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[1.4.3 <= KSP <= 1.12.5] KSP Recall - 0.5.0.2- 2024-0521
Lisias replied to Lisias's topic in KSP1 Mod Releases
ANNOUNCE KSP Recall 0.4.0.5 I overreacted while restoring the PAW’s entries, and ended up allowing some entries to be shown when they shouldn’t. Fixing it. Properly implemented what I intended to be the DebugMode at first place. Closes issues: #76 Implement the PAW’s DebugMode properly #75 0.4.0.4 is screwing PAW In 0.4.0.4, I restored the KSP-Recall "debugging" PAW entries, but did a shoddy work on it. Implementing the features (both of them) properly. My bad². — — — — — This Release will be published using the following Schedule: GitHub, reaching manual installers and users of KSP-AVC first. Right Now. CurseForge. Right Now. SpaceDock. Right Now.- 633 replies
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[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
Lisias replied to Gotmachine's topic in KSP1 Mod Releases
<I grossly misdiagnosed something, please ignore.> -
[1.4.3 <= KSP <= 1.12.5] KSP Recall - 0.5.0.2- 2024-0521
Lisias replied to Lisias's topic in KSP1 Mod Releases
Damn, something is screwing up with your KSP!!! [Edit: yes, and it was me] This is what is being shown on mine: On Editor: On Flight: Do you have KSPCF installed? [EDIT: Just installed KSPCF and nothing wrong happens. KSPCF may, at worst, be just the trigger or the enabler, the root cause is something else] === == = POST EDIT I opened a ticked on KSP-Recall to investigate this issue!!! https://github.com/net-lisias-ksp/KSP-Recall/issues/75 @Krazy1, can you please share your CKAN Export and KSP.log where the problem happens? --- -- - POST EDIT Found the problem, my fault. Fixing it.- 633 replies
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[1.4.3 <= KSP <= 1.12.5] KSP Recall - 0.5.0.2- 2024-0521
Lisias replied to Lisias's topic in KSP1 Mod Releases
No that vague if you know the context. Editor have a bug, and I worked around it using a PartModule on KSP-Recall. Then KSPCF implemented BetterEditorUndoRedo, that changed the order (or time) in which some internal events happens in Editor, and this screwed that PartModule that started to be feed with the values too early (before the values were effectively applied), and never realizes the part's position had changed. The user managed to workaround the problem by deactivating the PartModule. Ideally, the user also should had reached me asking why this was happening, so I could investigate the problem. KSPCF deactivates BetterEditorUndoRedo when KSP-Recall's affected PartModule is active, so my best guess is that there's something else on his rig mangling with that order of events that ended up screwing KSP-Recall. But... In a way or another, the feature is back, but is can be easily deactivated by a MM patch. Unless we are talking different things, most Text in the PAW have a widget associated (most of the time, a button) at the left.- 633 replies
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[1.4.3 <= KSP <= 1.12.5] KSP Recall - 0.5.0.2- 2024-0521
Lisias replied to Lisias's topic in KSP1 Mod Releases
Nope. They are needed at Flight time too, because the PartModules are used at flight the same. Even the AttachedOnEditor - you will eventually Revert To Editor, and then this thing will be active. The ones that handle resources are specially relevant at the end of the flight. However, you can write a MM patch to hide then, if you are sure you won't ever see the need to deactivate them punctually to debug problems at runtime (as it was happening with the fellow Kerbonaut I linked above).- 633 replies
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[1.4.3 <= KSP <= 1.12.5] KSP Recall - 0.5.0.2- 2024-0521
Lisias replied to Lisias's topic in KSP1 Mod Releases
ANNOUNCE KSP Recall 0.4.0.4 Restores the presence of the PAW’s entries, setting them to be shown by default from now on. A patch can turn them off. Closes issues: #74 Restore the KSP-Recall buttons on the PAW In 0.4.0.3, I removed the KSP-Recall "debugging" PAW entries by default, as I was advised that these entries were cluttering the PAW and, well, I wasn't aware that they would be still needed in wild. My bad. This release bring them back to be shown by default, and a MM patch against KSP-Recall.cfg can be issued to turn them off. — — — — — This Release will be published using the following Schedule: GitHub, reaching manual installers and users of KSP-AVC first. Right Now. CurseForge. Right Now. SpaceDock. Right Now.- 633 replies
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[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
Lisias replied to Gotmachine's topic in KSP1 Mod Releases
No. What KSPCF handles is the "Refunding" related to the IPartCostModifier not being called. The "steal back" handles another problem related to lack of precision on using floats while handling funds and, in fact, KSPCF's fix do the exact same mistake (not that it has too much choice, as the KSP's foundation when handling costs are the problem). Yeah, I was (unfortunately, as it appears) advised to remove these buttons, as they were "cluttering" the PAW. I will have it restored by the morning. It's my understanding that KSPCF would disable the BetterEditorUndoRedo, that changed some fickle synchronization inside KSP guts and got Recall (used by TweakScale™) with its pants down. There's something else happening on your rig, as it appears. -
This is not a joke, they REALLY called the thing HMS Zubian!!! Merging crafts was always a nightmare, by the way...
