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Renge Posts: November in Unity Development. After importing the Oculus Unity Integration into any project, even an empty one, I can no longer remove the Oculus plugins. A Unity error prevents it. This does not work, it restarts Unity and the Oculus plugins are still enabled. There is a popup that warns that the plugins installed through the Package Manager will remain enabled, but pulling up the Package Manager shows no Oculus plugins at all.
Simply deleting the Oculus folder is impossible, it prompts an error message which says that "Some assets could not be deleted. Make sure nothing is keeping a hook on them, like a loaded DLL for example. It is impossible to delete as long as Unity is open, the only option I have found is to delete the file while Unity is closed. This seems excessive. On older versions of Unity this was never required, the folder could be deleted at any point.
Tagged: unity oculus spatializer audio spatialization DLL oculus unity. MikeF Posts: November This is how unity works now.
You need to remove any. March Is that still the case with. Sign In or Register to comment. Howdy, Stranger! It looks like you're new here. If you want to get involved, click one of these buttons! Sign In Register. Categories A package is a container that holds anything from an entire module of Unity such as Physics or Animation to any combination of Assets, Shaders, Textures, plug-ins, icons, and scripts that enhance various parts of your project.
Unity packages are newer, more tightly integrated versions of Asset Store packages, able to deliver a wide range of enhancements to Unity. Use the Package Manager window to view which packages are available for installation or already installed in your project. In addition, you can use this window to installremovedisableor update packages for each project.
The Package Manager window displays a list view on the left and a detail view on the right. By default, the Package Manager window displays the list of packages in the In Project mode, so that only the packages and modules already installed in your project appear in the list. To expand the list to include all available packages and modules, click the All button. The list now displays all packages and modules registered in the package registryregardless of whether they are already installed in the project.
The pane on the right side of the Package Manager window displays details about the selected package. Some packages display special tags next to the version number. These tags convey special information about that version of the package.
Note: When you disable a module, the corresponding Unity functionality is no longer available:. You can update a package while in either the In Project or All mode:. This section provides more advanced information about the package registry and the manifest files but you don't need to know anything about these topics to install, remove, disable, and update packages.
A Unity package contains a package manifest file in addition to the contents Assets, Shaders, Textures, plug-ins, icons and scripts. The package manifest tells Unity how to display its information page in the Package Manager window and how to install the package in the project.
In addition, there are several files that help manage the package deployment, including the tests, the samples, the license, the changelog, and the documentation. There are two types of manifest files: project manifests manifest. Project manifests manifest. In addition, the manifest also optionally specifies the location of the package registry and which packages to test. Package Manager uses package manifests package.
Unity maintains a central registry of official packages that are available for distribution. When Unity loads, Package Manager communicates with the registry, checks the project manifest file, and displays the status of each available package in the Package Manager window. When you remove a package from the project, Package Manager updates the project manifest to exclude that package from the list in In Project mode but it is still available in All mode because it is still on the registry.
The following table provides an alphabetical list of the important files and folders included in this package. Package Manager A package is a container that holds anything from an entire module of Unity such as Physics or Animation to any combination of Assets, Shaders, Textures, plug-ins, icons, and scripts that enhance various parts of your project. Finding packages The Package Manager window displays two types of Unity packages: Read-only Packageswhich Package Manager downloads from the Unity package registry as needed.
They are not bundled with the project source and they may have dependencies on other packages in external projects. This type is typical of most Unity packages.GitHub is home to over 40 million developers working together to host and review code, manage projects, and build software together. If nothing happens, download GitHub Desktop and try again.
If nothing happens, download Xcode and try again. If nothing happens, download the GitHub extension for Visual Studio and try again. Houdini Engine for Unity is a Unity plug-in that allows deep integration of Houdini technology into Unity through the use of Houdini Engine.
This plug-in brings Houdini's powerful and flexible procedural workflow into Unity through Houdini Digital Assets. Artists can interactively adjust the asset's parameters inside Unity, and use Unity geometries as an asset's inputs.
Houdini's procedural engine will then "cook" the asset and the results will be available right inside Unity. The easiest way for artists to access the plug-in is to download the latest production build of Houdini and install the Unity plug-in along with the Houdini interactive software.
