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  1. I want to change the near clipping plane in KSP. It seems like it sticks out ludicrously far from the camera... I don't know how likely it is to make a plugin for reducing the value as there's no value for it in the settings.cfg file and it seems to only be changeable in Unity itself. Thoughts? I honestly have no idea where to ask this question as I'm usually only on the subreddits and nobody visits r/KSPModDevelopment or r/KSPMods.
  2. So I'm trying to get my Soyuz Engine cover to work. It won't. The colliders in Unity kinda " Block " the open part , the ' Bowl ' . I've tried to import a " Flipped normal " version of it to trick it , didn't help. I really dont want to do a Bowl of colliders out of boxes , it will drive me insane . Any help would be appreciated.
  3. Hi, I'm having a weird issue in Unity that's making it quite tricky to get an IVA right. I made some new props using Raster Prop Monitor (although I seriously doubt it's an RPM issue so much as a prop issue). I made the meshes as normal through blender, imported them fine, tagged as Kerbals layer, exported out, created props config, and I can adds them to an IVA via the part tools screen just fine. But the added prop mesh is invisible in Unity. The transform of where they are is fine. And they show up in game just fine, and function fine. But obviously placing them just right by iterative guesswork and reloading is going to make me lose hair, turn to the bottle, or both. Searching for visibility issues with props has netted me a vast collection of reminders to set the layers to get things visible in KSP. But that's working just fine. It's Unity that's not showing things. HALP!
  4. Hi! (and sorry for my bad english...) I do all processes, but in time to compile the mod for the game displays this error by clicking "Set GameData Directory": MissingMethodException: Method not found: 'UnityEditor.EditorWindow.set_titleContent'. KSPPartTools.PartToolsInspector.OnInspectorGUI () PartToolsEditor.OnInspectorGUI () (at Assets/PartTools/Editor/PartToolsEditor.cs:18) UnityEditor.InspectorWindow.DrawEditor (UnityEditor.Editor editor, Int32 editorIndex, Boolean forceDirty, System.Boolean& showImportedObjectBarNext, UnityEngine.Rect& importedObjectBarRect, Boolean eyeDropperDirty) (at C:/buildslave/unity/build/Editor/Mono/Inspector/InspectorWindow.cs:1150) UnityEditor.DockArea:OnGUI() Some notion of what can be?
  5. I've been working on an engine for the KSPtoMars project, but I'm having a few issues with transferring the textures over to Unity. I UV unwrapped the different parts of the model onto a single UV map for simplicities sake. It looks fine in Blender (see here). The textures aren't finished, but somebody else is going to do them so these are simply for testing. I then try to export the model as a .dae for import into Unity. When I import into Blender, the model is untextured, and I must drag the texture onto the material. Because the model is separate parts, Unity simply wraps the texture around the model, disregarding the way I set it up in Blender. (See here) I've played around with changing the materials on each section, from making them all the same material to all being separate, but none of that seems to change the way it displays on my model. I feel like I'm being really dumb as I've never had this issue before, but I've got no idea how to fix it so it would be great if someone more experienced could give me some tips. Let me know if I can provide any more info.
  6. Hi everyone, I'm Allshamnoboom, new to modding KSP and want to create some airplane parts in style of WW2. I finished the moddeling part of my first cockpit model so far and wanted to set it up in unity first before I'm starting with the texture. My problem now is, that KSP didn't find my model for the IVA. One thing I tried was to use/refer to a stock IVA model --> this worked The setup config and unity hierarchy of my parts was created according to the video tutorial by nli2work. here is the log file entry after launch of KSP: [LOG 22:45:23.162] PartLoader: Compiling Internal Space 'WW2/Parts/Spaces/_internal/CockpitIVA' [EXC 22:45:23.167] NullReferenceException: Object reference not set to an instance of an object PartLoader.ReplaceTextures (UnityEngine.GameObject model, System.Collections.Generic.List`1 textureNames, System.Collections.Generic.List`1 newTextures) PartLoader.CompileModel (.UrlConfig cfg, .ConfigNode partCfg, Single scaleFactor, .AvailablePart partInfo) PartLoader.LoadInternalSpace (.UrlConfig urlConf) PartLoader+.MoveNext () UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) :MoveNext() This is the log file entry on the runway: [LOG 22:46:06.206] Cannot find InternalPart 'CockpitIVA' [ERR 22:46:06.207] Cannot add an InternalPart: Cannot find internal of name 'CockpitIVA' I don't know what to do anymore. I hope someone of you guys can help me.
