Unity script doesn't "take" in editor - c#

I am learning Unity. Working through the rollaball tutorial, I have come as far as video 8, where I add the line "public float speed=0;" this reveals what I already suspected, namely that in some way my script does not "take" in the unity editor.
I use Visual Studio code as my normal editor. I told Unity that it is going to be my editor for scripts.
In this tutorial, I started by pressing a "new script" button as recommended by the tutorial, and created the file PlayerControl.cs in the editor. However, as the screenshot shows, the editor doesn't look like it has really taken possession of edited script, and it certainly hasn't added "speed" as a visible field. Besides which, nothing that I try will actually move the ball.
Okay, so my Unity install is brand-new, and I can easily believe that I might have missed a bit. But where to look, how to diagnose? Is there a log file I should be looking at?
The meaning of the OnMove method is not entirely clear from documentation that I can find. Is it called when the mouse moves? If so, it too is being unresponsive.
Tutorial:
https://learn.unity.com/tutorial/moving-the-player?uv=2020.2&projectId=5f158f1bedbc2a0020e51f0d#
System: Mac OS 11.6
VS Code 1.74.2
Script code is below
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
public class PlayerControl : MonoBehaviour {
public float speed = 0;
private RigidBody rb; // so Inspector doesn't see it
private float movementX, movementY;
// Start is called before the first frame update
void Start()
{
rb = GetComponent<RigidBody>();
}
void OnMove(InputValue mvt)
{
Vector2 movementVector = mvt.Get<Vector2>();
movementX = movementVector.x;
movementY = movementVector.y;
}
void FixedUpdate()
{
Vector3 movement = new Vector3(movementX, 0.0f, movementY);
rb.AddForce(movement * speed);
}
}

I don't know whether you have installed the visual studio code package or not. This is required to correctly integrate VS Code and Unity.
Just try saving the script again and return to Unity. Unity should now refresh and recompile the script into assembly then there will be the change reflected in editor.
And for the part where you can't understand OnMove() that explanation is as follows:
Since you are using Unity's New Input System, you would have created an action map. Unity will automatically call functions for each action in Action Map which is named [On + ActionName] OnMove() in all scripts. Since, the Behavior in PlayerInput Component is Set to Send Messages.

Related

'Raycast' is not being recognized within C# Unity script

I'm following a Unity Augmented Reality Tutorial using ARFoundation (I've made sure the package has installed correctly, along with ARkit).
My code follows his to the letter, and yet Raycast does not appear to be recognized. I get this error when I hover over it:
'ARSessionOrigin' does not contain a definition for 'Raycast' and no accessible extension method 'Raycast' accepting a first argument of type 'ARSessionOrigin' could be found (are you missing a using directive or an assembly reference?)
I can't figure out what the issue is, and I've redone the tutorial twice now (the second time using Unity's 3D template instead of ARCore because it seemed that ARFoundation was locked when I used ARCore template.) I'd greatly appreciate if someone could take a look and let me know if they have an idea of how to resolve it.
Thinking it had to do with ARFoundation not installing correctly, I double checked and ensured that it was, and was updated to the latest version. I re-checked the code multiple times for errors, and I still cannot figure out why Raycast isn't being recognized. Below is the Unity script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.ARFoundation;
using UnityEngine.Experimental.XR;
using UnityEngine.XR.ARSubsystems;
public class TapToPlaceObject : MonoBehaviour
{
private ARSessionOrigin arOrigin;
private Pose placementPose;
private bool placementPoseIsValid = false;
// Start is called before the first frame update
void Start()
{
arOrigin = FindObjectOfType<ARSessionOrigin>();
}
// Update is called once per frame
void Update()
{
UpdatePlacementPose();
}
private void UpdatePlacementPose()
{
var screenCenter = Camera.current.ViewportToScreenPoint(new Vector3(0.5f, 0.5f));
var hits = new List<ARRaycastHit>();
arOrigin.Raycast(screenCenter, hits, TrackableType.Planes);
placementPoseIsValid = hits.Count > 0;
if (placementPoseIsValid)
{
placementPose = hits[0].pose;
}
}
}
Gotta google your problems, my dude.
From this post:
It seems that they have moved Raycast from ARSessionOrigin to ARRaycastManager in latest version. As mentioned in https://docs.unity3d.com/Packages/com.unity.xr.arfoundation#2.0/manual/index.html, you need to "add an ARRaycastManager to the same GameObject as the ARSessionOrigin".
Edit - you should also pay very close attention to the publication date for any tutorials. Some aspects of Unity have been stable for a very long time but some things break on a new year's release. UI Toolkit, AR, DOTS, etc. are all examples off the top of my head.

