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gamekit3d's Issues

PackageImportList.txt sometime goes missing and prevents the project from starting.

It has been reported that the file named PackageImportList.txt sometime causes user projects to fail on startup, with the following error message :

[Auto Package] : Couldn't find the packages list. Be sure there is a file called PackageImportList in your project
UnityEngine.Debug:LogError(Object)
PackageChecker:CheckPackage()
UnityEditor.EditorAssemblies:processInitializeOnLoadAttributes()

A common workaround is to create a dummy file with an empty list of packages. It would be worth investigating what is causing this file to get deleted in some workflows, and maybe reconsider if the absence of this file should cause a critical error on the project startup.

The issue has been reported on the Unity forums : https://forum.unity.com/threads/couldnt-find-the-packages-list-be-sure-there-is-a-file-called-packageimportlist-in-your-project.534331

[Win] Shaders broken - Game View entirely black with artefacts

Same issue as 3DGKL - https://github.cds.internal.unity3d.com/unity/gamekit3d-lite/issues/2

Launching any scene from the 3DGK causes multiple shader errors in the console, leaves the game view all black with artefacts displayed on the screen.
https://gyazo.com/200cc4a1b1ee162ba64e3a3bfe2cd38e

The following errors appear in the console:

Shader error in 'Hidden/PostProcessing/DeferredFog': failed to open source file: '../StdLib.hlsl' at line 7 (on d3d11)

Compiling Vertex program with FOG_LINEAR
Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_HARDWARE_TIER3 UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_RGBM_ENCODING

Shader error in 'Hidden/PostProcessing/MultiScaleVO': failed to open source file: '../StdLib.hlsl' at line 9 (on d3d11)

Compiling Fragment program
Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_HARDWARE_TIER3 UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_RGBM_ENCODING

Warnings and error appear in console upon importing project- Windows in 2020.2

Description:
Upon importing 3D Gamekit project had a pop up appear and 4 warnings and 1 error appear in the console.

Pop Up Window:

  • Screenshot 2 below

Warnings:

  • Unity is only able to load mdb or portable-pdb symbols. Packages/com.unity.ext.nunit/net35/unity-custom/nunit.framework.pdb is using a legacy pdb format.
    UnityEngine.Debug:LogWarning(Object)
    Microsoft.Unity.VisualStudio.Editor.VisualStudioEditor:SyncIfNeeded(String[], String[], String[], String[], String[]) (at C:/Users/Celine Bravo/AppData/Local/Temp/803952e8a91032141ade03c8e9b4d233/Library/PackageCache/[email protected]/Editor/VisualStudioEditor.cs:154)
    UnityEditor.AssetPostprocessingInternal:PostprocessAllAssets(String[], String[], String[], String[], String[])

  • Shader warning in 'Render Depth': Output value 'vert' is not completely initialized at line 16 (on d3d11)
    Compiling Vertex program
    Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_HARDWARE_TIER3 UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_RGBM_ENCODING
    Disabled keywords: UNITY_NO_DXT5nm UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_NO_FULL_STANDARD_SHADER UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_COLORSPACE_GAMMA UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_FULL_HDR UNITY_VIRTUAL_TEXTURING

  • Shader warning in 'Hidden/ProBuilder/ScrollHighlight': 'UNITY_PASS_FORWARDBASE' : macro redefinition at line 32 (on d3d11)
    Compiling Vertex program with DIRECTIONAL
    Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_HARDWARE_TIER3 UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_RGBM_ENCODING UNITY_PASS_FORWARDBASE
    Disabled keywords: LIGHTPROBE_SH SHADOWS_SHADOWMASK DYNAMICLIGHTMAP_ON LIGHTMAP_ON LIGHTMAP_SHADOW_MIXING DIRLIGHTMAP_COMBINED SHADOWS_SCREEN VERTEXLIGHT_ON UNITY_NO_DXT5nm UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_NO_FULL_STANDARD_SHADER UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_COLORSPACE_GAMMA UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_FULL_HDR UNITY_VIRTUAL_TEXTURING

  • Shader warning in 'Custom/MirrorWater': Custom/MirrorWater shader is not supported on this GPU (none of subshaders/fallbacks are suitable)

Error:

  • Import parameters got modified during import

Expected Behavior:
No warnings or errors appear in console upon import

Screenshot 1:
GameKit 3D Warnings upon open
Screenshot 2:
Gamekit 3D initial open

ScreenFader.cs Freezing and Abnormal Fading Speed When Frequently Called

Issue Description

There are issues with "ScreenFader.cs" when it is frequently called, such as freezing and abnormal fading speed. For instance, when I switch scenes in quick succession, like entering a scene and immediately exiting to the main menu, it may freeze.

