Comments (4)
I managed to get it running, here's what I did:
1.) (Thanks to CyberDuck79) The Bunny
prefab needs to its materials set manually (they are set to None by default), so you have to go into the Project
view and go to Assets -> Prefabs -> Models -> Bunny
and then open the one that just says Bunny
in inspector view. From here, go to the Materials
tab and then you'll see a list of Materials that need to be set. Drag the materials from the Project view into the slots for their corresponding names.
2.) In Scripts/Environment/Map.cs
go to line 135
inside the Remove
method, and replace this code:
// If this entity is not last in the list, put the last entity in its place
if (index != lastElementIndex) {
map[regionX, regionY][index] = map[regionX, regionY][lastElementIndex];
map[regionX, regionY][index].mapIndex = e.mapIndex;
}
// Remove last entity from the list
map[regionX, regionY].RemoveAt (lastElementIndex);
numEntities--;
with this:
// make sure the map is non-empty
if (lastElementIndex >= 0) {
// If this entity is not last in the list, put the last entity in its place
if (index != lastElementIndex) {
// Debug.Log(String.Format("Trying to access map[{0}, {1}][{2}]", regionX, regionY, index));
// Debug.Log(String.Format("Map length: {0}", map[regionX, regionY].Count ));
map[regionX, regionY][index] = map[regionX, regionY][lastElementIndex];
map[regionX, regionY][index].mapIndex = e.mapIndex;
}
// Remove last entity from the list
map[regionX, regionY].RemoveAt (lastElementIndex);
numEntities--;
}
-
) Go to
Scripts/Behaviour/Animal.cs
and on line221
, changeEnvironment.RegisterMove (this, coord, moveTargetCoord);
toEnvironment.RegisterMove (this, moveFromCoord, moveTargetCoord);
-
) Adjust the tiling on the Terrain material by going to
Assets/Prefabs/Materials/Terrain
, and using inspector mode, change the Tiling for X from1
to1.001
. -
) (optional) Adjust the main camera to be positioned at
x: 160, y: 140, z: -69
with rotationx: 40, y: 0, z: 0
from ecosystem-2.
I have it running (thanks to the various fixes) but with a messed up terrain texture in Unity 2020.1.6f1
I was able to fix this by changing the X tiling on the Terrain material to 1.001 (from 1.0) shrug
from ecosystem-2.
I left a comment on the "ArgumentOutOfRangeException: Index was out of range" issue that can interest you.
With my fix all the population spawn but... the screen stay grey in the scene window. I will look into that later.
Qwak Qwak !
from ecosystem-2.
OK found, the camera is just not set correctly and there seem to have no control on it implemented into the simulation but you just need to set it with these values :
position x:160 y:140 z:-69
rotation x:40 y:0 z:0
I can see the bunnies live^^
from ecosystem-2.
Related Issues (15)
- Some guide? HOT 5
- How to build it? HOT 4
- Will not do anything HOT 4
- Colors not showing using URP
- Foxes and Stats during Play
- Plants not respawninig HOT 2
- Weird artifacting when opening the project in Unity 2020 (Patreon) HOT 1
- Animals not moving
- ArgumentOutOfRangeException: Index was out of range HOT 7
- Edge depth issue with more then 1 tile
- Tile generation blue lines HOT 5
- Foxes not supported? HOT 2
- No License?
- The variable material of Animal has not been assigned. HOT 3
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