Camera Methods not found

Unity/C# dont find the method "Camera.ScreentoWorldSpace" or also "Camera.main".
i dont know why, i dont know if i just forget something, so please help.
I want to create a Raycast using the Mouse Position but when i wanted to use my main Camera to change the mouse Pos from screen Space to World Space it do not recognizes these Methods nor autocomplete it?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class Inspect_Button : MonoBehaviour
{
public string inspectName;
public Camera cam;
private GameObject markedLand;
private Vector3 mousePos;
// Start is called before the first frame update
void Start()
{
cam = Camera.FindObjectOfType<Camera>();
}
void OnEnable()
{
markedLand = GameObject.Find(inspectName);
}
// Update is called once per frame
void Update()
{
if (Input.GetMouseButtonDown(0))
{
mousePos = Input.mousePosition;
print(mousePos);
cam.ScreentoWorldSpace(mousePos);
}
}
}
It is likely an issue of Unity not generating your IDE's project file properly, leading to your IDE not detecting the Unity's API for auto-correct and such.
On your Unity Editor, Edit -> Preferences...
External Tools -> Ensure that the selected Editor is correct -> Regenerate Project Files -> Restart your IDE
Assuming you are using Visual-Studio and it still doesn't work, confirm there is Unity C# installed onto your Visual Studio, like so:
(Use Visual Studio Installer to check)
Solution for VS-Code instead.
Finally, Camera.ScreenToWorldSpace does not exists.You are probably looking for Camera.ScreenToWorldPoint.
Camera.main do exist though, and should work.

PlayerPrefs working on unity editor but not in build

I've looking for info to try to solve my problem and I just can't figure out what it's causing it. Player Prefs seem to work fine in unity editor, but once i make a build for Android or PC they are all gone. I have PlayerPrefs.deleteAll no where in my project.
I have 3 scenes: Menu, Game and GameOver. When I start the Menu scene, I run this script attached to the MainCamera:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class prefs : MonoBehaviour
{
public static int bestRecord;
// Start is called before the first frame update
void Start()
{
bestRecord = PlayerPrefs.GetInt("K", 1);
Debug.Log(PlayerPrefs.GetInt("K").ToString());
}
}
When I go into the Game scene, my score is a TextMeshProUGUI that is constantly update by an InvokeRepeating:
public TextMeshProUGUI points;
void Start()
{
stop = false;
InvokeRepeating("subirMetros", 0f, 0.01f);
}
private void subirMetros()
{
if (stop == false)
{
points.SetText(Math.Round(character.transform.position.x, 0) + "");
}
}
//GameOver is called when the player dies
public void GameOver()
{
stop = true;
CancelInvoke("subirMetros");
int finalPoints = Int32.Parse(points.text);
int recordActual = PlayerPrefs.GetInt("K");
if (recordActual < finalPoints)
{
PlayerPrefs.SetInt("K", finalPoints);
}
SceneManager.LoadScene("GameOver");
}
}
Finally, when starting the GameOver scene, I get once again the PlayerPrefs that are supposedly saved before I get to the scene:
public TextMeshProUGUI record;
void Start()
{
record.text = PlayerPrefs.GetInt("K").ToString();
}
The weird thing is that this is working in the unity editor, but not when i build it. I would be very grateful if someone could help me, thanks.
I know this is an old post (forgive me for necro) but it came up as a google search result, and i ran into the same issue.
I had the same issue with playerprefs, i was saving an encrypted file where i used a playerprefs together with a generated key for a hash value. When i saved the game in the editor and ran in the build i couldnt load my save file. This was for windows though. After some debugging and digging I found out that unity saves playerprefs two different places for both editor and application builds:
according to this article
https://virtual-reality-piano.medium.com/solved-where-is-unitys-playerprefs-stored-on-windows-d61d504585e9
Your unity editor saves it at the path: ‘HKEY_CURRENT_USER\SOFTWARE\Unity\UnityEditor\CompanyName\ProjectName’
But, when you build your application, the player prefs are saved at:
'HKEY_CURRENT_USER\SOFTWARE\CompanyName\ProjectName' (where Company name is the name of your company, and project name is the name of your project).
I had to go in and delete the registry files in both places, because say i was saving a Save File with the name DefaultPlayer, then the editor would associate that save with the registry file from the editor. But when i build to an application, the save file would still persist in Application.PersistentPath, but it's registry file would not exist, because it wasn't created yet in the application's registry file.
Sorry for the confusing post and necro, but this is what fixed save file problems for me from editor to application builds. (note this is on windows so dont know if it applies to android as well). Hope it helps anyone else running into the same problem
note you would have to delete both files everytime you test in editor and on builds, or as someone suggested in a comment above, use the #if UNITY_EDITOR pragma to avoid the error
I read your post and I have a similar problem with this.
Before I have built an apk file but it was not working on the emulator.
But it was working on Unity Editor well.
I couldn't find the reason for this problem but I think there is a problem when the scene is loading using SceneManager.LoadScene().
When I don't use this function, the error was fixed.
If you fix this problem, please post how did you do.
And I think it is better to avoid errors than fixing errors.
Good luck.

