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unity is not "active" #58

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yamins81 opened this issue Sep 26, 2016 · 6 comments
Open

unity is not "active" #58

yamins81 opened this issue Sep 26, 2016 · 6 comments

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@yamins81
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@pbashivan you wrote
Hi Dan,

I’m having issues connecting to the unity. I try using the tdw_editor_mode_client.py code to connect to unity and generate images but the script stops because it can’t find unity to be active. Have you had this issue before?
How do you debug the code?

@yamins81
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@pbashivan can you paste the full error message and where you got it?

@pbashivan
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I don't get any errors. I'm running the 3Dworld code on my mac so everything is local. Here are the steps to recreate this.

  1. Start unity
  2. Press play in unity to run the environment
  3. Run the tdw_editor_mode_client.py script via "python tdw_editor_mode_client.py"
    Script stops without any errors. I traced the code in editor_mode script and the thread which checks whether unity is up or not, stops the loop.

It seems like the script cannot connect to unity for some reason.
Maybe this is related to different version of unity that I'm using. When I import the ThreeDWorld project in unity and load the base scene, I have two "Missing Prefab"s under the baseScene.

@pbashivan
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It seems like the code on the windows server is different from the master branch and I'm guessing that's why I started having these issues today.
It looks like the richard-temp branch is more like what is on the windows machine.
Anybody knows what is the correct branch to work with?

@roates123
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hey guys,

this was caused by the .gitignore filtering prefab files, which made my last push skip out on the prefab files pouya is missing. I changed the .gitignore file and the new push should work!

@roates123
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use the master branch, richardTemp is from when I was working on a big change that deviated from master, but has since been merged

@pbashivan
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Thanks Richard!
It's working again.

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3 participants