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How to properly close/open a project

Discussion in 'Editor & General Support' started by startas, Nov 14, 2014.

  1. startas

    startas

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    I'm just a beginner in unity, but i already can see, why some people are cursing you :)
    So, my first problem is that unity cannot properly open/close projects :
    a) there is no "close project" button, so one project is always opened,
    b) this leads to #TR$#YR$YT pain in the ass, if you want to open another project,
    c) because that leads to having both projects mix-f.u.c.k-ed opened up, and you cannot tell anymore, wth is going on, which file is from which project and so on.

    And second problem is:
    d) if something leads to crash, then it destroys all saves that i made, even if i pressed save project many times, after i open unity again, my project is at the very beginning...

    So, my question would be : when unity will have a proper "close project" button, and when you will make it possible to have opened more than one project at a time ?
     
  2. drewradley

    drewradley

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    Use "save scene". No idea what "save project" actually does. Can't help with the rest.
     
  3. startas

    startas

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    Well, scene is just a 1 3d/2d space that you make, like a room or a house, and project is all source code that you do in unity, but whatever, new problem. Just deleted all messed up projects, and now i cent even create a new project, as that button is greyed out ..............................................
     
  4. StarManta

    StarManta

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    I can't help but think that there is something weird going on with your HDD. Are you trying to use Unity on a network drive? (which has some known issues) Is it possible your OS user account doesn't have write permissions on the disk you're using? Anything like that?

    What changes exactly had you made to the project that were not saved? Did you create scripts? Import images or meshes? Or were you just creating objects in the scene? Most things you do outside the "Project" pane are actually part of the scene, and if you don't save the scene (rather than the project), then those changes wouldn't exist anywhere in the project folder yet.
     
  5. StarManta

    StarManta

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    I have no idea what this is supposed to mean.
     
  6. peteorstrike

    peteorstrike

    Unity Technologies

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    Save scene is essentially Save Scene & Save Project rolled into one. i.e. save the current scene you're working on (what's in your Scene view and Hierarchy) and save everything you modified in the Project window (i.e. the actual files that make up the things used in your scene).

    Save Project saves only the changes you made to the files in the Project and not the Scene itself - you can use this for modifying material changes, or script changes, or editing Input Manager or Quality settings that affect all of the scenes in your game, without saving a scene for no reason, or forcing an unwanted change that happened in a scene whilst you were tweaking your files.

    I'm not sure I follow what you mean with the pain in the ass opening projects or things getting mixed, though? A project is the folder structure of assets that make up your game files, the scenes are the playable levels and things you make with those assets. When you open a new project, nothing from the old project should be getting mixed in by Unity, nor should it be corrupting your scene files - these just won't have saved unless you use save scene.
     
  7. startas

    startas

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    What i mean is that unity noobie devs havent implemented "close project" thing/button, so one project is always opened. If you want to do some work on another game/project, you cannot just close current project and open another, your only choise is just to open another project, therefore previous opened project gets mixed up with your new opened project - files and other things, therefore it is called mix-f.u.c.k-ed up.

    But i dont think that this wil be solved anytime soon, so lets just move on another problem, it might be not directly related to unprofessional team of unity, but still - very bad tutorials. From one side, they are not that bad, but from another - they dont give any information, they just raise more questions. Like, i.e. i watched beginners, advanced and professional tutorials, but i still have no clue about some baby things :
    i want to make a 3d scene with few objects and put textures on it in a graphical way, not with scripts, so,
    1)i know that there is coordinates in inspector, x,y,z, so you can set object's location, but:
    1.1) i have an object - plain, cube, sphere, whatever - how do i get and how do i change its size without using my telepathy skills and cracking this unity?
    2) how do i put a texture without stretching it on object ? no stretching means there must be something about repeating same texture.
    3) If i will use scripts to make a graphical scene, how to get a visual of scene without pressing play button or running the scripts ???
     
    Last edited: Nov 14, 2014
  8. StarManta

    StarManta

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    Seriously? You're having trouble figuring out how to use the "Open Project" button and have the nerve to call the people who have been working on this IDE for a decade, "noobies"?

    Until you approach the problem with even the tiniest ounce of humility on this, you simply are going to refuse to be helped, so I for one am not going to try. Hundreds of thousands of devs have figured out how "Open Project" works without issue. Perhaps the problem is you.
     
  9. drewradley

    drewradley

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    I've been using Unity since 1.something and have never once had this happen. So have perhaps a million or so other people. When you open one project, the other closes automatically. Sounds like you have bigger problems with your computer than Unity.
     