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23 days on an airplane, doing maintenance while in flight. And getting snacks delivered by another plane. Yeah, very Kerbal! https://www.fai.org/news/ninety-years-ago-hunter-brothers-spent-23-days-flight-without-landing
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Sacré Bleu!!! https://velocetoday.com/and-how-mr-stapps-imaginative-lsr/
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This was terribly heart-breaking (every one is, but by some reason some are perceived differently than others). They almost managing to get control back, but then stalling again (~2:10) makes things even harsher. Some time ago, I was toying with an AutoPilot and due an input error, the damned thing nose dived and hug the grass before I could manage to disengage the auto-pilot. Remarkably similar to the 737MAX accidents, and not too much time after them. My spine froze during the whole "event", and I took some precious seconds before overcoming my surprise and stupor (I immediately correlated that to both crashes, it was really, really awful) before started to salvage the situation. I couldn't fly a plane on KSP for a couple days after it. Sometimes, being able to reproduce Real Word "Karbalisms" on KSP can be very troubling...
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[1.4.3 <= KSP <= 1.12.5] KSP Recall - 0.5.0.2- 2024-0521
Lisias replied to Lisias's topic in KSP1 Mod Releases
ANNOUNCE KSP Recall 0.4.0.3 on the Wild, featuring: Closes issues: #72 Fix the Sanity Check report #68 Add an option to to not show the KSP-Recall entries on the PAW — — — — — This Release will be published using the following Schedule: GitHub, reaching manual installers and users of KSP-AVC first. Right Now. CurseForge. Right Now. SpaceDock. Right Now.- 633 replies
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ANNOUNCE Release 2.4.7.6 is available for downloading, with the following changes: Backports from Beta a long standing bug on AutoScale when attaching parts with different scaling methods. Found an idiocy of mine while trying to prevent a hypothetical problem - and ended up creating a concrete one instead. If you know a priest in need to a job, we are hiring... Closes Issues: #323 Auto-Scale is screwed since 2.4.7.0 A major screw up of mine was (finally) detected and fixed. When I diagnosed yet another misbehaviour on Editor on KSP-Recall, "I thought if could be a good idea"® to really remove TweakScale from the Parts Life Cycle when the part is on the default size. At very least, it would be a module less to debug when weird behaviours like the one on KSP-Recall#61 are detected. BUT... I completely forgot that unescaled parts can be called to be scaled up or down when Auto-Scale is active, and, so, I broke the toy. "Fix is pretty obvious." ©2018 Elon Musk, so fixed it I did. Since I was here, I remembered to backport another Auto-Scale fix into the mainstream branch, this one related to AutoScaling parts scaled with Percentages on Parts scaled in Meters (and vice versa). Thing are slow, but still ongoing. Keep scaling walking. Know Issues Attachment nodes are being reset when changing Variant on a scaled part. Please change the Variant before scaling the part as a temporary workaround. See issues #307 and #314 for the gory details. There's a long standing issue on TweakScale about scaling ModuleEnginesFX's plumes - some engines' plumes is just not scaled, while others scaled pretty badly. It's something that never worked right on TweakScale, and it will only be really fixed on TweakScale 2.5 (when this thing goes gold) The best workaround (and also the reason I'm dragging my feet on this) is to use SmokeScreen or Waterfall. For SmokeScreen, you need: SmokeScreen itself. Real Plumes (to enable SmokeScreen on Stock parts) Additional Part Sets and Add'Ons may need specialised support not included on Real Plumes. For Waterfall, you need: Waterfall itself. StockWaterfallEffects (to enable SmokeScreen on Stock parts) Additional Part Sets and Add'Ons may need specialised support not included on StockWaterfallEffects. See Issue #27 Disclaimer By last, but not the least... This Release will be published using the following Schedule: GitHub, reaching first manual installers and users of KSP-AVC. Right now. CurseForge. Right now. SpaceDock. Right now. Since this is a minor fix (for a major bug), all the Distributions Channels were updated at once.
