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Standard Assets 2018 - let us know what you think!

Discussion in 'General Discussion' started by willgoldstone, Feb 8, 2018.

  1. Fenixake

    Fenixake

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    This proves that the devs are lazy af when it comes to making quality stuff =))
     
  2. aadil50

    aadil50

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    Hence Proved Developers are laziest in this world to reply on a post 2 years Old..
     
  3. Gadgetized

    Gadgetized

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    I am very appreciative of Unity related to the renewal made by her
     
  4. RNGDevelopers

    RNGDevelopers

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    Definitely you need to improve the dual touch controller prefab.it's garbage right now.
     
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  5. Lorash

    Lorash

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    It's 2020, why is this thread still stickied?
     
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  6. APSchmidt

    APSchmidt

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    Because the standard assets 2018 have not been released yet...
     
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  7. Lorash

    Lorash

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    Excellent!
     
  8. ina

    ina

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    Hmm will it be Standard Assets 2020 then?
     
  9. Jamesarndt2018

    Jamesarndt2018

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    So back in December 2019 the announcement was that the Learn Team has taken over production of the Standard Assets and that meaningful work would kick off at the new year. We're well into 2020 and I've not seen any updates on what direction or work is happening with the Standard Assets.
     
  10. Murgilod

    Murgilod

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    Given the quality of the Learn section, I'm not sure I want to know what the standard assets would look like in the Learn Team's hands.
     
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  11. Ryiah

    Ryiah

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    Just going to repeat here what I already said in two other threads. I was able to load the current Standard Assets pack into Unity 2019.3, and everything aside from the Car scene worked correctly. There were warnings and errors but the only ones that prevented play mode were in the Car scene.

    Correcting the Car scene is basically a case of adding a UI Text (or TMPro) component to the scene, modifying the scripts to work with that instead of with the GUIText that they want, and then adding a reference to the Inspector. Once I have time I'll modify this post showing the required steps and corrected code.

    Edit: Corrected code is in the spoilers below. Experimentation (Unity 2019.3 and 2017.4) revealed that there was no need to fix anything on the objects in the Inspector so there are no required steps beyond replacing the code. Any remaining errors can be ignored. They're just messages that the editor had to modify the meshes in the scene.

    Code (csharp):
    1. using System;
    2. using UnityEngine;
    3. using UnityEngine.SceneManagement;
    4. using UnityStandardAssets.CrossPlatformInput;
    5.  
    6. //[RequireComponent(typeof (GUITexture))]
    7. public class ForcedReset : MonoBehaviour
    8. {
    9.     private void Update()
    10.     {
    11.         // if we have forced a reset ...
    12.         if (CrossPlatformInputManager.GetButtonDown("ResetObject"))
    13.         {
    14.             //... reload the scene
    15.             SceneManager.LoadScene(SceneManager.GetSceneAt(0).name);
    16.         }
    17.     }
    18. }

    Code (csharp):
    1. using System;
    2. using UnityEngine;
    3. using UnityEngine.UI;
    4.  
    5. namespace UnityStandardAssets.Utility
    6. {
    7.     public class SimpleActivatorMenu : MonoBehaviour
    8.     {
    9.         // An incredibly simple menu which, when given references
    10.         // to gameobjects in the scene
    11.         //public GUIText camSwitchButton;
    12.         public Text camSwitchButton;
    13.         public GameObject[] objects;
    14.  
    15.  
    16.         private int m_CurrentActiveObject;
    17.  
    18.  
    19.         private void OnEnable()
    20.         {
    21.             // active object starts from first in array
    22.             m_CurrentActiveObject = 0;
    23.             camSwitchButton.text = objects[m_CurrentActiveObject].name;
    24.         }
    25.  
    26.  
    27.         public void NextCamera()
    28.         {
    29.             int nextactiveobject = m_CurrentActiveObject + 1 >= objects.Length ? 0 : m_CurrentActiveObject + 1;
    30.  
    31.             for (int i = 0; i < objects.Length; i++)
    32.             {
    33.                 objects[i].SetActive(i == nextactiveobject);
    34.             }
    35.  
    36.             m_CurrentActiveObject = nextactiveobject;
    37.             camSwitchButton.text = objects[m_CurrentActiveObject].name;
    38.         }
    39.     }
    40. }
     
    Last edited: Feb 9, 2020
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  12. hassancortex

    hassancortex

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    Thank you. This worked perfect.
     
  13. JamesArndt

    JamesArndt

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    Has anyone heard from Unity about the Standard Assets since we got an update last year? I returned here hoping to see all kinds of improvements and updates, complete with videos and images but there's nothing new. Three months of no update on what's been accomplished, improved on, or at least a road-map for 2020. How do we go about getting better communication on these "official" things, Discord or?

    @peteorstrike @willgoldstone Anything to update on in regard to the new Standard Assets?
     
  14. Murgilod

    Murgilod

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    Making old standard assets work does not fundamentally help solve the problem where the old standard assets are not great, even for prototyping.
     
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  15. Fenixake

    Fenixake

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    The post processing stack v2 was in preview for 3 years, what else do you expect from them?.All what is unity today is thanks to the asset developers from the assetstore and nothing more.:cool::D:eek:o_O
     
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  16. eTech3D

    eTech3D

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    I hope we will see "Unity Templates" in 2020
     
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  17. racoon_citizen

    racoon_citizen

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    Mar 29, 2020
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    Hello guys, this is my first day in unity. I have just started following a tutorial about creating a survival horror game.
    For the guys that can't add an fps controller in unity 2019, you must follow these steps:

    1) Download and install the following standard (deprecated) assets:
    http://download.unity3d.com/downloa...82.1363260497.1585477476-657908197.1585477476

    2) Import a custom package, and search for the previous installation path, e.g. C:\Program Files\Unity\Hub\Editor\2019.3.7f1\Editor\Standard Assets\Characters.unitypackage.

    3) After the import, you can't build your project anymore, because a few lines of code are incompatible with the new unity version, don't worry, it's extremely easy to fix it.
    • Examine the errors on the bottom on the screen.
    • Open the corresponding files and replace the deprecated objects with the objects 'Text' and 'Image'. Don't forget to add 'using UnityEngine.UI;' on the top of those 2 files.
    • Build and run.
    • You're done.
    4) You'll still see some errors, but you can make them disappear, too! (if you have a little patience) ** NOT REQUIRED
    • Examine each one, and double click so as to open the corresponding file.
    • Most of the errors exist because of the abscence of a default value on the local variables. Just put a default value, it's straight forward.
    • In case of some deprecated objects, or enum values, just delete or comment the lines.
    • That's it!
    I hope i will help someone with this info!
     
  18. Murgilod

    Murgilod

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    I see this thread has been unpinned. Does not bode well for the standard assets situation.
     
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