  10. startas

    startas

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    It doesnt close automatically, thats what im talking about, it doesnt even have "close project" button, which would be more logical. Believe me, my computer works really good, there is no problems with it.
    And yes, when people manage to make huge things, but fails at making correct decisions about simple baby stuff, then i have no other word. btw, noob is perfectly good work, deal with it, its nothing like idiot or other words.
     
  11. peteorstrike

    peteorstrike

    Unity Technologies

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    That shouldn't be happening at all, opening a project always closes the current one - nothing from the previous project should remain in the Editor. If you can reproduce this, could you possibly file a bug report for us? Here's a quick guide on how to do that - http://unity3d.com/BugReportingFAQ

    Generally, the workflow is like this - make a project (Halo) use the assets (Master Chief and Warthog from your project folder) make scenes (each level). If you want to save your level, you need to hit Save Scene. If you want to save changes to Master Chief you'd need to hit Save Project (which doesn't save a scene), or Save Scene (which saves the scene as well as the project).

    Working on multiple projects is like playing multiple games - if you want to play a new game, you either close the one you're playing and load the second, or you load them both up at the same time as separate programs and take the performance hit of running both. It's entirely possible to have multiple Unity Editors running different projects open all at once, although it could get confusing. Unity not clearing out a project when opening a new one is definitely not the intended result and sounds like something has gone seriously wrong.

    as for your other questions -

    1. To change the size of an object in scene you can press R on your keyboard to go into Scale mode, click the Scale icon on the toolbar up top and click and then drag on an object... or type into the objects Transform: Scale fields in the same place you set the Position that you found in the Inspector.

    2. You can read up on tiling textures and materials in the manual here - http://docs.unity3d.com/Manual/Materials.html

    3. To see a script run, it has to be actually be run - so pressing Play is really the best way to do that. You usually want to set up your scene, write your scripts then Run/Play them to see the result in the Game View. If we ran things all the time, things could get horribly slow and break easily whilst you're still in the middle of editing or writing something. This is just one of those programming things to get used to.
     
  12. StarManta

    StarManta

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    Yes, it's a perfectly useful word, with a definition and a meaning, which you have plainly ignored. Noob describes a level of experience. How long has Unity Tech been doing this? They're not noobs. Honestly, you'd have been better off with "idiot"; since "noob" is just by definition the wrong word, at least "idiot" would have put your "wrong"ness in the realm of opinion rather than fact.
     
  13. startas

    startas

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    Ok, so basically i have to make all my 3d objects with other program and then import them ? Because scale just scales objects, it doesnt say what actual size of object is, i.e., plane is 10x10.
     
  14. drewradley

    drewradley

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    Correct. Unity is a game engine, not a modeling program. There are, however, plug-ins that allow you some model creation inside Unity. If you are having trouble scaling your objects to a uniform height, throw a box or capsule into the scene as a reference and scale everything appropriately. A box is 1 unit and a capsule is 2 units. A unity unit is default to meters I think.
     
  15. peteorstrike

    peteorstrike

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    Yup, usual workflow would be to model in Blender, Max, Maya LT, Modo, etc, or to download some assets from the Asset Store and bring them into your scene. As Drew says, there's also a few assets that let you build certain kinds of asset right in Unity.

    We generally think of 1 unity unit = 1 metre, so a 1x1x1 cube is a meter in each world axis dimension. The plane is a weird one, as it's made up of ten x ten of 1x1 polys in unity units, yet its default scale is 1, and the cylinder and capsule, as pointed out, are 2 units tall at 1x1x1 scale. This makes them pretty good for filling in for characters when you're doing super rough prototyping, even though the scaling feels a bit weird at first.
     
  16. startas

    startas

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    Ok, another thing would be about unity's navigation system. I know how to create an obstacle, but it reserves space in circle around my object-obstacle, so if i will make a long wall-obstacle, then my whole map will become an obstacle, this is kind of ridiculous and it becomes useless... is there any other way to specify what is the form of obstacle, or to specify the bounds of obstacle ? Or this is the only bad way to do it and i just have to make a wall from hundreds of cubes, so that obstacle bounds wouldnt take the whole map ?
     
  17. peteorstrike

    peteorstrike

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    You don't need to add navmesh obstacles to things that don't move, like walls or props, they're generally meant for characters or dynamic objects. The Navmesh system knows to avoid anything that you marks as Navmesh Static (done by selecting Objects from the Objects tab on your Navmesh window).

    You can watch a quick overview of how best to setup the Navmesh system here - http://unity3d.com/learn/tutorials/modules/beginner/navigation/navigation-overview

    It might also be good to have a quick watch of the video on colliders too - http://unity3d.com/learn/tutorials/modules/beginner/physics/colliders - which will help you see how to create boundaries on walls and level objects for use with Unity's Physics engine.