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The type or namespace name `ImageEffects' does not exist in the namespace #64

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alchemz opened this issue May 12, 2017 · 8 comments
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@alchemz
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alchemz commented May 12, 2017

I have already imported the standard assets package. And the editor version I am using is 5.5.1f1

@zachkinstner zachkinstner self-assigned this May 12, 2017
@zachkinstner
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Hi @alchemz! As a starting point, please confirm that the following folder/file exists in your project:

Assets/Standard Assets/Effects/ImageEffects/BloomOptimized.cs

You mentioned that you already imported Unity's Standard Assets package, but I just want to make sure that it's completely imported. It's possible to accidentally delete or exclude some portions of that package, so I'm trying to rule out the basics before looking deeper.

If that file does exist, please send the full stack-trace of the error message(s) that you're seeing in Unity.

@rahb3rt
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rahb3rt commented May 12, 2017

I had the same problem originally.. you have to get the legacy assets which are in the Unity store available for download. Then the standard assets will import as well the ones that you are looking for. Current HoverUI uses deprecated assets or reorganized ones.

@zachkinstner
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Thanks for the note @rahb3rt -- I was not aware that Unity changed the asset package. I just imported the assets in a new project, and the .../ImageEffects directory now only contains this Readme.txt file:

The old image effects have been deprecated and moved to the Asset Store: https://www.assetstore.unity3d.com/#!/content/83913

We recommend that you now use the new post-processing stack. You'll find it at https://www.unity3d.com/postprocessing

@rahb3rt
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rahb3rt commented May 12, 2017

@zachkinstner will HoverUI move to the new post processing stack any time soon? Or will you guys stick to the deprecated library?

@zachkinstner
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I'm currently focused on development of my VR music app (EXA: The Infinite Instrument), so its unlikely that there will be Hover UI Kit updates in the near-term.

However, the only part of Hover UI Kit that uses the ImageEffects package are its demo scenes/scripts, which you get when you pull down the entire repository. I think there's only one script and one type of in-scene reference (Bloom (Opimized) on some of the cameras) that reference the old ImageEffects package.

If you install Hover UI Kit from the release packages, you will not have these dependencies, and should not have any issues.

@autuus
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autuus commented Jul 2, 2018

For lazy readers, solution: import https://www.assetstore.unity3d.com/#!/content/83913

@zachkinstner
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I have just posted the new Hover UI Kit v2.0.1B release, which fixes this issue by removing the "Hover Demos" dependency on the "Legacy Image Effects" pacakge.

@ghost
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ghost commented Aug 13, 2018

I don't why anyone would have to remove Bloom filter or remove the "Legacy Image Effects", because it still works, all you need to add to your scripts that use ImageEffectBase is:

using UnityStandardAssets.ImageEffects; //add this and your legacy Image Effects will work fine

For example, in any legacy image effect script like Bloom or EdgeDetectEffect, add that line after "using UnityEngine;"
You can use the new Post-Processing Stack from Unity, but you can also use the legacy in the same project.

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