Unity Addressables InstantiateAsync prefab mesh is not visible in Build

I am instantiating a simple Prefab with a simple mesh (small plane) in a scene. The Instantiation is performed by a proxy object, after instantiation it sets properties on the newly created instance and removes itself.

This all works fine when running the scene in the editor, each instance is created and appears and can be seen, however if I make a packaged build of the game, the instantiation happens (I checked via breakpointing the instantiation code) but the mesh isn’t visible in the scene.

The Addressables groups have been built, I am seeing no invalid key exceptions, and it works as intended in editor. The mesh is from an FBX file which isn’t in any addressables group.

Is there something I am missing? The code attached to the proxy objects is as follows (you can see I have tried using both GUID and Address to reference the prefab from addressables.

Thanks in advance

   public AssetReference asset;

   public string assetAddress;
        
    protected void Awake()
    {
        AsyncOperationHandle h = Addressables.InstantiateAsync(assetAddress, gameObject.transform.position, gameObject.transform.rotation);
        //AsyncOperationHandle h = asset.InstantiateAsync(gameObject.transform.position, gameObject.transform.rotation);
        h.Completed += (AsyncOperationHandle obj) =>
        {
            if (obj.Status == AsyncOperationStatus.Succeeded)
            {
                GameObject thing = (GameObject) obj.Result;
                thing.transform.localScale = gameObject.transform.localScale;

                Destroy(gameObject);
            }
            else
                Debug.LogError("Failed in instatiate asset " + assetAddress);
        };
    }```

Custom GET parameters not consistently visible in Google Analytics

I want to track custom GET parameters with Google Analytics. I don’t want to create anything inside the GA account (UTM and the rest of it). I’ve added this to my code:

<script>
    (function(i,s,o,g,r,a,m){i('GoogleAnalyticsObject')=r;i(r)=i(r)||function(){
        (i(r).q=i(r).q||()).push(arguments)},i(r).l=1*new Date();a=s.createElement(o),
        m=s.getElementsByTagName(o)(0);a.async=1;a.src=g;m.parentNode.insertBefore(a,m)
    })(window,document,'script','//www.google-analytics.com/analytics.js','ga');

    ga('create', 'xxxxxxxx', 'auto');
    // set of parameters tracked
    ga('set','parameter','value');
    ga('set','anotherparam','anothervalue');
    ga('set','customparam','customvalue');
    ga('send', 'pageview');
</script>

This was tested simply by visiting

www.mysite.com/somepage.html?parameter=value

Or

www.mysite.com/another-page.html?anotherparam=anothervalue

etc.

After opening links directly, and checking GA dashboard / panel at the same time, the links were visible in the Realtime section. However, not all of them were visible inside Acquisition or Behavior parts of GA dashboard. As far as I can tell, there are no patterns to when the landings are detected (the links are opened on both a desktop PC running Windows, and Android phone via Google Chrome, sometimes they are visible, other times they’re not visible).

Finally, my question.

How can I capture page landings with a custom GET parameter, without the UTM tracking codes? Can it be done through my JavaScript code alone? I do not want to create custom dimensions and custom definitions inside Google Analytics.

unreal 4 – Unreal4, C++: Spawned actors visible after stopping, not during play

I’ve created a class with a function InitializeModel, that is exposed to blueprint. In this function some AStaticMeshActors should be spawned, but I cannot see them during play, I need to stop the game for them to appear. If I stop the game and start it again they’re still visible. In blueprint I’m using BeginPLay event to trigger “create object from class” then running the InitializeModel on it,

I’ve tried placing some prints in InitializeModel and I know that it runs properly just after beginPlay, but models are invisible just after that, they’re visible after stopping, and later, after starting play again.

enter image description hereHi

In header file, as public field of this class, I’ve got:

UPROPERTY()
TMap < FString, UStaticMesh*> mMeshes;

In Cpp :

MyClass::MyClass()
{
    static ConstructorHelpers::FObjectFinder<UStaticMesh> StaticMeshFinder(TEXT("StaticMesh'/Game/box.box'"));
    mMeshes.Emplace("box0", StaticMeshFinder.Object);
}


bool MyClass::MyClass()
{
    bool result{ false };
    (...)
    // Preparation of scene
    float unitsScale{ 100.0f };
    for (int i = 0; i < m_numberOfBlocks; i++)
    {

