I'm making a script editing the some values of RectTransform and I want write "Some Values Driven By Script" to RectTransform in Editor.
I'm making a script editing the some values of RectTransform.
I want do this
I do this
How can I add "Some Values Driven By **" text?
RectTransforms seem to disable when you add elements to a struct called DrivenRectTransformTracker defined in the RectTransform scripting implementation.
The case that you describe is done in the GridLayoutGroup implementation which is a protected member of the class the GridLayoutGroup inherits from, LayoutGroup.
The documentation for it can be found in the Unity Scripting Reference.
Related
I have a GameObject with a RectTransform that I would like to remove via script.
In other words, I want to replace the RectTransform with a regular Transform in the inspector using a script.
In the inspector, you can simply click the RectTransform dropdown and select Remove Component from there and the RectTransform is replaced with Transform. Of course this only works if there are no Components that rely on the RectTransform directly.
If I try this approach with a script like: Destroy(GetComponent<RectTransform>()) I get an error stating:
Can't destroy RectTransform component of
'MyGameObject'. If you want to destroy the game
object, please call 'Destroy' on the game object instead. Destroying
the RectTransform component is not allowed.
Of course, this is somewhat expected, since you can't remove a transform from a gameObject. In the case where I am trying to get back the old Transform component however, this behavior is undesirable.
So my question is: is there a way to replace the current RectTransform with a simple Transform component via script, and how is this done?
You can't delete a conversion.Alternatively, create an empty object and move the entire hierarchy located on that object there. You can simply change the parent of the first child and align the local position, or implement a more complex system, depending on what you need it for.
Newbie question but couldn't find an answer.
I'm making a script that generates a gradient texture procedurally to apply to a panoramic Skybox, so I can change the colors of the sky later.
I followed this tutorial for the texture script: https://catlikecoding.com/unity/tutorials/noise/
My Main Camera has a script called 'TextureCreator' and a 'Skybox' component. The 'Skybox' component has a property called 'Custom Skybox' in the Inspector which references the 'Skybox Material' currently. I want to do the following:
GetComponent<Skybox>().CustomSkybox.Spherical(HDR) = myTexture;
But 'CustomSkybox' isn't a property with a definition!
My question: How do I see what property I need to reference in C# to reference, for instance, CustomSkybox, and later reference the Skybox material's texture so I can change it?
I am trying to create an AR app using Unity & Vuforia. I have a 3D model that needs to be spawned when ground plane is detected.But this needs to happen only once.
The way Vuforia work is, it keeps on spawning objects when new plane is detected. So what i need to do is either detect plane only once or spawn the object only once. As i am new to Unity, i need help doing this. Great if someone could tell me what i need to do to achieve this.
Vuforia has updated.Now There is no DeploymentStageOnce script.Inorder to stop duplicating while we touch, we have to turn off Duplicate Stage in Content Positioning Behaviour (Script)Check the Inspector when we click Plane Finder.
In your app you should have a Plane Finder object somewhere with the following properties set by default
The Plane Finder object has a Behaviour component attached that calls a Position Content method if a plane was found. That method belongs to the Content Positioning Behaviour and it makes an instance (Clone) of your Ground Plane Stage. In order to avoid more than one instance you should import the vuforia Deploy Stage Once script located here: https://library.vuforia.com/articles/Solution/ground-plane-guide.html and you should change the Plane Finder Behaviour as the following:
I struggled a long with it, in short we must disable AnchorInputListenerBehaviour after hit.
I attached a new script on PlaneFinder with this code below:
<!-- language-all: c# -->
public void OnInteractiveHitTest(HitTestResult result)
{
var listenerBehaviour = GetComponent<AnchorInputListenerBehaviour>();
if (listenerBehaviour != null)
{
listenerBehaviour.enabled = false;
}
}
I added event on Plane Finder Behavior
That's all, I hope it will be useful.
For Updated Versions:
go to "Advanced" setting and "On Interactive Hit Test" script -> Select "Off" option for the script.
Most of the answers are correct but kind of obsolete, the correct way to do that is by code.
