+1
Fixed

Missing units in Unity 2017.2

Elin 11 months ago • updated by Lazlo Bonin (Lead Developer) 9 months ago 26

Hi there,

i know, it's too early until Bolt is usable for daily production, but i was wondering, why Bold is not showing the Unity Engine Events in the Fuzzy finder in Unity 2017.2 beta?


Bolt_missingnodes

If i add the nodes in Unity 2017.1 and open the project then in 2017.2 beta everything is there and working. But i can't create new Unity Engine Nodes.

Answer

+4
Answer

I nerly tried everything last weekend :-)

At first i tried to make a totaly new Project in 2017.2 and import Bolt. - Run Setup Wizard again

Then i tried to make a new project in 2017.1, imported Bold, made a litte test run, to see that everthing is fine and opend the project then wirh 2017.2b.- Run Setup Wizard again

I added now in the assembly options UnityEngine.Core and UnityEnginePhysics Modul.

So for now i have everything i need.

It's just a little bit complicatet to set the assembly options, when you can't see, whats already in there.


2017_09_04_12_48_25_Unity_Preferences
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Have you tried running setup again or looked under project settings Luduiq to see if they can be added manually. 2017.2 Beta may have broken something. 

+4
Answer

I nerly tried everything last weekend :-)

At first i tried to make a totaly new Project in 2017.2 and import Bolt. - Run Setup Wizard again

Then i tried to make a new project in 2017.1, imported Bold, made a litte test run, to see that everthing is fine and opend the project then wirh 2017.2b.- Run Setup Wizard again

I added now in the assembly options UnityEngine.Core and UnityEnginePhysics Modul.

So for now i have everything i need.

It's just a little bit complicatet to set the assembly options, when you can't see, whats already in there.


2017_09_04_12_48_25_Unity_Preferences
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+1
Under Review

Ah, I see, Unity must have made a change to the assembly names in 2017.2 in their effort to modularize the engine. This results in Bolt not including the core assembly by default.

This will be fixed in v.1.1, when we upgrade the runtime to .NET 4.6 and require 2017.2. 

In the mean time, adding UnityEngine.Core and UnityEngine.PhysicsModule to the assembly options is the right way to go. 

I tried this, and after successfully adding the CoreModule, when I began entering the Physics module, the window went white and threw three errors saying it couldn't find certain files, then the window closed.

Odd. Do you still have the errors in the console? Could you please post them?

This fix had worked for three users so far.

Unity crashed, so I lost the errors. I'm going to try again and if they show up, I'll post them.

+1

You need to add UnityEngine2DPhysics Module as well - Found this missing while doing the 'platform' tutorial. I could not locate the Rigidbody 2D under Codebase - Unityengine

Thanks for the info! I haven't yet had time to download and test 2017.2 yet, can you tell me the exact name of the assembly (with the correct casing / dot in the name) so I can add it in for the next version?

Bumping this question; can anyone here confirm the exact name for the 2D physics assembly?

+1

The newest version still doesn't seem to fix the issue.  I just got Bolt and just started the tutorial, but here are the assemblies I added for 2017.2

Thank you for this report, I had gotten the names wrong. Will fix for next version.

Working on Fix

Just to confirm: if you remove these assemblies (the new default ones I added with the wrong naming scheme), does everything still work?

  • UnityEngine.Core
  • UnityEngine.Physics
  • UnityEngine.2DPhysics
  • UnityEngine.Physics2D
+1

Yes so far.  Still working through the tutorial, but everything is working with:

+1

One more, just had to add:

UnityEngine.AnimationModule

I add these,and units seems ok ...

Also, sometimes, when editing modules, setup wizard crashes, but changes stay.

Just picked up bolt, have been going through the platformer tutorial. I seem to be missing almost every node related to the Transform class. I thought maybe i was missing a assembly module, but it doesn't appear so. Typing transform in the fuzzy finder i only get options related to other classes with transform in there function names. Am i missing something? Cheers!

Just add the assemblies shown in this thread ^, then regenerate the unit database.

Will fix ASAP!

+1

doh! thought i had...turns out i added the UnityEngine.Core  a second time instead of UnityEngine.CoreModule...My apologies :P back to the tutorial!

+2
Fixed in Alpha

Wow, there were a lot more than I thought! Unity really is modularizing the engine.

These will be the new defaults in v.1.1.3:

.NET

  • mscorlib

User

  • Assembly-CSharp-firstpass
  • Assembly-CSharp

Core

  • UnityEngine
  • UnityEngine.CoreModule

Input

  • UnityEngine.InputModule
  • UnityEngine.ClusterInputModule

Physics

  • UnityEngine.PhysicsModule
  • UnityEngine.Physics2DModule
  • UnityEngine.TerrainPhysicsModule
  • UnityEngine.VehiclesModule

Audio

  • UnityEngine.AudioModule

Animation

  • UnityEngine.AnimationModule
  • UnityEngine.VideoModule
  • UnityEngine.DirectorModule
  • UnityEngine.Timeline

Effects

  • UnityEngine.ParticleSystemModule
  • UnityEngine.ParticlesLegacyModule
  • UnityEngine.WindModule
  • UnityEngine.ClothModule

2D

  • UnityEngine.TilemapModule
  • UnityEngine.SpriteMaskModule

AI

  • UnityEngine.AIModule

Rendering

  • UnityEngine.TerrainModule
  • UnityEngine.ImageConversionModule
  • UnityEngine.TextRenderingModule
  • UnityEngine.ClusterRendererModule
  • UnityEngine.ScreenCaptureModule

UI

  • UnityEngine.UI
  • UnityEngine.UIModule
  • UnityEngine.IMGUIModule
  • UnityEngine.UIElementsModule
  • UnityEngine.StyleSheetsModule

XR

  • UnityEngine.VR
  • UnityEngine.VRModule
  • UnityEngine.ARModule
  • UnityEngine.HoloLens
  • UnityEngine.SpatialTracking
  • UnityEngine.GoogleAudioSpatializer

Networking

  • UnityEngine.Networking

Services

  • UnityEngine.Analytics
  • UnityEngine.Advertisements
  • UnityEngine.Purchasing
  • UnityEngine.UnityConnectModule
  • UnityEngine.UnityAnalyticsModule
  • UnityEngine.GameCenterModule
  • UnityEngine.AccessibilityModule

Tip: if you already had Bolt installed, you can always use Revert to Defaults to add all these new assemblies at once (but you'll have to re-add your own custom ones if any).