  7. I'm looking for instructions on how to use new Part Tools for KSP 1.1 for part creation. Besides Nifty255's intro video and creating KSPedia entries by BahamutoD i haven't found anything resembling a setup guide. With old Part Tools 0.23 it was straightforward as adding ksp script component with KSP > Part Tools to game object, setting up output folders and pressing "write" button. Now there are two entries "KSPAssets.KSPedia" and "KSPAssets.Loaders". I assume " KSPAssets.Loaders" is right way to go, but rest is just "white noise" to me. I don't get it - there are many plugins and part packs updated for KSP 1.1+ but none of the tutorials for new Part Tools ???
  8. I'm trying to get some new parts in unity (4.2.2) and some of my models aren't creating a material when I load them into unity. I've found out how to make materials but can't assign them to the objects that are missing materials, and I can't make the hierarchy window appear either (by clicking in the menu or pressing ctrl+4). I did just upgrade to windows 10 and haven't reinstalled unity, not sure if I need to or not. I also think there may be some issue with my UVs, when I assign my texture to the default material sometimes it displays my textures properly and sometimes it displays it like I have no UVs, and sometimes when I duplicate my model in Maya it loses its UVs for some reason. The googling I've done so far makes me think that Unity only creates a material for a model if it has a UV set so so far I think this may be part of the issue. Anyone have any advice on how to get materials assigned to models?
  9. As title says, i'm designing a part and have managed to do all steps in process except that i don't know how to assign or set layer IDs to multiple animation takes from imported FBX. Model is in FBX 2013 format and Unity is 4.2.2. In previous version, i have already succeeded to design and export UV mapped, textured and animated FBX model into KSP with basic part config that used FSanimateGeneric from FireSpitter. I'm trying to create a model that will have independent animations that will use LayeredAnimations plugin by @Starwaster .
  10. Forgive me if this has been requested before or currently exists in some manner and has eluded my Google-Fu, but I would be grateful if someone could implement an addon that would allow color balance and saturation adjustment from within KSP. I'm currently using a third party injector (ReShade) to accomplish this, and it's relatively effective, but I'd much prefer something a little more native with less overhead. It might just appeal to my personal taste, but here are some examples of what I'm trying to accomplish: Before After Before After
  11. I'm stumped on this one and hoping someone can shed some light on this. First of all, let me start by saying that my Unity knowledge is limited to just importing models, setting up materials and exporting to Kerbal. This is the first time that I'm trying something a bit more advanced so maybe I'm missing a step. So here's my issue: I create a model with an animation. I import it into Unity via FBX and set up the animation to Legacy. Give it a name, set up part tools, add materials, colliders and export. So far it all works. But then, when I start the game, it just hangs loading the part. Here's the error log: [LOG 22:51:42.801] DragCubeSystem: Creating drag cubes for part 'im.test' [EXC 22:51:42.858] NullReferenceException: Object reference not set to an instance of an object ModuleDeployableSolarPanel.AssumeDragCubePosition (System.String name) DragCubeSystem+<RenderDragCubes>c__IteratorC.MoveNext () [EXC 22:52:30.082] InvalidOperationException: Steamworks is not initialized. Steamworks.InteropHelp.TestIfAvailableClient () Steamworks.SteamController.Shutdown () SteamController.KSPSteamController.OnDestroy () I tried this with Unity 5.3, 5.2 and with 4.2 as well. All with the same result. I'm trying this with the 1.1 Pre Release of Kerbal. Any help is appreciated. If there's any more info needed, let me know and I'll post ASAP.
  12. Hey, I'm new to modding and not sure if its just me, but i've so far had unity export a empty file and no texture, that appeared to be fixed by remaking the game object or restarting the program, now i just exported a updated mesh and it's not fully loading textures. Nor is the updated mesh structure showing up in KSP, but the .mu file-size is bigger than the old file. Are there any other glitchy things i should look out for?
  13. Always wanted to make a deployable dish antenna. Finally managed to make decent one in Blender using shape key animation... only to discover that Unity does not play that animation after import (though Unity 4.3+ does support shape key animations). Is there some kind of trick to make it work? P.S. Squad deploying dish part (commDish88-88) is using mesh-to-bone animation, which I haven't try yet.
  14. I want to make a movie. But, before you holler that this is the wrong thread, let me explain. I want to use stock scenes and parts and Kerbals using Unity 5.3.3. so I can puppeteer. I'm not sure how to access those files. And after seeing some of the mods, I think I would like to add some enhanced scenes, such as skyboxs and terrains. SO, now the real reason I'm here. If, you care to help, I am looking for people to create scenes and Kerbals. Kerbals: Male and female: street clothes: work clothes ( security, wait staff, office, lab techs): Kerbals must have pivot points at neck, shoulders, elbows, knees and waist. Faces: eyes and mouth must be adjustable. Scenes: School room with student desks and real chairs. News room for 2 TV anchors (KNN - Kerbal News Network or KAN - Kerbal Actin News something catchy). Mission control room. Communication room, Conference room, House living room and kitchen x 3 maybe more, Restaurant, (Recreate a section of the outside of VAB, R&D and Mission control (unless I can figure out how to load From KSP)), graveyard. may add more if you folks have a idea for a scene. Deep space station interior, planet or moon base interior, surface of a planet or moon next to an easter egg from outer ring. if you have ever watched this: then you have an idea of what I am trying to do. SO? Are you interested in helping?
