Unity windows startup screen not showing anything - unity3d

I have installed Unity version 2017.1.0f3. It was working fine till yesterday. Today I was trying to download an asset from asset store. But when I tried opening asset store in unity it was showing unable to connect message even though internet connection was working fine in the other apps. So I searched for it and found that re-installing unity may fix the problem. So I did that but now I am getting another problem.
Unity start up page is showing nothing at all. Generally it shows list of created projects but for me it is showing nothing.
Here is screenshot for that.
I have tried enabling/disabling internet when starting unity but that too didn't helped.

Try to reopen Unity after deleting the "Library" directory.

Related

Vuforia & Unity: Build UWP Successfully but No Live Camera Feed (Black Screen)

Unity Version: Unity 2019.3.9f1
Vuforia Version: 9.0.12
The app works fine in unity editor, it builds and runs successfully without error but no camera feed (black screen). Can't seem to find up to date solutions online.
Updated the Vuforia version to 9.2.7 does not seem to solve the problem.
I don't think to check the "Vuforia Augmented Reality Supported" under the "XR Settings" is an option, because it's able to deprecate. Also Checking the "Windows Mixed Reality" plug-in under XR Plug-in Management didn't solve the problem.
I already checked the "InternetClient" and "WebCam" in the publish setting for UWP.
Do I need to change anything in ARCamera's "Open Vuforia Engine configuration"? Some solutions mention disabling the Vuforia play mode will help, but I can't seem to find the option anywhere.
Anyone encountered the same issue and find a solution? Thanks.
I don't have a current solution, but would like to share my experience working with vuforia, UWP.
I found that there are varying breaking versions of unity and vuforia's SDK.
The latest version may not necessarily work I had to trial and error before I found a compatible version, so you might want to try that out. perhaps a older version of either unity/vuforia in reference with https://library.vuforia.com/platform-support/supported-versions.html
And yeah, definitely run your "hello world" tests on the sample projects first.
Best of luck, it's a great SDK ,once you get it to work.

hands not responding as expected on oculus Quest

I'm trying to develop an app to Oculus Quest
yet i encounter many issues on the way.
the app basically consist of a room and teleportation.
the issue i encountered happens both on unity 2018.3.12 and 2019.1.8.
I created an app that did work as expected before on Quest using Oculus integration v1.35.
however, when re-exported and installed to a brand new Quest device:
teleportation that worked before refuse to work
pressing a button on 1 controller hids the other one from view.
hands movement is limited
even though target devices is set to Quest, I still (on v1.35) see the controller of oculus go
it only happens when exporting to quest, on rift it works just fine.
from the posts in Oculus Forum
https://forums.oculusvr.com/developer/discussion/comment/702108#Comment_702108
https://forums.oculusvr.com/developer/discussion/79144/hands-not-showing-up-with-localavator-unity#latest
it looks like there is a firmware issue (but then you should be encountering that too no?)
things I tried:
Start a new project from scratch:
followed the standard tutorial and documentation like those
https://www.youtube.com/watch?v=qiJpjnzW-mw&t=1s
https://developer.oculus.com/documentation/quest/latest/concepts/book-unity-gsg/
could not see the hands at all, and no teleportation was implemented, it is said that there is a bug in current v1.39
https://forums.oculusvr.com/developer/discussion/79144/hands-not-showing-up-with-localavator-unity
I tried to use both the unity OVR assets and the following plugins
https://assetstore.unity.com/packages/tools/input-management/vr-movement-system-for-oculus-47292
https://assetstore.unity.com/packages/tools/input-management/vr-arc-teleporter-61561
and in all 3 encountered the same issue.
did anyone encounter any issue similar to what's described?
as said, i expect to see the ands and controllers, and the code attached to the trigger press executed. none of this happened.
as some test, (since i do not have another quest)
i exported a build and sharing here.
please comment if you have tried it and it workd fine on your quest or not
https://www.dropbox.com/s/uvcmhyar2qljb19/k14.apk?dl=0
From what you wrote it's seems like an update issue with your device.
Check references with the new device .
For me when i publish i use the 2018.4.1f LTE
Since i encountered a lot of issues with android build with the 2019 version.
Go to the company and ask what changed with the new versions.
thanks to all the helpers.
update 1:
if hands don't appear at all, its because Oculus integration 1.39 is buggy
revert to 1.38
https://developer.oculus.com/downloads/package/unity-integration-archive/
second:
the problem is that the latest firmware update added GO controller support and defaulted it.
so Quest controllers begun appearing as GO
the trick was to copy the AndroidManifest to Assets/Plugins and edit it properly to specifically define the correct settings.
you can see the recommended changes here
https://developer.oculus.com/documentation/quest/latest/concepts/mobile-native-manifest/?fbclid=IwAR3AgasGPJFVGsz7lyzfJNfuTB8R1FOg88Quq8YZz67eQlwEFvgEMDGjSdo

