I have created a player prefab (called Tim in my project) and am trying to make all the references to gameObjects and transforms directly from the one of the players scripts which is actually attached to a gun object which is a child of the player prefab.
The issue is I cant manage to reference the camera in the script although I've looked and tried many different methods, none of them seemed to work. Unity prints this error in the console though : "NullReferenceException: Object reference not set to an instance of an object". And here is the script :
public class Gun_Control : MonoBehaviour
{
// References for GameObjects
[SerializeField] private Rigidbody2D rb;
private GameObject Player;
[SerializeField] private Transform PlayerTransform;
private GameObject Gun;
[SerializeField] private Transform GunTransform;
private Camera MainCamera;
private GameObject firePoint;
[SerializeField] private Transform firePointTransform;
[SerializeField] private GameObject bulletPrefab;
// Variables for Shooting
private Vector2 mousePos;
private float bulletForce = 20f;
// Start is called at the beginning
void Start()
{
Debug.Log("Starting");
Player = GameObject.FindWithTag("Player");
PlayerTransform = Player.transform;
Gun = GameObject.FindWithTag("PlayerGun");
GunTransform = Gun.transform;
MainCamera = GameObject.FindWithTag("Camera").GetComponent<Camera>();
firePoint = GameObject.FindWithTag("PlayerFirePoint");
firePointTransform = firePoint.transform;
}
// Update is called once per frame
void Update()
{
// Get mouse position
mousePos = MainCamera.ScreenToWorldPoint(Input.mousePosition);
// Run shoot function on left click
if(Input.GetButtonDown("Fire1"))
{
Shoot();
}
}
// Update is called on every physics frame
void FixedUpdate()
{
// Set gun position to player position
GunTransform.position = PlayerTransform.position;
// Set gun rotation to mouse position
Vector2 lookDir = mousePos - rb.position;
float angle = Mathf.Atan2(lookDir.y ,lookDir.x) * Mathf.Rad2Deg - 180f;
rb.rotation = angle;
}
void Shoot()
{
// Instantiate a bullet at the firepoint and give it force
GameObject bullet = Instantiate(bulletPrefab, firePointTransform.position, firePointTransform.rotation);
Rigidbody2D rb = bullet.GetComponent<Rigidbody2D>();
rb.AddForce(firePointTransform.up * bulletForce, ForceMode2D.Impulse);
}
}
Right now I have a variable, MainCamera, and when the script starts I look for a camera which has "Camera" as its tag which is set correctly.
I can add on if anyone needs more details and thank you to everyone for taking the time to help.
Edit 1 :
I tried what thunderkill suggested but it doesnt seem to work.
Here is a picture of the new code.
And when I try to use Debug.Log(Camera.main); it prints null.
here is a good example to access your main camera :
Camera m_MainCamera;
void Start()
{
//This gets the Main Camera from the Scene
if(Camera.main != null){
m_MainCamera = Camera.main;
//This enables Main Camera
m_MainCamera.enabled = true;
}
}
Camera c = Camera.main;//get the camera Tagged "MainCamera"
So you have to Check if your Camera tag is "MainCamera".
or you try :
GameObject.FindObjectOfType<Camera>();
(I don't recommend the second solution)
So I ended up finding the answer.I just deleted the camera in my scene and created a new one and then ended up using : MainCamera = GameObject.FindWithTag("Camera").GetComponent<Camera>(); which worked this time. The issue could have also been caused by errors present before in my code.
Related
new to all this. I've tried following a few examples i've found on here but none seem to work. The best I have right now is
rb.transform.up = rb.GetComponent<Rigidbody2D>().velocity.normalized;
but this makes the rigid body rotate immediately to the new direction of travel. is there a way to make it so it rotates slower rather than jumping in one frame to the new direction of travel?
