Unity - NavMeshComponets not completely implemented in Unity 5.6 - unity3d

I have a question about the new NavMesh in Unity 5.6. I am not able to find any of the mentioned in the 5.6 release notes new Nav Mesh components (navMesh Surface, (Volume) Modifier).
I do not really know how to easily get them. I have already downloaded the files at: https://github.com/Unity-Technologies/NavMeshComponents and I am planning to implement them in my project. I think is weird that you have to manually download them from GitHub, when they mentioned them in the Unity 5.6 release notes.
Do you know an easier way to use them in Unity?
Friendly Greetings, Quinten

Related

Use Blender file in Unity with Blender 3.0.0

long story short:
To use blender models in Unity you need to install a Blender Version 2.X since the (in Unity integrated) python script that converts the models doesn't support 3.X yet.
Edit: As it stands now Unity and Blender 3.0.1 and onwards work properly together.
(source: https://forum.unity.com/threads/unity-issues-with-blender-3-0-version-reading-issue.1207444/)
Original Question:
I got a new PC and tried to open my Unity (2021.1.5f) Project, which uses blender models. When opening the project i got errormessages saying "Blender could not convert the .blend file to .fbx file" and when i hit play there were spawning a bunch of empty Gameobjects called "missing prefab (dummy)". Also not all models were missing. Only the blender files (i think).
So it looks to me, that there might be a problem with blender 3.0.0, which is the newest version to download. In the unity Forum the user "Kurt-Dekker" already is helping people indicating to a Python script in the UnityEditor Directory "Unity-BlenderToFBX" but i didn't find an updated script that fix the issue with blender 3.0.0.
In case anyone is getting similar issues, i solved the issue by installing an older blender version (i use 2.8).
Is there anyone who knows how to fix the script for blender 3.0.0? :)
Hope i could help someone bypassing the problem for now and have a good day

Unity 2019.2.12 Tile palette missing

I'm missing tile palette feature. How do I get it? Am I missing any other features?
I've seen others have this similar issue, but I never really saw it get solved.
Also on school computer so can't really access the links they posted, but I heard they took you to downloads for tile palette, but if tile palette is in the unity manual why do I need to download it from some random site?
For 2019.2 and above, if you created a new Unity project, you will need to add the 2D Tilemap Editor package from the Unity Package Manager (under Window/Package Manager) to your project to be able to create Tiles and access the Tile Palette. If you created a new Unity project with the 2D template, the package will be added for you automatically. If you upgraded from a previous Unity version, the package will be automatically added as well.

TypeLoadException after loading .NET 4.5 C# DLL into Unity 2018.2.5

I want to be able to feed the camera frames from a webcam into Unity. I made a .NET 4.5 C# DLL using MediaFrameReader and event listeners. Here is some other user's implementation for accessing the Hololens camera frames: Hololens - Access Camera Frames.
When I import the DLL into my 2018.2.5 Unity project, it gives me the following error:
Unloading broken assembly "....", this assembly can cause crashes in the runtime
TypeLoadException: Could not find method due to a type load error
The C# plugin built successfully many times on Visual Studio. Also, I have properly set the Api Compatibility Level (in player settings) to .NET 4.x. What could be the fix to this?
All the other SO answers related to this I have already taken a look, but does not seem to help the problem. Thanks for all the help.
EDIT: https://issuetracker.unity3d.com/issues/unity-fails-to-load-net-4-dot-6-assemblies-with-typeloadexception is the most relatable post, but had no solution.
I have few possible solutions for you to explore.
DLLs issues:
Workaround:
Comment your UWP code (the part that uses the DLL), then build it in UNITY without the DLL. In the generated UWP solution, install the package from nuget or manually import the dll, then uncomment your code and finish your development. This is a short-term solution.It is going to be annoying as you re-build your solution many times and have to comment/uncomment then re-add dlls and so on.
Other possible solutions:
Failed to run reference rewriter with command error with unity error when adding a DLL to the assets folder
Your exact need
From your description, you really do not need everything in the link you referenced (Hololens - Access Camera Frames). You need much simpler version. I recently created MediaCapture solution for HoloLens as a workaround because PhotoCapture in Unity is not working in the HoloLens and everything is working without any additional DLLs. I will post for you few links to see if it may help you:
MediaCapture Unity & HoloLens: https://github.com/MSAlshair/HoloLensMediaCapture
This maybe a good start for you. You can combine it with your original reference. Use this project as starting point to make sure your project is building correct, then use the necessary code from the other resource that you posted to accomplish the task that you desire. You may need to download Unity 2018.2.12f1 because I didn't test it in 2018.2.5
MediaCapture & PhotoCapture: Hololens font camera
Good Luck!

How to "bake" NavMesh from script at runtime?

how to bake NavMesh in runtime from script. I searched in Google but did not find.
some rendered scene and buttons including bake
Currently, Unity doesn't have a way to bake but NavMesh at runtime BUT there is an experimental package that Unity has that allows you bake a NavMesh at runtime. It is very stable package.
There were tutorials made by Brackeys in collaboration with Unity.
The demo project is available for download on GitHub. You can use in the scripts in there to bake a runtime NavMesh.
I would highly recommend watching the tutorial first.
Here is also the link for Unity's site and tutorials on runtime navmesh.
using UnityEditor.AI; //"Editor" not "Engine"
NavMeshBuilder.ClearAllNavMeshes();
NavMeshBuilder.BuildNavMesh();
AlienCode's answer is perfect for baking NavMesh at runtime,
since you can't have both using tags (UnityEditor.AI & UnityEngine.AI).
I created a separate script and used it for baking NavMesh.
I'm not certain if it only works in the editor or in builds though.

Can I write software using Unreal Engine 4 without compiling Unreal Engine 4 from source?

I just watched a video on YouTube: Introduction to UE4 on GitHub
Basically explaining how to get the Unreal Engine 4 source code from GitHub and how to build it in VS2013.
Now I understand the need for this if people want to make modifications to the engine itself, but if I want to use the engine as is and just program games with it, do I need to do all this?
I'm building it right now (75 minutes and counting), because I watched a UE4 programming tutorial and noticed that I was missing a few things that the programmer in the tutorial had (thought maybe because I didn't compile the Engine). I figured I needed to build the Engine because another UE4 programming tutorial said "I assume you have already downloaded the engine source from GitHub and compiled it in VS2013", nobody says why, nobody clearly states whether or not this is required to make a game in C++ using Unreal Engine 4.
No you dont need the whole engine. There is a difference between the code which builds the editor and the code which builds your game. If you only want to program your game you should create a new "code project" and modify the code you're getting after creating the new project.