Unity3D

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From https://unity.com:

The leading platform for creating interactive, real-time content
Build 2D, 3D and VR games and apps at speed. From artist tools to LiveOps – everything you need to bring your vision to life today.

Not to be confused with Canonical's Unity (which is now maintained by the UBPorts Foundation and renamed to Lomiri).

Note: The Linux Editor is currently experimental. Please report all bugs to the Unity forums!

Installation

Unity has made available a program called Unity Hub that is designed to streamline your workflow by providing a centralized location where you can manage your Unity Projects and simplifies how you find, download, and manage your Unity Editor installs. The application comes available as an AppImage. To install the Unity Hub, simply install the unityhubAUR package.

Old packages

Historically, there were other packages, but all of them are out of date and should not be used:

Warning: These historical Unity packages are huge. For a successful installation, you will need about 17GiB of free space for the package building and another 8GiB for installing.
Note: By default, the historical PKGBUILDs redirect all the output of the installer, which downloads and processes about 2GB of data. As this process can be very long, it might be useful to monitor it by using tail -f /tmp/Unity.log.

Android Remote

Unity Remote is an Android app to help test input for Android devices. It achieves this by sending a compressed screenshot to the device each frame.

Prepare computer

Install packages

Install the android-udev package, which will ensure you have correct udev rules for your device.

Install the android-sdkAUR package.

Configure the Editor

Open the editor, navigate to Edit -> Preferences and set the correct paths to the Android SDK and the JDK.

Tip:
  • The Android SDK is usually in /opt/android-sdk.
  • The JDK varies by the version you are using, if you want to use the default set it to /usr/lib/jvm/default.

The navigate to Edit -> Project Settings -> Editor and set Unity Remote Device to Any Android Device.

For more help see the Unity documentation.

Prepare Android

Install Unity Remote 5 from the Play Store. Alternatively you can download and build it yourself from the Asset Store.

It is also recommended to set your Android device to PTP mode.

Note: Don’t forget to turn on “USB Debugging” on your device. Go to Settings -> Developer options, then enable USB debugging. As of Android Jelly Bean 4.2 the Developer options are hidden by default. To enable them tap on Settings -> About Phone -> Build Version multiple times. Then you will be able to access the Settings -> Developer options.
Tip: For some devices the remote does not work if "Stay awake" is disabled. If you have any problems, make sure to enable it by going to Settings -> Developer options, then enable "Stay awake"

For more help see the Unity documentation.

Test

If you have Unity opened, close it.

Connect the phone to the computer and launch Unity Remote.

Open the Editor and press play. You should now see your game transmitted to your Android device.

If it does not work or you have questions, see the Unity Documentation.

Visual Studio Code

For those using the Visual Studio Code as their script editor, there are a few additional steps you need to do to get it running without displaying errors similar to:

[fail]: The reference assemblies for framework ".NETFramework,Version=v3.5" were not found
[warn]: OmniSharp.MSBuild.ProjectFile.ProjectFileInfo Unable to create directory "/Debug/". Access to the path "/Debug/" is denied.
[fail]: OmniSharp.MSBuild.ProjectFile.ProjectFileInfo Could not write lines to file "/Debug/Assembly-CSharp.csproj.CoreCompileInputs.cache". Could not find a part of the path "/Debug/Assembly-CSharp.csproj.CoreCompileInputs.cache".

To eliminate these errors you need to install the following packages: dotnet-runtime, dotnet-sdk, mono-msbuild, and mono. Finally remember to install the C# extension from the VS Code Marketplace by pressing Ctrl-P and entering:

ext install ms-dotnettools.csharp

You will also want to make sure to set the option for the C#/Omnisharp extension to use the globally installed mono in your path. Add this line to your configuration:

"omnisharp.useGlobalMono": "always"

Troubleshooting

Crash logs are available at $HOME/.config/unity3d/Editor.log

Unity crashes on first launch before/while signing in

This is a rare bug where Unity's configuration gets created wrongly. You can try resetting it by:

$ rm -rf ~/.config/unity3d/{*.prefs,*.log,Preferences} 

Unity crashes when trying to load project

Users have reported that unsetting GTK_IM_MODULE prevents the crash.

Unity crashes if ~/.config/user-dirs.dirs is missing

See how to generate the xdg files here: XDG user directories

Unity crashes with DllNotFoundException

In unity 2019 and newer, if you see a message along the lines of: DllNotFoundException: Unable to load the unmanaged library (x) Reason: libtinfo.so: cannot open shared object file: No such file or directory , try installing ncurses5-compat-libsAUR.

Unity fails to build project to webGL plataform

IL2CPP needs libtinfo-5.so library for the building process and ncurses5 provides it. So make sure to install ncurses5-compat-libsAUR if you want to build to webGL.

Minor stuttering while playtesting (NVIDIA)

Vsync does not seem to work correctly with NVIDIA graphics cards / drivers. Solution: In nvidia-settings go to "OpenGL Settings" and turn off "Sync to VBlank".

The behaviour occured/noticed when used "transform.Rotate" in combination with "Input.GetKey".

Error: Multiple Unity instances cannot open the same project

Unity probably did not shutdown properly, in this case you should navigate to your project folder and delete Temp folder.

Android Remote not working / Running Android build fails with "Unable to forward network traffic to device"

Try this workaround :

  1. Close Unity.
  2. Shutdown adb daemon with adb kill-server
  3. Plug in the android device.
  4. Find your device ID with adb devices
  5. Use adb -s "deviceID" forward "tcp:34999" " " replacing "deviceID" with the correct one.

That's it now you can open unity and test it, an error "socket bind failed" will appear that you can safely ignore.

No window opens: Desktop is 0 x 0 @ 0 Hz

If using Wayland, try using the Xorg backend of SDL by setting the environment variable SDL_VIDEODRIVER=x11.

Brotli Invalid ELF Header

If you see an error similar to:

 Failed running python2 "$EDITOR_PATH/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/Brotli/python/bro.py"

Either replace the brotli macosx egg with a linux egg at ~/.cache/Python-Eggs/Brotli-0.4.0-py2.7-macosx-10.10-x86_64.egg-tmp, or switch from brotli to gzip:

 File -> Buld Settings -> Player Settings -> Player -> Publishing Settings -> Compression Format