I am doing my first Unity Standalone game. I don't know if it's possible to convert to Web Player based game from standalone. If there's any documentation about conversion please let me know.
Press shift+ control+B or go to File-> build settings you will have options to change it towhat ever platform u want(ma be locked according to ur license!). jus select the web Player option, set proper settings for tht platform and click on Build you would get the web player build.
if you are trying to change a Standalone build you have already taken to a web-Player one, It is not possible.. you should take a look into what unity does (or basically what mono does!) to know the answer why! :)
http://unity3d.com/support/documentation/Manual/Publishing%20Builds.html
You can change your target platform in the Build Settings dialog.
Related
What am I supposed to do here? I am at this point https://docs.lootlocker.com/getting-started/unity-tutorials/getting-started-with-unity/configure-the-sdk and I have no idea what to do.
I want to configure it to do a webgl game for game jam game on itch.io.
Can anybody help in setting up this for webgl itch.io game?
In linked in this question page these options are explained but I'm not understand what that means and what I should put here for web itch.io game.
I also started topic on ask unity: https://answers.unity.com/questions/1919598/configure-the-lootlocker-sdk-for-unity-webgl-build.html
LootLocker employee here!
You do not need to do anything more after this step, the SDK is configured and you are good to go :). The platforms settings are only used if you target these specific platforms.
So you are now ready to start using LootLocker :)
I have recently purchased a new computer :
https://pcandparts.com/hp-gaming-laptop-power-15-cb005ne-acid-green/
And I have installed Unity on it. The problem is that every time I try to move the layouts unity screen becomes black and freezes.
https://gyazo.com/fdbbba09cbee7005b1b55637cea19855
After trying to search online, post on multiple forums, contacting Unity Team and Nvidia support I have found that the only solution is running unity from the command using -force-glcore
In fact, Nvidia support have been unable to find the solution and Unity Team was stressing that I update my graphic drivers and Directx version however both of them are latest versions and so is Windows 10.
https://gyazo.com/ee810b7d18be7580d3703e42c7b46526
https://gyazo.com/ea751dcf39ebfc791f2dce59cd219a0c
https://gyazo.com/d43718cc693a7c9cac44f4924bf968da
This is the latest email I have received from Unity Team :
https://gyazo.com/df2d7e960484cd8c682e5b733860e935
as well as the link for unity forum that also includes the error and editor logs:
https://answers.unity.com/questions/1511848/unity-editor-crash-2.html?childToView=1512288#comment-1512288
I also tried multiple versions of Unity from 2017 and 2018.
I will provide any additional information needed.
How can I solve the problem so I can run Unity smoothly and without having to go to force-glcore ? And what is truly happening?
Thank you in advance for taking the time to read
How can I solve the problem so I can run Unity smoothly and without
having to go to force-glcore ?
There are other things you can try.
1.Use DirectX9 instead of DirectX11. The default on the new Unity verions is DirectX11.
Go to File ---> Build Settings... ---> Player Settings ---> Other Settings then un-check the Auto Graphics API for Windows API checkbox. From there drag and move Direct3D9 above Direct3D11 click Apply and restart the Unity Editor.
If Direct3D9 is already above Direct3D11 then move Direct3D11 above Direct3D9.
2.If #1 doesn't work, try other graphics API. You can try other 3 graphics API such as Direct3D9, Vulkan and OpenGL Core.
These are hidden and you must click the + sign then manually add them to the menu then drag them to the top.
Then you can chose which one to add and then drag them to the top to force Unity use them.
Once of these should work for you. Chose the one that works the most. You don't need -force-glcore when opening Unity to use this. Your issue is mostly a driver issue sometimes, a workaround like this solves it until the driver is fixed.