        FTransform transform;
        FVector vec;
        FRotator rotation;
        FActorSpawnParameters SpawnParams;
        AStaticMeshActor* NewElement = GetWorld()->SpawnActor<AStaticMeshActor>(vec, rotation, SpawnParams);
        NewElement->GetStaticMeshComponent()->SetStaticMesh(mMeshes("box0"));
        NewElement->SetActorHiddenInGame(false);
        NewElement->SetMobility(EComponentMobility::Movable);

        m_elementsList.Add(NewElement);
    }
    return true;
}

All I want to do is to place some simple meshes in scene at the start of playing. I’d like to be able to move them later. So if that’s not the correct way to do this then please, show me the correct way,

Regards

unity – How to tell which face of a cube is most visible to the camera?

public enum CubeFace {
    Left,
    Bottom,
    Back,
    Right,
    Top,
    Front
}

public static GetFaceToward(Transform cube, Vector3 observerPosition) {
    var toObserver = cube.InverseTransformPoint(observerPosition);

    var absolute = new Vector3(
                      Mathf.Abs(toObserver.x),
                      Mathf.Abs(toObserver.y),
                      Mathf.Abs(toObserver.z),
                   );

    if (absolute.x >= absolute.y) {
        if (absolute.x >= absolute.z) {
            return toObserver.x > 0 ? CubeFace.Right : CubeFace.Left;
        } else {
            return toObserver.z > 0 ? CubeFace.Front : CubeFace.Back;
        }
    } else if (absolute.y >= absolute.z) {
        return toObserver.y > 0 ? CubeFace.Top : CubeFace.Bottom;
    } else {
        return toObserver.z > 0 ? CubeFace.Front : CubeFace.Back;
    }
}

product view – Tier pricing missing for customer groups, only visible for “All Groups”

I have set up several customer groups and want to give tier pricing based on the customer group. I have added them as such:

TieredPricing

On the product view page I don’t see any tiered pricing. When I change the “Group or Catalog” to “All Groups” (see below screenshot) then I can see the Group 1 pricing on the product view page.

TieredPricingAllGroups

Policy View Page Price and Tiered Price

The customer is set up for Group 1 and when I echo out the customer’s group I get the correct ID, so why doesn’t the tiered pricing for his group appear?

How do I make the product view page show the Tiered pricing for the specific group instead of only showing when set to “All Groups”?

Which special characters, if used in tags, will be visible in Google SERPs?

Here is an article about icon characters and how they can be used so that your listing in the SERPs catches the eye. It does appear to be somewhat out of date because I don’t see many of characters in the SERPs anymore for the examples they have.

That isn’t to say that it isn’t possible. When doing a research query for this question, I came across this listing which abuses special characters, probably through rich snippets:

One of the sites that was in the article appears to have found some icon characters that still work when used in title tags:

nt.number theory – There are at most four mutually visible lattice points—?

Say that two lattice points $a$ and $b$ of $mathbb{Z}^2$
are visible to one another if the line segment $ab$
contains no other lattice points.
While exploring lattice polygons all of whose vertices
are visible to one another, I noticed that it seems impossible
to have more than $4$ mutually visible lattice points.


         


Q1. Prove that there is no set of $ge 5$ distinct points of
$mathbb{Z}^2$ that are mutually visible to one another,
or construct examples.

I suspect this is elementary,
but I’m not seeing a proof or a refutation.

Q2. What is the higher-dimensional analog?
What is the largest number of mutually visible points of $mathbb{Z}^d$ ?

javascript – Upon first opening the website, content of all tabs is visible

I implemented some tabs in my websites, However when I first reload the website, the content of all the tabs is visible, it gets fixed when i select any one tab.

