i'm getting started with XNA game development and tried to run tutorail app on http://create.msdn.com/downloads/?id=753&filename=Shooter_Project_Windows.zip, but when i run, this blue window appears insted of emulator
What's wrong?
There is no way to know what is wrong for sure without more info. The blue window you are seeing indicates that the project is running; it is just not displaying anything visible to you.
If I had to guess (and it's just a guess, but it's a common issue for these types of things), the issue is possibly that your camera is facing the wrong direction. Other potential problems include things like the clip planes being set incorrectly. You might also look at the console to see if something failed without crashing the program...if a mesh or something was supposed to be loaded, and failed for some reason, you might also not see anything.
Related
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 got a problem with screen loading issue in iOS build, It works well in Android but the same build is not working properly in iOS.
While loading to the other screen sometimes it takes time to load and sometimes it may crash with an error in Xcode console.
iOS Console Error: "Execution of the command buffer was aborted due to an error during execution. Ignored (for causing prior/excessive GPU errors) (IOAF code 4)".
I wrote this code in my game manager script for loading the screen.
AsyncOperation asyncOperationScene = SceneManager.LoadSceneAsync("level"+ (DataManager.levelNumber + 1), LoadSceneMode.Additive);
loadingPanel.GetComponent<LoadingLevels>().async = asyncOperationScene;
loadingPanel.SetActive(true);
asyncOperationScene.completed += AsyncOperationScene_completed;
If someone could enlighten me I would really appreciate it!
Thanks for your time!
After search some on the internet, maybe your problem is not related to the loading way of the scene, but the scene has some problems with lighting or shader, I have read about some other guys have a similar problem and is related to some drivers of new phones that have changed and then unity it's working with it, but it also has to do with custom shader things that need to be different, so maybe your error doesn't come from the loading way of the scene, but from some material, I have read that it can be something about ambient lighting and exr. files, wish to help more but that's was what I can share with you.
Anyways would be nice for all of us that you share here the debug log where we can see what's going on and particular to you make sure that is not about loading the scene but something that the scene you try to load had something that its not well for this new phones and their driver related to lightmapping shaders etc.
Thanks for your response, In my script I added some other functions as well like clear cache memories once I commented those code for cache memory then the scene loading issues resolved.
Let me show you my codes, Someone please go through it and do let me know whether it is correct or having some mistakes on it.
void ClearMemory()
{
MediaPlayer[] ar_mp = FindObjectsOfType<MediaPlayer>();
foreach (MediaPlayer mp in ar_mp)
{
mp.CloseVideo();
}
Caching.ClearCache();
Resources.UnloadUnusedAssets();
GL.Clear(true, true, Color.green);
GL.Flush();
}
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 65ยบ 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! :)
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.
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