Blue screen appeared after Build & Run project in unity - c#

So i made my first unity game. I run (play) the scene on unity every thing works fine. (no exceptions or error what so ever). Then i tried to Build & Run the project, but after launching the game, Unity splash screen appeared and than my screen was covered with complete blue screen. And nothing happens from there. Am i missing something?
Important points to know
My 2D game has no main menu options (start,restart,quit)
This is just a simple platformer game, i.e player run,jump on tiles,
collect coins e.t.c
I have not created any of splash screen in start of game
Do i need to write some code to make it build and run from exe? please help

This also happened with me when I started unity. I fixed this issue by adding a scene into my "Build settings" panel. Before that, Unity was loading from sample scene which happened to be blue. I had to unselect this sample scene, and select a new scene, to make it run from my saved scene.
If the "Game" pane still shows blue, check that one of the scenes listed in your "Build Settings" panel is selected in the "Project" pane.

This sounds like you need to set your canvas scaler to scale with screen size.

This happened to me after I tried to upgrade my version of Unity, the upgrade failed, and I had to revert to an old version.
Specifically, I had the change on a git branch and reverted all the files back to my master branch in git, but it did not revert the files in .gitignore.
I was finally able to fix this by closing Unity, deleting the Temp directory in the project, and restarting Unity. Came right back up. Note that I tried "Reimporting all assets" before and that did not solve it. I needed to delete Temp.

Related

Meta 2 with SteamVR; Cannot move around in Unity (nearly) frozen

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

Unity Multiplayer Cube Auto Move?

I have followed the Unity official Multiplayer Guide below and everything works, except for the fact that when I run two instances on the same computer (1 in build run and the other in the play mode) the characters for some reason auto move in a circle.
I have no idea why this is since I have followed the tutorial exactly, unless I missed something :P I am currently on step 9 (identifying local player) and I stopped there cause my players keep moving in circles.
To Clarify, they aren't spinning in place, they are walking in a circle. Just imagine a person following a dotted circle on the floor, same idea.
This issue only happens when i run two instances (build run mode and play mode in unity). if i try only the play mode in unity, everything works fine.
Has anyone experienced this before?
Unity Multiplayer Tutorial: https://unity3d.com/learn/tutorials/topics/multiplayer-networking/network-manager?playlist=29690
I am on version 2017.2.0f3 <-- maybe this is why? should I update to a different patch?
Thank you in advance
Where I spawn the characters
build and run, player just moves in circles automatically
both build run and play mode, they both again moves in circles automatically
I see a first issue in your code:
PlayerController.cs line 36, you wrote
var bullet = (GameObject)Instantiate(BulletPrefab, BulletSpawn.transform.position, BulletSpawn.transform.rotation);
it should be
var bullet = (GameObject)Instantiate(BulletPrefab, BulletSpawn.position, BulletSpawn.rotation);
Since BulletSpawn is already a Transform. Otherwise bullets might not fire in the gun direction.
I don't have any of the player moving without me pressing keybord key.
Here is a screenshot of 2 build run working good:
I also tried Build run + Unity Editor in game mode, I had no problem.
Maybe the problem comes from your keyboard or the input manager of unity ? Since you are using Input.GetAxis, check this https://docs.unity3d.com/Manual/class-InputManager.html
The issue with your character automatically moving is because you have something plugged into your computer that acts as a controller/joytick. Go into settings for controls and set all joystick to the last joystick #. Make sure you set this for all vertical and horizontal movement. That should do the trick.
For example, if you use a 3D mouse like 3D connexion, it could act as a joystick/controller and auto move your character.

Does Google Cardboard SDK work with Unity 5?

I have converted my working project from Unity into Unity 5 and now the stereoscopic display doesnt work.
It seems like the stereoscopic effect doesnt work. The display is split in the middle, and the shader is applied, but it seems like there is only once camera. Like there are no eye cameras.
The weirdest thing is that everything works perfectly in the editor, but when I run it on device it seems like the cameras are disabled.
I went through and tried everything in the "known issues" in Cardboard SDK Release Notes, but nothing works.
Has anyone succesfully run a Cardboard game on Unity 5?
Yes, I have done. Mine isn't big one but has major things that can be said to be using UNITY features as well. I cant predict your problem as such but Answer to this post is certainly YES.
I don't think that anyone has posted this yet, but it appears that the SDK is currently broken in Unity 5.
From: Cardboard SDK Release Notes
Unity 5 rendering issues: As of Unity build 5.0.0f4, the following steps should be taken to fix or ameliorate any rendering issues, such as an all-black screen, flashing textures, or non-stereo views:
Enable the Development Build option in the Build dialog. This seems to fix various rendering glitches, like flashing textures.
The root cause of the rendering glitches is under analysis, with assistance from Unity.
I have also found that the app has rendering issues when it initially runs when you hit "Build and Run". Closing the app from the task switcher and restarting seems to resolve the issue.

Graphic corruption after exiting my wp7 game

I am making a videogame in xna for wp7 and I have a weird problem.
It turns out that whenever my game loses focus, for example:
open the web browser from my game
open marketplace from the game
close the game
when something of that happens the screen gets full of graphical artifacts and the device becomes unusable unless you go back to the game.
I discovered that if you maintain pressed the back button until the "background apps" is showed it works fine again. But my game won't pass the QA if this problem persists.
I've tried to comment the update and draw methods of my game but it still happens!! :S
Could anyone help please?
Well I fixed it.
It turns out that in a custom texture class, (I don't know why) there was code to create a Texture2D object with custom size. It worked fine (the game runs perfectly) but there is something that the device doesn't like and it corrupted the backbuffer.
What I've done is delete that code and instantiate the Textures always in their original sizes. Now it works great and no artifacts have been found :D

Unity3d blender fbx file gun is apart

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.

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