Re: Unity 5.2 compatibility error?

Might want to sticky a warning here for anyone who hasn't heard yet, or for the prospective buyers.
Hopefully 5.3 will sort everything and we can all port our work across fairly smoothly.
Until then I'll be working as normal with 5.1 and animation work.

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Re: Unity 5.2 compatibility error?

Steviebops wrote:

Might want to sticky a warning here for anyone who hasn't heard yet, or for the prospective buyers.
Hopefully 5.3 will sort everything and we can all port our work across fairly smoothly.
Until then I'll be working as normal with 5.1 and animation work.

Done: http://www.ufe3d.com/forum/viewtopic.php?id=525

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Re: Unity 5.2 compatibility error?

Are we reverting back to Unity 5.1 in order to use UFE? I just recently had my models done and was ready to get moving on the next part of my game. This is a bummer if this does not work.

Re: Unity 5.2 compatibility error?

doninuel wrote:

i.ve already fix the errors.. thanks guys.. but how to reskin and publish to android market???

Hi there i am facing the same problem and using 5.1.3.

Can you please help me how to fix this

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Re: Unity 5.2 compatibility error?

Upgraded to 5.3 and works now

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31 (edited by korea0799 2016-07-17 07:08:12)

Re: Unity 5.2 compatibility error?

Hi Guys,

I try fix this issue that seems work to run at least.

issue:
Assets/UFE/Scripts/UI/Community Scripts/Gradient.cs(7,14): error CS0619: `UnityEngine.UI.BaseVertexEffect' is obsolete: `Use BaseMeshEffect instead'

preview:
http://i.imgur.com/TRGSLcx.jpg

source code:
https://github.com/laikyo/UFE/blob/master/Gradient.cs

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32 (edited by MrPonton 2016-07-25 12:36:24)

Re: Unity 5.2 compatibility error?

korea0799 wrote:

Hi Guys,

I try fix this issue that seems work to run at least.

issue:
Assets/UFE/Scripts/UI/Community Scripts/Gradient.cs(7,14): error CS0619: `UnityEngine.UI.BaseVertexEffect' is obsolete: `Use BaseMeshEffect instead'

preview:
http://i.imgur.com/TRGSLcx.jpg

source code:
https://github.com/laikyo/UFE/blob/master/Gradient.cs

http://www.ufe3d.com/forum/viewtopic.php?pid=2823#p2823

MrPonton wrote:

I can't speak for the exact issues being fixed as MisterMind would best be able to verify. Here is what I was able to do with a fresh 5.3 install build:

1. Installed Unity 5.3 onto a computer that didn't have Unity before.
2. Downloaded my project via Git onto said computer (Previously running 100% fine on Unity 5.1.2f / 5.1.3)
3. Opened the Project and ran TrainingRoom scene
4. Failed to run due to Gradient.cs class using deprecated inheritance (Resolved by updating script from here

5. Attempted to relaunch TrainingRoom
6. Prompted that some shaders and scripts needed to be updated for Unity 5.3 and accepted prompt
7. Attempted to relaunch TrainingRoom
8. Was able to view the main menu UI with the exception that Text alignment and sizing for buttons was way off, otherwise worked.
9. Character Select & Stage Select appeared to function correctly for me with the same exception of Text display issues.
10. Battle GUI appeared to function correctly also for me with the same exception of Text display issues.

Otherwise I was able to perform combos on characters without any issues noticeable, including completing a versus match.

Hope that helps

 using UnityEngine;
 using System.Collections.Generic;
 using UnityEngine.UI;
 
 [AddComponentMenu("UI/Effects/Gradient")]
 public class Gradient : BaseMeshEffect
 {
     public Color32 topColor = Color.white;
     public Color32 bottomColor = Color.black;
 
     public override void ModifyMesh(VertexHelper helper)
     {
         if (!IsActive() || helper.currentVertCount == 0)
             return;
 
         List<UIVertex> vertices = new List<UIVertex>();
         helper.GetUIVertexStream(vertices);
 
         float bottomY = vertices[0].position.y;
         float topY = vertices[0].position.y;
 
         for (int i = 1; i < vertices.Count; i++)
         {
             float y = vertices[i].position.y;
             if (y > topY)
             {
                 topY = y;
             }
             else if (y < bottomY)
             {
                 bottomY = y;
             }
         }
 
         float uiElementHeight = topY - bottomY;
 
         UIVertex v = new UIVertex();
 
         for (int i = 0; i < helper.currentVertCount; i++)
         {
             helper.PopulateUIVertex(ref v, i);
             v.color = Color32.Lerp(bottomColor, topColor, (v.position.y - bottomY) / uiElementHeight);
             helper.SetUIVertex(v, i);
         }
     }
 }

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