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Official 3D Game Kit Official Thread

Discussion in 'Community Learning & Teaching' started by Aurore, May 9, 2018.

  1. Runemark

    Runemark

    Joined:
    May 23, 2013
    Posts:
    244
    The idea behind the gameplay counter is quite simple.
    • when it receives a game command with the correct interaction type it increments the current count parameter.
    • when the current count value reaches the target count value, the gameplay counter fires the OnTargetReachedSendCommand and the OnTargetReachedSendAction events.
    If you have 3 mobs and a door on the scene, and you want to open the door after all the 3 mobs are slain you should do this:
    • Create a Gameplay Counter. Set the interaction type to whatever you like (for the sake of this example, lets assume you set it to Activate.
    • Add a SendGameCommand to the mobs. Assign the GameplayCounter game object to the Interactive Object field, and set the Interaction Type to the one you set in case of the counter (Activate this case). You can also check the OneShot option, to make sure one mob can't increment the counter multiple times.
    • Navigate to the Damageable component on the mob. Add a new item under the OnDeath part. Drag the previous SendGameCommand component here and select the Send() method from the dropdown.
    At this point, when the mob dies (Damageable.OnDeath), the SendGameCommand component will be triggered, and send the Activation message to the Gameplay Counter.
    • On the Gameplay Counter, the Current Count should be 0. Set Target Count to how many mobs do you have (this case 3).
    • Add a SendGameCommand component to the Gameplay Counter object, and drag this it to the OnTargetReachedSendCommand field. Set the interaction type to whatever you like, it doesn't need to be the same as before.
    • The door game object should have a Simple Translator component. Set the Interaction Type to the same as you did in case of the SendGameCommand, and set the other parameters as your door should work (or leave as it is if you using the door prefabs)
    I hope this helps, if not, ask again! :D
     
    DaftPuzzler likes this.
  2. espuertaxd

    espuertaxd

    Joined:
    Sep 5, 2019
    Posts:
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    Thank you again for response, i have new problem now, i tried to create trigger cut scenes using movie player now, and i am having an issue because sometimes it doesn't trigger at all, but sometimes it does, if you can give me some tips how to play video using trigger in 3d game kit, it would be a big help. I did tried to search in youtube or google, but those tuts are not suitable in 3d game kit :( thank you anyway, you're saving me!
     
    Runemark likes this.
  3. slogtenberggdci

    slogtenberggdci

    Joined:
    Oct 13, 2019
    Posts:
    1
    Is there a way to use the movements of the navmesh agent control track to record keyframes of the model's position. Or more simply, have the navmesh agent control track and the animation track work together with the Playable Director. I can ether have the animation working but hand tweak the offset to keep the root motion on the ground, or have the navmesh work, but animation need to be turned off. The transform tween track doesn't effect the animation's position and rotation because the animation's offset has all the control. I have to copy each float in the vectors instead of the transform property.

    Any help wound be appreciated.
     
  4. BadriRusadze

    BadriRusadze

    Joined:
    May 17, 2019
    Posts:
    27
    hello , im adding fbx walls and adding mesh colliders but she still walks into walls , how can i fix this
     
  5. pidgi2001

    pidgi2001

    Joined:
    Oct 12, 2019
    Posts:
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    OK, do not bother. I found a way, without scripting, to start or stop the platforms, using two devices (PressurePadTrigger). I am now trying to toggle the movements, meaning to start/stop a platform but with a single device.

    EDIT: OK, found a workaround. Now, a Pressure Pad Trigger sets a platform to move, then another shot ont he Pad makes it stop. Furthermore, I think I have found a way to make a door open or close the same way.
    Anyone interested in the solutions?
     
    Last edited: Nov 22, 2019
  6. pidgi2001

    pidgi2001

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    Oct 12, 2019
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    Are your walls placed in the Environment layer?
     
  7. junctionboss

    junctionboss

    Joined:
    May 11, 2014
    Posts:
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    Not sure if its ok to ask you this but you seem to have a good handle on 3dgamekit use so:

    Loading kit from store , dragged player onto terrain and like last time, falls through
    I found post by someone here noting to try 'level' or such,,no luck so i tried collider , WORKS, no longer falls through, but player doesn't move. Checking , but wanted to post this in case what I'm experiencing is something to do with my use of 2019.2.16f1

    ty
     
  8. Runemark

    Runemark

    Joined:
    May 23, 2013
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    244
    Hey!
    I think this is a layer issue. Either the character layer is wrong or the ground layer. The latter is important because the ground check uses a layer mask if I recall it correctly.