Screenshots:
Error I’m having

Here’s my code:

HTML

<div class="tab">
                <div class="tablinks" onclick="openCity(event, 'PaisleyWilkes')">
                    <img src="image 1.png" alt="" class="avatar">
                    <div class="details">
                        <span class="name">Paisley Wilkes</span><br>
                        <span class="designation">UI/UX</span>
                    </div>
                </div>
                <div class="tablinks" onclick="openCity(event, 'JohnSmith')">
                    <img src="image 1.png" alt="" class="avatar">
                    <div class="details">
                        <span class="name">John Smith</span><br>
                        <span class="designation">UI/UX</span>
                    </div>
                </div>
                <div class="tablinks" onclick="openCity(event, 'JaneSmith')">
                    <img src="image 1.png" alt="" class="avatar">
                    <div class="details">
                        <span class="name">Jane Smith</span><br>
                        <span class="designation">UI/UX</span>
                    </div>
                </div>
            </div>

            <div class="testimonials-content">
                <div id="PaisleyWilkes" class="tabcontent">
                    <h3>Paisley Wilkes says</h3>
                    <p>Lorem ipsum dolor sit amet consectetur adipisicing elit. Voluptatibus amet consequuntur libero hic quod, omnis natus totam vero repellendus aperiam eveniet. Adipisci voluptatibus a recusandae suscipit commodi minus sunt esse!</p>
                </div>
                <div id="JohnSmith" class="tabcontent">
                    <h3>John Smith says</h3>
                    <p>Lorem ipsum dolor sit amet consectetur adipisicing elit. Voluptatibus amet consequuntur libero hic quod, omnis natus totam vero repellendus aperiam eveniet. Adipisci voluptatibus a recusandae suscipit commodi minus sunt esse!</p>
                </div>
                <div id="JaneSmith" class="tabcontent">
                    <h3>Jane Smith says</h3>
                    <p>Lorem ipsum dolor sit amet consectetur adipisicing elit. Voluptatibus amet consequuntur libero hic quod, omnis natus totam vero repellendus aperiam eveniet. Adipisci voluptatibus a recusandae suscipit commodi minus sunt esse!</p>
                </div>

JS

function openCity(evt, cityName) {


 // Declare all variables
  var i, tabcontent, tablinks;

  // Get all elements with class="tabcontent" and hide them
  tabcontent = document.getElementsByClassName("tabcontent");
  for (i = 0; i < tabcontent.length; i++) {
    tabcontent(i).style.display = "none";
  }

  // Get all elements with class="tablinks" and remove the class "active"
  tablinks = document.getElementsByClassName("tablinks");
  for (i = 0; i < tablinks.length; i++) {
    tablinks(i).className = tablinks(i).className.replace(" active", "");
  }

  // Show the current tab, and add an "active" class to the link that opened the tab
  document.getElementById(cityName).style.display = "block";
  evt.currentTarget.className += " active";
}

I would like the first tab to be preselected when the page first loads, how would I go about doing that?

c# – Xamarin.Forms RadioButtons Text Not Visible

I’m using the experimental radio buttons in Xamarin.Forms, everything was working fine but suddenly the radio buttons text stopped appearing. What might be the problem? Thanks in advance.

public RequestsPage()
    {
        InitializeComponent();
        Device.SetFlags(new string() { "RadioButton_Experimental" }); // to be able to use radio buttons        
    }

dnd 5e – Does the Spirit Guardians spell hurt friendly creatures if they were not visible at the time the spell was cast?

RAW, to be unaffected a creature must be seen when the spell is cast.

The RAW ruling here is pretty clear. The relevant portion of spirit guardians‘ spell description says (PHB, pg. 278):

When you cast this spell, you can designate any number of creatures you can see to be unaffected by it.

You must be able to see the creature when you cast the spell to be able to designate it as an unaffected creature.

In your specific situation, the characters that were one floor below would be affected by spirit guardians upon entering its area of effect, as the caster could not see them when they cast it to be able to designate them unaffected.

Rules-as-fun may call for a different ruling – discuss it with your table.

I’ve played in games that ruled this both ways. At one table, we were all very committed to rules-as-written, and were aware of this feature of the spell. We had no problems with ruling the RAW way here, as we were all aware of its tactical implications before it was ever used. It made for an epic scene when our raging barbarian ran head first into the spirit guardians to save the cleric who was engaged with a manticore that had surprised us, tanking the damage to save her friend.

At a different table, most of the players were less experienced, and our cleric was rather disappointed when the DM suggested the RAW ruling. We took a minute to talk about it, and decided that we go with “no friendly fire”, and that worked just fine for that table.

If you’re a DM and one of your players has spirit guardians, talk it through with them before you have to rule on it in play – it can be an unpleasant surprise if you haven’t thought through the details of the description and how it plays out tactically.