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WebGL builds crash issue on IOS browsers - Unity3D

Hello,

Hope you're all doing good. There is a persistance issue I am facing and I have tried every possible solution but still i can't get rid of the issue even on an empty project.

Bug Explanation:
  • An error is shown at the top of the browser stating "This browser was reloaded because of a problem occurred"
  • This is happening only in all IOS browsers (safari and chrome majorly)
  • The error is inconsistent. Steps to produce are explained in the following heading. It...

WebGL builds crash issue on IOS browsers - Unity3D

Prediction to Interpolation switching hard jitter independently of TransitionDurationSeconds value

Hey everyone :)

The Prediction to Interpolation switching feature has a noticeable jitter regardless of the TransitionDurationSeconds value. It seems like the projectile stops for few frames before the interpolation smoothing begins.

i am using netcode 1.2.1 and Unity 2023.2.20f1

Thanks in advance !

Code (CSharp):
  1. public struct PredictionSwitchingRequest : IComponentData
  2.     {
  3.         public Entity Target;
  4.         public float TransitionDurationSeconds;
  5.     }
  6.  
  7.     /// <summary>
  8.     ///...
Prediction to Interpolation switching hard jitter independently of TransitionDurationSeconds value

Particle system prewarm flag is ignored when calling Start after Stop was previously called

Pretty much what title says. If you have a particle system with prewarm enabled it will start as expected: some particles at different stages of their lifetime.

If you call Stop() and then a while later Start(), the particle system will restart from scratch instead of prewarmed.

This was observed when updating from 2022.3.26 to 2022.3.28.

This change from 2022.3.28 might be related:

Particle system prewarm flag is ignored when calling Start after Stop was previously called

Unity profiler, Update.ScriptRunDelayedTask causes spikes

I'm having some spikes problems in my mobile game and I think the problem is caused by the Update.ScriptRunDelayedTask, but I don't understand what it means speicifically. It means coroutines? Delay on the monobehaviour made by IEnumerator like "IEnumerator Start()" or maybe async functions that cause delay? Can you help me understand where to search? here's a screenshot of the profiler View attachment 1184832

Could not find active control after binding resolution

View attachment 1201930

Code (CSharp):
  1. Could not find active control after binding resolution
  2. UnityEngine.InputSystem.OnScreen.OnScreenControl:OnDisable () (at Library/PackageCache/com.unity.inputsystem@1.5.0/InputSystem/Plugins/OnScreen/OnScreenControl.cs:231)
This is for a mobile game using two UI Images as controls, one with an On-Screen Button component, and one with an On-Screen Stick component. I only receive this error after ending Play Mode, not during, when I used my...

Could not find active control after binding resolution

IPointerUpHandler not working with touch

I'm trying to run some code when the user lifts his finger from a button during touch.

I tried implementing IPointerUpHandler, but for touch, OnPointerUp only gets called if the touch was started on the button... I need it to fire also when the finger started touching somewhere else and was then released on the button.

I can't use the click even of the button since that also doesn't fire unless the finger was over the button once the touch was made...

I feel I tried everything - any ideas...

IPointerUpHandler not working with touch

capsule collider moves slightly forward on colliding with anything as does player child object.

hi there so I'm making a third person game.
so my problem is as follows...
when ever my character runs into something. my characters capsule collider budges forward ever so slightly, as does the "lookat" child object i have underneath my character for my cinamachine virtual camera to look at.
- my player object has all the base components on it rigid body, capsule collider, character controller.
- i have a child object that's an empty object just to have the virtual camera look at it,
- this...

capsule collider moves slightly forward on colliding with anything as does player child object.

Display face Object

Hello everyone,
I have a problem displaying the faces of a stone block. I want to set up a script so that every time I click on a face of my stone block, that face should appear on my RawImage, but I want the chosen face to appear only on my RawImage, not the other faces and objects around it.
Code (CSharp):
  1. using UnityEngine;
  2.  
  3. namespace MyNamespace
  4. {
  5.     public class CreateCanvasAndCameraOnSelectedFace : MonoBehaviour
  6.     {
  7.         public GameObject canvasPrefab1;
  8.         public GameObject...
Display face Object

Predicted spawn component value is sometimes wrongly reset in GhostUpdateSystem

Note that an extremely similar issue for enableable components was posted here: https://forum.unity.com/threads/pre...rongly-disabled-by-ghostupdatesystem.1592214/

I'm seeing an issue where approx 1 in 10 predicted spawns have a component value wrongly reset. I've added logs to indictate that it comes from GhostUpdateSystem@389:

Code (CSharp):
  1. // 3. Invoke CopyFromSnapshot with the ro buffer as destination (yes, hacky!)....
Predicted spawn component value is sometimes wrongly reset in GhostUpdateSystem

[New Release] FM POINTS: Capture Point Cloud, Morph, Dynamic FX (iOS/Android/Mac/PC/WebGL/AR/VR)

FM POINTS is an All-in-One Point Cloud Visualisation within Unity3D. Every 3D objects in your Unity3D scenes can be converted into points in few buttons!
It's a light-weight rendering solution in comparison to traditional particle effects.
You may try our WebGL Demo: https://frozenmistadventure.github.io/demofmpoints/
Asset Store: http://u3d.as/1Lsb

BAKE : convert Unity3D world into point cloud
MORPH : Blend point cloud meshes(real time)...

[New Release] FM POINTS: Capture Point Cloud, Morph, Dynamic FX (iOS/Android/Mac/PC/WebGL/AR/VR)

During Update, Rigidbody/Transform position does not match last Physics Update Position

I have a problem, where for a few visual update frames, an object is clipping through another object.
The object is going at a reasonable speed, solver steps are high, size of the object is 1x1x0.19 against a static cube of 100x100x100.

When this happens, i see that LAST fixed update, there was no collision, and the object was traveling due to just gravity (10m/s, gravity is set to 30m/s) Then during normal updates, until that next fixed update, the object is clipping into the static cube,...

During Update, Rigidbody/Transform position does not match last Physics Update Position

collision glitch

im having a glitch where when i touch something it pushs me, but only when i hit a certian side, heres the clip link

after i jump and hit the block im not touching anything but my mouse to turn my camera
if theres any way to fix this plese let me know

Better way to check if grand-child entity belongs to a parent that has GhostOwnerIsLocal component

Hello

I should preface that I'm completely new to NetCode for ECS and Entities in general so if you notice any flaws in my logic then please let me know!

I'm wondering if there is an efficient way to check whether a child entity belongs to a parent entity that contains the GhostOwnerIsLocal tag without having to traverse up the heirarchy at runtime everytime it needs to be validated?

I'm aware that frequently adding/removing components especially to an entity that holds 100s of...

Better way to check if grand-child entity belongs to a parent that has GhostOwnerIsLocal component

Mortal Kombat 2 Movie Gets October 2025 Release Date

Mortal Kombat 2 Movie Film Adaptation Warner Bros. Release Date 2025

Warner Bros. has announced when Mortal Kombat 2, the sequel to 2021's Mortal Kombat film adaptation, will arrive in theaters and IMAX, and it's coming next year. More specifically, Mortal Komat 2 will hit the silver screen on October 24, 2025, meaning we still have about one and a half years to go until we see what's next for these characters. 

Mortal Kombat 2 will arrive in theaters and IMAX on Oct. 24, 2025. pic.twitter.com/ayWHhFe2Hu

— The Game Awards (@thegameawards) May 14, 2024

The first Mortal Kombat movie in this rebooted film series hit theaters on April 23, 2021, and Game Informer had a great time with it – read our 8 out of 10 review to find out why here. Here's hoping we enjoy the sequel just as much, if not more. 

Mortal Kombat director Simon McQuoid will return to direct Mortal Kombat 2, and it will be written by a new writer, Jeremy Slater (alongside McQuoid), who wrote Disney's Moon Knight series. Alongside returning cast and characters, The Boys Karl Urban will join the fight as Johnny Cage. 

For more Mortal Kombat, read Game Informer's Mortal Kombat 1 review, and then check out John Cena's Peacemaker debut in the game here.  

Are you excited for Mortal Kombat 2? Let us know in the comments below!

Cluster Rendering - MiddleVR 3.0 is released

Hi all,
we just released MiddleVR 3.0, the best plugin for multi-display and cluster rendering: https://www.middlevr.com



Here are the main new features:

- Multi-user support via Unity Netcode, enabling collaboration between Caves, but also between Caves and XR headsets (PC-VR or standalone such as the Meta Quest or Apple Vision Pro) or mobile devices.

-...

Cluster Rendering - MiddleVR 3.0 is released

How do I render only certain parts of the screen?

Hey Everyone, I have been trying to make a small game to just practice my coding skills which I have learnt so far. I hit a roadblock where I couldn't figure out how to work the camera to my liking.

Basically, I want certain elements of the game to be masked out from the camera's view. Right now, the camera is made in such a way that it just follows the player when they move up. I just want the objects to be revealed as the camera moves up and I want the objects below the...

How do I render only certain parts of the screen?
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