    By not moving what do you mean? Does it play an animation? What state is it in the animator?
     
  9. junctionboss

    junctionboss

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    May 11, 2014
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    Sorry for delay in answering, busy time of year ),first off I'm not using plane, 3d game kit comes with, does this even work, on terrain? Just wanted to make sure I made that clear.
    On play, cursor keys ,nor wsad move character. She doesn't go forward sideways, nothing. I'll check animator, but doesn't this come ready via 3d game kit ?
     
  10. junctionboss

    junctionboss

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    May 11, 2014
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    Checked animator, see nothiing wrong, but then I'm not entirely familiar with complexity.
     
  11. pidgi2001

    pidgi2001

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    Oct 12, 2019
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    Is your terrain in the environment layer? If default layer, Ellen falls through. Just use the small gizmo on top right in the inspector, and from the drop down select “Environment”. Then, for the ennemis to walk and run on it, re-bake the Nav Mesh Surface
     
  12. neighborlee

    neighborlee

    Joined:
    Jan 26, 2016
    Posts:
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    Hm, well now its worse, I chose environment, it asked if I wanted to choose yes and change all children so I hoped and went with yes, now player starts in sky, and falls through and I can't see player ellen anymore.

    I have no enemies atm so it doesn't apply , and now getting this in console:

    NullReferenceException: Object reference not set to an instance of an object
    Gamekit3D.PlayerController.SetTargetRotation () (at Assets/3DGamekit/Scripts/Game/Player/PlayerController.cs:322)
    Gamekit3D.PlayerController.FixedUpdate () (at Assets/3DGamekit/Scripts/Game/Player/PlayerController.cs:198)


    what now ? ;)
     
  13. emmanuella240698

    emmanuella240698

    Joined:
    Sep 27, 2018
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    1
    so, im using unity 2019.2, tried making a new scence but all the prefab assets are missing im left with only gizmos to stare at. i did a ton of debugging just to get it to run, im exhausted at this point please tell me an easy fix
     
  14. junctionboss

    junctionboss

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    May 11, 2014
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    what prefab assets do you refer to ?
    thx
     
  15. MacBolan

    MacBolan

    Joined:
    Jan 3, 2020
    Posts:
    1
    Errors abound.

    I've been hearing a lot of good things about Unity, and I've gotten fairly adept with DAZ, so I thought I would finally try to 'up my game' so to speak. Maybe I should have started off in the kiddie-pool, but I'm not exactly a noob to development, so I figured "What the heck - let's dive in!", so I started off with this '3D Game Kit'.

    Running on Win10 x64 (24-core TR, 64GB RAM, and a 2080Ti)
    I am using a fresh clean install of Unity 2018.4.14f1 Personal (the latest version available).
    I used the Window->Asset-Store to download/install the '3D Game Kit' (to X:\Unity\), and named it 'My 3D Game'.

    Received a ton of issues right out of the gate (43 errors, mostly namespace 'not found' or 'does not exist in...', and 60+ warnings). I thought that maybe it just needed to be restarted, so I did that and reloaded the game, only to receive a list of errors (Unity Package Manager errors) during the load process reporting a host of 'invalid dependencies' (could not be found) ...

    The namespaces identified by the 'not found' or 'does not exist in...' compiler errors in the IDE include:
    DeploymentTargetLogger
    IRemoteTestResultDataFactory
    Unity.CodeEditor
    IExternalCodeEditor
    ResponseFileData
    UnityEngine.UIElements
    VisulaElements

    (I included several examples of the full errors at the bottom of this post)

    Am I just using an incompatible version of Unity, or have I neglected to download and install some prerequisites? At this point, I am still assuming it is something I am doing wrong, or have failed to do, but Unity provides absolutely zero direction on how to deal with these issues, so i am hoping some bright star in the community will recognize my stupidity and get me pointed in the right direction. I am fully aware of what the errors mean, I just have no experience with anything Unity.