Steps to Reproduce

Create a new script:

public class Test : MonoBehaviour
{
    public bool isFading; // for observation

    void Update()
    {
        if (Input.GetKeyDown(KeyCode.E))
        {
            StartCoroutine(ScreenFader.FadeSceneIn());
        }
        if (Input.GetKeyDown(KeyCode.R))
        {
            StartCoroutine(ScreenFader.FadeSceneOut());
        }

        isFading = ScreenFader.IsFading;
    }
}

Set Fade Duration to 1 or above, repeatedly pressing R and E will trigger the issue.

Solution

In the file Gamekit3D/Assets/3DGamekit/Packages/SceneManagement/Runtime/ScreenFader.cs, modify the Fade method as follows:

  protected IEnumerator Fade(float finalAlpha, CanvasGroup canvasGroup)
  {
      m_IsFading = true;
      canvasGroup.blocksRaycasts = true;
      float fadeSpeed = Mathf.Abs(canvasGroup.alpha - finalAlpha) / fadeDuration;
      // modify
      while (Mathf.Abs(canvasGroup.alpha - finalAlpha) > 0.1f)
      {
          canvasGroup.alpha = Mathf.MoveTowards(canvasGroup.alpha, finalAlpha,
              fadeSpeed * Time.deltaTime);
          yield return null;
      }
      canvasGroup.alpha = finalAlpha;
      m_IsFading = false;
      canvasGroup.blocksRaycasts = false;
  }

When alpha, finalAlpha, fadeSpeed*Time.deltaTime is close to 0, because the precision of the floating-point number loses the correct result.

UnityEvents vs Interaction System

I was just checking out some of the source code and found this: https://github.com/Unity-Technologies/Gamekit3D/blob/master/Assets/3DGamekit/Packages/Interactive/RATIONALE.txt

What exactly is meant by "interaction system"? Everything that's under https://github.com/Unity-Technologies/Gamekit3D/blob/master/Assets/3DGamekit/Packages/Interactive/ ?
Because quite a few classes there make use of UnityEvents, so I don't exactly understand the distinction. Can you give some more detail? Is there a way to configure a button click event in the inspector without it using reflection?

Shader warning upon import of the project

Description

Upon import of the project, a shader warning appeared in the console. (Tested on Mac)

Steps to Reproduce

  1. Import/Open the project in 2020.3.0f1
  2. Check the console for this error:
    Shader warning in 'Custom/MirrorWater': Output value 'vert' is not completely initialized at line 97 (on metal)

[Mac] Deleted cube reappears, 2020.2.0b13

Description

A cube that I built through the ProBuilder window, reappears when I enter Play mode after I have already deleted it.

Steps to reproduce

Open the project in 2020.2.0b13 in a Mac OS

Open the Scene "_TemplateScene"

Go to Tools > ProBuilder >ProBuilder Window

Click the + and add a cube

Click Build Cube

Delete the Cube and enter Play mode

Exit Play mode and you will see the deleted Cube reappear in your Scene
Part1
3dgamekit-bug-cube1
Part 2
Gamekit3d-bug-cube2
Part 3
Gamekit3d-bug-cube3

Ellen doesn't respawn when she falls into the water

Open up Level1 of the 3DGK and press Play

Once in Play Mode walk Ellen over to the water and jump into it

Ellen will play her death animation and lie down at the bottom of the waterbed, lifeless and sad

She will stay there for all eternity, while the player can move the camera to observe this sad, heartbreaking moment from any angle

At this point you have to exit play mode as there's nothing else you can do.

[19.3/Mac] Can't create scene using KitTools menu

Open the project on 2019.3.0f1 on a Mac OS

Once imported, navigate to the KitTools menu at the top of the inspector, and click on create new scene

Enter a name for a scene and click the create button

No new scene will be created, instead you will have the following error in the console:

ArgumentException: Scene file not found: 'Assets/f.unity'.
UnityEditor.SceneManagement.EditorSceneManager.OpenScene (System.String scenePath, UnityEditor.SceneManagement.OpenSceneMode mode) <0x3058e3240 + 0x0006a> in <49ec6c9003fb44168e9cc5f7057e489b>:0
Gamekit3D.NewSceneCreator.CreateScene () (at Assets/3DGamekit/Scripts/Editor/NewSceneCreator.cs:71)
Gamekit3D.NewSceneCreator.CheckAndCreateScene () (at Assets/3DGamekit/Scripts/Editor/NewSceneCreator.cs:58)
Gamekit3D.NewSceneCreator.OnGUI () (at Assets/3DGamekit/Scripts/Editor/NewSceneCreator.cs:29)
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <437ba245d8404784b9fbab9b439ac908>:0)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <437ba245d8404784b9fbab9b439ac908>:0)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <437ba245d8404784b9fbab9b439ac908>:0)
UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at /Users/builduser/buildslave/unity/build/Editor/Mono/HostView.cs:367)
UnityEditor.HostView.Invoke (System.String methodName) (at /Users/builduser/buildslave/unity/build/Editor/Mono/HostView.cs:361)
UnityEditor.HostView.InvokeOnGUI (UnityEngine.Rect onGUIPosition, UnityEngine.Rect viewRect) (at /Users/builduser/buildslave/unity/build/Editor/Mono/HostView.cs:337)
UnityEditor.DockArea.DrawView (UnityEngine.Rect viewRect, UnityEngine.Rect dockAreaRect) (at /Users/builduser/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:356)
UnityEditor.DockArea.OldOnGUI () (at /Users/builduser/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:346)
UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize, System.Boolean canAffectFocus) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:291)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect, System.Boolean canAffectFocus) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:501)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Boolean canAffectFocus) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:484)
UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUI (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:475)
UnityEngine.UIElements.IMGUIContainer.HandleEvent (UnityEngine.UIElements.EventBase evt) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:447)
UnityEngine.UIElements.CallbackEventHandler.HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase evt) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/Events/EventHandler.cs:77)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy.DispatchEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/Events/MouseCaptureDispatchingStrategy.cs:92)
UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/EventDispatcher.cs:277)
UnityEngine.UIElements.EventDispatcher.ProcessEventQueue () (at /Users/builduser/buildslave/unity/build/Modules/UIElements/EventDispatcher.cs:238)
UnityEngine.UIElements.EventDispatcher.OpenGate () (at /Users/builduser/buildslave/unity/build/Modules/UIElements/EventDispatcher.cs:203)
UnityEngine.UIElements.EventDispatcherGate.Dispose () (at /Users/builduser/buildslave/unity/build/Modules/UIElements/EventDispatcher.cs:44)
UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/EventDispatcher.cs:310)
UnityEngine.UIElements.EventDispatcher.Dispatch (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, UnityEngine.UIElements.DispatchMode dispatchMode) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/EventDispatcher.cs:159)
UnityEngine.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.UIElements.EventBase e, UnityEngine.UIElements.DispatchMode dispatchMode) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/Panel.cs:255)
UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/UIElementsUtility.bindings.cs:404)
UnityEngine.UIElements.UIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/UIElementsUtility.bindings.cs:194)
UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at /Users/builduser/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:187)

However a folder for that scene will be created in Assets Root folder containing the Lighting Data and reflection probes

[Mac] Rock prefabs missing other half in the Scene, 2020.2

Description

Half of the CliffBig01 prefab is missing when added to the Scene.

Steps to reproduce

Open project in 2020.2.0b13 on a Mac OS

Go to Assets > 3DGamekit > Prefabs > Environment > Rock

Drag and drop the CliffBig01 prefab into the Scene

Rotate the prefab and half is missing
Screen Shot 2020-11-30 at 8 38 07 PM

Seems like this is happening to the following prefabs:
CliffBig01, CliffBig02, CliffBig03, CliffEdge01, CliffEdge02, CliffEdge03, CliffEdge04, RockLedge01, RockLedge02

Warnings console upon opening project- Windows on 2020.3

Description:
Upon opening 3D Gamekit project, 2 warnings appear in the console.

Warnings:

  • Shader warning in 'Render Depth': Output value 'vert' is not completely initialized at line 14 (on d3d11)

Compiling Vertex program
Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_HARDWARE_TIER3 UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_RGBM_ENCODING
Disabled keywords: UNITY_NO_DXT5nm UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_NO_FULL_STANDARD_SHADER UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_COLORSPACE_GAMMA UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_FULL_HDR UNITY_VIRTUAL_TEXTURING UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_ASTC_NORMALMAP_ENCODING SHADER_API_GLES30

  • Shader warning in 'Custom/MirrorWater': Custom/MirrorWater shader is not supported on this GPU (none of subshaders/fallbacks are suitable)

Expected Behavior:
No warnings appear in console upon import

Where is MeleeAttackStart configured?

The PlayerController has the function called MeleeAttackStart(int throwing = 0) which is called by an animation event when Ellen swings her staff.

But I can't find any call to MeleeAttackStart in any animation or in the animator controller or in the code.

Where can I find this to method invocation to change its behavior?

Thanks.

Effect Resonance Audio Renderer could not be found error in console

Open any scene in the 3DGK on the latest pull in 19.1.0b9 - you'll have the following error in the console:
Effect Resonance Audio Renderer could not be found. Check that the project contains the correct native audio plugin libraries and that the importer settings are set up correctly.
This does not prevent you from entering playmode.

[19.3] Audio Spatialization very audibly incorrect in Level 1

Open the project up in 2019.3.0f1

Load up the Level1 scene and with headphones on enter Play Mode.

Proceed through the level normally until you open the gate and enter the temple-y part of the level.
At this point you can very audibly hear echoes of most sound effects - especially the staff swish and Ellen's jump.

Walk around from the top of the stairs on the left side of the temple to the top of the right side whilst performing these sound effects and you will be able to pick up on how much louder than the music they are and how they suddenly don't match the audio-scape unlike earlier on in the level.

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