Houdini Digital Assets created in Houdini can then be loaded into Unity through the plug-in. Skip to content. Dismiss Join GitHub today GitHub is home to over 40 million developers working together to host and review code, manage projects, and build software together.
Sign up. C ShaderLab. Branch: Houdini Find file. Sign in Sign up. Go back. Launching Xcode If nothing happens, download Xcode and try again. Latest commit. SeelanV Updated UI with new logo, moved Asset Parameters section higher, and … … …other smaller improvements to the general look and feel. Latest commit 4bacff1 Apr 14, Clone the forked repository to your file system.
Ask Ubuntu is a question and answer site for Ubuntu users and developers. It only takes a minute to sign up. Unity is misbehaving after installing GLX Dock - HUD does not open with GLX Dock turned off and there are ugly shadows in the panel, three control buttons close, minimise, maximise and "Ubuntu Desktop" label when there are no apps running. I have to click the top panel to get the Super key to open the Dash.
I have tried unity --reset and unity --replace commands, but they do not help. Ubuntu Community Ask! Sign up to join this community. The best answers are voted up and rise to the top.
Home Questions Tags Users Unanswered. How can I remove and re-install Unity? Ask Question.
Asked 7 years, 11 months ago. Active 5 years, 2 months ago. Viewed 77k times. Can I un-install and re-install Unity? Paul Girardin Paul Girardin 1 1 gold badge 2 2 silver badges 5 5 bronze badges. Try this: askubuntu. Active Oldest Votes.
This is what I used when I had a problem with it. Glen 8 8 bronze badges. Mattlinux1 Mattlinux1 1 1 gold badge 6 6 silver badges 22 22 bronze badges. You can combine those apt-get install and apt-get remove lines.
While reinstall I am getting the following error!Use the Plugin Inspector A Unity window that displays information about the currently selected GameObject, Asset or Project Settings, alowing you to inspect and edit the values. More info See in Glossary to specify the conditions under which Unity loads and references a plug-in A set of code created outside of Unity that creates functionality in Unity.
There are two kinds of plug-ins you can use in Unity: Managed plug-ins managed. NET assemblies created with tools like Visual Studio and Native plug-ins platform-specific native code libraries. More info See in Glossary file. You can also specify various other platform-specific settings for a plug-in. The Auto Reference setting controls how a plug-in file is referenced by other assemblies and assembly definitions in the project. If Auto Reference is enabled, which is the default, then all predefined assemblies and assembly definitions automatically reference the plug-in file.
Disable Auto Reference if you want to explicitly declare references to the plug-in instead. You can declare references to a plug-in file for an assembly definition using the Assembly Definition Inspector window. When you disable Auto Reference you cannot reference a plug-in from the predefined assemblies created for your project by Unity. These predefined assemblies contain all the scripts A piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like.
More info See in Glossary in your project that you have not assigned to another assembly using an assembly definition file. Only code included in an assembly created with an assembly definition file can reference classes, functions, or other resources in a plug-in that has the Auto Reference property disabled. The Auto Reference option has no effect on whether a file is included in the build.
When you disable the Auto Reference option, Unity will not automatically reference the file during compilation. To control Build Settings for plug-ins use Platform settings. Disable Auto Reference in order to limit the scope in which a plug-in can be referenced by explicitly declaring all references to that plug-in.
For example, if only one set of scripts in your project use a plug-in, you could create an assembly definition file for those scripts and create an explicit reference to the plug-in.
Because the plug-in is no longer automatically referenced throughout your project, other scripts in your project cannot mistakenly use the plug-in. More than one assembly can use the plug-in, but all assemblies must explicitly declare the dependency. Also, if you change the plug-in, only the dependent assemblies must be recompiled, not your entire project. You can also use explicit references to plug-ins to prevent plug-ins used in an Asset package A collection of files and data from Unity Projects, or elements of Projects, which are compressed and stored in one file, similar to Zip files.
Asset packages are a handy way of sharing and re-using Unity Projects and collections of Assets. More info See in Glossary from conflicting with other code in a project into which the package is imported. Use the Select platforms for plugin setting to define the platforms with which a plug-in file is compatible and should be used on. More info See in Glossary. You can check Any Platform and, optionally, exclude individual platforms. Or you can uncheck Any Platform and, optionally, include individual platforms.