How can I access the Unity 'Light 2D (Script)' component via Script?

In my Unity 2D game, I have a character with a lightsource component
'Light 2D(Script)' from the Lightweight RP package.
I want to change the intensity of the Light 2D with the code below.
But I can't assign the 'Light 2D(Script)' to the public Light LightSource in the Unity Inspector panel.
I've tried using public Light2D LightSource class but it doesn't seem to exist.
Is there any other way to access the 2D Light component or something I'm doing wrong?
I've also added a screenshot of the Inspector pane, if it helps.
If there's any more information you need just tell me and I hope someone can help. Thanks
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Lighting : MonoBehaviour
{
public Light LightSource;
public float lightIntensity;
public float minIntensity = 0.35f, maxIntensity = 0.65f;
void Update()
{
lightIntensity = Random.Range(minIntensity, maxIntensity);
LightSource.intensity = lightIntensity;
}
}
Character Inspector Screenshot
Assuming you are using the universal render pipeline for 2D lighting this is the solution I found.
Within the Light2D script (which you can open by clicking the three vertical dots in the top right of the Light2D component and hitting edit script) there is the declaration of the namespace UnityEngine.Experimental.Rendering.Universal In order to reference Light2D simply at the top of your script write
using UnityEngine.Experimental.Rendering.Universal;
There may appear to be an error when doing this, but press on. From here on out you'll be able to reference the Light2D component much as you would any other component, such as using GetComponent<Light2D>() If any of this gives an error within your code editor still compile to test if it works, I have a fully functioning script using this method but Visual Studio still believes that Light2D does not exist. Regardless, this appears to work and I hope this works for everyone else as well.
Ok bud i got your answer.
First off, u need to open the Light2D(script) do the following:
1.) add the following to the top of the script:
using System.Collections;
using UnityEngine;
2.) you need to set the class of the Light2D script to "public" (so u can access it in your "lighting.cs" script.):
public class Light2DManager : IDisposable
3.) once that is done save the light2d script.
Ok now we are going to access it...
in your Lighting script we do the usual when we want to access another script:
GameObject TheLight = GameObject.Find("The Gameobject the script is on");
UnityEngine.Experimental.Rendering.LWRP.Light2D The2DLights = TheLight.GetComponent <UnityEngine.Experimental.Rendering.LWRP.Light2D> ();
Now you should have access, just type the following to confirm:
The2DLights. (and you will get options like intensity etc etc)
This is my first time ever answering a question. turns out i was having the same issue, happy to help.
Ran into this today, to expand on this solution of the using statement (simply adding it did not work in my case, on 2020.2) at the top you can do:
using Light2DE = UnityEngine.Experimental.Rendering.Universal.Light2D;
Then use Light2DE as the class instead of Light2D in your script.
light = transform.GetComponent<Light2DE>();
I don't understand the question very clearly, but it's possible you're just looking for "GetComponent".
Here's a random example,
public class CamToUI:MonoBehaviour
{
[System.NonSerialized] public WebCamTexture wct;
public Text nameDisplay;
private RawImage rawImage;
private RectTransform rawImageRT;
private AspectRatioFitter rawImageARF;
private Material rawImageMaterial;
void Awake()
{
rawImage = GetComponent<RawImage>();
rawImageRT = rawImage.GetComponent<RectTransform>();
rawImageARF = rawImage.GetComponent<AspectRatioFitter>();
}
GetComponent finds "thing" (such as a "light2D") which is attached to that same game object.
• You have some game object
• A script, Script.cs, is attached to that game object
• Some other thing (say, Light2D) is attached to that same game object
Inside the script Script.cs, you can find the other thing, using GetComponent.
Ideally, don't call GetComponent repeatedly, just call it once in Awake or whatever. (But you're a mile away from worrying about performance, so don't worry about it.)
using UnityEngine.Experimental.Rendering.Universal;
using UnityEngine;
public class Light2DController : MonoBehaviour {
void Awake() {
//assuming You have Light2D component in the same object that has this script
Light2D light = transform.GetComponent<Light2D>();
}
}
Unity 2019.3.0f1
Here's how you can access the Light2D(Script) components.
Unity Version: Unity 2020.1.4f1
Import using UnityEngine.Experimental.Rendering.Universal; into your Script.
Please find the below code example.
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Experimental.Rendering.Universal;//Important
public class Lighting : MonoBehaviour
{
Light2D theLights; // To Access the Light Components.
public float maxRange = 0.54f;
public float minRange = 0.31f;
public float flickerSpeed = 0.5f;
void Update()
{
//Assuming You have Light2D component in the same object that has this script.
theLights.intensity = Mathf.Lerp(minRange, maxRange, Mathf.PingPong(Time.time, flickerSpeed));
// The above Line is to create a flickering effect, You can also set a value like for example: theLights.intensity=0.5f, To set the intensity of the Light.
}
}
You can also access other Light2D components similar way
theLights.color = new Color(0, 255, 0);// here I am accessing color and setting a new color value.
In newer versions of unity (i'm using 2021.2.7f1) use this:
using UnityEngine.Rendering.Universal;
And then in code:
Light2D light = gameObject.GetComponent<Light2D>();

