I have installed Unity 5 personal version and trying to follow tutorials.
One of the tasks is to right click on assets and import a character package, however, when I right click on assets and point to import package, all I see is custom packages without any other options like the guy has on the tutorial.
For example: character, effects, environments, vehicles, etc.
Is there something that I forgot to install, or do I need to enable it somewhere?
When you download and install Unity, be sure to check the box for Standard Assets during installation.
Try downloading the Standard Assets installer from their website.
http://unity3d.com/get-unity/download?ref=personal
Click additional downloads
Click Standard Assets
Credits to Klockrent.
I think you forgot to install standard assets.
Go to the following link,
https://unity3d.com/get-unity/download/archive
And select standard assets for your version.
After downloading the standard assets, just install it.
It will resolve your issue.
Related
So, when I try to install the unity editor from unity hub 2.4.3, it says I don't have enough memory. I have over 600 gigabytes, which should be more than enough. I think it might be trying to install on another drive, and if it is, it wont give me an option to change which drive it will download to. How would I make it install to the right location? If this isn't the right place to ask, please show me where to ask this.
One of the potential reasons for Unity being unable to install an instance of Unity Editor as you mentioned could be a lack of space in the specific drive that you're trying to install the editor on.
In order to change the install location, go to preferences by clicking on the gear icon in Unity Hub:
After that, you should see Unity Editors Path which you can use to change the install location of all the Unity editors:
On the mac the problem for me was, that the folder was not writable. I changed the owner of the directory to my user and the installtion worked.
I've been trying to import the asset called Winter Forest Envoriment and everytime I click import it gives me the error "Failed to import package with error: Couldn't decompress package
UnityEngine.GUIUtility:,ProcessEvent(Int32, IntPtr, Boolean&)"
I've stumpled across some other threads were they imported outside the unity package manager, and not directly from the package manager. Other assets works like a charm except this one, and since there aren't a remove button in the package manager anymore I can't delete and try again.
Any help is appreciated :)
Try deleting and re-downloading. You'll likely find it under:
%AppData%\Roaming\Unity\Asset Store-5.x
I've encountered this issue before when I didn't have enough disk space on my computer for Unity to decompress the package. So, if you haven't done so yet, check that you have enough storage.
make sure you have the required space and the project folder location in a writable directory
use winrar to open the unitypackage, it will display a file within it, extract that file and import it as custom package, note: when you try to import the extracted file change file type from unity package to all in the import select window
your unity 3d is in play mode that's why it not import first stop your game play.
Check the space on the drive:
%AppData%\Roaming\Unity\Asset Store-5.x
which is under your main user directory on the system drive
NOT necessarily the same drive where Unity is installed.
Once there is enough space and write permission on this drive, go in
and Delete the folder in there containing the Asset you were trying to
install. (eg Yughes Free Ground Materials)
Go back to the package manager and refresh the list of assets, which should make the Download button reappear.
Redownload the package and import successfully.
This step by step is basically a summary of the correct information from the above answers.
I am developing an Ionic Capacitor plugin which imports 2 iOs .framework files and a .bundle that refers to one of this .framework files. The thing is that no matter how I link/embed and point/copy this files on the plugin project, xcode claims, on the app project, that it cant find the module in the swift file.
I already tried to add the files to the project, used the "Embedded binaries" option, linked libraries, allow non-modular includes (on build options menu), add the files to the headers (on build phases), and so on....
The line that xcode point the error is:
import OneFramework
And xcode claims:
No such module 'OneFramework'
I was expecting that when I add the plugin to my app project via npm, and later running a "$ rm -rf ios && ionic capacitor run ios" to run the app, xcode find all the modules of the plugin that I am trying to do.
I found the solution. To achieve this the first thing to know is that when you do npx #capacitor/cli plugin:generate what the CLI do for you is the generation of a cocoa pod. The root of this pod is the generated folder itself.
With that in mind, the next thing to do is to learn how to make pods, but i'll sumarize the principal aspects that led me to the success.
-First of all you open the *.xcworkspace. Followed by that, click on the "Add Files to Pod..." option and add your files. Please ensure that the "Copy files if needed" option is marked. Please refer to the picture below.
-Now its nice to create a folder for your .framework and another for the .bundle (if there are any) files. Do this by right clicking the Pods project and select the option "New group". Select a name like that is different from the pattern of xcode, it is nice to know that this folders are created by you.
-If you done this right, the frameworks you recently added to the project will appear on the pods project like this:
-Now, for your swift implementation find your files, drag your .frameworks that are on the pods project for the "Frameworks, Libraries and Embedded content" of the plugin project. The result will be something like this:
-Ok, files included and linked. Now we should let our cocoa pod know about this and declare this files. The file "YourAwesomePlugin.podspec" (located at the root of the plugin project) is the main entrance of the pod. In this file you will declare which files (.frameworks, .bundle, etc) belong to your pod and consequently will belong to your plugin when you npm install it. To declare this you'll need three directives:
s.vendored_frameworks = 'ios/Pods/YourFrameworkFolder/**'
s.resource = 'ios/Pods/YourResourceFolder/YourBundle.bundle'
s.xcconfig = {'ENABLE_BITCODE' => 'NO'} #This is mandatory on my case, but you need to evaluate if this options applies to your plugin.
