Unity Hub Failing to Launch Unity Project

While trying to launch a project in Unity I kept getting met with, nothing… Click on the project the Hub disappears and nothing happens… Tried uninstalling and reinstalling both Unity and the Unity hub.

I did receive an error similar to the following when trying to launch Unity directly.

windows\system32\msvcp120.dll is either not designed to run on windows or it contains an error

Doing some digging online shows that it has to do with the Visual C++ Redistributable runtime package which can be downloaded here


Unity was back to working normal after installing that.

More information is available at the following link.


Clamp rotation of camera in Unity

Some notes and issues when trying to clamp the rotation of a camera in Unity. All the code was put on a script assigned to a controller that controlled the camera view. Used the Simple Touch Controller from the asset store.

Problem trying to clamp EulerAngles

It appears that the following code does not work as EulerAngles expects a value from 0-365.

transform.localEulerAngles = new Vector3(Mathf.Clamp(transform.localEulerAngles.x - rightController.GetTouchPosition.y * Time.deltaTime * speedContinuousLook, 0f , 20f ),transform.localEulerAngles.y + rightController.GetTouchPosition.x * Time.deltaTime * speedContinuousLook, 0f);

Extra debug info

Debug.Log("Rotation = " + transform.localEulerAngles.ToString());

Code to clamp rotation

You have to do some math to take the value from 0-365, then translate it to -90 – 90 so it can be clamped properly

// Put these with the rest of your public variables.  These should show up in the Unity Inspector and allow you to modify the values
public float speedProgressiveLook;
public float clampXRotationUp;
//  The following lines allow the script to Clamp the camera X rotation and should go in the Update function

float playerRotation = transform.localEulerAngles.x - rightController.GetTouchPosition.y * Time.deltaTime * speedContinuousLook; 

if (playerRotation > 180)        {             
    playerRotation = playerRotation - 360 ;  // Sets our working numbers between -180 - 180  
playerRotation = Mathf.Clamp(playerRotation, clampXRotationDown, clampXRotationUp);

Vector3 newRotation;
newRotation.x = playerRotation;
newRotation.y = transform.localEulerAngles.y + rightController.GetTouchPosition.x * Time.deltaTime * speedContinuousLook;
newRotation.z = 0;

transform.localEulerAngles = newRotation;

The following links were helpful.




Unity Game Scene tab flickers during game play

There appears to be an issue with HDPI displays and the Unity Game tab while testing the game in unity. Have had issues where the UI elements will resize and not work correctly. Issue seems to be with how Windows scales the screen.

Dropping the scaling to 100% and/or the resolution down to 1920×1080 seems to resolve the issue.

PlayMaker reverting to local variables instead of using global variable

In PlayMaker you can experience issues with variables if you have a Global variable (Green in picture) and a Local variable (Red in picture) that have the same name. PlayMaker will let you select the Global variable however, you’ll get erratic behavior and it seems to revert to the local variable. Work around? Rename one of the variables.

Unity not loading scene levels

Problem: Game would finish level, but would not load next one.

The issue was that all the levels were not included in the build scene, (File -> Build Settings -> Scenes In Build) so even though the level was correct in PlayMaker, it would not load the level in the Game window while testing.

To add scene to build, open the scene up in the editor, then open the Build Settings from File -> Build Settings… or Ctrl+Shift+B and Add Open Scenes

Unity Button can’t access script functions

When you have a button object there is the On Click () area that can execute different actions like a PlayMaker script or a function in a C# script.

Issue with the C# script. You can’t drag and drop the script from the Assets Panel. The script needs to be assigned to an object, then drag and drop that object on the On Click () object. Then select the script and then the function from the drop down there.


Code snippet below is the EnableDisableAudio function that gets executed by the On Click () function above. Note that the script has to be assigned to an object, in this case the button.

    public void EnableDisableAudio()
        if (counter % 2 == 1)
            Debug.Log("ButtonToggled - On");

            Debug.Log("ButtonToggled - Off");

More info


PlayMaker camera fade in/out blinks after fade is complete – Unity

Looks that the issue has something to do with the fade event not being on the camera directly. Work around is to create a FSM on the main camera to fade in when the scene starts, have a bool that gets turned to true when the scene ends. Then the FSM on the camera fades out.

Example FSM on the main player camera

Unity script for enemy to follow player

The following script will let an object follow a player when it is within a certain range and will stop following it once it is out of a certain range

The following variables can be adjusted from the Inspector.

Attack Speed = How fast the game object moves
Attack Distance = How close does the player need to be to start moving
Buffer Distance = How far away from the player should the game object stop
Player = Game player to target

To use script, create a new C# script named FollowPlayer and paste in the following.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class FollowPlayer : MonoBehaviour

    public float attackSpeed = 4;
    public float attackDistance;
    public float bufferDistance;
    public GameObject player;

    Transform playerTransform;

    void GetPlayerTransform()
        if (player != null)
            playerTransform = player.transform;
            Debug.Log("Player not specified in Inspector");

    // Start is called before the first frame update
    void Start()

    // Update is called once per frame
    void Update()
        var distance = Vector3.Distance(playerTransform.position, transform.position);
        // Debug.Log("Distance to Player" + distance);
        if (distance <= attackDistance)
            if (distance >= bufferDistance)
                transform.position += transform.forward * attackSpeed * Time.deltaTime;

Helpful Links