Any help would be appreciated :)
here is the code ive used to apply the force, if that matters? i got it from a tutorial to apply force based on dragging the mouse
public class DragNShoot : MonoBehaviour
{
public float power = 10f;
public Rigidbody2D rb;
public Vector2 minPower;
public Vector2 maxPower;
public TrajectoryLine tl;
Camera cam;
Vector2 force;
Vector3 startPoint;
Vector3 endPoint;
public void Start()
{
cam = Camera.main;
tl = GetComponent<TrajectoryLine>();
}
public void Update()
{
if (Input.GetMouseButtonDown(0))
{
startPoint = cam.ScreenToWorldPoint(Input.mousePosition);
startPoint.z = 15;
}
if (Input.GetMouseButton(0))
{
Vector3 currentPoint = cam.ScreenToWorldPoint(Input.mousePosition);
currentPoint.z = 15;
tl.RenderLine(startPoint, currentPoint);
}
if (Input.GetMouseButtonUp(0))
{
endPoint = cam.ScreenToWorldPoint(Input.mousePosition);
endPoint.z = 15;
force = new Vector2(Mathf.Clamp(startPoint.x - endPoint.x, minPower.x, maxPower.x), Mathf.Clamp(startPoint.y - endPoint.y, minPower.y, maxPower.y));
rb.AddForce(force * power, ForceMode2D.Impulse);
tl.EndLine();
}
}
}
and here is script for the rotation
public class FaceDirectionOfTravel : MonoBehaviour
{
public Rigidbody2D rb;
// Update is called once per frame
void Update()
{
rb.transform.up = rb.GetComponent<Rigidbody2D>().velocity.normalized;
}
}
As you can see, I have just taken the velocity and applied that to the rotation, I guess this just immediatly changes it to match, but I want it to visibly rotate to match the rotation. I have tried some examples I have seen on here for Slerp but that only seemed to leave it in free rotation.. I must be missing something really obvious so thought I would ask on here. Thanks.
EDIT:
So I've kinda worked out a way to get it to work by creating another object on top of the object i wish to rotate and use Slerp to rotate the object on top to slowly rotate to the same as the original object which has to snap immediatly due to force applied the code is simply
public class RotateSprite : MonoBehaviour
{
[SerializeField] private Rigidbody2D rbOfTarget;
[SerializeField] private Rigidbody2D rb;
private void Start()
{
}
// Update is called once per frame
void Update()
{
rb.transform.position = rbOfTarget.transform.position;
rb.transform.rotation = Quaternion.Slerp(rb.transform.rotation, rbOfTarget.transform.rotation, 30* Time.deltaTime);
}
}
if anyone knows a better solution do let me know. Thanks.
Is your game in 3D or 2D? you keep saying it's 2D but the tag says it is 3D and if 2D you wouldn't need a Z position. and if it is in 3D you would have to change the rigidbody2D to just rigidbody.
Hey I just want my bullet to destroy itself when it touch Ground i tried to destroy after 2 seconds but it has the same problem That's My Code
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyBullet : MonoBehaviour
{
GameObject target;
public float speed;
Rigidbody2D bulletRB;
void Start()
{
bulletRB = GetComponent<Rigidbody2D>();
target = GameObject.FindGameObjectWithTag("Player");
Vector2 moveDir = (target.transform.position - transform.position).normalized * speed;
bulletRB.velocity = new Vector2(moveDir.x, moveDir.y);
Destroy(this.gameObject, 2);
}
}
Destroy the bullet object using the Destroy method.The bullet is destroyed after flying a certain distance.
public float speed;
public float destoryDistance;
private Rigidbody2D rg2d;
private Vector3 startPos;
// Start is called before the first frame update
void Start()
{
rg2d = GetComponent<Rigidbody2D>();
rg2d.velocity = transform.right * speed;
startPos = transform.position;
}
// Update is called once per frame
void Update()
{
float distance = (transform.position - startPos).sqrMagnitude;
if (distance > destoryDistance)
{
Destroy(gameObject);
}
}
Use OnCollisionEnter() to destroy to bullet
void OnCollisionEnter(Collision collider)
{
if (collider.GameObject.tag == "Ground")
{
Destroy (this.GameObject)
}
}
What's happening here is that this function gets called every time it collides with an object, so we put the destroy code here. It takes the collider as a parameter, and then checks if the GameObject has the tag "Ground", and if it does, destroy itself.
Note that you will also have to add a tag to your ground objects in the hiearchy. You can name them anything else too, but make sure to change "Ground" in the code when you do set the tag to anything other than it.
You will probably also have other colliders like walls in your game so you should make a universal tag that destroys bullets and name it something like "Destroy Projectiles" or something.
Edit: You can have multiple functions that destroy the GameObject.
The following code below shows what I made. (Pooled square is a game object I set up in another c# file)
[SerializeField] private Camera mainCamera;
private List<GameObject> PooledSquares = new List<GameObject>();
private Camera cam;
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.Mouse0)) {
Vector3 MousePosition = mainCamera.ScreenToWorldPoint(Input.mousePosition);
GameObject pooledSquare = ObjectPool.SharedInstance.GetPooledObject();
if (pooledSquare != null)
{
pooledSquare.SetActive(true);
pooledSquare.transform.position = MousePosition;
}
}
}
There are no syntax errors or node errors, and all the physics work such as Rigidbody, the objects are just not visible. Then I realized I didn't have a prefab. So I made a prefab. Still the same issue. If you need any more information contact me.
Thanks for your help.
var mousePosition = Input.mousePosition;
mousePosition.z = 5f; // world position from the camera.
You should give a z position otherwise it is 0 which means the object is put at the position of the camera.
