11/23/2023 0 Comments Rewired unity forums![]() ![]() I also saw a warning that Rewired was out of date so I went to grab the latest from the Asset Store. I added an audio listener to the prefab and the gap disappeared. It must have been picked up by the audio listener on the title screen and then picked up by the game play scene’s audio listener and I never noticed because there wasn’t a gap before. The sound was playing on my Transition prefab, but oddly it turns out I had never put an audio listener there. This seemed to happen the instant the scene loaded in the background. On the transition screen there is music to amp you up for the match but it was now stuttering part way through. So, I installed Blender, a program I haven’t used in years and I had to run “reimport all assets” again. It didn’t need to be installed in my last version of Unity but apparently now it does? I’m confused, legitly, as I’m sure the computer I have been developing on recently has never had it installed. One of the “nonsense errors” from above was Unity complaining that Blender wasn’t installed. Upon further testing, I noticed the “mesh” ball types (football, hockey puck, anything other than a normal sphere) were falling through the floor. Everything seems fine? I love modifying fundamental physics components I don’t really grasp. Since the prefab was what was setting these to “Continuous” I changed it to “Continuous Speculative”. Unfortunately, there are several colliders on the character prefabs, one for the ground one for attacking, one for getting hit and one for the ball. Other objects were set for “Dynamic” collision detection. Fortunately after looking at all the places this was done, only the characters needed this attention. According to this Unity thread it seems to be the former, so it was time to dig into some ancient code and look at every time I’m setting isKinematic to true while the collision detection is set to “Continuous”, and restore it afterwards. But at a minimum it’s obnoxious console spam and at worst it might be something hard to notice that goofs the game up. It was tempting to ignore this, the game seemed fine. Oh yeah, support my speculative continuous collision detection you kinematic body! Reimporting the project looked a little different this time around, with this prompt asking me a question I don’t understand or have time/desire to look into: The one question I can get answered on the Unity forums is what the oldest supported version is, so I uninstalled the newer version and went with the not-quite-as-out-of-date Unity 2019.4. Choose your own hellventureĪ) Abandon the latest version and spend the next untold months doing everything under the sun to try to get the Unity 5.6 game not crashing on the splash screen under the unique circumstance of being on the Xbox store?ī) Abandon the latest version and spend the next untold months attempting to update Unity one version number at a time, testing each one and finding every game breaking change they’ve introduced over the past 4 years?Ĭ) Keep this version and spend the next untold months completely rebuilding the game, redefining all the sprites, scenes, prefabs and everything else that might go sideways in a totally new project built for the latest version of Unity?ĭ) Calm the hell down and find out what is the oldest version of Unity still supported, and try that. There are no reports I can locate online of this misbehavior. They just don’t exist, except on disk and in the project, defined as they ever have been. It’s actually worse than it appears: All sprites in the game fail to render in game view or the scene view. At this rate, I’ll be releasing the game in no time! ![]()
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