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.
Related
I made FPS hands and gun in Blender but when I export it on Unity as .fbx, it shows up incorrectly. Positioning of the gun is wrong finger is stretched ect. I applied all the transforms to the objects in Blender but it didn't fix it.
This is Blender screenshot
And this is Unity screenshot
have you tried importing the model multiple times? most likely there were errors while importing the model, please try again
I redid everything and it worked. I couldn't manage to identify the problem. I did everything as same as the last time. At the end of the day, it fixed it.
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
I plan on animating my 2D characters in unity
However, their actions are multi-dimensional, so they could, as an example, be walking at the same time as looking up or firing their gun, each animation would target one part of the sprites and if possible be independent.
the sprite sheet would be far too big to present every possible animation combination,
so is there a way to animate parts of a sprite individually?
There is an official Unity Package which supports 2D character rigging and other advanced features such as sprite swapping: https://docs.unity3d.com/Packages/com.unity.2d.animation#2.2/manual/index.html
Be aware that it is still marked as being in preview
You could try creating the parts you want to move independently as separate gameobjects. Then use the buit-in animator to create your aminations or use scripts to transform/translate/rotate parts.
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.
I'm working on a simple Paddle Game project nowadays. In the begining, everything's looking good. But, when I complete my level design and publish my game, I see gameobjects in my scene are moving so slow. I think, I pass over the Unity3D's physics limit. If I try some Math instead of Unity3D's Colider, I can finish my first project. (I tried to use Separating Axis Theorem, but I can't handle x and y coordinates on Unity3D.)
I need your help. Thanks a lot for your time. (And If I can handle this problem, I will share my project on the internet, for beginner people like me.)
In my project, I achieved this simulation with using BoxColider, but because of Unity3D physics limit, I don't want to use colider in my project.
You can't not detect collision. I'd recommend using Unity's colliders for that, since they're really not bad. The first thing I notice is that in your first simulation, you have 4 box colliders, when instead you should just have one. Use the OnCollisionEnter event (on the spheres) to reflect them off your box.