unity5

Firebase analytics not give more than 30 minutes data

可紊 提交于 2021-02-18 17:44:27
问题 I implemented firebase to my Unity game. I use event tracking code as in the format of: Eventname(eventid, eventparameter, parametervalue) Eventid-> something like 'level1_1' Eventparameter -> different parameters in eac case, 'gameovertype', 'winscore' etc Parametervalue -> string or number for different cases I am testing since 2 weeks and I have following problems: 1- Stremview show user data that I needed(gives parameter values and track each user) but it stores users for 30 minutes and

Firebase analytics not give more than 30 minutes data

六眼飞鱼酱① 提交于 2021-02-18 17:44:11
问题 I implemented firebase to my Unity game. I use event tracking code as in the format of: Eventname(eventid, eventparameter, parametervalue) Eventid-> something like 'level1_1' Eventparameter -> different parameters in eac case, 'gameovertype', 'winscore' etc Parametervalue -> string or number for different cases I am testing since 2 weeks and I have following problems: 1- Stremview show user data that I needed(gives parameter values and track each user) but it stores users for 30 minutes and

Unity Json De/serializing nested data [duplicate]

主宰稳场 提交于 2021-02-10 14:19:16
问题 This question already has answers here : Serialize and Deserialize Json and Json Array in Unity (9 answers) Closed 3 years ago . please help me! I'm trying to read a big chunk of data from a json file and most part of the data is a list of list! I dont know how to deserialize it! So I found this guide, and did as him using the JsonFX http://www.raybarrera.com/2014/05/18/json-deserialization-using-unity-and-jsonfx/ it helped me deserialize all the other information I need except the list of

Wait for coroutine to finish [duplicate]

独自空忆成欢 提交于 2021-02-02 09:58:58
问题 This question already has an answer here : More organized way to call Coroutines? (1 answer) Closed 3 years ago . I have coroutine that after N seconds clear text and returns it to it's original shape. Problem is that coroutine never continues after first return ( wait for seconds ). I had this problem somewhere else and figured it out that is happening because i destroy Gameobject before coroutine finish so i made it return bool but now i am confused and can not use same trick here since i

Wait for coroutine to finish [duplicate]

狂风中的少年 提交于 2021-02-02 09:58:15
问题 This question already has an answer here : More organized way to call Coroutines? (1 answer) Closed 3 years ago . I have coroutine that after N seconds clear text and returns it to it's original shape. Problem is that coroutine never continues after first return ( wait for seconds ). I had this problem somewhere else and figured it out that is happening because i destroy Gameobject before coroutine finish so i made it return bool but now i am confused and can not use same trick here since i

FindGameObjectsWithTag not returning objects

霸气de小男生 提交于 2021-01-29 03:24:06
问题 PREAMBLE /* I have recently started messing about with unity: made a beginner's pong game as most do and I've been trying to work with 3d objects now. My idea was to make a tower defense game, so I have a tower and a temporary target dummy. The tower has a script which should allow it to find the nearest object with the enemy tag and draw a line to it, but here is the issue:*/ My GameObject.FindGameObjectsWithTag("Enemy") function is returning an empty array, although there is a tagged,

Unity 5.2.1 Build crash on Application.Quit(); with Windows Touch

旧城冷巷雨未停 提交于 2021-01-28 22:19:49
问题 I am upgrading my Unity 4 project to Unity 5.2.1. I have used Application.Quit(); to close the app on a button click. This worked fine earlier(Unity 4) with Mouse and Touch both and now (Unity 5.2) also works fine with mouse click. But if I click the button using Touch (on Windows 8 or Windows 7 Touch screens) the app crashes. Then I tested by creating a new Unity project and added the cs file with the below code to the main camera. When I click this button with Touch it crashes. But doesn't

How to make cursor dissapear after inactivity in Unity

二次信任 提交于 2020-05-24 05:36:12
问题 My goal is simple, like a lot of applications, I want to make my cursor invisible after a certain time of inactivity of my user. My solution doesn't seem really optimized , here's the algorithm : void Start { Timer t = new Timer(5000);//Create a timer of 5 second t.start(); } void Update { if(MouseMoved){ t.reset(); } timeLeft = t.deltaTime; if ( timeLeft == 5000 ) { Cursor.visible = false; } } I really don't like to check at every frame if the mouse is moved, I'd prefer that my mouse moved

Textures loads in editor but not in standalone (appears pink)

别说谁变了你拦得住时间么 提交于 2020-01-14 03:04:28
问题 I'm using an asset named Simple Obj , that allows me to import an obj, their materials and the textures associate . This works fine in my editor but not in my standalone. My OBJ are not in my resources file , I take it from another file with the WWW method. Here's how I do it, t his download my OBJ, create a Gameobject and place it in my scene : private IEnumerator DownloadAndImportAllInBackground(string url, Plane newPlane) { string objString = null; string mtlString = null; Hashtable