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Found 22 results

  1. Hello , I have to press this button every time I go to the forum to follow the news of Unigine until it turns dark theme, but I think I need a cookie to register once and for all/always and not repeat this every time, for me It is annoying, please fix it. Thanks
  2. Impostors problem

    I've created impostors for grass and everything went ok but when i'm trying to create impostors for trees it gives me really strange result. I'm using trees from Vegetation pack. I attached the setting that I use to create impostors but changing them didn't help.
  3. FBX import bug

    Hi I found an error importing FBX. To reproduce the error: - select foxhole demo in SDK browser and create project - delete the .cache_textures and .runtimes directories in the created project - delete .cache files - run launch_editor.bat the result is an error: D: /test/foxhole/data/props/vegetation/small_plant/small_plant.FBX: import finished in 129.824000 ms D: /test/foxhole/data/gui/new_gui/test_tooltip_line.FBX (14.4KB): import started ... D: /test/foxhole/data/gui/new_gui/test_tooltip_line.FBX: import finished in 25.269000 ms D: /test/foxhole/data/props/vegetation
  4. MathLib.Lerp Bug

    Hi Unigine Team, I verified MathLib.Lerp , this function have a bad bug. If the distance from the origin to the destination increases, The shooting point to the destination happens with a fast time interval! this is not correct! While this process should be uniform as a third parameter(speed*Game.Ifps). For example : The starting distance to the destination is 10 meters and the particle travels this distance in 2 seconds For example :The starting distance to the destination is 100 meters and the particle travels this distance in 20 seconds I thin
  5. WorldRotate(vec3) scales object

    Steps: -Add the following component to a primitive box -Use space / enter to trigger WorldRotate using System; using System.Collections; using System.Collections.Generic; using Unigine; [Component(PropertyGuid = "24c7af91cfafa3bcc0f32beb363ad04ec4089b55")] public class BugTester : Component { private void Update() { // write here code to be called before updating each render frame if (Input.IsKeyDown(Input.KEY.SPACE) || Input.IsKeyPressed(Input.KEY.RETURN)) { node.WorldRotate(new vec3(0,0,0.1f)); } Log.Message("rotation " + node.GetRotation()); Log.Message("position "
  6. QWindowsNativeInterface bug on editor initialization

    The log file attached shows that everything is OK till the last messages, which says that 'QWindowsNativeInterface::nativeResourceForWindow: 'handle' requested for null window or window without handle.' Seems like the window handle ptr is null(idk which window, because it pop-up the Help and the Editor window, could be any of both). log.html
  7. I'm attempting to render some lines onto a WidgetSpriteViewport using engine.visualizer.renderLine2D(). The documentation for the visualizer states that it draws it's 2D lines atop everything else. However, when rendering using renderLine2D the lines do not appear on top of any widgets drawn to the system GUI. Is this a bug? Thank you for your time, Andrew
  8. If an object name in an FBX file is something like Base:Stuff:ObjectName then the importer tool will fail the entire file. The issue is that the importer will try to create a directory called "Base:Stuff" and put "ObjectName" in to it. Since Windows paths cannot contain colons this fails. You need to sanitize your inputs before using them to make directories.
  9. A bug with the order of events on the stack for GUI ... Gui gui = engine.getGui(); WidgetButton btn1 = new WidgetButton(gui, "Button 1"); btn1.setCallback( GUI_ENTER, "onEnter", 1 ); btn1.setCallback( GUI_LEAVE, "onLeave", 1 ); gui.addChild(btn1); WidgetButton btn2 = new WidgetButton(gui, "Button 2"); btn2.setCallback( GUI_ENTER, "onEnter", 2 ); btn2.setCallback( GUI_LEAVE, "onLeave", 2 ); gui.addChild(btn2); ... void onEnter( int id ) { log.message("onEnter( 'Button %d' )\n", id); } void onLeave( int id ) { log.message("onLeave( 'Button %d' )\n", id); } Please see the result in the a
  10. When I export my mesh from max it appears fine in engine. When I export as node I get errors saying can't load .mat, can't load .mesh. I have tried all of the different settings in the node export tool with no success...
  11. [WONTFIX] Controlled bug...