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Try taking a walk in the Sun, and buying yourself a nice ice cream - it's what I do when I'm feeling like this. If where you live is winter now, take a hot chocolate instead (but ice creams can be nice on winter too). it doesn't changes anything, really - but Sun light helps on Vitamin D, the exercise is good for the body, and the ice cream is good for the mood. Speaking seriously now - our body and minds need Sun light to be healthy. Nothing changes, but our moods - a very little bit, but a little bit for the better. Keep Walking!
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totm march 2020 So what song is stuck in your head today?
Lisias replied to SmileyTRex's topic in The Lounge
Some years ago, I bought and played VirtuaVerse. Nice game, reminded me from the good old times of the Point and Click Adventures, with an esthetic that I enjoy a lot. But the really big thing on this nice freaking game is the Sound Track - boy, I really enjoyed it!!! -
Boy, this is how one should motorize a car!!
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Someone needs to make an addon using this as theme!
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Looks like some 3rd party borking on you. Please send me your KSP.log after reproducing the problem (and quitting KSP to prevent it from truncating the log) and I will try to figure out what's happening. --- POST EDIT --- Note to my future self: case diagnosed, but I can't further help due the add'on involved.
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[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Lisias replied to girka2k's topic in KSP1 Mod Releases
Send me your KSP.log. I have a hunch about what it can be, but I want to be sure analyzing your log first. Additionally, what are these parts? I recognized the Mk1-3 and the Hitchhiker Storage , but I don't know the two between them. -
The interesting thing on this video is that while designing my own crafts, I got exactly the same problems and ended up exactly with the same results. For example, when using flaps, I usually trim the elevators slightly down to compensate the tendency to have the nose up. Watching these videos can help you to make better planes on KSP! (and vice versa!) Besides that, this is an incredibly detailed tutorial on how to turn up these old beats of the past!!
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What I do is to have a copy of the "managed" subdirectory inside KSP somewhere (in Windows, you will find them on KSP_Data - check this for more information: https://wiki.kerbalspaceprogram.com/wiki/Root_directory ) into a fixed directory called "LIB" on my KSP development workspace: lisias@macmini62 ~/Workspaces/KSP/LIB/managed > ls -l total 0 dr-xr-xr-x 14 lisias staff 448 Jul 25 2018 0.07.3 dr-xr-xr-x 14 lisias staff 448 Jul 25 2018 0.08.5 dr-xr-xr-x 14 lisias staff 448 Jul 25 2018 0.09 dr-xr-xr-x 16 lisias staff 512 Jul 25 2018 0.10.1 dr-xr-xr-x 16 lisias staff 512 Jul 25 2018 0.11.1 dr-xr-xr-x 24 lisias staff 768 Jul 25 2018 0.12 dr-xr-xr-x 14 lisias staff 448 Jul 25 2018 0.13.3 dr-xr-xr-x 20 lisias staff 640 Jul 24 2018 0.22 dr-xr-xr-x 20 lisias staff 640 Jul 24 2018 0.23 dr-xr-xr-x 20 lisias staff 640 Jul 24 2018 0.23.5 dr-xr-xr-x 20 lisias staff 640 Jul 24 2018 0.24 dr-xr-xr-x 20 lisias staff 640 Jul 24 2018 0.24.1 dr-xr-xr-x 20 lisias staff 640 Jul 24 2018 0.24.2 dr-xr-xr-x 22 lisias staff 704 Jul 24 2018 0.25 dr-xr-xr-x 22 lisias staff 704 Jul 24 2018 0.90 dr-xr-xr-x 24 lisias staff 768 Jul 24 2018 1.0.0 dr-xr-xr-x 24 lisias staff 768 Jul 24 2018 1.0.1 dr-xr-xr-x 24 lisias staff 768 Jul 24 2018 1.0.2 dr-xr-xr-x 24 lisias staff 768 Jul 24 2018 1.0.3 dr-xr-xr-x 24 lisias staff 768 Jul 24 2018 1.0.4 dr-xr-xr-x 24 lisias staff 768 Jul 24 2018 1.0.5 dr-xr-xr-x 29 lisias staff 928 Jul 24 2018 1.1.0 dr-xr-xr-x 29 lisias staff 928 Jul 24 2018 1.1.1 dr-xr-xr-x 29 lisias staff 928 Jul 24 2018 1.1.2 dr-xr-xr-x 29 lisias staff 928 Jun 9 2019 1.1.3 dr-xr-xr-x 152 lisias staff 4864 Aug 16 2021 1.10.0 dr-xr-xr-x 152 lisias