    During my own 'investigation', I hunted down and edited one of the files with a 'does not exist in Unity' error (X:\Unity\My 3D Game\Library\PackageCache\com.unity.ide.rider@1.0.8\Rider\Editor\Discovery.cs), using Visual Studio Code to change the offending statement :
    using Unity.CodeEditor;
    ...to...
    using CodeEditor;
    The result was that that particular error changed from 'does not exist in Unity' to just 'not found'. This tells me I am in fact looking at the right file, and that my changes do in fact have an effect.
    When I use Visual Studio 2017 to open the solution, and edit a script (any script), Intellisense offers no 'CodeEditor' under any namespace ('Unity', 'UnityEngine', nor 'UnityEditor'). This certainly appears to be a case where the libraries being referenced do not match with the code in the project. But that still leaves the question of what to fix, and how to fix it. (Update the Libraries, or update the code.)

    Any help would be greatly appreciated.


    Example Errors (not a complete list):
     
  16. pidgi2001

    pidgi2001

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    Could you, please, send me a picture of your Hierarchy? I did make a game, entirely based on 3D Game Kit, following the challenge of never using coding, and it works perfectly. My Ellen walks on Plane and/or Terrains, there is even a level where I have 4 Terrains (completely separated one from another) AND a Plane: Ellen and the ennemies walk/run/jump without a problem. I thus suspect that it could be a problem with the way you did set up your Hierarchy.

    By the way, I made a game, it is not commercial at all, but I would love to have testers trying the game, for feedback. Where and how could I find that? If you want, I could send you my source, if you send me yours. I could thus study what you did, and you could study mine. Two brains are better than one!
     
  17. pidgi2001

    pidgi2001

    Joined:
    Oct 12, 2019
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    11

    Strange. I do use and compile everything in 3D GameKit with the Editor version 2019.2.17f1 without any problem. Maybe you could try loading that version? I think that version 2018.4.14f1 is not the most recent...
     
  18. Crayzato

    Crayzato

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    Jan 17, 2020
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    1
    When I make a new scene using this, it doesn't have the pause menu or the lives at the top, and I can't find a way to add them. They show up in the default levels but I can't figure out how to make them appear in my scenes. Does anyone know how to fix this? I've tried finding out how to, but everyone seems to have them when they make a new scene automatically.
     
  19. pidgi2001

    pidgi2001

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    Oct 12, 2019
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    Do you create your new scene with the "File -> New Scene Ctrl+N" or the "Kit Tools->Create New Scene…"? The former just creates a blank new scene. The last one makes a Game Kit New Scene, with the Pause menu and the lives.
     
  20. Jarbl

    Jarbl

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    Jan 9, 2020
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    2
  21. Jarbl

    Jarbl

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    Jan 9, 2020
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    I need help please
     
  22. Squitchee

    Squitchee

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    Jan 29, 2020
    Posts:
    1
    Hello, I'm stuck on the first step of this tutorial. I got the 2018.1.1f1 install to match what was in the first video. Then did the import through the Asset Store, with all of the options selected.

    When I attempt to open scene 1, I just get a ton Missing Prefab issues and the scene will only load about 10% of what I would expect it to. It's like a ton of packages are missing or something.

    Has anyone run into this before?
     
  23. Capt_Adventure

    Capt_Adventure

    Joined:
    Feb 8, 2020
    Posts:
    2
    I have a similar Windows 10 setup and also get a ton of errors. I read somewhere it was because of the new 2019 release and some references have not been sorted out. It was suggested to get the Cinemachine Asset to solve the errors, but it also produced a lot of errors similiar to the first asset.

    So what is it about Unity that is so great, when we can not even get started? A simple Asset install should not be our concern. Learning the UNITY should be be focus, not error correcting.
     
    ZioBasi likes this.
  24. Vankurua

    Vankurua

    Joined:
    Nov 17, 2019
    Posts:
    4
    Hi,does anyone know where the Probuilder is.Mine isn't come out automaticly
     
  25. Vankurua

    Vankurua

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    Nov 17, 2019
    Posts:
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    Sorry no need i find it in the tool bar
     
  26. ZioBasi

    ZioBasi

    Joined:
    May 8, 2018
    Posts:
    33
    I can totally agree with you!
    Here's a link of a post I've made and with the new Unity update I can't run this beautiful asset...
    https://forum.unity.com/threads/wha...our-when-it-already-does.832279/#post-5501128
    What are we suppose to do? Wait for a bug fix?
     