Once you have selected the platforms, you can specify additional options such as CPU type and specific OS from the separate Platform settings section below. This area of the Inspector window contains a tab for each selected platform. When possible, the Inspector only shows settings that apply to the plug-in type on a specific platform. For example, for a native plug-in A platform-specific native code library that is created outside of Unity for use in Unity.
Allows you can access features like OS calls and third-party code libraries that would otherwise not be available to Unity. More info See in Glossary file with a. Note: Native plug-ins cannot be unloaded. If a plug-in has already been loaded by the Editor, it remains loaded even after you change the settings for that plug-in in the same Editor session.
Removing an installed package
To unload the plug-in, you must restart Unity. Use the Editor platform settings to specify the CPU architectures and operating systems with which the plug-in is compatible.Managed plug-ins are managed.
NET assemblies that you create with tools like Visual Studio. They contain only. NET libraries do not support. However, the standard. NET tools that Unity uses to compile scripts A piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like.
More info See in Glossary can access the managed code. There are two kinds of plug-ins you can use in Unity: Managed plug-ins managed. NET assemblies created with tools like Visual Studio and Native plug-ins platform-specific native code libraries.
More info See in Glossary code and Unity script code, except that plug-ins are compiled outside of Unity and so the source might not be available. Usually, Unity keeps scripts in a Project as source files and compiles them whenever the source changes. However, you can use an external compiler to compile a script to a dynamically linked library DLL. You can then add the. More info See in Glossary just like normal scripts. A compiled DLL is known as a managed plug-in A managed.
More info See in Glossary in Unity. Creating and adding a. To create a managed plug-in, you need to create a DLL, which you need a suitable compiler for. Not all compilers that produce. NET code are guaranteed to work with Unity, so you should test the compiler with some available code before doing significant work with it. To see them, find the Unity. The UnityEngine folder contains the. Additionally, some namepsaces require a reference to a compiled library from a Unity Project for instance, UnityEngine.
The exact options for compiling the DLL will vary depending on the compiler you use. As an example, the command line for the Mono C compiler, mcsmight look like this on macOS:. In this example, the -r option specifies a path to a library to include in the build; in this case the UnityEngine. UIModule library. The compiler assumes that this file is in the current working folder, but you can use a full path to specify the file if necessary. The resulting. The managed plug-in has a foldout triangle which you can use to reveal the separate classes inside the library.
You can drag classes that derive from MonoBehaviour onto Game Objects like ordinary scripts. You can use non- MonoBehaviour classes directly from other scripts in the usual way. Open Visual Studio and create a new project. Next, add references to the Unity DLLs. For this example, rename the class to MyUtilities in the Solution browser and replace its code with the following:.
Then, create a C script called Test in Assetsand replace its contents with the following code:. Attach this script to a GameObject in the Scene A Scene contains the environments and menus of your game.Search Unity. Log in Create a Unity ID. Unity Forum. Forums Quick Links. Asset Store Spring Sale starts soon!
Unite Now has started! Come level up your Unity skills and knowledge. How do I remove plugins? Joined: Apr 30, Posts: 3. I downloaded and installed the Github for Unity plugin. It didn't work as well as I expected it to so I went to remove it only to find that there seems to be no documentation on how to actually uninstall plugins. I deleted GithubUnity the folder in Local AppData and the folder from the asset store in the roaming folder.
However whenever I start up unity the GithubUnity folder is just replaced! Is there no way to just easily remove a plugin or am I gonna have to reinstall unity? SigtorOct 22, Joined: Dec 9, Posts: 1, MauriOct 22, Try deleting all folders and files except "Assets" and "ProjectSettings" inside your main project folder. This way, Unity will rebuild everything when you launch it again and the issue should be gone. Do make an backup of your project folder - just in case something breaks which should not happen.
Last edited: Oct 22, Joined: Jul 2, Posts: 9.
Yeah, this was a pain. I ended up going to my project and finding the Assets folder. Underneath Assets was a folder called Plugins with a folder called Github. Deleting Github seemed to do the trick. I think part of my problem is I am still wrapping my head around how Unity projects are organized on disk. Btw, I exited Unity before doing the above.