staff 4864 Aug 16 2021 1.10.1 dr-xr-xr-x 152 lisias staff 4864 Aug 16 2021 1.11.0 dr-xr-xr-x 152 lisias staff 4864 Aug 16 2021 1.11.1 dr-xr-xr-x 152 lisias staff 4864 Aug 16 2021 1.11.2 dr-xr-xr-x 92 lisias staff 2944 Aug 16 2021 1.12.0 dr-xr-xr-x 92 lisias staff 2944 Aug 16 2021 1.12.1 dr-xr-xr-x 92 lisias staff 2944 Aug 4 2021 1.12.2 dr-xr-xr-x 92 lisias staff 2944 Dec 14 2021 1.12.3 dr-xr-xr-x 92 lisias staff 2944 Nov 3 2022 1.12.4 drwxr-xr-x 91 lisias staff 2912 Jan 12 2023 1.12.5 dr-xr-xr-x 24 lisias staff 768 Jul 24 2018 1.2.0 dr-xr-xr-x 24 lisias staff 768 Jul 24 2018 1.2.1 dr-xr-xr-x 24 lisias staff 768 Jun 9 2019 1.2.2 dr-xr-xr-x 22 lisias staff 704 Jul 24 2018 1.3.0 dr-xr-xr-x 22 lisias staff 704 Jun 9 2019 1.3.1 dr-xr-xr-x 31 lisias staff 992 Jul 24 2018 1.4.0 dr-xr-xr-x 31 lisias staff 992 Jun 9 2019 1.4.1 dr-xr-xr-x 31 lisias staff 992 Jul 24 2018 1.4.2 dr-xr-xr-x 31 lisias staff 992 Jun 9 2019 1.4.3 dr-xr-xr-x 30 lisias staff 960 Jul 24 2018 1.4.4 dr-xr-xr-x 30 lisias staff 960 Jun 9 2019 1.4.5 dr-xr-xr-x 30 lisias staff 960 Jun 9 2019 1.5.0 dr-xr-xr-x 30 lisias staff 960 Jun 9 2019 1.5.1 dr-xr-xr-x 30 lisias staff 960 Jun 9 2019 1.6.0 dr-xr-xr-x 30 lisias staff 960 Jun 9 2019 1.6.1 dr-xr-xr-x 30 lisias staff 960 Jun 9 2019 1.7.0 dr-xr-xr-x 30 lisias staff 960 Jun 9 2019 1.7.1 dr-xr-xr-x 30 lisias staff 960 Jun 13 2019 1.7.2 dr-xr-xr-x 30 lisias staff 960 Jul 14 2019 1.7.3 dr-xr-xr-x 152 lisias staff 4864 Oct 17 2019 1.8.0 dr-xr-xr-x 152 lisias staff 4864 Oct 29 2019 1.8.1 dr-xr-xr-x 152 lisias staff 4864 Aug 16 2021 1.9.0 dr-xr-xr-x 152 lisias staff 4864 Aug 16 2021 1.9.1 Yes, I have a "collection" of "managed" from every published KSP ever. Always use the Windows KSP's DLLs, even if developing on MacOS or Linux. By some reason I never bored to understand, compiling using the MacOS DLLs will lock your binaries to be run only on MacOS. Compiling using the Windows DLLs will allow your DLL to run anywhere (including Linux). Never bored to check the Linux DLLs. In time, a DLL for C# is nothing more than glorified ZIP files The name of the DLL doesn't necessarily matches the Assembly inside it - you can have even more than on Assembly inside a DLL, exactly as you can have more than one file inside a ZIP. Then I just configure the project file to pinpoint the want I want to use. Please note that Unity 2019 radically changed how the Assemblies is distributed on. Projects intending to be run only from Unity 2019 should use the new ways, but - and this is a really dirty trick - if you use the Unity 2017 schema, it will work on 2019 too! Honest! Anyway, this is how my Unity5/Unity 2017 looks like on the Project's XML file (this file has a ".csproj" file extension - never edit your vsproj directly, unless you know what you are doing and have it under GIT so you can rollback): <ItemGroup> <Reference Include="System" /> <Reference Include="UnityEngine"> <HintPath>..\..\..\..\..\..\LIB\managed\1.4.4\UnityEngine.dll</HintPath> <Private>False</Private> </Reference> <Reference Include="Assembly-CSharp"> <HintPath>..\..\..\..\..\..\LIB\managed\1.4.4\Assembly-CSharp.dll</HintPath> <Private>False</Private> </Reference> </ItemGroup> And this is the equivalent project intended to be used only on Unity 2019: <ItemGroup> <Reference Include="System" /> <Reference Include="Assembly-CSharp"> <HintPath>..\..\..\..\..\..\LIB\managed\1.8.0\Assembly-CSharp.dll</HintPath> <Private>False</Private> </Reference> <Reference Include="UnityEngine"> <HintPath>..\..\..\..\..\..\LIB\managed\1.8.0\UnityEngine.dll</HintPath> <Private>False</Private> </Reference> <Reference Include="UnityEngine.CoreModule"> <HintPath>..\..\..\..\..\..