Unity ubuntu maximize on play not working - unity3d

Does anyone know if this is bug in Unity version 5.4.1f1 I am not able to to use the Maximize on Play feature in the editor. I have to manually maximize then play for it to work.

Does anyone know if this is bug in Unity version 5.4.1f1?
Yes, it is a bug. You need to vote for this bug here and file for a new bug report. This will let Unity know that so many people are having this problem.
I do suggest that you update your GPU driver. This will likely fix it temporary.

Related

Hololens 2 Unity app rarely renders anything to the screen

So this question I think is the same as this but the solution for this problem was downgrading to Unity 2017 LTS, which is incompatible with my current project.
Basically, whenever I build, there's maybe a 10% chance that the app runs in the Hololens. Most of the time however, no floating balls animation pops up, no Unity splash screen appears, and I don't see any of my app content. Strangely enough, the app does ask for microphone permissions, but that's all. It should ask for eye tracking too, but it doesn't. (Not sure if that's related but I'm out of ideas.) On a proper run, I get the floating balls, Unity splash, and all permissions asked before the content. The most frustrating part is that it sometimes works, and there has been no trend at all towards what helps or what doesn't.
I've tried rebuilding in Unity, redeploying in VS, reinstalling the appx, updating VS, updating Windows, and checked every forum post I could find but I can't figure this out. Does anyone have any ideas?
I thought it might be an OpenXR / Holographic remoting problem, but those have both been dead ends. Really not sure what to do at this point. Thanks in advance.
Unity version: 2020.3.36f1,
VS 2022, MRTKv2, HoloLens 2
Thanks for the help everyone! For some reason, my solution is just as confusing as the problem, but it seems to reliably work.
Problem has something to do with the Holographic Remoting for OpenXR, so simply enabling and then disabling that feature in the editor right before building seems to fix a buggy build. Tested this a few times now and it works pretty consistently. Hope this can help someone and eventually get patched.
EDIT: Previous answer didn't work. Now I'm thinking the problem was actually caused by a toggle in the Project Settings. For a successful build it seems as though XR Plug-in Management > Windows Mixed Reality > UWP > Use Primary Window should be checked on. Seems weird since I'm using OpenXR anyways, but this might help someone so thought I'd update. Works most of the time now - needs more testing.
There are two solutions:
Use "Windows Mixed Reality" plug-in provider.
Use "OpenXR plugin". For this case the order of installation of packages plays important role:
When you create new project, manually install OpenXR plugin using Package Manager of Unity.
Using "Mixed Reality Feature Tool", install other features of MRTK2 including "Mixed Reality Open XR plugin" in "Platform Support".
XR Plug-in Management
OpenXR features

Unity - Build Settings Window runs slow

So this is a weird one. The window that loads when you open up the build setting in Unity (2019.4.10f1) seems to be lagging up my computer.
No other part of Unity does this and I haven’t found any help with it. Anyone got any ideas?
Thanks!
Usually when unity is like this it depends on nvidia drivers. But of course what you are describing is really vague and could be anything

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.

How can I fix "Network is obsolete" in unity 2019.1.9?

I made a game and use "Energy bar toolkit" unity package in unity 5.3.4
so I have "Network" contax Error when I transfer from unity 5.3.4 to unity 2019.1.9
because network removed in unity 2018.2 and newer
How can I repair This Error?
In general
You shouldn't make huge jumps in Unity versions. 5.3.4 is from 2015, 2019.1.9 from mid of 2019 ... you can expect a lot of API changes between over 3 years apart software versions in general.
You should rather make incremental step-wise updates and also when you do be aware of what changes each version in between brings.
When using an asset from the Asset-Store that says Unity version 5.2.1 or higher ... I would suspect maintanace kind of stopped quite a while ago and there will at minimum be some severe hickups in implementing it into most latest Unity versions over 3 years later.
UNet is obsolete
This has been **known for quite a while** already. It will soon be (almost) completely deprecated.
The fix for now
In order to still be able to use the HLAPI for now you have to go to the PackageManager (Window →Package Manager ) and find and import the Multiplayer HLAPI package.
See Packages for more information about the PackageManager and packages in general.
There might still be some changes to do and I'm not saying this will completely fix that asset. If you still have trouble you should rather directly contact the makers of the asset.
I hope this method works with you, unity added a replacement for unity network via the PackageManager so we want to auto-convert the old Multiplayer to the new Networking System.
First, get back to the project on unity 5.3.4, and start upgrading it gradually,
First, open the project on Unity 5.5.6 then 2017.1.5f1 then 2017.4.32f1 and so on, open it on the first release and upgrade it to the LTS release, 2018.1.9f2 to 2018.4.10f1 then open it on the 2019 version.
and be sure all plugins are updated. hope that help
I Do not understand this answers and need for this package("Energy bar toolkit") only
if I can change Network with other context ,it maybe work
I wrote a letter to maker asset ad am wait for answer

Unity3d not working correctly with Mac OS high Sierra

I have updated my os to high Sierra yesterday.
Since update unity3d is not working.
The problem is when I want to open an existing project then unity acts as it's doing something but nothing is happening.
The project never opens.
I tried to reinstall unity but it didn't help.
Is there any way to solve this problem excepts downgrade to Mac OS Sierra?
You can try to read the official post on this topic. The possible solution for the trouble like this is:
we were able to track down missing Project View items issue as APFS and Unity editor interoperability problem. We are working on a fix, though meanwhile we recommend to not upgrade your main filesystem to APFS or at least keep Unity editor and your projects on HFS+ partition.