    При использовании параметра controlled обнаружилась рассинхронизация мешей. Как с этим бороться? Подробнее на видео. Небольшие коментарии к видео: В самом начале видно что прическа несихронизирована с головой. Может это дефект скина? Но нет... Далее видно, что взяв копии одного и того-же меша (но с разными включенными поверхностями, для наглядности), и связав из через controlled, видим швы, которых быть не должно (меши то идентичные). При увеличении нагрузки на движок (с падением FPS) рассинхронизация усиливается. In-english: When using the controlled param, was found desync meshes. How abo
  12. Привет, об этом вопросе я уже писал, но решение я так и не нашел. Подскажите, кто сталкивался и смог решить эту проблему. Как сделать так, чтобы не пролетали события у Widget-детей? Как добиться нормального работы WidgetVBox+WidgetSprite, схожей по работе с WidgetWindow? Спасибо. ===================== translation from google ===================== Hi, The question has long been But the decision,
  13. Hello. Проблема с наследование от MovieClip во Flash. Пример прилагается: Есть клип (movie) к которому подключен класс (_movie) без наследования, в клипе есть несколько кадров, по которым будем переключаться с помощью функции в классе. Если сейчас откомпилировать данный пример во Flash, то ничего работать не будет, обязательно надо в классе (_movie) сделать наследование от extends MovieClip. А вот в Unigine все как раз наоборот, будет работать. Если наследование сделать, то во Flash работать будет хорошо, а в Unigine будет много ошибок. ===================== translation from google ==
  14. Здравствуйте. Проблема с наследованием в классах Flash. Простой пример прилагается. Результаты во Flash и Unigine разные. вкратце: Проблема заключается в обращении из frame к функции (в примере Hide() ), которая имеет одинаковое имя во всех трех классах. Мы вызываем Hide() из FIRST, а срабатывает Hide из SECOND. Проблема исчезнет если убрать у классов наследников наследование от родителя "extends _main". Спасибо. ===================== translation from google ===================== Hello The problem with inheritance in classes Flash. A simple example is attached. Results in Flash and
  15. Hello In WidgetFlash very common bug. Understand exactly what it is, I do not know, but there are some assumptions. Interface which I did, works fine in Flash-player, but in Unigine appears this bug. Noticed a mistake on this enigmatic appeal to clone MovieClip in function. For example: create a single cell MovieClip for equipment that handles mouse events contains graphics, icon, properties, parameters and effects. Next, from the cell to collect group of cells, such as inventory or bag, then make a copy of the inventory (or group of cells) eg for shop windows, or other equipment for the NPC
  16. Hello I can not understand how it works WidgetFlash :: loadMovie. example: var counter:Number = 0; this.createEmptyMovieClip( 'contener', 0 ); onEnterFrame = function() { counter++; if (counter >= 100) { counter = 0; string = 'icons/' + String(Math.round(Math.random() * 17)) + '.png'; contener.loadMovie( string ); trace( string ); } } In Flash, everything works perfectly, Unigine icon is loaded only once, the next load is performed. Thank you.
  17. I'm seeing inconsistent and unexpected behaviour when trying to set variables passed by reference (possibly related to inheritance). See example below: class MyBase { public: void TestSetByReference(int& result) { result = 17; } }; class MyDerived : MyBase { public: void TestSetByReference(int& result) { result = 34; } }; MyBase base = new MyDerived(); MyDerived derived = new MyDerived(); int i = -1; derived.TestSetByReference(i); log.message("derived.TestSetByReference = %d \n",i); i = -1; base.TestSetByReference(i); log.message("base.
  18. Hello! Simply as an example: ///////// Example 1 /////////// var arr:Array = new Array(); trace('Len: ' + arr.length); // Print: Len: 0 // Right! ///////// Example 2 /////////// var arr:Array = new Array("one"); trace('Len: ' + arr.length); // Print: Len: 0 // Error! ///////// Example 3 /////////// var arr:Array = new Array("one", "two"); trace('Len: ' + arr.length); // Print: Len: 2 // Right! Thank you.
  19. Here you will find a few simple tips on how to make your bug report better. The more full information you provide, the faster we find the issue and fix it! How to report a bug 1. Search the forum for the issue you encountered. If there is a topic with the same bug and you can add any helpful details (for example, as to environment in which it occurs or hardware configuration), post a message in it. If there are no topics on our forum that mention the issue you've encountered, create a new topic. 2. Always report one problem in each topic. This way, it's easier to keep trac
  20. OSX Issues in eval 2011-12-28

  21. При масштабировании объектов, сильно теряется точность. Отладочный пример: 1. basic players demo из EvaluationKIT 2. Добавить пирамиду, в основании квадрат 1*1 метр и высота 1 метр. 3. Подбежать actor(ом), коллизия точная, относительно. 4. Делаем масштабирование пирамиды по x, y, z в 5 раз. 5. Коллизия стала очень неточной. Translate: Debug sample: 1. Start basic players sample from EvaluationKIT browser. 2. Add new static mesh: pyramid with square 1*1 metr and height 1 metr. 3. Run and jump on it by PlayerActor, precision is normally. 4. Scale pyramid by x, y, z in 5 t