\LIB\managed\1.8.0\UnityEngine.CoreModule.dll</HintPath> <Private>False</Private> </Reference> </ItemGroup> You will need to add more References depending from what you are willing to use (IMGUI, Audio, ImageConversion, etc). Obviously, things will be slightly different in your rig. For learn more: https://learn.microsoft.com/en-us/visualstudio/ide/how-to-add-or-remove-references-by-using-the-reference-manager?view=vs-2022 Now, you need to be aware of the C# Runtime version you need: for Unity 2019, it's 4.6 . Anything older needs C# 3.5 . Compiling things using 3.5 and Unity 2017 will make things work fine on anything from KSP 1.4 to KSP 1.12 (with very few exceptions). You will not be able to run safely something compiled for a new KSP into an older one, but most of the time you can use something compiled against an older KSP into a new (except when you try to use something only available on the newer KSP, or you are relying on a bug or idiosyncrasy from an specific KSP). Some could argue that you should compile your DLLs against KSP 1.12.5 only - and this dude would not be wrong. However, I know lots of people using KSP 1.10 or even 1.9 due the insurmountable amount of new bugs on the newer versions (my long missions are still on KSP 1.7.3!), so in the long run you will need to check your audience. For starters, use the KSP you are playing the most, as you will be your first beta tester anyway. From an Old School dude that did a lot of support including for fellow Add'On authors, stick with Visual Studio 2019 and Unity 2019 for while. KSP, in its now large lifespan, used the following Unity Versions: Unity 3.4, Mono 3.0 - from the beginning of times until KSP 0.18.2 (AFAIK) Unity 4, Mono 3.0 - from KSP 0.18.3 to 1.0.5 Unity 5, Mono 3.0 - from KSP 1.1 to 1.3.1 Unit 5.4.0p4 from KSP 1.2.0 Unit 2017, Mono 3.5 - from KSP 1.4 to 1.7.3 2017.1.3p1 on all of them Unity 2019, Mono 4.6 - from KSP 1.8.0 to the 1.12.5 (current latest) 2019.2.2f1 until 1.11.2 2019.4.18f1 from 1.12.0 You should not use a newer Unity/Mono on any KSP than use older ones - besides being able to walk away by trying an older one on a newer KSP (in about 80% of the time since 1.3.1). So, TL;DR: forget about anything newer then Unity 2019.4.18f1 and Mono 4.6 (for KSP 1.12.0 and newer). You are looking for trouble by doing that (see disclaimer below for an exception). If you are targeting KSP 1.12, you MUST use Unity 2019.4.18f1 . Anything newer and you are prone to have weird misbehaviours on the wild that are pretty cumbersome to cope. The worst part of the ordeal is that things will appear to work sometimes - but now and then something will misbehave weirdly in a way that it's very, very difficult to diagnose. The rule of thumb is that Microsoft (neither anyone else) test newer things on older code, only new code over older things - so no one ever did a quality assurance test on something compiled on Mono 4.6 running on a 3.5 runtime - we did tests on things compiled on Mono 3.5 on a new 4.6 runtime, however - because this is what we would get in the wild. A fellow author I know updated the Visual Studio to 2022 some time ago, and suddenly a lot of their projects ceased to generate the DLLs correctly - since I don't use 2022, I can't say what happened, but reverting back to 2019 solved the problem for them. Your mileage may vary, but the rule of thumb is to use whatever Unity says to use when compiling things on Unity 2019.4 unless you are savvy enough to build and maintain you own development environment as I do (I can generate DLLs to any KSP from 1.1 to 1.12.5, but I had custom built my environment - it's not hard, but you need to know your tools intimately). If you are willing to use the latest tools, it's best to target KSP2 instead - otherwise you are going to waste precious time figuring out esoteric error messages by trying to use new tools into old environments. --- -- - Handling Mono versions is a PAIN IN THE SAS. It's the reason I recomending sticking with Visual Studio 2019 for while. Some time ago, when I replaced my rig, I was getting trouble on finding the Mono 4.6.57 (the exact one used by Unity 2019). Looking around, I settled with 4.7.2 after carefully comparing the change logs and being sure that the main components used by Unity didn't changed inside the framework in a breaking way (compiler mainly , as everything else comes from Unity). On my projects you will see me targeting Mono v4.7.2 because of that. Now? Not even 4.7.2 is available anymore - and