This is the first time I try to use animations in Unity so my friend built a campfire in blender and also made animations so the fire seems like it's moving. When he converted it to fbx and sent it to me, I downloaded the fbx, dragged it to the Unity project. I thought that the animations should work and I should see the fire moving when I play the game, but unfortunately the fire seemed like it's a not moving object. I screen recorded it so you will understand the problem better. If anyone knows how to fix this problem, it will really help me. Thank you!
First of all You have to check FBX import settings to be sure, that animation is exist. Select your fbx in Unity and switch to 'Animation' Tab in Inspector. If Animation is exist, You'll see animation import settings. Be sure toggle 'Import Animation is active':
If Your FBX does not have animation, in animation tab You'll see message 'No animation data available in this model'.
If FBX is okay, the next step is checking your fire gameobject. It must contains Animator component with some animation controller. This animation controller will play anim clip from your FBX.
But first af all I recommend your check this: Unity Animation Manual
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I'm using Stylized Slash VFX asset for my game currently. When I call the .Play() function from script on play it shows up in the editor tab. But, in the game and build it doesn't. Does anyone know why and how to fix this?
I'm trying to restart my game when the player loses, I play a coroutine which makes the player ignore collisions and falling off the platforms. Then when the player click a button, the same scene is reloaded.
SceneManager.LoadScene("GameScene")
But when the scene loads again, the player is still ignoring collisions and falls, it's like the scene is loaded but not the same way when the game is played for the first time.
¿How can I reload the scene properly without closing the aplication and opening it again?
Thank you.
The problem is that you are using Physics2D.IgnoreLayerCollision for this.
This property is global, it affect all scenes, and not related to the specific scene. What SceneManager.LoadScene resets is only property related to the specific scene or the objects in the scene.
You have 2 options here:
Don't use IgnoreLayerCollision. An alternative may be, for example, to disable all colliders on the player. You can use GetComponentsInChildren for example to find all the colliders.
Reset IgnoreLayerCollision manually.
I am building a 2D proyect in Unity, when I play the game and try to go from the play button (from MainMenu UI) to the second scene ( 1 on the index value) y keeps giving me the error of display 1 no cameras rendering. I have experienced this error before and the problem was that the scene was not on the build settings but this is not the case. If anyone could help me I will be really appreciated.
You do not have active GameObject with Camera component on it in the second scene. Use rightclick in the Hierarhy then Camera.
You can open Game window without starting the game. You can see what this scene will look like in runtime.
So basically I'm using the lighting system for the 2D render pipeline in Unity, and for whatever reason the post processing looks different in either view.
Pictured Here. The scene view has more glow than the game view, and I would very much like to have the sceneview show up in game, anyone know how to do so?
Edit: I have figured out that my game view is not using scene lighting, as when I turn off scene lighting in my scene view, both cameras are identical.
Edit: So apparently my game view is using lighting, but not the bloom effect.
So I ended up figuring out that if you go to the Render Pipeline asset and go under Quality, checking the HDR checkmark under it does what I'm looking for
Pictured Here
hello i exporting a blender.fbx file into my assets folder in unity and it was working perfectly and i positioned it in front of the camera but when i play it the gun looks like its been taken apart whats going on?!if this helps i separated some parts so i could use it for animation cause it looks like all the animation parts are separate is this a unity thing or a blender thing?
http://www.flickr.com/photos/87198010#N07/7985274177/in/photostream
Two options:
It could be that your animation is incorrect.. remove animation to test..
The position of the child objects, barrel and trigger, may be incorrect in relationship to the parent.. I don't know for a fact, just a few thinks that come to mind.
Let us know when you find out.
When you load a mesh into unity, unity will as a standard add an animation module to it, even if you don't have any animations yet. this may be what is making the gun bug.
If there is an animation component on it, remove said component and try again.
Also it might be that different parts of the gun are at different scales or rotations, before you export from blender click and click 'apply rotation and scale', and then you export.