I have been working on a windows forms game in visual studio, it's pretty basic, but i'm mostly making it to learn more about C#. Anyway, in the main dungeon for the game, I drew a basic tile, and put it on a tiling picture box. In the inspector, it looks good, the tile is the same size as the player image, and the tiles line up with the edge of the picture box. However, once I hit play, the tiles auto scale, and become far too large, they don't fit with the character, and more importantly, they don't line up with the picture box. I have spent probably an hour and a half scanning through the inspector tools looking for a way to fix this weird error, but I can't seem to find anything.
I am wondering if there is any way to code in the tile attributes to make it work out. I have attached a picture of before I hit play (left), and after (right) so you guys get a better idea of what exactly I mean. Any fix would be greatly appreciated.
Thank you to everyone who answered, my visual studio was resizing itself in the edit mode, so I changed that setting everything works now.
Related
Basically im developing a 2d pang game style for mobile, where you pop some balls. So i created some walls colliders, but everytime i change the resolution, the left and right walls just dont stick to the right place, or they move out of screen or they move in the screen depending on the resolution. I used them to act as boundaries for the bouncing balls. I have struggle with some many scripts, to try to fit the objects on the screen but i cant find a solution for this. I found similar issues, but there solutions unfortunatilly didnt work :/
Any ideias?
Thank you for all the help
I believe all you need are Screen.currentResolution and Camera.main.ScreenToWorldPoint(). This could make things easier. You can adjust the borders position and scale to match your screen before runtime or after changing screen resolution. Visit unity document to see more details.
I face new strange problem in godot, when I use MoveAndSlide(I'm using c#), it works smoothly without problem, but when I activate Animation tree, MoveAndSlide doesn't work while debug window show me variables are changing as usual, I have to use Animation tree(Animation Player also same problem), without Animation tree, character will be solid image moves from position to position, I was searching internet for this problem but I did not find any similar problem, I read godot documents, also there is nothing about this problem, I read and watched many tutorials on youtuble about moving 3d person and I use same steps (after changing code from gdscript to c#), also problem don't solved, any one can help?, thank you
Thank you guys,
The problem was solved by itself in next day, I tried to reproduce the same error again to understand the problem but I failed, I rearranged main character scene then the problem disappeared, how? I don't know.
I've been trying to figure out how to use the RTS plugin from the unity Asset Store but there seems to be a problem. I have no idea why this is happening, but the z and y values are mixed up. I can scroll left and right perfectly but whenever I press "W" the screen zooms out instead of moving upwards. The same applies to scrolling. When I scroll, the screen moves upwards/downwards and doesn't zoom out like its supposed too. I tried creating my own RTS camera via Brackeys and the same thing happened. His game would zoom, mine would just move upwards. I'm not for sure whats wrong. Im fairly new to all this unity jazz. ANY help would be appreciated
it's a little hard to know exactly why this is with the information you have provided. But if I were you the first thing I would check is your input manager! Have you done that and made sure your inputs correlate to exactly what you want?
It's sounds like your settings may be not be the default, causing the differences?
I have a problem with the project I am working on in Unity and have been trying to solve the problem for days.
I am using the Meta 2 and the HTC Vive base station. I am continuing the work of a colleague. He was working on another computer. I am trying to recreate the project he created. He gave me the project and everything included but also doesn´t know how to solve my problem.
It looks like this:
I can open and play the project. When I play the project I can see everything I want to see in 3D with the Meta 2. But I can not look around. When I move the Meta I see the some kind of "vibrating" movement in the screen but in the end everything stays in the position.
I also connected the Sense Gloves I have with my computer. I can move the fingers of the sense gloves in the screen (they are shown as blue circles which i can move) BUT I cannot move the whole hand. It stays where it is initialized in the room.
I think it is a problem with the transfer of the vive tracking data to unity (the position of the tracker coordinate system in unity is not moving even though hit should).
I hope this explanation is accurate enough. If you need more information, do not hesitate to ask me, please.
Kind regards
Alex
I have a problem using HoloLens and Unity 2017.3.0f3. I open a menu (Canvas in World Space) depending on where the user is looking at using the voice commands.
When menu appears it seems stable, but when walking around it, there is a strange point where it starts to shake and it's separated in different colors, like a rainbow. Very shocking. After 2 seconds it stabilize and appears nice, but everytime I return to that point the same thing happens.
It's quite strange as it just only happen when getting into a specific angle like 65º by left (clockwise direction thinking you are at 6 and the object is the center of the circle).
I have improved the general stabilization using SetFocusPointForFrame but anyway it still makes that strange color shake. Also, I tried to reduce FPS to 24 with no results. Quality is set to lowest... I don't know what more I can do. Any help?
To understand better the effect I found this video:
https://youtu.be/QMrx-BU4Hnc?t=6m25s
That final effect is what happens to my hologram, but the color separation is bigger and everything shakes.
Thank you!
EDIT: I tried to record a video using Device Portal but the objects dissapear instead of shaking O_o really weird.
Well, it's not really a fix. But if I use Unity 2017.1.0f and Visual Studio 2015 with UWP SDK 10.0.14393.0 the problem disappears... I'll try to find if it's a Unity problem or a SDK problem, but for the moment this is a valid solution to avoid the terrible shake with color separation.
Hope this helps someone! :)