I need to hunt for a replacement again. https://download.mono-project.com/archive/ So, since you are still a begginer, really - forget Visual Studio 2022. Get Unity 2019.4.18f1 and use exactly what Unity says to use with this version at the time it was published. On the KSP 1.4 times, I was using MonoDevelop and that damned thing used to work just fine. But then Microsoft took ver it, used it as Visual Studio for Mac and the original project was literally ditched. So I had to scramble to keep my Unit 5/2017 projects alive (and it's the reason I have such knowledge). Now Microsoft is ditching Visual Studio for Mac at all, and hanging me to dry. This is the Microsoft Way. Don't fall for it. For KSP development, the less friction path is sticking with Visual Studio 2019 and whatever Unity says to use on U2019. We are developing for a deprecated enviroment, trying to teach new tricks to this old dog will not going to happen swiflty.
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AFAIK, FlightRadar shows when a Flight squawks the transponder, including the emergency ones. You can filter by Squawk (so you can see if there's any 7500 in the World), but only on the paid plan. Something that may worth it eventually - some relatives fly to the West Asia now and then and, boy... Things there kept me awaken all the night for 2 years already they they travel. I didn't. FlightRadar redirected me to this flight when I searched for Flight QR899!
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That's the problem - we need trolls, believe or not. People need to be exposed to these claims and learn how to tell good from bad as soon as possible - otherwise we would have yet more gullible people. And all these people do vote. These are the real problem. Because to raise about these ones, people need not only to learn how not to be gullible, but also how not to be stupid. Stupid people have this worship to titles and authority, and this makes them a marvelous target for ill intended people with ill learnt pseudo-knowledge. --- -- - Now, from a personal perspective - -- --- There's a 3rd kind - the professional liars. These guys pretend to be trolls or elitists in order to convince people enough to do or believe whatever will benefit them, disregarding any consequences that don't affect them. These ones are the ones trying to look reasonable when compared with trolls and elitists at the same time doing exactly the same - while falsely accusing anyone that disagrees with them from being trolls and elitists themselves. One could think that by eliminating trolls and elitists we would had a better World - what's a mistake. Without trolls and elitists, we would not be exposed to the tactics employed by these sociopaths, making them harder to detect.
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I think you need to update your project's references. Unity 2019 changed how things are deployed - before that, lots of things were being packaged on a single Assembly. From 2019 they had granularized the packages a lot. Make sure you are referencing at least UnityEngine.CoreModule but also UnityEngine.ImageConversionModule. It's a bit weird, but the CoreModule "kinda knows" about where everything are, including the things it doesn't have itself. I think that Visual Studio hints you about the need to reference needed Modules somewhere in the log system. Try this link - but I can't help on SelectImage, I didn't knew about this one until you mentioned it. Google tells me it may be something related to Unity's AR? Are you using the IMGUI? This thing is kinda weird - you need to "draw" your widgets inside a callback called OnGUI . This thing is called on every frame so, yeah, you need to be careful about what you put on that callback. It's better to precompute everything you will need on OnGUI outside it, perhaps on OnStart or some other callback, and then use such precomputed info on OnGUI to save CPU cycles - not to mention avoiding screwing up with the Garbage Collector (that it's already screwed up by itself, it doesn't need help on that!)