unity 2021.3.3 takes too much time to build (1 hour minimum) especially mobile build, "Your device is weak", I never had this issue with older versions, same project, same assets, takes less time.
unity 2020 and before, many of the assets I need are not supported.
unity 2019 manually setup android build (please kill me) + won't work at the end.
unity 2021.3.16, newly created URP projects by default are bugged with the issue (Burst Compile Error) and I can't add the URP package to an existing project.
You should check release notes from each build at this site if you think an older version will suit you better, you have pre-releases as well on the hub or website but those might cause you trouble in future since they can change substantially until they are official releases.
Although It is strongly recommended that you install a LTS version due to support, go figure.
Each issue you face its either your fault, and you can solve it with a search on the topic, or its a bug and its either been fixed on a later build, pending resolution (there's plenty) or you could create a bug report.
This is not my place entirely since I only use Unity but I hear Godot is light weight and could fit you better.
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
When I run my application I want Unity to open two windows. The windows will have different cameras but both will view the same world.
Is such a thing possible? (I haven't been able to find any evidence to suggest so)
I know I could achieve this with two unity instances but I need one.
Actually, a recent update to Unity added support for multiple Displays, which do what you're describing. You can read about them here.
Unity has no built-in support for that. You'll have to design around it or develop something on your own.
I have heard of some people attempting workarounds with multiple processes which communicate via networking or IPC. You could potentially create a separate launcher application to control that.
If you're not looking to have two different physical windows, but just side-by-side views of different cameras, you can adjust the viewport rect.
Change the position as well as width & height to render cameras side by side or however you'd like.
For a bare bones demo of this, you can get a sample project using Git at https://github.com/bkevelham/multicamerademo.git
I think the solution is to create another Unity Project and open it with the first one ! after use Network Server (multiplayer component) to start a communication between windows.
I am currently running 3.0.2 and looking into upgrading to 4.0.3. If we do go forward with the upgrade, will I have to go into all of the html and change the calls i currently have for the icons?
Thanks
You shouldn't have to, but there might only be small changes to continue using font awesome.
There were some pretty significant changes from 3.x to 4.x.
The biggest change is that, instead of being icon-*, everything is now fa fa-*. (2 CSS classes - this is because it makes things easier on the CSS engine, enough to make a noticeable improvement in page rendering times.) However, there were also a number of renames and other small changes.
Full migration guide is available at https://github.com/FortAwesome/Font-Awesome/wiki/Upgrading-from-3.2.1-to-4
I've been given a request to upgrade an application running under filemaker pro 6.5.
It's connected to some serial devices and uses plugin-component (troi) to solve the communication (rs232).
It's running in a closed network attached to a remote FM65-database.
Will FMP12 be able to run the application w/o a lot of recoding or has things changed too much?
Regards,
/t
Simple answer, yes.
First of, there was no FileMaker 6.5. It went from version 5 to 5.5. to 6 and then 7. When version 7 was released there was a major update in fileformat for the databases, introducing multiple tables in a singel file and a new relationship schema.
Between version 11 and 12 there was another big update in fileformat. The bigest change being that the layouts are now rendered as HTML/CSS using WebKit.
Even though a lot has happend since version 6 FileMaker Inc always try to be backward compatible. As far as I know, no functionality has been removed, at least nothing vital.
Troi Serial Plugin works with FileMaker 12 but you will need to upgrade the plugin. you can read more about the changes for the plugin, pricing and download a demo at
http://www.troi.com/software/serialplugin.html
You can also download a 30 day trail of FileMaker from http://www.filemaker.com
Thus you can easily try the entire setup for free before doing it for production.
The only thing you probably will have to adjust is the function call for the plugin Troi Serial, but that should be easy!
Hope this helps
I'd recommend you use Metadata Magic to analyze the FP5 solution.
There are some script steps that can be problematic when upgrading. This will give you a comprehensive report of what issues to look for and where to find them. It's not uncommon to find script steps that need to be reordered or changed.