I have a script that moves instantiated game objects depending on their tag. However, the game objects that have been instantiated are not moving.
Instantiation Script:
void Update()
{
tillNextSpawn += Time.deltaTime;
Debug.Log(tillNextSpawn);
if (tillNextSpawn >= 2)
{
UnityEngine.Debug.Log("Instantiating circle");
screenPosition = Camera.main.ScreenToWorldPoint(new Vector3(Random.Range(0, Screen.width), Random.Range(0, Screen.height), Camera.main.farClipPlane / 2));
Instantiate(circle, screenPosition, Quaternion.identity);
tillNextSpawn = 0.0f;
}
}
Enemy controller script(moves the enemies)
void FixedUpdate()
{
/*GameObject[]*/
var objects = GameObject.FindGameObjectsWithTag("Enemy");
var objectCount = objects.Length;
foreach (var obj in objects)
{
// Move the players accordingly
var rb = obj.GetComponent<Rigidbody2D>();
Debug.Log(rb);
Vector2 direction = (player.position - obj.transform.position).normalized;
rb.velocity = direction * moveSpeed;
}
}
You should be able to that, and the issue maybe somewhere else in your project.
I created a sample project that recreates what you're trying to do, trying to be as similar as I could be to the sample code you send, you can find it here:
https://github.com/webocs/unity-so-sample-tags
For what I can see, your console is sending an exception
get_main is not allowed to be called...
What comes to my mind, is that that exception is breaking the entire execution, and that's why nothing is happening.
As a side note, I don't know your project so I don't really know why you're building it this way. Said that, why aren't you creating an Enemy script that's attached to the enemy prefab? If you have many enemies you're going to be finding and iterating through all of them in each update tic. If you create an Enemy script and attach it to the prefab you should be able to handle the movement of the enemy using the transform of the gameObject that the script is attached to. This way each enemy is a standalone entity.
I hope all of this helps!
Edit:
I've edited the repo and added a scene called "IndividualEnemies" that illustrates what I told you in the comments
If you want the enemy to follow the player, try doing the following:
//Attach this script to the enemy
Transform player;
private Rigidbody2D rb;
private Vector2 movement;
public float moveSpeed;
void Awake()
{
player = ScriptNameOnPlayer.instance.gameObject.transform;
}
// Start is called before the first frame update
void Start()
{
rb = this.GetComponent<Rigidbody2D>();
}
void Update()
{
Vector3 direction = player.position - transform.position;
direction.Normalize();
movement = direction;
}
void FixedUpdate()
{
moveCharacter(movement);
}
void moveCharacter(Vector2 direction)
{
rb.MovePosition((Vector2)transform.position + (direction * moveSpeed * Time.deltaTime));
}
//But make sure your player script has this line of code:
public static ScriptNameOnPlayer instance;
Hope this helps !
I'm making a third person sports game and I wish to shoot the ball straight forward from the player.
I have a working script for shooting the ball, however it is attached to the main camera so only shoots in the direction the camera is facing.
I would like to alter this code to attach it to the player instead of the camera.
PS: I am still very new to C#, I assume the problem is in the "camera.main.transform" section but I don't know the code to change it to player.
my code is below;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ShootScript : MonoBehaviour
{
public GameObject bulletPrefab;
public float shootSpeed = 300;
Transform cameraTransform;
void Start()
{
cameraTransform = camera.main.transform;
}
void Update()
{
if (Input.GetKeyDown(KeyCode.Mouse0))
{
shootBullet();
}
}
void shootBullet()
{
//Get the Rigidbody that is attached to that instantiated bullet
Rigidbody projectile = GetComponent<Rigidbody>();
//Shoot the Bullet
projectile.velocity = cameraTransform.forward * shootSpeed;
}
}
First of all: You currently do GetComponent<Rigidbody> on that object itself .. this makes no sense since it would fire away "yourself" instead of a bullet. You have to Instantiate a bullet and apply forces/velocity here. You kind of missed the instantiation.
Then simply attach this script to your player Object instead and use transform.forward. transform returns the Transform component of the GameObject this script is attached to.
public class ShootScript : MonoBehaviour
{
// Hint: By making the prefab field Rigidbody you later can skip GetComponent
public Rigidbody bulletPrefab;
public float shootSpeed = 300;
void Update()
{
if (Input.GetKeyDown(KeyCode.Mouse0))
{
shootBullet();
}
}
void shootBullet()
{
// Instantiate a new bullet at the players position and rotation
// later you might want to add an offset here or
// use a dedicated spawn transform under the player
var projectile = Instantiate (bulletPrefab, transform.position, transform.rotation);
//Shoot the Bullet in the forward direction of the player
projectile.velocity = transform.forward * shootSpeed;
}
}