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Issues with unity 5.3 and scripting

Discussion in 'Scripting' started by Tme, Dec 17, 2015.

  1. Tme

    Tme

    Joined:
    Dec 17, 2015
    Posts:
    2
    So I finally updated unity to 5.3 and I immediately have problems with it. For some reason every script in my project is grayed out. If I attach new script to gameobject it will also become grayed out and unusable. It got me thinking that maybe something went wrong with updating project to newer version so I created a new test project to see what would happen. It turned out that scripts are grayed out in empty project too. I also don't get any errors or warnings in unity so it makes me think that this problem has something to do with VS. Or am I missing something here? I did fresh windows 7 installation recently and I may have forgotten something important.

    Image related to my issue.
     

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  2. StarManta

    StarManta

    Joined:
    Oct 23, 2006
    Posts:
    8,741
    Do the scripts actually not run, or are you just assuming they don't because they're greyed out? I see the same thing in the inspector, but actual behavior of scripts is unchanged.
     
  3. rob241abc

    rob241abc

    Joined:
    Dec 14, 2015
    Posts:
    19
    Make sure the name at the top of the script (in the line that defines the class) is the exact same as the name of the script in the editor (including upper and lower case)
     
  4. mikeymike

    mikeymike

    Joined:
    Oct 21, 2014
    Posts:
    35
    i noticed this too, all the scripts are greyed out, but they still run perfectly fine in game and i can still double click on them to open them, me thinks it is just more of a design change.
     
  5. Dantus

    Dantus

    Joined:
    Oct 21, 2009
    Posts:
    5,667
    It is a design change that took place in Unity 5.3.
     
  6. sFGL

    sFGL

    Joined:
    Sep 18, 2014
    Posts:
    4
    I absolutely hate this change. I used to be able to change the script of an object with 2 clicks or drag and drop now I have to go through the trouble of adding a new component setting it's values and removing the old one. Since I often am in a situation where I make a new object from an existing one and I have to replace many scripts this change breaks my flow and costs me valuable time that could be spent programming and not clicking buttons in the inspector... Really hope the script field will be made editable in one of the future updates.
     
    Last edited: Dec 18, 2015
  7. HalversonS

    HalversonS

    Joined:
    Jan 24, 2014
    Posts:
    28
    Since I have updated to 5.3 the scripts are not compiling correctly... going back to 5.2 until they fix this. Also, performance has dropped from 80 fps to 30 fps in any scenes that use shadows. There was a lot of initial issues with 5.3... and now with 5.3.5 there are still more issues.
     
  8. jtsmith1287

    jtsmith1287

    Joined:
    Aug 3, 2014
    Posts:
    787
    Crap, I just updated. I waited for so long, and then I finally decide to update and look what happens. Hopefully I don't run into these issues.
     
  9. TonyLi

    TonyLi

    Joined:
    Apr 10, 2012
    Posts:
    12,531
    You don't have to go through sFGL's ordeal. Just temporarily change the Inspector to Debug mode by using the gear menu in the upper right. This will let you change the script by drag-and-drop like earlier versions.