Unity "The associated script can not be loaded" and "Win32Exception: The system cannot find the file specified"

so I'm new to Unity and I've been trying to test the scene with the script attatched to a character. However, it keeps saying "The associated script cannot be loaded. Please fix any compile errors and assign a valid script." It also says that the name of the file could be different from the name in the code but it isnt, and also it says that the code could be missing MonoBehaviour Scripts. It wont even allow me to attach the script to characters because it cant find the script class.
I've copied and downloaded character movement codes from the internet but they didnt work either. I've also tried deleting and re-making the CS files but that didnt work either. Even adding empty scripts to characters didnt work unless i do it from "Add component"
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Movement : MonoBehaviour
{
SpriteRenderer sprite;
Rigidbody2D rigid;
// Start is called before the first frame update
void Start()
{
sprite = GetComponent<SpriteRenderer>();
rigid = GetComponent<Rigidbody2D>();
}
private void FixedUpdate()
{
if (Input.GetKey("d"))
rigid.velocity = new Vector2(2, 0);
else if (Input.GetKey("a"))
rigid.velocity = new Vector2(-2, 0);
}
}
There are also these errors in Unity if that helps
I think your class name is different from file name.
Unity apparently can't handle apostrophes (single-quote ') in the directory name of the editor. You need to get rid of the apostrophe in your directory name. Once you make that change, Unity should be able to build the scripts as intended.
Edit: This has been fixed in more recent versions - see https://issuetracker.unity3d.com/issues/scripts-do-not-get-compiled-if-the-unity-editor-path-contains-apostrophes for reference
First, it is recommended to use "Add component" to create a script, if you want to attach it to a GameObject, as it automatically imports necessary libraries. Implementing MonoBehaviour is necessary for adding a script to a GameObject.
Second, FixedUpdate() should not be set to private, it does not need an access modifier, just like Start(), see https://docs.unity3d.com/ScriptReference/MonoBehaviour.FixedUpdate.html.
Third, the errors in your first screenshot seem to imply that there is a problem with your Unity installation. Try reinstalling it and make sure that the Editor you install matches your operating system (64 or 32 bit?).
Fourth, the second screenshot is shown when you use any obsolete libraries or classes, which does not seem to be the case in the script you shared.
Hope that helps.
It's basically because you deleted some script or renamed it or degraded unity version. you might have to reassign the script at the required position/component.
Note: Make sure that class name is the same as the script name in unity.

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