Has there been some kind of forced update to Unity that I'm not aware of? Yesterday everything was working fine but today I'm unable to connect to services. Also my player settings look really weird:
That settings list is really long (probably over 500 settings) and I'm unable to find where to sign the application. It seems like there is settings for each individual platform even I've set my developing platform to Android. Also it seems like my in-app purchase plugin has disappeared Assets/Plugins/UnityPurchasing/script/IAPDemo.cs(28,13): error CS0246: The type or namespace name 'IStoreController' could not be found. Are you missing an assembly reference?. Restarting Unity did not help.
About your strange Inspector, I believe you are in Debug mode. To change it back to normal :
Click on the little menu icon at the top right of the inspector and click on "Normal"
For your other problems, try to :
Close Unity
Delete the Library (and Temp) folders
Open Unity and let it reimport all your assets
i am iranian and limited for download from unity asset store.
please see these pictures:
even i tried by kerio vpn maker but was not usage!!!!
From their site: Unity as a company cannot do anything about the blockade, so you have to find other solutions (like asking someone else to download the free packages instead, if using proxies doesnt work)
https://support.unity3d.com/hc/en-us/articles/205144693--Your-country-is-blocked-due-to-the-U-S-Government-restrictions-Why-am-I-receiving-this-error-message-when-trying-to-use-Unity-
If you have problems with downloading Unity assets, you can try to do this way:
You may click on download, but it says please wait. Then, it does not change. You can go Edit/Project settings/Player in inspector pannel – other settings and undo click for Direct3D 11. Then, reopen the Unity. So, you can download your material. After complete to download, it is recommended that to click that 3D again with the same process.
Is it possible to mix iOS code and interface elements with Unity generated iOS code?
For example if I am working with a game developer who is developing a game in Unity, could I take his xCode project (generated by Unity), and add interface elements which I code myself using Objective-C & Interface Builder etc?
From what I can see this isn't possible as everything is created via Unity.... but hopefully I am wrong...
Thanks!
You can even use 3rd party libraries in XCode and integrate them in the build process. After fiddling around with the right settings I wrote a blog entry about this:
iPhone & Unity3D: Integrating 3rd Party Static Libraries in Unity3D Generated XCode Projects
You should be able to generate Native plug ins to interact with the Unity code. You would need to write a wrapper though. Read more at: http://unity3d.com/support/documentation/Manual/Plugins.html
Read the part at iOS :)
I came across this general guide to working with Unity native plugins in OSX which was useful and is probably where you need to be looking for your answer, as Zophiel said
https://blog.reigndesign.com/blog/unity-native-plugins-os-x
You can just design a view and button to trigger the unity to run or stop, but models in unity can't be controlled using Obj-C, although unity has import to Xcode, it only import the start code, game scripts depending on the link libraries which couldn't be modified.
I think you can do it as the same way I probably has been working with Objective-C without any changes. For Unity's code generator preserves the native codes under Classes.
And furthermore there is an another way to do this which is called "Plug-in".
But I hope the developers in Unity find a better way seamlessly combined with Xcode as staffs in Apple usually does.
Combining IB and Unity's integrated editor would be better and more welcomed in future.
Possible yes. Advisable for beginner or intermediate level Devs? Probably not. The Unity project is generated and regenerated every time you push a build. Now I believe that if you use Append when you do builds that it should keep existing changes to the Xcode project... but 'should' is the operative word there. You may need to implement some sort of build system like Jeeves to keep the headaches to a minimum if you are trying to do this on a large project in which you for see a constant stream of updates from both the Unity side and the Xcode side.
Now if you're integrating code that is in it's own files and doesn't overlap or rewrite the code Unity has generated, then the Append feature is really going to work for you, but if you're deleting, altering, or adding code to any of the files that Unity generated then definitely use SVN or some other form of source control and snap shot before and after every new Unity recompile / Xcode generation.
Also, take a look in the Unity Asset store. Whatever functionality you are trying to home brew in Xcode can definitely be written in C# on Unity. Someone else may have already conquered the problem you're trying to solve and placed it in the asset store for $5.
Hope that helps.