Alright so I have a collision script which works as in if I collide a gameobject with another object with the script attached it does register a collision.
The collision script I am using:
private void OnCollisionEnter(Collision collision)
{
Debug.Log("collision registered");
}
However when I try to collided my instantiated prefabs with my object with my script attached a collision does not get registered.
Does anyone know why this is? I think it's to do with with the prefabs being a "Moveable" but I can't quite get to the bottom of the problem.
Script attached to the prefabs:
public class Moveable : MonoBehaviour
{
public float _speedMetersPerSecond = 50f;
public float resistance = 10f;
public float current = 0f;
public List<Moveable> moveables = new List<Moveable>();
private Vector3? _destination;
private Vector3 _startPosition;
private float _totalLerpDuration;
private float _elapsedLerpDuration;
private Action _onCompleteCallback;
public GameObject Electron;
public Transform Lightbulb;
public SliderChange SliderScript;
public VMT2Counter script2;
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.Space))
{
// THE LIGHTBULB PART IS FOR THE SPAWN POINT SO DO NOT DELETE
Moveable NextOnPath = Instantiate(Electron, Lightbulb.position, Quaternion.identity).GetComponent<Moveable>();
moveables.Add(NextOnPath.GetComponent<Moveable>());
MoverController.instance.targets.Add(NextOnPath.GetComponent<Moveable>());
}
if (_destination.HasValue == false)
return;
if (_elapsedLerpDuration >= _totalLerpDuration && _totalLerpDuration > 0)
return;
_elapsedLerpDuration += Time.deltaTime;
float percent = (_elapsedLerpDuration / _totalLerpDuration);
transform.position = Vector3.Lerp(_startPosition, _destination.Value, percent);
if (_elapsedLerpDuration >= _totalLerpDuration)
_onCompleteCallback?.Invoke();
// resistance = SliderScript.slider.value;
// current = script2.PotentialDifference / resistance;
}
public void MoveTo(Vector3 destination, Action onComplete = null)
{
var distanceToNextWaypoint = Vector3.Distance(transform.position, destination);
_totalLerpDuration = distanceToNextWaypoint / _speedMetersPerSecond;
_startPosition = transform.position;
_destination = destination;
_elapsedLerpDuration = 0f;
_onCompleteCallback = onComplete;
}
private void OnCollisionEnter(Collision collision)
{
if (collision.gameObject.name == "Resistor")
{
Debug.Log("lol");
_speedMetersPerSecond = 25f;
}
}
}
Another script which goes hand in hand with the Moveable script but is not attached to the prefab:
public class MoverController : MonoBehaviour
{
public List<Moveable> targets;
[SerializeField] private Moveable target;
private List<Transform> _waypoints;
private int _nextWaypointIndex;
public static MoverController instance;
void Awake()
{
if (instance == null)
{
instance = this;
}
else
{
Destroy(gameObject);
return;
}
DontDestroyOnLoad(gameObject);
}
private void OnEnable()
{
MoveToNextWaypoint();
}
private void MoveToNextWaypoint()
{
for (int i = 0; i < targets.Count; i++)
{
if (targets[i] == null) continue;
_waypoints = GetComponentsInChildren<Transform>().ToList();
_waypoints.RemoveAt(0);
var targetWaypointTransform = _waypoints[_nextWaypointIndex];
targets[i].MoveTo(targetWaypointTransform.position, MoveToNextWaypoint);
targets[i].transform.LookAt(_waypoints[_nextWaypointIndex].position);
_nextWaypointIndex++;
if (_nextWaypointIndex >= _waypoints.Count)
_nextWaypointIndex = 0;
}
}
}
[![A picture of the prefab][1]][1]
[1]: https://i.stack.imgur.com/uyuge.png*emphasized text*
Video which shows situation: https://clipchamp.com/watch/MXjnTKl2cqg
The collider is a trigger:
Collider A
Collider B
Event triggered
Collider
Collider
Collision
Collider
Trigger
Trigger
Trigger
Collider
Trigger
Trigger
Trigger
Trigger
To fix this problem, either uncheck the box for it to collide normally, or change your event handler to detect triggers instead of colliders:
private void OnTriggerEnter(Collider other) {
Debug.Log("collision registered");
}
See here for more https://docs.unity3d.com/ScriptReference/Collider.OnTriggerEnter.html :)
It is also worth pointing out that if neither of your objects have rigidbodies on, the event will not fire. If you need it to fire but don't want all of the rigidbody physics, you can add one but tick the isKinematic box.
