Unity3d crashes every time I run my game because of the spawner Game object spawning Enemy prefabs - c#

I am about half way done with the firs prototype of my new game-idea, and I am tring to implement a spawner that randomly spawns one of 3 enemy prefabs. This enemy spawning hasn't been working very well for me, as I have always found little problems here and there. One of these problems was major and caused Unity to crash every time I pressed Play ind the editor. I wasn't sure what the problem was, and so I Build the game I tried running the build, and it crashed as well. Then eventually I scraped my spawner and tried a new one. This one also crashed Unity every time, so I tried to spawn a random sphere with no components to it, and this seems to be working perfectly fine.
While running the game In the Unity Editor, I simultaneously open the task manager to see what was going on. It told me Unity was running like a charm, although it used about 1.5 gigs of Ram. Is it a lot? TBH, I don't know if that's the reason it keeps crashing, but I wouldn't know why it takes these amounts of ram. As soon as I deactivated the spawner it stopped crashing, so is it the spawner? I personally don't think so because I was able to spawn the sphere without the game crashing, but as soon as I try to spawn the enemies breaks down.
-> edit: The game doesn't really crash, it just starts loading into infinity, forcing me to end the application and reopen it hands why I am not able to provide any error codes.
Here is the spawner script I used:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Spawner : MonoBehaviour
{
public GameObject[] enemyPrefabs;
public float spawnRate = 1.0f; //The frequency at which enemies spawn.
private float nextSpawn = 0.0f; //used to trigger the next spawn
void Update()
{
//Make enemy spawn on a countdown timer
if (Time.time > nextSpawn)
{
nextSpawn = Time.time + spawnRate; // Trigger next spawn
Debug.Log("Spawn");
//Spawn the enemy in the same place as the spawner
GameObject piClone = Instantiate(enemyPrefabs[Random.Range(0, enemyPrefabs.Length)], transform.position, transform.rotation) as GameObject;
}
}
}

Related

Issue with moving clients/players with Photon Networking in Unity

I'm making a game where players are put onto plates and random events happen to the plates/players. I've gone through a multitude of different networking solutions like UNET, Mirror, Mirror+Steamworks P2P but none of them really worked well (main issue being not being able to join via IP) so I settled on Photon. After Punv2 just wouldn't work on my project (an error in PhotonEditor.CS) I just used Punv1 which is working perfectly for the most part.
The issue right now is that I'm trying to spawn players on their owned plates but they only spawn on the first plate despite each plate being owned by a player (each plate has a script that specifies which player 'owns' it. This is being set correctly). This only seems to happen when I try to test with a real player/client. If I create a fake player by just spawning in the prefab and then running it, both players will be moved to their correct plate so it seems to be a networking issue.
Here's the code responsible for moving the players to their plates.
foreach (GameObject plate in spawnedPlates)
{
//Here we loop through each plate, get the player assigned to it and move the player to that plate.
GameObject player = plate.GetComponent<Plate>().assignedTo;
PlayerClientControl playerController = player.GetComponent<PlayerClientControl>(); // originally for UNET/Mirror. Left in incase I need it(had an RPC function that moved the player).
player.transform.position = plate.transform.position + new Vector3(0, 4, 0);
}
What am I doing wrong?
EDIT:
It seems they ARE being moved to the correct positions (or atleast, it's trying to move them to the correct position) via a debug print statement that prints where they are trying to be teleported to further cementing that this is a networking issue but I have no idea how to fix it.
I assume it's something to with host/client synchronization? If anyone could shed some light on this, that'd be great because I'm pulling my hair out over this.
If you inspect the player objects at runtime, it will probably give you a clue. I had the same and in my case I had InputAction attached to my players (taken from unity StarterAssets). The first player in the game was assigned keyboard and the second a controller. I solved it by disabling all the inputaction and enabling the one of the localplayer:
private void Awake()
{
photonView = GetComponent<PhotonView>();
if (photonView.IsMine)
{
// take control of the user input by disabling all and then enabling mine
var players = FindObjectsOfType<Player>();
foreach (Player player in players)
{
player.GetComponent<PlayerInput>().enabled = false;
}
GetComponent<PlayerInput>().enabled = true;

