In my Unity GUI, some of the texts in the engine can not be seen. I have attached some screenshots from my Recorder and Package Manager. How can i fix this, is there anyone that experienced that kind of glitch?
I am using Unity 2020.3.21f1 on the latest MacOS.
Try restarting unity, and if it does not work, try restarting your pc. Any recently added unity mods might also cause this. Wish you luck!
Related
I'm using the latest Google VR SDK and Unity 5.6. I've got a Daydream headset/controller and I'm trying to develop a game. I've been stuck on a problem for a while now, which in a typical Unity environment I should be able to solve very quickly, but because I'm forced to build/run the code to the device each time I want to test I'm unable to view the console nor see any error/warnings which are thrown.
Any idea on how I can debug using Unity, or even emulate the Daydream controller/headset within Unity? I've seen that a controller emulator exists, but it appears you still have to run on the device, only in that scenario you have to have two phones; one acting as the controller and another as the 'screen'.
Thanks
Check out this asset Log Viewer.
Using this asset you can see the same log console in Unity Editor in runtime. I don't know about DayDream but it worked for me on Android, Oculus, and GearVR.
I have installed Xamarin under Visual Studio 2015 Community Edition, including the intel HAXM hardware acceleration, but I have a problem with the emulator:
None of the default Xamarin avd's seem to have been installed
When I create one myself and run it, it doesn't look right.
The attached image should make it clear. As you can see the top bar takes up about 1/5th of the screen height, and the bottom bar about 1/4.
Does anyone know what is wrong?
I'm also confused by the buttons on the right hand side. Are they supposed to be there?
VS can use AVDs but it's better to use emulators for Android for VS. It is using Hyper-V virtual PCs.You need to download and run Visual Studio Emulator for Android, then download VMs
Because the screen display size is too small. You should use an AVD Device Template to get a normal size:
When you launch it, make sure that the display doesn't get scaled. You can scale this, but you might accidentally make it too small
The buttons on the right are due to the Skin you have selected.
Based on your screenshot, it looks like you potentially are using the old version of emulators. Make sure to update your Android SDK tools and then re-create an emulator to benefit from the 2.0 emulators:
https://developer.android.com/studio/run/emulator.html#dependencies
After a reboot things seem to be working which weren't before, so I guess something hadn't finished installing. I still find that when I use a skin I don't see any message about hardware acceleration HAXM working, but I think it probably is. With regards to speed, it improved dramatically when I selected the option to 'Use host GPU'.
The HVGA skin still looks wrong, but I downloaded some ones for the Samsung Galaxy which work well.
OS: Mac OS 10.11.1
I installed ImageJ and was going to display the example image "flybrain.tif" using "3D Viewer" under Plugins -> 3D. However, the 3D viewer doesn't launch.
I searched around and realised that it could be a problem from java3d, so downloaded java3d from https://java3d.java.net/binary-builds.html. I placed the three *.jar from java3d under /Library/Java/JavaVirtualMachines/jdk1.8.0_65.jdk/Contents/Home/jre/lib
and added the paths to the ~/.bash_profile.
The 3D viewer still doesn't start. Anything else I can try? Many thanks!
I have a similar, not identical setup (Mac OS 10.11.2, jdk 1.8.0_66) and I am able to open the Fly Brain in 3D viewer using Fiji.
In Fiji, I activated the update sites for ImageJ, Fiji, and 3D.
You might also try posting the question at the ImageJ forum.
Hope this helps.
Problem solved by downloading the fiji-jogl-java3d-20151006220121.zip file from http://forum.imagej.net/t/java-3d-progress-and-next-steps/135. The 3D viewer works and I am able to record the 3D video again. Thank you every one, #TSwayne #Jan-Eglinger #gouessej
I have this win32 application. I created an installer for it and in my computer it works perfectly fine. I can install and run it. However, when someone I know tried installing it, the application ran but with user interface issues. This is how it looked like. I didn't add the white boxes nor the weird lines. Does anyone of you know the reason why this happened? I have no clue at all T_T. Is there a way to prevent this from happening again? By the way, the UI was made using cocos studio. I'm using cocos2d-x for this app.
I'm working on a Windows Phone 7.1 project and got most of my work done and decided to add to the project the images for my tiles (62x62 and 173x173 PNGs) plus the JPG file for the splash screen (SplashScreenImage.jpg 480x800).
Before adding these images to the project my project was running fine! After adding them and setting the tiles images to the 2 new files, my project still builds ok, but when running on the 7.1 simulator (my acer laptop doesn't have hardware assisted virtualization enabled in order to run the wp8 emulator) the app crashes when trying to load MainPage with "The parameter is incorrect" exception (in the Application_UnhandledException handler).
I've been trying to find a solution on the web for the last 1-2 days, found few mentions of this error and few possible causes, but none of my findings helped so far. The exception doesn't say anything helpful and it's getting really frustrating considering that most of the serious work is done and I'm very close to releasing the app to the marketplace.
Did anybody run into this issue before? Any ideas what could have gone wrong and how I could solve this exception? Any help is much appreciated!
Thank you in advance!
Andrei
Whenever I wish to change the Splashscreen and other images, here is what I do:
Locate the file on disk using Windows Explorer.
Open the file using some image editor (I use Paint.NET)
Remove the default image and replace with your image maintaining the dimensions.
Save the image and return to Visual Studio.
Rebuild the entire project.
This works seamlessly without any errors. ;)