![]() Different settings might be used, but I haven't test them. The audio i'm using have the following settings. Make sure to clear cache or change version code before testing the new object. Simply load the object and after that Unload the asset bundle using assetBundle.Unload(false). It is a general-purpose render pipeline that has limited options for customization. No special implementations are required on the Asset Bundle downloading code. Home Audio Sound FX COOKING SIMULATOR GAME SOUNDS 1 / 2 OverviewPackage ContentReleasesReviewsPublisher infoAsset Quality Render pipeline compatibility The Built-in Render Pipeline is Unity’s default render pipeline. After that it won't be able to retrive proprieties from the audio clip. Please make sure to store all information about the audio clip on the Coroutine created on the script. You can always call the PlayAudio method from other sources. To test if the audio plays correctly you can simply tap on the debug boolean on inspector. You can attach the script below on an object stored in an Asset Bundle. Both without error and with the audio being played as expected. It has been tested on Unity editor 5.6.03f and on my iPhone 6, iOS 10 and Xcode 8.3. Here you can use the following code snipped attached on an asset bundle. If you do not have an existing Canvas and an EventSystem, Unity will automatically create one. After that It is possible to call _audioSource.Play() whenever you want while the Object is on scene, even if the Asset Bundle has been unloaded (of course with false parameter, as the objects shouldn't be destroyed). Right now I can play the audio whenever I want using by add the audio on a Audio Play on Awake, Play and Stop it instantly. When you attempt to play an Audio after the asset bundle has been unloaded, it fails an the "Error: Cannot create FMOD::Sound instance". ![]() Of course the ideal option is to be able to play an audio whenever we want. On my first tests the clip plays correctly when the audio is loaded on the Audio Source component and played on Awake method. I found a quite dirty turnaround solution.Īs pointed out before the error occurs when you try to Play an audio clip after the asset bundle has been unloaded. If possible feel free to open a private line of communication with me, I may be able to give more details in that case. running two copies now, one to try and debug this in 5.5 and one in case I need to update any fixes in 5.3.5p5). I realise this isn't the greatest help to your developers but I would appreciate any help you can give, this needs to be fixed in order to maintain and update our app (I'm stuck on 5.3.5p5 at the moment, I had to roll back to get it to work a while ago, perhaps that caused corruption. I have tried reimporting all assets and reinstalling Unity on several occasions to no avail. I have however tried to create a test project and it's working as it should, so I wonder if my project has become corrupted or perhaps the complexity of the scene setups have caused an issue. I can then return to the main menu of the app (not part of a bundle) and reload the same bundle again and the same thing happens, with it working on the first scene. The sounds work consistently the first time I load a scene in the bundle, and then when I load another scene in the same bundle, the sound throws:Įrror: Cannot create FMOD::Sound instance for resource archive:/BuildPlayer-SCENENAME/BuildPlayer-SCENENAME.resource, (File not found. I'm now running the same app on iOS & Android and having the same issue in the editor as well when loading those bundles. The issue regarding iOS10 32bit specifically seems to be resolved, mine is something new but related. Unfortunately I can't attach the project due to an NDA. What I need it for is to walk around at ground level and have a collider that interacts with other object.For your response. I haven't been able to find another FPS without steps. Get Standard Assets in Unity 2022, 2021, 2020, 2019 WITHOUT account sign-in qubodupDev 13. I've also tried removing the audio file used for the steps, but that makes my background sound (audio source on the FPS) go silent. FixedUpdate () (at Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/FirstPersonController.cs:130) using UnityEngine using System.Collections using UnityEngine.SceneManagement // include so we can load new scenes using UnityStandardAssets. ProgressStepCycle (Single speed) (at Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/FirstPersonController.cs:159) PlayFootStepAudio () (at Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/FirstPersonController.cs:172) gitignore LICENSE.md README.md build.proj README. vscode Assets Logs Packages ProjectSettings. ![]() IndexOutOfRangeException: Array index is out of range. 39e73c2 on 2,961 commits Failed to load latest commit information.idea/. I've tried setting the Footsteps Sound Size to 0, which results in the following error message: ![]() I'm using the FPSController, and I'm trying to get rid of the step sounds.
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