Related
I've tried 2/3 different ways of removing my gameObject from my List but none are working. When I debug the method the debug log is showing up as it should yet the gameobject still isn't removed from the list.
When my teammates kill an enemy I want the enemy to be removed from the list and then destroyed so I can continue to iterate through the List to find the closest enemy to begin attacking. Because the gameObject's are not being removed I get a null reference and i can loop through my for loop to check.
1st Script: List is created and used in a for loop, removing and destroying the enemy also occurs in here.
public class FriendlyManager : MonoBehaviour
{
public NavMeshAgent navMeshAgent;
public Transform player;
public static FriendlyManager singleton;
public float health;
public float minimumDistance;
public int damage;
public List<GameObject> enemies;
private GameObject enemy;
private GameObject enemyObj;
// animations
[SerializeField] Animator animator;
bool isAttacking;
bool isPatroling;
// attacking
[SerializeField] Transform attackPoint;
[SerializeField] public GameObject projectile;
public float timeBetweenAttacks;
bool alreadyAttacked;
private void Awake()
{
navMeshAgent = GetComponent<NavMeshAgent>();
animator = GetComponent<Animator>();
enemyObj = new GameObject();
}
private void Start()
{
singleton = this;
isAttacking = false;
isPatroling = true;
animator.SetBool("isPatroling", true);
}
private void Update()
{
for(int i = 0; i < enemies.Count; i++)
{
if(Vector3.Distance(player.transform.position, enemies[i].transform.position) <= minimumDistance)
{
enemy = enemies[i];
Attacking(enemy);
}
}
}
private void Attacking(GameObject enemy)
{
// stop enemy movement.
navMeshAgent.SetDestination(transform.position);
enemyObj.transform.position = enemy.transform.position;
transform.LookAt(enemyObj.transform);
if (!alreadyAttacked)
{
isAttacking = true;
animator.SetBool("isAttacking", true);
animator.SetBool("isPatroling", false);
Rigidbody rb = Instantiate(projectile, attackPoint.position, Quaternion.identity).GetComponent<Rigidbody>();
rb.AddForce(transform.forward * 32f, ForceMode.Impulse);
alreadyAttacked = true;
Invoke(nameof(ResetAttack), timeBetweenAttacks);
}
}
private void ResetAttack()
{
alreadyAttacked = false;
animator.SetBool("isAttacking", false);
}
public void DestroyEnemy(GameObject enemy)
{
enemies.Remove(enemy);
Debug.Log("AHHHHHHH M GOING CRAZY");
Destroy(gameObject);
}
}
}
2nd Script: Deals with the damage and checks enemy's currentHealth. (I have to post it as an image because for Stack Overflow is being annoying.) ._.
Shouldn't it just be
Destroy(enemy);
and not
Destroy(gameObject);
I'm making a game right now where the enemies become alerted to the player and chase them indefinetely until the player stand on a "safe plate" in game. When the player stands here the enemies should then return to their original position.
The issue is that whenever the player stands on the plate I get a null reference exception error and I can see the original guard position has been reset to 0,0,0 in the console. I'm assuming the reason for the null reference exception is because the world origin isn't on the nav mesh I'm using, although I could easily be wrong about that. I just can't seem to figure out why the vector3 value has changed at all since the guardPosition variable is initiated on Start and never touched again.
I've included both my enemyAi class (script attached to enemy) and my class associated with stepping on plates. If there's anything more needed to include let me know. If anyone has any ideas, help would be appreciated. Cheers.