Create for example a gameObject called GameManager and pass the GroundPlaneStage and a prefab of the object you want to spawn to a script attached to that GameManager for example call it GameManagerScript.cs, and create a small function called spawnObjects which does the following:
public class SceneManagerScript : MonoBehaviour {
public GameObject objPrefab;
public GameObject ground;
private int count = 0;
public void spawnObject() {
Instantiate(objPrefab, new Vector3(count, 0, 0), Quaternion.identity, ground.transform);
count += 2;
}
}
then after that go to the PlaneFinder specifically to the PlaneFinderBehaviour.cs component you will have callbacks for OnInteractiveHitTest and OnAutomaticHitTest, in your case you need the OnAutomativeHitTest, click + and add a new callback (the function spawnObject in code above like in the image below)
also when you instantiate the object of your preference via the prefab don't forget to write the proper position updates to prevent the objects from getting added in the same position
also don't forget to make the GroundPlaneStage the parent of the object and realize that the position you are adding in the Instantiate() function is relative to that parent (GroundPlaneStage which is represented in the code above with the variable ground)
Finally don't forget to uncheck Duplicate Stage from the "Content Positioning Behaviour" component in the Plane Finder as shown in the picture below:
I hope that helps
please try the vuforia website for this problem
Introduction to Ground Plane in Unity
In the inspector tab I see public variables, checkboxes and buttons as a part of some complex script.
How can I use C# to "press" a button/checkbox or set a value to a variable in the inspector tab, without finding and calling the corresponding functions inside this script?
So I want just to trigger the same effect which would happen if I would manually press a button in the inspector tab.
public Button myButton;
myButton.onClick.Invoke();
Is this what you're looking for?
Inspector shows you the Components of a game object , if you create an empty GameObject You will see the Transform Component Which you can add a reference To that in your Script on another GameObject like public GameObject nameYouWanted and then a slot will appears in in the inspector of the GameObject that script is attached to that which named nameYouWanted and then you can drop the game object that you created in there.
so far you just created a script on another Gameobject and then created a empty GameObject , in this step you can access the transform Component of Second GameObject by just writing someVariable = nameYouWanted.transform.position in start Or update Function in your Script! JUST LIKE THAT! simple as it is , you can access camera component of mainCamera by writing public Camera mainCamera and then access camera components
JUST KEEP IN MIND THAT:
in case of:
public GameObject varName
public is the variables accessibility level
GameObject is Component type
varName is obvious is the variable name
so here is the tricky part for beginners:
for example i have this components on my Camera
How can I access for example the LensDistortionBlur variables?
or another one i.e. Frost Component ?
ANSWER IS:
You Just have to add a reference to that in Your Script like
public LensDistortionBlur LensDistortionBlurEffect;
this image is related to glitch effect:
you see how monodevelop suggests the components variables to use ???
and then in inspector add the target GameObject in this slot (which contains LensDistortionBlur) , here is the good thing: Just because you specified the LensDistortionBlur as Component type, script just asks from that gameobject the LensDistortionBlur component and dont uses other ones, then Use that inside of any function that you want,
More Important thing in that is Component TYPE which is LensDistortionBlur , Yes you should use the component name that you want to access it , More info is Here
IN YOUR CASE
Those bools and variables you mentioned can be accessed by solution that explained above!
For example using void Update to continuously align their positions like
first.transform.position = second.transform.position;
Seems quite inefficient and in cases where you can't really make a child for example:
Trying to align an object with a text UI
You can assign the object as a children to the first GameObject this way it will always move accordingly when you move the main object.
second.transform.SetParent(first.transform);
Keep in mind you will still need to center the second object one time upon adding it as a child.
For Text Elements, there are two options to make them follow a particular GameObject in the world:
You can create a Canvas with Render Mode set to World Space, like this:
You can use the TextMesh Pro (now Free) and use it's TextMeshPro component:
I rather use the second solution since you don't have to create a Canvas to fit your simple component TextMesh Pro is really great for any size of fonts since it uses Signed Distance Field Fonts.
But if you want the text always face the player camera, you have to implement a Billboard, which may have the same impact as your initial script
public class Billboard : MonoBehaviour {
private void Update() { transform.forward = Camera.main.transform.forward; }
}
Actually, there is a third solution, but envolves purchasing an extension called UnityConstraints, which is an excelent extension I always use and it's made for creating any type of constraints: billboards, follow, look-at, etc. But depending on your game this could be an overwhelming solution.
Group the GameObjects that you want to align under a common GameObject and add a Horizontal Layout Group Component in the inspector. Use the child alignment option and spacing to align the objects the way you want.
Ref: https://needoneapp.medium.com/how-to-align-game-objects-in-unity-735f93d5b74