assertion failed on expression succeed unity

I recently downloaded unity onto my new computer. However, whenever I open in I only get a blank work space window with the warning of Assertion failed on SUCCEED(hr). I haven't used unity in years and I can't seem to find a solution to this problem on their forums. I have tried re-downloading Here is a link to an screenshot I took of the problem unity in different versions. I have also tried downloading their projects. Nothing is working, does anyone have any idea what could be going on? thank you!
I had to switch from Nvidia GPU to integrated graphics in the NVIDIA Configuration/Settings in the Taskbar.

Unity crashing with DirectX on new computer

I have recently purchased a new computer :
https://pcandparts.com/hp-gaming-laptop-power-15-cb005ne-acid-green/
And I have installed Unity on it. The problem is that every time I try to move the layouts unity screen becomes black and freezes.
https://gyazo.com/fdbbba09cbee7005b1b55637cea19855
After trying to search online, post on multiple forums, contacting Unity Team and Nvidia support I have found that the only solution is running unity from the command using -force-glcore
In fact, Nvidia support have been unable to find the solution and Unity Team was stressing that I update my graphic drivers and Directx version however both of them are latest versions and so is Windows 10.
https://gyazo.com/ee810b7d18be7580d3703e42c7b46526
https://gyazo.com/ea751dcf39ebfc791f2dce59cd219a0c
https://gyazo.com/d43718cc693a7c9cac44f4924bf968da
This is the latest email I have received from Unity Team :
https://gyazo.com/df2d7e960484cd8c682e5b733860e935
as well as the link for unity forum that also includes the error and editor logs:
https://answers.unity.com/questions/1511848/unity-editor-crash-2.html?childToView=1512288#comment-1512288
I also tried multiple versions of Unity from 2017 and 2018.
I will provide any additional information needed.
How can I solve the problem so I can run Unity smoothly and without having to go to force-glcore ? And what is truly happening?
Thank you in advance for taking the time to read
How can I solve the problem so I can run Unity smoothly and without
having to go to force-glcore ?
There are other things you can try.
1.Use DirectX9 instead of DirectX11. The default on the new Unity verions is DirectX11.
Go to File ---> Build Settings... ---> Player Settings ---> Other Settings then un-check the Auto Graphics API for Windows API checkbox. From there drag and move Direct3D9 above Direct3D11 click Apply and restart the Unity Editor.
If Direct3D9 is already above Direct3D11 then move Direct3D11 above Direct3D9.
2.If #1 doesn't work, try other graphics API. You can try other 3 graphics API such as Direct3D9, Vulkan and OpenGL Core.
These are hidden and you must click the + sign then manually add them to the menu then drag them to the top.
Then you can chose which one to add and then drag them to the top to force Unity use them.
Once of these should work for you. Chose the one that works the most. You don't need -force-glcore when opening Unity to use this. Your issue is mostly a driver issue sometimes, a workaround like this solves it until the driver is fixed.

Chartboost test scene not working in unity

I made an app for android with unity3d, and want to include chartboost into it. I imported the plugin for unity, and added an app as well as a campaign on chartboost. I also made sure that the signature and app name were put into the strings.xml file. When I tried running the demo scene, the buttons appeared, but when I tried to click them, nothing happens, not even a message in the console. What am I doing wrong?
Thanks for the help in advance!
Lagidigu
As far as I know, chartboost does not work in the editor. You will need to build to a device and use logcat to see the log messages. However their unity plugin seems to be in need of some fixing- in the meantime, email them at support#chartboost.com and they should send you a workaround .jar file that will get the ads showing in the demo.
See my answer to This Question for details about why the ads aren't showing up using the newest Chartboost unity plugin.
I think their plugin is broken because my other apps DO show ads, and i did nothing different except using their latest plugin, which also for me does not work.