JRVi
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Posts posted by JRVi
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It turns out that in the original npc of NurseNancy_X the item appears more or less functional, but in the custom npc that I have it goes wrong, it does not grab the item correctly, in addition to not having the electric shock buff when it attacks.
I would be very grateful if someone gives me a solution please?0 -
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1 hour ago, khzmusik said:
The root cause is this error:
It is probably caused by an incompatible version of Unity. You're using 2021.3 and the game is running on 2020.3. I personally use 2020.3.25f1 for my characters.
If you try using that version of Unity, and it doesn't help, then I don't know the cause. If you figure it out, let us know here.
Correct, it was the version of unity. Thank you very much and enjoy this good game.
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https://pastebin.pl/view/6c2e3a01
This is the Player.log
Supposedly the avatar fails but I don't know why?
The game starts perfectly but at the time of spawning the error jumps.
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I get unity s0011 error when exporting to unity3d.
These are the images.
The first image of the fbx with its hierarchy.
The second image the prefab asset after unpacking it and going to the folder, an error jumps in 7D2D.
Open unity3d with the assetfolder... an error comes out and you can see the fbx of the first image and the one of the second causing the error.He has on the ragdoll, the collider and the tags.
How do I solve this or where should I post to receive adequate help, not a look at youtube tutorials?
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18 hours ago, bdubyah said:
Check out Xyth's A20 Unity thread in the Turorials forum. The A20 template project has the latest export script.
After opening unity3d with assetstudio, an error appears and the fbx + prefab asset is exported, how do I solve this?
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using UnityEngine;
using UnityEditor;
using UnityEngine.Rendering;
public class MultiPlatformExportAssetBundles
{
[MenuItem("Assets/Build Multi-Platform AssetBundle From Selection")]
static void ExportResource()
{
// Bring up save panel
string path = EditorUtility.SaveFilePanel("Save Resource", "", "New Resource", "unity3d");
if (path.Length != 0)
{
// include the following Graphic APIs
PlayerSettings.SetGraphicsAPIs(BuildTarget.StandaloneWindows, new GraphicsDeviceType[] { GraphicsDeviceType.Direct3D11, GraphicsDeviceType.OpenGLCore, GraphicsDeviceType.Vulkan});
// Build the resource file from the active selection.
Object[] selection = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);
BuildPipeline.BuildAssetBundle(Selection.activeObject, selection, path, BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets, BuildTarget.StandaloneWindows);
Selection.objects = selection;
}
}
}I've been playing 7 Days for quite a long time and recently started running mods and decided to try and create a mod for a piece that I would like to have for building since it's not in the framework. I'm not familiar with scripting and tried using War3zuks export script above but noticed a few issues in Unity V. 2021.3.10f1. Currently on A20 in 7Days, to mention as well. Is there an updated Export Script for this version of Unity to export for A20 in 7 Days? The current script from above is showing unity errors:
Assets\NewBehaviourScript.cs(20,85): warning error CS0011: The prefab asset when creating unity3d comes out duplicated with the fbx of unity.'BuildAssetBundleOptions.CollectDependencies' is obsolete:
'BuildAssetBundle has been made obsolete. Please use the new AssetBundle build system introduced in year 2023 and check BuildAssetBundles documentation for details.'
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Error Mod Vehicle
in Discussion and Requests
Posted · Edited by JRVi (see edit history)
https://mega.nz/folder/dCVhDL7A#NBIFweWDwXU7a6J56JL42g
This link contains an fbx and the complete prefab, which should I modify? what's wrong? What is missing for the vehicle to work?
I have followed the tutorials of the A17 and Lengthy Coughy vehicle template video without the expected result since this is the error that comes out in the Player-prev.log
NullReferenceException: Object reference not set to an instance of an object
at EntityVehicle.Update () [0x00570] in <d885d5e5cbd941a78c268f40cc2ae744>:0
NullReferenceException: Object reference not set to an instance of an object
at EntityVehicle.CheckForOutOfWorld () [0x00171] in <d885d5e5cbd941a78c268f40cc2ae744>:0
at EntityVehicle.PhysicsFixedUpdate () [0x0032a] in <d885d5e5cbd941a78c268f40cc2ae744>:0
at EntityVehicle.FixedUpdate () [0x00000] in <d885d5e5cbd941a78c268f40cc2ae744>:0
I would like to know where the error is.