-Now we hit play on the plugin project. To test on your app if the plugin is ok, you need to add the path of the root of the plugin project on the podfile of the pods project of the APP project. Like this:
-To install it you can go on Yourproject/ios/App and run pod install.
Please note that:
To declare the existence of your recently created plugin you you need to do some declarations as well, but this part is easy and already documented on capacitor/plugin docs.
The installation method via pod install that I suggested is for testing. It would be nice if you pack your plugin using npm and npm install it like all other plugins.
I dont have much knowledge on cocoapods like I wish, but this works and I think that is a clean solution. If not, please let me know.
If this answer is useful for you, please thumbs it up, it is a week of research and trying that I am sharing, along the time to write it all down.
Yesterday I updated my unity to latest version..
Then the launcher is blank.
And when i open any .unity file.. It opens the editor with a error.
Error loading file:///C%3A%2FUsers%2FBuckyDroidz%2FAppData%2FRoaming%2FUnity%2FPackages%2Fnode_modules%2Funity-editor-home%2Fdist/index.html#/login
Unity is still working and running the project.. But unity launcher is not working
After searching on google I found a fix. I mean I have to add some file in package folder.. But there was a link to download those files and the link is dead...
Help Me!!
Looking at your SO username, it looks like this is a problem with your computer username.The D in your name is probably "Ď" or some other character and Unity is having problem reading that file path(C:/Users/username/AppData/Roaming/Unity/Packages/node_modules/unity-editor-home/dist/index.html#/login). This causes license check to fail.
Two things to try:
Method 1.
Change your username
A.Change your name to valid English characters
B.Uninstall and install Unity again to recognize that change.
If this does not fix your problem, do method 2.
Method 2
Do manual Activation
A.Disconnect your internet/wifi.
B.Open Unity. Go to Help -> Manage License
C.Click on Manual Activation.
D.Click on Save License or Save License Request(Depends on Unity version)
E.Connect to your internet/wifi.
F.Go to https://license.unity3d.com/manual then upload that saved license there. Follow steps to on the website to create a license on that website. Make sure to chose free unity version as the license type. When everything is done, you will be able to download a key file. Download that file.
G.Disconnect your internet/wifi again.
H.Open Unity. Go to Help -> Manage License
I.Click on Manual Activation.
J.Click on Load License then choose the file you downloaded from step F.
You can now connect to your internet/wifi again. Restart Unity and test if the problem is still there.
This is a issue with 2017.2 as well
To fix
go to C:\Program Files\Unity\Editor\Data\Resources\Packages
You can see 4 tgz files
unity-editor-home.0.8.30.tgz
unityeditor-cloud-hub-0.0.15.tgz
unityeditor-collab-history.0.6.14.tgz
unityeditor-collab-toolbar.0.7.15.tgz
Use an unarchive program (I used 7-zip file manager) to open each one of these and extract contents (dist folder and package.json file) to your Roaming folder
C:\Users\YOURUSERNAME\AppData\Roaming\Unity\Packages\node_modules
After extract, the folder looks like this..
..\AppData\Roaming\Unity\Packages\node_modules\unity-editor-home
..\AppData\Roaming\Unity\Packages\node_modules\unityeditor-cloud-hub
..\AppData\Roaming\Unity\Packages\node_modules\unityeditor-collab-history
..\AppData\Roaming\Unity\Packages\node_modules\unityeditor-collab-toolbar
and unity-editor-home like below (one level subfolders shown)
..\AppData\Roaming\Unity\Packages\node_modules\unity-editor-home\dist
..\AppData\Roaming\Unity\Packages\node_modules\unity-editor-home\package.json
..\AppData\Roaming\Unity\Packages\node_modules\unity-editor-home\README.md
So here is the situation. I want to bundle Google Chrome Portable by itself. The only modification I would make is to change the default homepage, and add a shortcut link to the desktop. I also can't use the included Google Chrome installer because I would need to change the default homepage.
What should I use to make a simple installer that just unzip the Google Chrome folder into programs and create the shortcut on desktop? I don't need anything fancy like program registration or anything like that, in fact, most of my clients probably will not have installation rights on there computer.
Now my project is in Visual Studio 2008, but I am willing to use any other type of packager.
You can also try the free version of Advanced Installer, i.e. by creating a "Simple" project. There is also a five-minutes tutorial on how to create the package
I went with the WinRar SFX Archive File, with auto-run after it finishes.