Newly imported OVR prefabs of DK2 - unity3d

Upon upgrading to DK2 by removing the old OVR stuff and importing the new ones, the 2 OVR prefabs still complain that:
The associated script cannot be loaded.
As seen in the attached images, the scripts are attached to the prefabs and ticked.
How do I re-attach something that seems to be attached already?
Or is there a different meaning to this error message?
These 2 prefabs are the newly-imported DK2 prefabs. I did remove everything to do with DK1 and anything with 'Oculus' and 'OVR' in its name, but these 2 are the ones that already come with DK2's SDK (i.e. the new scripts are there) so I wonder why this happens, and how I can resolve it?
Thanks

Firstly, is there any log which contains the information about problem?
if yes please add log information.
Secondly, Oculus DK2 sdk change it's content so often. When it's changed i delete it's all prefabs from scene and contents from Unity. Then add new SDK and prefabs to my scene. Last Oculus SDK has 3 Camera. Left-Center-Right. So i think you need to add last sdk prefabs your scene again. If problem does not solves,
Create new project and add last SDK, if there is no prefab which contains 3 camera maybe your package has problem. Maybe firstly you check it with another fresh project before delete all contents from your main project.

Related

Prefab Connection Lost

I am developing a 2D game which includes different levels. At first I created the prefabs of the objects (enemies and other stuff), which I needed the most and I designed all of my levels by simply using the instances of those prefabs.
But at some point I lost the connection of all those instances of prefabs with the main prefab in the 'PREFAB' folder and now all of those instances are acting as normal gameobjects. Is there any way to make this connection relive? Because now I need to add some extra functionality into my game but as there is no connection of the gameobjects with the prefab, I just can't update the game by just updating the prefab.
First you can go to a Prefab and try to click Apply in the Inspector.
If it is not there at all than it really lost the connection.
In this case you can simply drag the same Object from your Scene onto the prefab in your Project View => The result should be that Unity replaces the existing "old" prefab with the current version you dropped on it and links them again.
However unfortunately this will not update all other objects in your Scene that also where once connected to that prefab so if you don't have any previous version of your project (e.g. using Git as suggested) I'm sorry you'll have to rebuild them using the prefab again.
The cause for that can be multible ones but maybe it is related to this question and there are just some scripts missing you removed / renamed lately.

Keep the prefab connection when updating FBX asset

The steps I have perform:
Added an Fbx to Unity Project
FBX added to scene hierarchy
Make the Prefab of the FBX
Some assignment to prefab
Everything is working fine. I did assignment to prefab NOT FBX. Now the problem is when I importing the updated FBX, my scene object didn't updated as it links with prefab not With updated FBX. The connection of my hierarchy game object is now with prefab not with FBX. So, if I replace the FBX then, the hierarchy game object will not be update as it links with prefab not directly with updated FBX.
Is this possible to update my prefab with latest FBX** so I didn't assign again and again to my script.
OR
Any else solution.?
I guess this is the really general question which frequently face by Unity Developers. Please help.
Simplest solution that I've found for this problem is to bypass Unity's asset import system, and directly overwrite the FBX asset in your project's assets directory (eg. Copy/pasting through Windows Explorer).
Note that this will probably not work if your model has a rig/skeleton applied, and you've changed them/their relationship with the model in some way since the last version.
In those cases, I would advise just re-importing the model and setting up your prefabs again, or you'll start encountering some very peculiar behaviours. (Note that only changing animations/keyframes on a model has never created this problem for me, so in those cases you can stick to my original suggestion. Naturally you might have to change the frame ranges over which your animations are defined, though.)
Hope this helps! This is a bit of a workaround, but it has worked well for my workflow when I just want to quickly update and test assets.

Add scene when build Unity project

When I build Unity project I saw that if I add current scene Unity or not the game still run fine.
So what is the purpose of add scene ?
If you have not added any scenes then unity will build with your current opened scene by default. The purpose of adding scene is to handle among multiple scenes like Main Menu, Store, Gameplay, Gameover etc. To get more than one scene, you have to add all the relevant scenes, otherwise unity will not recognise the scene when you want to switch to another scene.
As long as #Hamza Hasan answer is correct, I think that question author means something diffrent.
He asks why he should add scene if it works fine in Editor without this action.
So the answer is, if this scene is not first default one (and it is your case), you wont be able to load it programaticaly, as it wasnt included into build even if it works in Editor. It works in Editor couse it was loaded into memory opening the scene.

Unity not loading project properly

Me and some of my mates work together on a project in Unity. When I try to load the project, one of them gave to me (via Dropbox or USB-Stick, doesn't matter), I keep seeing the empty Hierarchy-window (I don't even see a main camera), although he created some objects in the scene.
The scene is definetly loaded in the editor, the name of the scene is shown at the top of the editor. I am not even able to instantiate a prefab in that scene, prefabs from the project are shown with a grey file-symbol, not with the normal blue "prefab-symbol".
By the way: We are using Unity 5.0.x
I hope you have a solution for my problem :)
The problem was a wrong setting of the meta-files and a version-conflict of Unity. The project was created with Unity 5.0.0, opening it with Unity 5.0.1 did not work.

Unity 3D importing

I used to code in c# using Xna then I saw Unity 3D engine and I downloaded latest version installed correctly started development of my game but suddenly when I was importing my animated character Unity 3d blocked my pc ! I noticed that my keyboard goes off when that happened and I cant move arrow or call task menager I can only restart pc ! So brother and sisters help me on my way .
Model files that are placed in the Assets folder in your Unity project are automatically imported and stored as Unity assets.
A model file may contain a 3D model, such as a character, a building, or a piece of furniture. The model is imported as multiple assets. In the Project view the main imported object is a Model Prefab. Usually there are also up to several Mesh objects that are referenced by the Model Prefab.
A model file may also contain animation data which can be used to animate this model or other models. The animation data is imported as one or more Animation Clips.
What I understand in your question is that whenever you try to import assets into unity it makes trouble.
Try to place them in the folder in your drive and then run the project in Unity.
The normal path of Unity project is C:\Users\Public\Documents\Unity Projects
From what I understand; Your computer is spazzing out when you're trying to import Animated 3D characters into Unity 3D
I have faced a similar problem.
The solution I believe might work is :
Create the appropriate folders inside of unity. Assets > Models
Outside of unity, place the OBJ file for the models into your c:\Users\Public\Documents\Unity Projects\Your Project or wherever it might be, in the Assets\Models folder.
Then when you're inside unity, it should be in there without any issues.
That should do the trick.