Hi all,
I'm using a rigidbodyFirstPersonController. It's mostly been fine, except when I try to edit the rigidbodyFirstPersonController script on the object, and reference another component that I wrote myself and added to the object. It seems to think my component doesn't exist. Anyone know why that is? I'm trying to reference it under the advanced settings subclass.
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Trouble accessing components on a standard asset
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The type or namespace name `CnControls' does not exist in the namespace `UnityStandardAssets'. Are you missing an assembly reference?
I have downloaded an asset from unity store and successfully imported it. Unity has imported it inside the folder "Standard Assets". When I try to use asset's script in my code, it gives me namespace error. It is because either scripts of the external assets are not in correct folder, or I am using wrong namespace in my code. I have tried as:
`using UnityStandardAssets.CnControls;`
`using CnControls;`
Structure of folder is as follows:
**ProjectName > Assets > Standard Assets > CNControls > Scripts > {Files In folders}**
I am using Unity 5.0.1 in windows 7. I have imported [this][1] package. Please tell what am I doing wrong? It may be very basic Question, I can be missing something. Any help appreciated. Thanks.
[1]: https://www.assetstore.unity3d.com/en/#!/content/15233
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The type or namespace name `UnityStandardAssets' could not be found
Hi all
I got this strange bug:
CS0246: The type or namespace name `UnityStandardAssets' could not be found. Are you missing a using directive or an assembly reference?
My scripts worked just fine before I accidentally added a new StandardAssets folder to my project as a subfolder separated from the original StandardAssets.
Deleting the new StandardAssets folder did not help. Restarting the Editor did not help. What else to do?
I can't get anything done anymore due to this absurd bug.
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standard assets error
hello,
sinds a couple of days i used unity its very simple but i would make water so i download de standard assets folder. after the download are they 77 errors about these assets can you help me ?
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Standard Assets First Person Controller hiding cursor after changing scenes
I have a first person shooter set up with the standard assets FPSController in one scene, and a menu set up in another scene. Upon changing from the FPS to the menu, the cursor is still hidden. I've tried Cursor.visible = true both before and after changing scenes, and it's still hidden. I also can't use Escape to show the cursor after switching the scene. Any ideas as to what I'm doing wrong?
Thanks in advance.
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DualTouchControl not working with 3d character
I have Unity v5.0.1. I am trying to use `DualTouchControl` from Unity's Standard asset package. I am unable to move my character using this control. I have `EventSystem` present in my scene already. When I tried using `MobileSingleStickControl`, my character was moving perfectly. Can anyone point out towards any possible mistake I might be making? Thanks.
Here is the screen shot:
![alt text][1]
[1]: /storage/temp/69153-2016-05-01-at-01-31-16.png
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How should I use the `FreeLookCam` script located in the standard assets folder
Hi there all.
I am totally new to unity (not new to programming c# though) and I was trying to make a free look camera (like when you die in counter-strike game) and I ran into the standard assets pack and its camera scripts.
I wanted to use the `FreelookCam` c# script and what I did was added the script to the main camera. But it gives me a `NullPointerException` in line 37 which is:> NullReferenceException: Object reference not set to an instance of an object UnityStandardAssets.Cameras.FreeLookCam.Awake() (at Assets/StandardAssets/Cameras/Scripts/FreeLookCam.cs:37)
After trying to find a documentation for this script (and failing) I decided to see the code itself and look for helpful comments and at the first lines there is comment saying:
//This script is designed to be placed on the root object of a camera rig,
//comprising 3 gameobjects, each parented to the next:
// Camera Rig
// Pivot
// Camera
so my "guess" was that I should create a Camera Rig gameobject, a Pivot gameobject and finally a Camera gameobject. While I can pretty easily create a Camera gameobject (by going to GameObject -> Camera), I have no idea how to create the rest.
Any help regarding my help is appreciated.
Thanks in advance
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Can't access a variable from a prefab unity script
Hello !
I came across a strange problem today. I've searched for some times but found nothing about my problem. I think i'm just missing something but can't understand what.
Here's the thing : for a basic school project, i'm using the AIthirdperson controller, found in the standard asset. With this prefab (and script), you just have to drop a Transform in the variable "target" and the character will walk to that transform. I wanted to change this transform via another script but when I'm trying to access the "AICharacterControl" script i get an error "this name doesn't exist in the current context"...Why ?
