So I'm trying to make a game in Unity, and everything is fine, the screen resolution on the Game and Scene view are perfect and well adjusted for every aspect ratio, but after I build the game, and execute the built version of it, the resolution goes crazy.. Before executing the game, there's an option to change resolution but all of them won't work!
I only see 1/4 of the game, it's like the game is being pushed down and to the right.
How can I fix this? Am I missing anything obvious here?
I fixed it.
All I had to do was add a main camera to the scene, I thought since I had the UI canvas I didn't need a camera but I was wrong.
Now it's all working perfectly.
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I've been tearing my hair out with this one all week. I am building on Unity for Android, and every time I press play to test my project with my webcam, when it detects the image target, it seems to change rotation! I'm not sure if this is supposed to happen, but my problem is manifesting with my Skybox not rotating with the image target, so my scene is all messed up, instead of my sky being up, it's sideways, if that makes sense. If you help me solve this you will forever have bought my friendship and loyalty, lol, seriously though, I'm losing it, it was working fine before, please help me. Alan.
I am using Enviro for my skybox, I tried rotating it and the camera, I installed a new version of Unity, deleted cache, and tried writing a script that rotates the skybox with the camera, I'm terrible at coding, but nothing seems to be working.
I am building an application for Android-Oculus Quest. I set the canvas to Screenspace-Camera and it works perfectly fine in Player on Windows. That is, the texts are visible in the game view through Oculus Rift. But when I build it for Quest, the UI Texts disappear. They are nowhere to be seen. It is not just texts, even simple images are not to be seen. This is my set up. What is the mistake I am committing?
I had the same problem before. I guess your text is just too small. Try to scale your text and see what's happening
I'm having a serious issue with Unity. It's most definitely a conceptual issue, and I would love some help understanding what I'm doing wrong.
The game window on the Unity editor shows my game working exactly as intended. The sizing of everything is perfect, the animations fit nicely, and everything is how I want it to be.
The problem, however, is that when I actually build the game, nothing is where it should be. The animations are off. The sizing of buttons and canvas UI elements are wonky. This is not what I see represented in the Unity editor, so I have no idea why it's working like that.
I've tried changing canvas to scale with screen size because the canvas elements are what is bugging.
I expect my built game to look exactly as it does in the unity editor, but that's not happening.
Thanks!
I'm using Vuforia with Unity and I try to track an ImageTarget( that with stones from Vuforia site). The problem is that sometimes (in 20-30% of cases) it takes like 10-20 seconds to recognize the ImageTarget even if I put it very clearly in front of the camera. Other problem is when the ImageTarget disappears from the scene and reappears sometimes works perfectly sometimes not. Any suggestion why this is happening? (I'm new in Vuforia)
If its default project without your scripts - then may be quality of your camera is not enough to track correctly image targets all the time. Also vuforia sometimes has bug with loading resources with image targets but if you do not reload app and image been tracked it is only quality of your camera.
I'm building a Hololens app in Unity.
Lately the splashscreen is only showing for a split second and is also frozen, if i move my head it has graphical glitches, the same you see when your hololens is experiencing heavy load in the background.
How can i determine the cause of this problem?
I tried looking at my awake functions, since i read they are run in the background while the splash screen is shown. They don't seem to be the issue though.
Any thoughts on things i could look into?
I found the problem by going back through the commits.
It stopped working when i assigned mesh colliders to a big object in the scene. I guess the scene is loaded in the background while the splashscreen is shown and mesh colliders are even less performant than i thought.