  15. Hi, I'm making a mod for KSP, and am having mesh collision problems. I use Unity. To make the mesh, I use capsule collider, because I have too many vertices for mesh collider. Because I use capsule collider, my mesh rounds off at the bottom and top, so when I try to attach stuff to the sides at the bottom or top, they end up inside the tank. Can anyone help?
  16. Hello all! I'm making a new cannon for BDarmory. However, I keep getting this error when loading exported model in game. Here's my Unity setup, Unity 4.2.0: The texture is just a placeholder. Load(Texture): TOS/Parts/PDC/pdc (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) d3d11: failed to create staging 2D texture w=150 h=150 d3dfmt=77 [80070057] d3d11: failed to create staging 2D texture w=75 h=75 d3dfmt=77 [80070057] d3d11: failed to create staging 2D texture w=37 h=37 d3dfmt=77 [80070057] d3d11: failed to create staging 2D texture w=18 h=18 d3dfmt=77 [80070057] d3d11: failed to create staging 2D texture w=9 h=9 d3dfmt=77 [80070057] d3d11: failed to create staging 2D texture w=150 h=150 d3dfmt=77 [80070057] d3d11: failed to create staging 2D texture w=75 h=75 d3dfmt=77 [80070057] d3d11: failed to create staging 2D texture w=37 h=37 d3dfmt=77 [80070057] d3d11: failed to create staging 2D texture w=18 h=18 d3dfmt=77 [80070057] d3d11: failed to create staging 2D texture w=9 h=9 d3dfmt=77 [80070057] Load(Model): TOS/Parts/PDC/tosPDC (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) File error: Failed to read past end of stream. at System.IO.BinaryReader.ReadByte () [0x00000] in <filename unknown>:0 at System.IO.BinaryReader.Read7BitEncodedInt () [0x00000] in <filename unknown>:0 at System.IO.BinaryReader.ReadString () [0x00000] in <filename unknown>:0 at A.��.ReadTextures (System.IO.BinaryReader br, UnityEngine.GameObject o) [0x00000] in <filename unknown>:0 at A.��.ReadChild (System.IO.BinaryReader br, UnityEngine.Transform parent) [0x00000] in <filename unknown>:0 at A.��.� (.UrlFile �) [0x00000] in <filename unknown>:0 (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Model load error in 'D:\Games\KSP105\GameData\TOS\Parts\PDC\tosPDC.mu'
  17. I'm sure this has been asked umphteen times before, but my part is, after being exported from Unity and getting a hastily written .cfg file, not appearing in the VAB part list at all. I've given up on trying to animate the gimbal for now to reduce the chance of hierarchy errors and stripped everything down to its bare necessities, to no avail. Here's a screenshot from Unity And the config, partially copied from a stock engine. Can a kind soul help me spot the error? Possible anomaly: when imported into Unity, the model was solid pink and I needed to manually assign a material to it. PART { name = UPPvexin module = Part author = Ravenchant mesh = Model.mu rescaleFactor = 1 node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0, -0.375, 0.0, 0.0, -1.0, 0.0, 0 TechRequired = propulsionSystems entryCost = 2800 cost = 200 category = Propulsion subcategory = 0 title = Vexin/Valois manufacturer = OKB Gryphon description = Test attachRules = 1,0,1,0,0 mass = 0.252 heatConductivity = 0.06 skinInternalConductionMult = 4.0 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 // = 3600 bulkheadProfiles = size1 MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 18 maxThrust = 18 heatProduction = 150 fxOffset = 0, 0, 0.125 EngineType = LiquidFuel PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 236 key = 1 201 key = 12 0.001 } } MODULE { name = ModuleGimbal gimbalTransformName = thrustTransform gimbalRange = 2 gimbalResponseSpeed = 8 useGimbalResponseSpeed = true } }
  18. Hello! I need help making the animations in unity for an engine that has nozzles opening and closing like the stock engine... but i don't know how to make them :\ I DO know the stuff with the curves but the part i can't figure out is how to make it scale only on the ends to make it open and close... Here's what i'm working on: I need to scale the FRONT face of the cylinder between the nozzle arms (the arms will rotate up and down). But is there a easier way like to scale the entire thing to be like a cone? (Like the stock one)
  19. Im aware unity 5 will bring a stable 64 bit version and so we get more then 4gb ram and so we can run more mods stably but in terms of gameplay what else could be different ? better frame rate ? better optimised?
  20. I just got an email from unity saying they have just released version 5.3! Do discuss Unity 5.3 release notes
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