• 11
• 9
• 10
• 9
• 10
• ### Similar Content

• Hi, I've been working on this issue for a while and haven't yet found an answer.
Does anyone know the best way to convert unity's LAT & LONG into a vector 3 position that I could use in a virtual world (if it's even possible).

• I am taking an absolute beginner's game development course and we have just finished game jams in small groups. Our current assignment is to get feedback from people working in any aspect of game development. I would very much appreciate any feedback! The game is up on itchi.io (sound warning) https://wobbegong.itch.io/zombie-shooter It's essentially a very basic PvE.
I also have some things I'm wondering about, but you don't necessarily have to answer these.
1. Do you have any tips on working with physics? My group wrestled a bit with Rigidbody physics not totally working the way we wanted to -- jumping ended up kind of floaty and inclines seem to mess up movement. Alternatively... how can I build terrains with depth that won't result in wonky physics?
2. How can I keep up the level of challenge in an interesting way as the player progresses through the waves?
3. What are some of your personal guidelines for creating title screens?
Thank you very much in advance!

• I'm having a weird issue with detecting a collision. I've tried everything I could find online but nothing seems to work. I have a brick object. It has a 2D Collider attached and I have also attached a 2D Rigidbody on it. I also have an EndScreen 2D Collider. The EndScreen 2D collider is tagged with "EndScreen". I am trying to detect when a brick collides with the end screen collider and simply print "game over" in the console.
This is my current code for this part of the program, it is attached to the bricks:
void OnCollisionEnter (Collision2D collision) { if (collision.gameObject.tag == "EndScreen") { Debug.Log("Game over"); } } Several things have happened depending on the set up. If I have the rigidbody 2D set as static, my ball object can still collide with the bricks, but I get no Log message. If I set it to Kinematic or Dynamic, I get absolutely no interaction between the ball and the bricks, and nothing when the bricks pass through the collider. I have tried to set the collider to a trigger and use OnTriggerEnter2D, no change. I have tried to put the rigidbody on the EndScreen object and tried to set it's body type to all 3 settings, no change. The only thing I can think of that I have not done is put the script on the EndScreen object and switch the tag to the bricks. The reason I have not done this is because I will have several types of bricks, some of which will have different tags.

Please tell me somebody can see what I'm doing wrong here, because I'm losing my mind over something I feel should be ridiculously simple. Thanks.

# Unity Trouble importing IFC with AssimpNET

This topic is 434 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

## Recommended Posts

Hi,
I have 2 issues with importing IFC files using AssimpNET (keep in mind that I am noob in the topic):

(A) I'm trying to import IFC files with AssimpNet 3.3.2. There is an error (attached Image) when I try to import the IFC file.

(B) I have read on forums that AssimpNet 3.0 imports IFC. The issue here is that I cannot link AssimpNet.dll and Assimp64.dll to my c# project on VS 2015. I forked the AssimpNet 3.0 from the Git repository and built the AssimpNet.sln and then placed the resulting dlls to my c3 projects bin/x64 folder where the exe resides.
Anyway, the VS cannot find the Assimp libraries when I try to declare Assimp with "using Assimp".

But, when I tried placing the assimp 3.0 dlls in my Unity project assets folder and called assimp from a c# script in unity, it works and also imports the IFC file.

What am I doing wrong when linking the AssimpNet 3.0 with VS 2015 c# project?

This is my code:

using System;
using System.IO;
using System.Reflection;
using Assimp;
using Assimp.Configs;

namespace Example
{
class Program
{
static void Main(string[] args)
{

String fileName = "F:/rst_basic_sample_project.ifc";

AssimpContext importer = new AssimpContext();

Scene model = importer.ImportFile(fileName);

Console.WriteLine("no. of meshes in the model is: " + model.MeshCount);

importer.Dispose();

}
}