Unity:Time.timescale =0 not working

I am trying to display player tutorial when the user 1st starts the game using playerpref and want the game to be paused, the problem i am facing is that Time.timescale=0 is not pausing the game when placed inside start (tutorialCanvas gets displayed), but works when is called by a button(Pause button).
Following is the code I use
void Start()
{
if (PlayerPrefs.HasKey ("test4") ==false ) {
tutorialCanvas.SetActive (true);
Time.timeScale = 0;
}
}
Time.timeScale = 0 is really messed up for me so what i could recommend you is that if you just want to pause something like pausing a movement of a character then you can try it like this :
GameObject PlayerScript;
if(Input.GetKey(KeyCode.P)){
//lets disable the playermovement script only not the whole object
PlayerScript = GetComponent<PlayerMovement>().enabled = false;
}
I've been stucked there also so i made an alternative way. And you can also visit this one. If you want a free of that asset you can get it here
I had this issue recently, although it was only doing it on a build, and not in the editor. Changing timeScale to something like 0.0001f would fix it, but that wasn't a great solution. Creating an input settings asset (under Camera -> Player Input -> Open Input Settings) seemed to have fixed it for the builds.

Host's camera on network game isn't working correctly

So, I'm doing an FPS game in Unity5, and some days ago I started looking at multiplayer tutorials at the official site of Unity.
However, I changed some bit of the code to fit in an FPS, but I had a problem when started doing this. The client's camera moved fine, but the host's one did not: It used the client's camera to see, but his player to move, sort of a third-person view.
All players have the same code, and the camera has a Network Identity with Local Player Authority turned on. Also, it has this C# script:
using UnityEngine;
using System.Collections;
using UnityEngine.Networking;
public class VisionControl : NetworkBehaviour {
void Start () {
Cursor.lockState = CursorLockMode.Locked;
}
void Update () {
if(!isLocalPlayer){
return;
}
transform.Rotate (new Vector3 (-Input.GetAxis ("Mouse Y")*5.0f,0.0f,0.0f));
}
}
Your camera should not have a network identiy.
It is used only by the local clients to get a perspective of the game world, so they do not need to be networked.
Each camera exists on the current client.for the current client only.
Each game instance should have 1 camera running, that of the Local Player.
Attach a simple non-networked camera component to your player prefab and test again.
Fixed! I removed the VisionControl script and putted this one on the player's movement script:
public override void OnStartLocalPlayer ()
{
if (isLocalPlayer) {
FindObjectOfType<Camera> ().gameObject.transform.position = this.transform.position+new Vector3(0f,0.5f,0f);
FindObjectOfType<Camera>().gameObject.transform.SetParent (this.transform);
}
}

Own function should run every frame, how is this possible?

I created an own function within a script which should be executed as soon as there is a collision (using OnCollisionEnter).
The idea would be the following:
I have a ring which is steered by the key of the keyboard (Up and Down). Then I produced a sine wave wire with spheres which are moving from right to the left(in a sine wave manner). The player should not be able to move the ring trough the wire.
Therefore I add two colliders to the ring (an Up and a Down collider) and a collision script.
The problem is that sometimes the ring can me moved through the wire... when I press the Up key all the time. Even worse when I do nothing, then the ring should slides along the wire... but it does not.
I think the problem is related to the fact, that my own function is not executed every frame. Or what do you think? How can I execute my own function every frame?
Here the code of the collision script:
void OnCollisionEnter(Collision collUP)
{
if (collUP.gameObject.name == "Sphere(Clone)") {
Debug.Log ("Kollidiert mit UP");
controller.MoveRingDown ();
}
}
And here the code of the ring script in which I created an own function:
public void MoveRingDown() {
transform.position = transform.position + new Vector3 (0f, -tilt, 0f);
}
public void MoveRingUp() {
transform.position = transform.position + new Vector3(0f, tilt, 0f);
}
OnCollisionEnter is only called once, when the collision produces ( as its names reads ). I think what you need is OnCollisionStay, which is executed while the collision lasts.

Make the ball to slowly stop

As title says, I want my ball object to slowly stop when I've added force to it. I've already used angularDrag = 1f. But my ball seems continue rolling and never stop. (Just imagine soccer game, the ball slowly would stop on the grass.)
Here's my code:
public void pushBall(Vector3 forcePos)
{
rb.AddForce(forcePos * strength);
rb.angularDrag = 1f;
}

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