"OnMouseDown" not firing after converting resources to download bundle - unity3d

I'm facing a strange issue, in my game i'm using OnMouseDown for click and drag etc everything working fine but once converting resources to download bundle (for downloading) it's not working any more and the rest of the script is working fine means Update etc functions are working.
note:Script is attached with the prefab which later on Instantiated in game to create objects.
using Bundle Assets From Selection - Track Dependency

Restart the unity3d and up,down and drag are working now. :)

Related

Oculus integration Custom hand movements in my VR Unity project not working on my system

I am working in unity on creating a application for the the Quest VR system. (Quest2) and added the Oculus Integration Package to my project. (While following an online course)
When I try and use any of the custom hands provided in the package, or run any of the example scenes that use them, the finger movements follow my controller grip presses (hand trigger) perfectly making a semi fist with the bottom 3 fingers, but the index trigger presses do not seem to cause any animation. Neither does a thumb press.
I have added a crude Log to show the triggers are being picked up by the system, but the animation is not showing.
What makes this very vexing as I shared my project with the course provider I was following and it worked perfectly for him.
So the problem is on my system somewhere..
Implementing the same from scratch using the XRInteraction toolkit system works perfectly btw. But the Oculus provided system does not.
If anyone has any ideas on where to even begin looking for the problem I would appreciate it greatly.
Happy to share system details but not even sure which details would be relevant :)

SceneManager.LoadScene/LoadSceneAsync loads empty scene (WebGL) Unity 5.6

After update 5.6.1f my WebGL build can't load scene correctly.
Develop build and DebugSumbols activated - same result. No errors, no warnings.
Always was load empty scene, but with NotDestroyOnLoad objects after prevois scene.
Same problem, but no answer.
https://forum.unity3d.com/threads/black-screen-when-changing-scene-in-webgl-using-unity-5-6.473367/
When creating the build for Android we used the option "Split Application Binary" at the Player settings. Of course this setting is stored in the project. It just happens to be the setting that makes scene switching in WebGL impossible! After some hard work in stripping down our project it occurs that this is the only setting that causes the bug. I really don't know why an Android setting ends up having a major impact on a WebGL build. Something Unity should investigate!
(using Unity 5.6.1f1)
https://forum.unity3d.com/threads/black-screen-when-changing-scene-in-webgl-using-unity-5-6.473367/

Marker not working properly in ARtoolkit in Unity

I am working on a simple AR project using Unity and ARToolkit. For testing purposes, I have created a test project to track the image and create a simple 3d sphere and it is working perfectly when I play it from inside the Unity editor. The problem is that when I create the build .exe of the project, the application does not augment the 3D model of the marker when I put the marker in front of Camera (it should work as it is working when playing from inside the editor). It is also showing two errors as I build the project. Note that I have included the .dll files in the folder where .exe file is located.
Also I see that after building the project, the UID of the marker disappears as well as it is showing perfectly when played from inside the Unity Editor.
Kindly guide me in this matter as I have to submit this project to the university final year project. ThankYou
several things on this:
the disappearing of the marker ID during the build of the APP is normal and does not affect your result
Please check if you have selected the correct scene when building your APP:
Build view
select the "Add open scenes" button and tick the scene(s) you would like to include in your APP.
(It happens quite often that the wrong scene is picked)
Also ensure that you are copying the correct versions of the dlls (32bit vs. 64bit) but if you copied the ones from the [appname]_data/Plugins directory you should be fine.
Let me know if that works for you.

Baked LightMap Doesn't Loads after Downloading Asset Bundles on Mobile devices

I have a Scene which has many models. I Baked that scene and got some lightmaps. I put those lightmaps and those models inside one bundle category and that scene in another as I can't add both models and scene inside one bundle category. I can download those models and scene properly and loads the scene. Everything works perfectly but lightmaps don't get load. It loads in Editor but it doesn't work in mobile devices(IOS/Android). I tried logging LightmapSettings.lightmaps.Length also and it gives proper output in mobile. But those maps won't load. Anyone knows whats the problem?
Not sure if this is the problem but try it.
Go to Files->Settings-> Select Android Switch click Switch Platform.
Rebuild your Asset. Name it AndroidAsset.
Go to Files->Settings-> Select iOS Switch click Switch Platform.
Rebuild your Asset. Name it iOSAsset.
When building the for each platform,load each Asset with the platform Asset it was built for.

Unity Scene does not load properly

Last night I finished up on unity and saved my project and scene before closing unity.
This morning when I loaded up unity My Hierarchy, scene and game view are all empty, I don't even have a main camera. This has happened before so I closed off unity (Without Saving or anything) and opened it through the scene file, to my surprise again it does not work, Thinking it must have just not loaded the scene again I tried loading the scene in unity, again no result, now I've spent the last 2 hours browsing the internet trying to find the solution to the problem.
A few common answers I've seen for this problem that do not work for me:
Unity is not opening a new scene, it says at the top it is currently in the scene I want.
Pressing F does not fix anything since there is nothing in the hierarchy in the first place.
Also:
The project is saved in DropBox.
All the assets say they were last updated when I last saved and closed Unity.
Any help is greatly appreciated.
From my experience, Unity and Dropbox don't really get along, as one may lock files the other one wants to read/write, and that means sometimes files not saved properly.
If you want to share projects or just have an online backup, prefer other tools that don't scan the folder all the time, like Git.
open run prompt (windows+R)
%AppData% --> "Roaming" folder will open.
Search for Unity and delete this folder.
Go up one folder up (AppData) and do the same to Local/Unity and LocalLow/Unity