Thanks!
using UnityEngine;
using System.Collections;
using System;
public class waypoint_test : MonoBehaviour {
public GameObject PNJ;
public AICharacterControl target_variable;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
}
The AI script
using System;
using UnityEngine;
using System.Collections;
namespace UnityStandardAssets.Characters.ThirdPerson
{
[RequireComponent(typeof (NavMeshAgent))]
[RequireComponent(typeof (ThirdPersonCharacter))]
public class AICharacterControl : MonoBehaviour
{
public NavMeshAgent agent { get; private set; } // the navmesh agent required for the path finding
public ThirdPersonCharacter character { get; private set; } // the character we are controlling
public Transform target; // target to aim for
private void Start()
{
// get the components on the object we need ( should not be null due to require component so no need to check )
agent = GetComponentInChildren();
character = GetComponent();
agent.updateRotation = false;
agent.updatePosition = true;
}
private void Update()
{
if (target != null)
agent.SetDestination(target.position);
if (agent.remainingDistance > agent.stoppingDistance)
character.Move(agent.desiredVelocity, false, false);
else
character.Move(Vector3.zero, false, false);
}
public void SetTarget(Transform target)
{
this.target = target;
}
}
}
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how to use these animations?
i found the animations given in the standard asset of unity 5.3.5, now i want to use them in my character, how to do so?
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How to make the Standard Asset Robot (2D) crouch?
So I was working with someone on prototyping a 2D platform game. He accidentally made the robot crouch and we don't know which keys he pressed and we couldn't replicate it. Is that functionality already included in the robot? I looked at the script and seems like it is. So what keys do I have to press to make the Robot character crouch?
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Have a trouble with Standart Assets
Can't use anything from the Standart Assets because of this message :" No MonoBehaviour scripts in the file, or their names do not match the file name." I tried to reload my Unity and reimport Assets but it doesn't help. Does anyone know how to fix it? Or have MonoBehaviour scripts for the Standart Assets?
P.S. I'm running the last version for Unity 5
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Why standard projector don't work currectly?
Before Projector ![alt text][1]
After Projector ![alt text][2]
[1]: /storage/temp/72815-untitled2.jpg
[2]: /storage/temp/72816-untitled.jpg
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Installing Standard assets
I have installed unity 3d in my Linux system.I have downloaded the Window version of the standard assets (.exe) since there is no option for installation in Linux,I tried installing the Standard assets(.exe) through Wine... but im getting an error that unity requires windows 7 or more... But since this is Linux i cant help it.Is there any other way?
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Rendering bug on iOS using Standard Asset Shader (Glass / Stained Bump Distort)
Hello, I'm working on a fireplace app, and I have a very nice heat effect using particles with the FX/Glass/Stained BumpDistort shader and a normal map. It is working well on Android platforms I've tested, but now testing tvOS I'm seeing an issue. The shader effect is applied correctly, but everywhere on screen that is NOT covered by a distortion particle is being rendered incorrectly.
![alt text][1]
Has anyone seen issue like this on ios/tvos? I think iphone has the same bug but I dont have access to the device right now to make sure.
Or any ideas how to fix it? Thanks!
[1]: /storage/temp/73264-screen-shot-2016-06-30-at-50009-pm.jpg
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how to increase forward speed of unity standard asset car
Hey i am working with car physics and for that i am trying to understand the physics part from unity standard assets car controller but with that script i am not able to increase car speed can anyone please help/guide how to increase car speed.
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Implement zoom in standard assets free look camera
I'm using the free look camera from the standard assets and i want to implement a zoom functionality.
The Problem is that i can't influence the localPosition of the camera and if i change the position of the camera rig the pivot moves and i don't want that. Is there a way of keeping the pivot at the Targets Position while moving either the rog or the camera?
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Standard Image Effects like Anti-Aliasing and Depth Of Field "Not supported on this platform
Every time I try to add in one of the standard image effects to my camera it instantly gets turned off. I've gone through and tried to look at other people that had this issue, but I can't seem to resolve it.
I've even made a new scene, added Anti-Aliasing, and have it work fine. But if I copy over my Assets folder, go to the scene I'm working on and try to add the Anti-Aliasing script there, it errors again.
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Car moves to slowley after scalling up
Hi there, i was playing around with Unity's Standard Assets especially with Vehicles (the Car to be specific), the problem is after scaling it up (to 8 for x, y and z) it moves very very slowly... tried increasing the values of the following to the max values but the result is not that desired :
- Full Torque Over All Wheels
- Top Speed
- Slip Limit
any tips ?
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How to change standard trees' texture
The title explains itself. Is it possible to somehow change Unity standard trees' texture? I don't trust in the trees of the asset store and most of them doesn't move with the wind. I love the standard trees, but my game's ambient is supposed to be in the winter =|
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CrossPlatformInput class not within the UnityStandardAssets namespace
My Unity scripts require the cross platform input classes. First they were called in the usual way.
using UnityStandardAssets.CrossPlatformInput;
This worked for a long time. But recently all scripts that had the above statement gave this error.
Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/ThirdPersonUserControl.cs(3,27): error CS0234: The type or namespace name `CrossPlatformInput' does not exist in the namespace `UnityStandardAssets'. Are you missing an assembly reference?
Now the project doesn't compile..
I googled and tried importing the scripts and assets again but nothing worked.
Further search showed that this CrossPlatformInput class is under 'UnitySampleAssets' and not under 'UnityStandardAssets'.
How can I resolve this error?
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