Screenshot on console after stepping on plate
public class EnemyAI : MonoBehaviour
{
DeathHandler dh;
[SerializeField] Transform target;
[SerializeField] float chaseRange = 5f;
[SerializeField] float killRange = 2f;
[SerializeField] GameObject explosionEffect;
NavMeshAgent navMeshAgent;
float distanceToTarget = Mathf.Infinity;
bool isDead = false;
bool isAlert = false;
Vector3 guardPosition;
void Start()
{
GameObject gob;
gob = GameObject.Find("Player");
dh = gob.GetComponent<DeathHandler>();
guardPosition = transform.position;
navMeshAgent = GetComponent<NavMeshAgent>();
}
void Update()
{
distanceToTarget = Vector3.Distance(target.position, transform.position);
print(guardPosition + " guard position during update");
//alert a dude
if (distanceToTarget <= chaseRange && !isDead)
{
isAlert = true;
}
//chase a dude
if (isAlert == true)
{
ChasePlayer();
print(isAlert);
}
}
public void ChasePlayer()
{
navMeshAgent.SetDestination(target.position);
//explode a dude
if (distanceToTarget <= killRange)
{
Explode();
dh.KillPlayer();
}
}
public void SetAlertStatus(bool status)
{
isAlert = status;
}
public void ReturnToPost()
{
//isAlert = false;
print(guardPosition + " guard position after stepping on plate");
navMeshAgent.SetDestination(guardPosition);
}
void Explode()
{
Instantiate(explosionEffect, transform.position, transform.rotation);
isDead = true;
Destroy(gameObject);
}
void OnDrawGizmosSelected()
{
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(transform.position, chaseRange);
}
}
public class SafeSpots : MonoBehaviour
{
EnemyAI enemyAi;
void Start()
{
GameObject gob;
gob = GameObject.FindGameObjectWithTag("Enemy");
enemyAi = gob.GetComponent<EnemyAI>();
}
public void OnTriggerStay(Collider other)
{
if (other.gameObject.tag == "Player")
{
enemyAi.SetAlertStatus(false);
enemyAi.ReturnToPost();
}
}
}
You are getting a disabled instance of EnemyAI. Instead, use FindGameObjectsWithTag then iterate through all of them and add their EnemyAI to a list which you can iterate through when necessary. By the way, it's better to use CompareTag when possible to reduce garbage:
public class SafeSpots : MonoBehaviour
{
List<EnemyAI> enemyAis;
void Start()
{
GameObject[] enemies= GameObject.FindGameObjectsWithTag("Enemy");
enemyAis = new List<EnemyAI>();
foreach (GameObject enemy in enemies)
{
enemyAis.Add(enemy.GetComponent<EnemyAI>());
}
}
public void OnTriggerStay(Collider other)
{
if (other.CompareTag("Player"))
{
foreach(EnemyAI enemyAi in enemyAis)
{
enemyAi.SetAlertStatus(false);
enemyAi.ReturnToPost();
}
}
}
}
I tried by making a script to when I tap on a object on my scene to make sound. So, I have audio source and my script implemented on the object. However, with my script below it only deploys the first audio that i have which is (cup). What I want to change in my code or make it better is dont let audio run until I click on the object. and any way to do where I click on a object the audio triggers? please advise. thanks for the help.
Update: Right now, if I select everywhere the sound triggers and whenever I click on other object it gives the one audio of all of my object, that is not what I wanted.
here is my code:
public class TextToSpeech : MonoBehaviour
{
[SerializeField] AudioClip _audioClip;
[SerializeField] [Range(0.0f, 1.0f)] float _volume = 1;
AudioSource _audioSource;
public AudioClip SoundToPlay;
public float Volume;
public bool alreadyPlayed = false;
public bool playOnAwake = false;
private Touch touch;
private Vector2 beginTouchPosition, endTouchPosition;
private bool isPlaying;
void Start()
{
_audioSource = GetComponent<AudioSource>();
_audioSource.clip = _audioClip;
_audioSource.volume = _volume;
}
void Update()
{
if (Input.GetMouseButtonDown(0))
{
_audioSource.enabled = true;
if (!_audioSource.isPlaying) {
_audioSource.clip = SoundToPlay;
_audioSource.Play ();
}
else
{
_audioSource.enabled = false;
}
}
}
}
So, After realizing you problems I changed this answer.
At first your code must be attached only one gameobject, for example camera, like this
also I named my script StackOverflow, you can name it whatever you want.
And BoxCollider must be attached to your plastic bottle or cup, like this
you can set it to trigger or nontrigger(depended on your necessity) and set its size to fit the real size of your objects in the scene.
