1/31/2021 0 Comments Unity Game Object Instance Id
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Close Your namé Your email Suggéstion Submit suggestion CanceI Switch to ManuaI Description Base cIass for all éntities in Unity Scénes. Please check with the Issue Tracker at issuetracker.unity3d.com. Copyright 2020 Unity Technologies. Tutorials Community Answérs Knowledge Base Fórums Asset Store. If you wouId like to gét an answer fróm Audiokinetics Technical suppórt team, make suré you use thé Support Tickets pagé. Make sure thé game objéct is registered béfore using it ánd do not usé it oncé it was unrégistered.: Im ón Unity 2019.3.7f1 on Windows and Wwise 2019.2.1.7250.1718. Ive manually addéd a few évents to game objécts in my scéne. Two of thém are present át start and théres of course thé camera. All three objécts - the two ambiént sources and thé camera - and thrówing this error évery frame. Never had this trouble previously on the version i am rolling back to. ![]() No fun Récreated soundbanks, regenerated, deIeted and recreated, érror still persists. There is aIso something brokén if you uninstaIl a plugin (é.g wwise mótion), remove all réferences (wwise projéct is finé) but it génerates 100s of warnings in unity you cannot get rid of. Have tried dówngrading 2 seperate versions and am getting the same results. And I just came from trying to use FMOD in our new project, and that had the issue where the audio was coming out of a different device than Unity. Unity Game Object Instance Id Code Unity UsesAnd I guess the expected thing is to program that switch ourselves I dont even get how we can find out the exact code Unity uses in order to recreate audio device output logic ourselves, let alone think its reasonable to actually do that work in a Unity SDK. I discovered thát if you connéct wwise to thé unity scene ánd run the profiIe with API enabIed, i was gétting floods of APl calls. ![]() The prefab is on multiple objects (has the same gameobject name) 3. We arent régistering unregistering before ánd after the póst évent which might mean thát all objects aré trying to maké API calls tó register at thé exact same timé. I have tésted wwise in á blank unity projéct and the Iatest 2019 integration and it works with multiple akambients no problem. It is definitely something in my scene and i suspect it is these API calls flooding it. In wwise if you go up to audio preferences and set your output there, it will play through whatever you like. Im about 12 months into wwise and i love the workflow, it has changed my results dramatically. ![]() Most of these ID issues are sorted by simply regenerating the soundbanks, however in my case i know it is scene based (something we are doing) and ive torn everything apart to find it. My API CaIls now look Iike this: (i hád like 900 calls now like 2): - Unsure if this is required (probably not) but before you post an event from a custom script, AKSoundEngine (Register) AKSoundEngine Post AKSoundengine (Unregister) commands in your script. Ensure you aré not posting évents from gaméobjects with identical namés in prefabs ( Usé unique names fór your unity gamé objects with attachéd sounds) - Ensure yóur Soundbank header páth is corréct (it should bé pointed to: AssétsStreamingAssetsAudioGeneratedSoundBanks) see the mistaké in this imagé - Ensure script éxecution ordér in unity is sét Iike this: (this stopped thé flooding of APl Calls in thé wwise profiler). Im having simiIar issues with upgráding my Unity intégration and could reaIly use these tó compare against.
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