  27. ionbrainz

    ionbrainz

    Joined:
    Jan 13, 2014
    Posts:
    5
    If you go back to 2018 threads you will that someone explains how to update the project
    The Promesh, Cinemachine, textpro and others needs to be updated
    I'm using 2019.2.17f1 Personal and it works fully once you do the updates

    Cinemachine 2.3.5. -- upgraded to 2.5.0 with no issues
    Post Processing 2.3.0
    Probuilder 4.2.1 -- upgraded to 4.2.3
    Rider Editor 1.1.0
    TextMesh Pro 2.0.1.

    The list of package installed are on the Windows->Package Manager (for macs)

    Then you have to look at your console output to see what issues remain.

    I have a MacBook Pro 13 with 16gb and it's well enough to develop and test
     
    Last edited: Feb 23, 2020
  28. seccentral

    seccentral

    Joined:
    Feb 27, 2020
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    problems encountered so far :
    pink assets in project window
    under Hierarchy-> Tools -> VegetationPainter in the instance painter component when i am supposed to select what to paint there is no preview.
    there is a preview in the scene however but when going to the scene i get the normal windows cursor and i am unable to paint anything.

    I started a new project, imported the 3d game kit, everything is default.
     
  29. dr333v

    dr333v

    Joined:
    Feb 22, 2020
    Posts:
    1
    Serious what is wrong with you people. you have tutorials in like 11 different versions of unity and I might actually be under guessing that. like update a couple or some sh)t nobody needs 11 different versions of unity.
     
  30. seccentral

    seccentral

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    Feb 27, 2020
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    these issues are fixed in 2019.3.4f1
     
  31. Konneko

    Konneko

    Joined:
    May 28, 2019
    Posts:
    1
    Why is everything so dark?
     

    Attached Files:

  32. RemitPrime

    RemitPrime

    Joined:
    Apr 20, 2016
    Posts:
    23
    today i found this new game on steam, developers claim they are working with unity to publish this game on trailer video.

    it looks exact copy of 3d game kit released by unity.

    https://store.steampowered.com/app/1184980/The_Explorer/

    is this true ? maybe developers are trying to scam people.
     
  33. unity_4t-U9gNLnyG6TA

    unity_4t-U9gNLnyG6TA

    Joined:
    Sep 19, 2019
    Posts:
    1
    Hello everyone.
    Is this 3D Gamekit fully compatible with Photon so I can make a multiplayer game for a School project with this fabulous kit and Photon, please?
     
  34. guideshelly

    guideshelly

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    Aug 29, 2014
    Posts:
    1
    Did you try putting the game object on the environment layer?
     
  35. ionbrainz

    ionbrainz

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    Jan 13, 2014
    Posts:
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    This is most likely you don't have the latest version of the tool, goto Window->Package Manager and get the latest version, or you need to go and update the shaders to used Custom/Vegetation
     
  36. seccentral

    seccentral

    Joined:
    Feb 27, 2020
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    got fixed with the latest unity update
     
  37. harrythepotter

    harrythepotter

    Joined:
    Mar 26, 2020
    Posts:
    1
    hello im having problems with my unity 3d game kit i started a news scene and added the 1st level to play it but it says i need to be able to clear all problems before i can go to game mode

    so i went to the log of errors and i found this:

    Library\PackageCache\com.unity.cinemachine@2.2.0\Runtime\Timeline\CinemachineShot.cs(3,19): error CS0234: The type or namespace name 'Timeline' does not exist in the namespace 'UnityEngine' (are you missing an assembly reference?)
    Library\PackageCache\com.unity.cinemachine@2.2.0\Runtime\Timeline\CinemachineTrack.cs(4,19): error CS0234: The type or namespace name 'Timeline' does not exist in the namespace 'UnityEngine' (are you missing an assembly reference?)
    Library\PackageCache\com.unity.cinemachine@2.2.0\Runtime\Timeline\CinemachineShot.cs(16,58): error CS0246: The type or namespace name 'IPropertyPreview' could not be found (are you missing a using directive or an assembly reference?)
    Library\PackageCache\com.unity.cinemachine@2.2.0\Runtime\Timeline\CinemachineTrack.cs(15,39): error CS0246: The type or namespace name 'TrackAsset' could not be found (are you missing a using directive or an assembly reference?)
    Library\PackageCache\com.unity.cinemachine@2.2.0\Runtime\Timeline\CinemachineTrack.cs(9,6): error CS0246: The type or namespace name 'TrackClipTypeAttribute' could not be found (are you missing a using directive or an assembly reference?)
    Library\PackageCache\com.unity.cinemachine@2.2.0\Runtime\Timeline\CinemachineTrack.cs(9,6): error CS0246: The type or namespace name 'TrackClipType' could not be found (are you missing a using directive or an assembly reference?)
    Library\PackageCache\com.unity.cinemachine@2.2.0\Runtime\Timeline\CinemachineTrack.cs(13,6): error CS0246: The type or namespace name 'TrackBindingTypeAttribute' could not be found (are you missing a using directive or an assembly reference?)
    Library\PackageCache\com.unity.cinemachine@2.2.0\Runtime\Timeline\CinemachineTrack.cs(13,6): error CS0246: The type or namespace name 'TrackBindingType' could not be found (are you missing a using directive or an assembly reference?)
    Library\PackageCache\com.unity.cinemachine@2.2.0\Runtime\Timeline\CinemachineTrack.cs(14,6): error CS0246: The type or namespace name 'TrackColorAttribute' could not be found (are you missing a using directive or an assembly reference?)
    Library\PackageCache\com.unity.cinemachine@2.2.0\Runtime\Timeline\CinemachineTrack.cs(14,6): error CS0246: The type or namespace name 'TrackColor' could not be found (are you missing a using directive or an assembly reference?)
    Library\PackageCache\com.unity.cinemachine@2.2.0\Runtime\Timeline\CinemachineShot.cs(28,65): error CS0246: The type or namespace name 'IPropertyCollector' could not be found (are you missing a using directive or an assembly reference?)
    Library\PackageCache\com.unity.cinemachine@2.2.0\Runtime\Timeline\CinemachineTrack.cs(17,34): error CS0115: 'CinemachineTrack.CreateTrackMixer(PlayableGraph, GameObject, int)': no suitable method found to override

    please help i have no idea on how to fix this
     
  38. spencerlinkous

    spencerlinkous

    Joined:
    Mar 29, 2020
    Posts:
    1

    Same problem here...
    tried updating unity but nothing
    using the latest version of the 2018 lts build...
     
  39. ildar_duck

    ildar_duck

    Joined:
    Mar 30, 2020
    Posts:
    1
    Hello! When will training in Russian appear?
     
  40. rgarber58

    rgarber58

    Joined:
    Mar 31, 2020
    Posts:
    2
    Beginner here... there's a checkbox next to the name of the object in the Inspector. If I uncheck that box which makes the object invisible in Game mode, does it also stop it from having any effect inside the game?
     
  41. CyberBulletArts

    CyberBulletArts

    Joined:
    Dec 9, 2018
    Posts:
    7
    @Runemark Hello, I am having trouble with the scene creator tool. when ever i try to create a new scene, for some reason i get this message:

    ArgumentException: Scene file not found: 'Assets/test.unity'.
    UnityEditor.SceneManagement.EditorSceneManager.OpenScene (System.String scenePath, UnityEditor.SceneManagement.OpenSceneMode mode) <0x15017cb9930 + 0x0006a> in <5f8345663ad54ccb80ca8e60e78c21af>: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 <567df3e0919241ba98db88bec4c6696f>: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 <567df3e0919241ba98db88bec4c6696f>:0)
    System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <567df3e0919241ba98db88bec4c6696f>:0)
    UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:359)
    UnityEditor.HostView.Invoke (System.String methodName) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:353)
    UnityEditor.HostView.InvokeOnGUI (UnityEngine.Rect onGUIPosition, UnityEngine.Rect viewRect) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:329)
    UnityEditor.DockArea.DrawView (UnityEngine.Rect viewRect, UnityEngine.Rect dockAreaRect, System.Boolean floatingWindow, System.Boolean isBottomTab) (at C:/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:374)
    UnityEditor.DockArea.OldOnGUI () (at C:/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:341)
    UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:298)
    UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:483)
    UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:466)
    UnityEngine.UIElements.IMGUIContainer.HandleEvent (UnityEngine.UIElements.EventBase evt) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:447)
    UnityEngine.UIElements.MouseCaptureDispatchingStrategy.DispatchEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at C:/buildslave/unity/build/Modules/UIElements/Events/MouseCaptureDispatchingStrategy.cs:93)
    UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at C:/buildslave/unity/build/Modules/UIElements/EventDispatcher.cs:280)
    UnityEngine.UIElements.EventDispatcher.Dispatch (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, UnityEngine.UIElements.DispatchMode dispatchMode) (at C:/buildslave/unity/build/Modules/UIElements/EventDispatcher.cs:156)
    UnityEngine.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.UIElements.EventBase e, UnityEngine.UIElements.DispatchMode dispatchMode) (at C:/buildslave/unity/build/Modules/UIElements/Panel.cs:190)
    UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at C:/buildslave/unity/build/Modules/UIElements/UIElementsUtility.cs:255)
    UnityEngine.UIElements.UIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at C:/buildslave/unity/build/Modules/UIElements/UIElementsUtility.cs:78)
    UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)

    I have no idea why. It just randomly started doing this. I am using the 2019.2.18f1 version. All help is appreciated!
     
  42. Runemark

    Runemark

    Joined:
    May 23, 2013
    Posts:
    244
    Well, unity can't find the test.scene under the Assets folder. Probably you deleted that scene, and the script is referring to it.

    This is odd btw. What was the test scene?
     
  43. CyberBulletArts

    CyberBulletArts

    Joined:
    Dec 9, 2018
    Posts:
    7
    When I made the scene, I named it Test. It says this for any name i make it. Even if I make the name "uvbjfgh" It will still say "Scene File Not Found"

    What else can i offer which will help? screenshots?
    would you need to take a look at my project file?
     
    Last edited: Apr 10, 2020
  44. Runemark

    Runemark

    Joined:
    May 23, 2013
    Posts:
    244
    If you could capture in a form of a video how you create the scene and until the error appears, that would help.
    I recommend OBSStudio for capturing.
     
  45. CyberBulletArts

    CyberBulletArts

    Joined:
    Dec 9, 2018
    Posts:
    7
    Here is a screen recording of me trying to create a scene
     

    Attached Files:

  46. Runemark

    Runemark

    Joined:
    May 23, 2013
    Posts:
    244
    Before capture make sure the console panel is visible, otherwise I won't see anything.
    Follow these steps during the capture:

    1) Open the create new scene window
    2) Type in the scene name ("test")
    3) Press on the create button
    4) Navigate or find the scene asset in the project panel
    5) Load the test scene in the editor.
     
  47. CyberBulletArts

    CyberBulletArts

    Joined:
    Dec 9, 2018
    Posts:
    7
    Here is the link to the full video. I don't Know why the other video cut off.

    https://www.dropbox.com/s/mue1p71kvv1faql/Error.mp4?dl=0

    I have hovered my cursor over things which seemed important

    NOTE: The script has not been edited or deleted
     
  48. Runemark

    Runemark

    Joined:
    May 23, 2013
    Posts:
    244
    Ok, there is a bug in the scene creator script.

    The error says unity can't open the scene you just created either because it doesn't exist, or because the path to the scene is wrong.
    First type "New Level" in the search field in the Project panel. If you can't see a NewLevel.unity (unity logo as an icon) then the scene is not created.

    I don't have the project downloaded. I need you to upload the script, so I can fix it.
    You can find the script: Assets/3DGameKit/Scripts/Editor/New Scene Creator.cs
     
  49. CyberBulletArts

    CyberBulletArts

    Joined:
    Dec 9, 2018
    Posts:
    7
    I could not find the scene file. Here is the script
     

    Attached Files:

  50. Runemark

    Runemark

    Joined:
    May 23, 2013
    Posts:
    244
    Well, this is interesting, because it's working for me.