and at last this is the Script which I named StackOverFlow, and SpeechToText in your case
public class StackOverFlow : MonoBehaviour {
[SerializeField] AudioClip _audioClip;
[SerializeField] [Range(0.0f, 1.0f)] float _volume = 1;
AudioSource _audioSource;
bool isPlaying;
void Start() {
_audioSource = GetComponent<AudioSource>();
_audioSource.clip = _audioClip;
_audioSource.volume = _volume;
}
void Update() {
if (Input.touchCount > 0) {
Touch touch = Input.touches[0];
if (touch.phase == TouchPhase.Began) {
Ray touchRay = Camera.main.ScreenPointToRay(touch.position);
Physics.Raycast(touchRay, out RaycastHit hit, Mathf.Infinity);
if (hit.collider != null) {
if (hit.collider.name.Contains("Cup") || hit.collider.name.Contains("Bottle")) {
PlaySound();
}
else {
Debug.Log($"otherobject {hit.collider.name}");
}
}
}
}
}
private void PlaySound() {
if (!isPlaying) {
_audioSource.Play();
isPlaying = true;
StartCoroutine(CheckIfPlaying());
}
}
private IEnumerator CheckIfPlaying() {
yield return new WaitForSeconds(_audioClip.length);
isPlaying = false;
}
}
ask me in comments if something is unclear
So you seem to be misunderstanding the use of OnTriggerEnter, you would be better raycasting from the touch position and playing based on that
void Update()
{
Camera mainCam = Camera.main;
for (int i = 0; i < Input.touchCount; ++i)
{
Vector3 touchPos = mainCam.ScreenToWorldPoint(Input.GetTouch(i).position);
RaycastHit2D hit = Physics2D.Raycast(transform.position, Vector2.forward);
if(hit.gameObject == this.gameObject){
// play sound
}
}
}
Hey I am trying to change a float when my player collides with a object. I tried many ways of reference but only got null when trying to debug I came up with this so far. I want to get the gameobject that contains the player script meaning the player and after I want to get the component script tankmovement to change the variable in it.
Getting the null reference error in the powerups script line 79 reset function Tank=GameObject.FindWithTag("Player")
using System.Collections.Generic;
using UnityEngine;
public class PowerUp : MonoBehaviour {
public bool boosting = false;
public GameObject effect;
public AudioSource clip;
public GameObject Tank;
private void Start()
{
Tank = GameObject.Find("Tank(Clone)");
TankMovement script = GetComponent<TankMovement>();
}
private void OnTriggerEnter(Collider other)
{
if (other.gameObject.CompareTag("Player"))
{
if (!boosting)
{
clip.Play();
GameObject explosion = Instantiate(effect, transform.position, transform.rotation);
Destroy(explosion, 2);
GetComponent<MeshRenderer>().enabled = false;
GetComponent<Collider>().enabled = false;
Tank.GetComponent<TankMovement>().m_Speed = 20f;
//TankMovement.m_Speed = 20f;
boosting = true;
Debug.Log(boosting);
StartCoroutine(coolDown());
}
}
private IEnumerator coolDown()
{
if (boosting == true)
{
yield return new WaitForSeconds(4);
{
boosting = false;
GetComponent<MeshRenderer>().enabled = true;
GetComponent<Collider>().enabled = true;
Debug.Log(boosting);
// Destroy(gameObject);
}
}
}
void reset()
{
//TankMovement.m_Speed = 12f;
TankMovement collidedMovement = Tank.gameObject.GetComponent<TankMovement>();
collidedMovement.m_Speed = 12f;
//TankMovement1.m_Speed1 = 12f;
}
}
}
Trying to call on my m_Speed float in the player script to boost the speed of my player when he collides with it. How would you get a proper reference since my player is a prefab.
Tank script
using UnityEngine;
public class TankMovement : MonoBehaviour
{
public int m_PlayerNumber = 1;
public float m_Speed = 12f;
public float m_TurnSpeed = 180f;
public AudioSource m_MovementAudio;
public AudioClip m_EngineIdling;
public AudioClip m_EngineDriving;
public float m_PitchRange = 0.2f;
private string m_MovementAxisName;
private string m_TurnAxisName;
private Rigidbody m_Rigidbody;
private float m_MovementInputValue;
private float m_TurnInputValue;
private float m_OriginalPitch;
private void Awake()
{
m_Rigidbody = GetComponent<Rigidbody>();
}
private void OnEnable ()
{
m_Rigidbody.isKinematic = false;
m_MovementInputValue = 0f;
m_TurnInputValue = 0f;
}
private void OnDisable ()
{
m_Rigidbody.isKinematic = true;
}
private void Start()
{
m_MovementAxisName = "Vertical" + m_PlayerNumber;
m_TurnAxisName = "Horizontal" + m_PlayerNumber;
m_OriginalPitch = m_MovementAudio.pitch;
}
private void Update()
{
// Store the player's input and make sure the audio for the engine is playing.
m_MovementInputValue = Input.GetAxis(m_MovementAxisName);
m_TurnInputValue = Input.GetAxis(m_TurnAxisName);
EngineAudio();
}
private void EngineAudio()
{
// Play the correct audio clip based on whether or not the tank is moving and what audio is currently playing.
if (Mathf.Abs(m_MovementInputValue) < 0.1f && Mathf.Abs(m_TurnInputValue) < 0.1f)
{
if (m_MovementAudio.clip == m_EngineDriving)
{
m_MovementAudio.clip = m_EngineIdling;
m_MovementAudio.pitch = Random.Range(m_OriginalPitch - m_PitchRange, m_OriginalPitch + m_PitchRange);
m_MovementAudio.Play();
}
}
else
{
if (m_MovementAudio.clip == m_EngineIdling)
{
m_MovementAudio.clip = m_EngineDriving;
m_MovementAudio.pitch = Random.Range(m_OriginalPitch - m_PitchRange, m_OriginalPitch + m_PitchRange);
m_MovementAudio.Play();
}
}
}
private void FixedUpdate()
{
// Move and turn the tank.
Move();
Turn();
}
private void Move()
{
// Adjust the position of the tank based on the player's input.
Vector3 movement = transform.forward * m_MovementInputValue * m_Speed * Time.deltaTime;
m_Rigidbody.MovePosition(m_Rigidbody.position + movement);
}
private void Turn()
{
// Adjust the rotation of the tank based on the player's input.
float turn = m_TurnInputValue * m_TurnSpeed * Time.deltaTime;
Quaternion turnRotation = Quaternion.Euler(0f, turn, 0);
m_Rigidbody.MoveRotation(m_Rigidbody.rotation * turnRotation);
}
}
Since the TankMovement component you need to access is attached to the GameObject that is colliding with the power, you can get the TankMovement component you need to change by using other.gameObject.GetComponent<TankMovement>():
private void OnTriggerEnter(Collider other)
{
if (other.gameObject.CompareTag("Player"))
{
if (!boosting)
{
// stuff
TankMovement collidedMovement = other.gameObject.GetComponent<TankMovement>();
collidedMovement.m_Speed = 20f;
// more stuff
}
}
}
Okay, I have a gameobject that clones a prefab programmatically (like a tower defense game that spawns enemies), the prefab has an animator controller attached to it. My problem is that whatever animation is playing from 1 prefab, the others share the same animation. For example, one prefab is in attack animation the others will do the same animation, and I do not want that.
Here is the script of the prefab:
using System;
using UnityEngine;
using Random = UnityEngine.Random;
public class AICharacterControl : MonoBehaviour
{
public UnityEngine.AI.NavMeshAgent agent { get; private set; }
[SerializeField] private GameObject[] GameObjects; // target to aim for
Transform target;
Animator animator;
int velocity = 0;
Rigidbody rb;
LayerMask layer;
Collider collider;
private GameObject player;
private Transform playerPosition;
bool isMoving;
void Start()
{
animator = GetComponent<Animator>();
rb = GetComponent<Rigidbody>();
player = GameObject.FindGameObjectWithTag("Player");
agent = GetComponent<UnityEngine.AI.NavMeshAgent>();
int n = Random.Range(0, GameObjects.Length);
target = GameObjects[n].GetComponent<Transform>();
agent.SetDestination(target.position);
playerPosition = player.GetComponent<Transform>();
}
void Update()
{
if (Vector3.Distance(playerPosition.position, this.transform.position) < 10 && Vector3.Distance(playerPosition.position, this.transform.position) > 5 && player.transform.position.y < 6)
{
animator.SetBool("isMoving", true);
agent.SetDestination(playerPosition.position);
if (Vector3.Distance(playerPosition.position, this.transform.position) <= 5)
{
animator.SetBool("attack", true);
}
}
else if (playerPosition.transform.position.y > 6)
{
agent.SetDestination(target.position);
animator.SetBool("attack", false);
if (agent.remainingDistance > agent.stoppingDistance)
{
animator.SetBool("isMoving", true);
if (agent.remainingDistance <= 3)
{
isMoving = false;
}
}
}
}
This is the script of the game object that spawns the prefab:
public class SpawnScript : MonoBehaviour {
// Use this for initialization
public GameObject NavAgent;
public int TotalSpawned = 0;
public int spawnDelay = 2;
public int SpawnQuantity;
public int SpawnRemaining;
public bool invoke = true;
private float time;
void Start () {
SpawnRemaining = SpawnQuantity;
}
// Update is called once per frame
void Update() {
time += Time.deltaTime;
while (invoke == true && time >= spawnDelay)
{
GameObject spawner = Instantiate(NavAgent, this.transform.position, Quaternion.identity);
Invoke("SpawnAgent", spawnDelay);
TotalSpawned++;
time = 0;
if (TotalSpawned == SpawnQuantity)
{
SpawnRemaining--;
invoke = false;
}
}
}
The problem is in if (playerPosition.transform.position.y > 6). It checks if player's y position is greater than 6 and than attacks. Player's position is same across all the prefabs, you need to compare distance between player and prefab.