Accessing centerEyeRotation (face tracking) from TrackedPoseDriver in Unity - c#

I am using ARKit within Unity to implement face tracking on an iOS device. Face tracking is working fine, and I want to access the real-time centerEyeRotation measurements produced by the face tracking. Following this helpful post
I used the code below to try and at least access the TrackedPoseDriver, but I keep getting back the data from the Main Camera (the game object that this script is attached to). Any idea how I can access the centerEyeRotation data?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class getTrackedPoseDriver : MonoBehaviour
{
bool found;
MonoBehaviour mbTrackingPose;
MonoBehaviour mb;
// Start is called before the first frame update
void Start()
{
Component[] components = Camera.main.GetComponents(typeof(MonoBehaviour));
found = false;
foreach (Component component in components)
{
string name = component.ToString();
mb = (MonoBehaviour)component;
if (name.Contains("UnityEngine.InputSystem.XR.TrackedPoseDriver"))
{
mbTrackingPose = mb;
found = true;
Debug.Log(found);
Debug.Log(mbTrackingPose.name);
break;
}
}
}
// Update is called once per frame
void Update()
{
Debug.Log(mbTrackingPose.transform.rotation.y);
}
}
I also attempted a different approach (see below). This script (attached to the Main Camera) does confirm XRNode.CenterEye as valid, but device.TryGetFeatureValue fails to get centerEyePosition.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR;
public class centerEyeRotation : MonoBehaviour
{
Quaternion centEyeRot;
Vector3 centEyePos;
//Quaternion rotation;
bool tryGet;
// Start is called before the first frame update
void Start()
{
tryGet = false;
InputDevice device = InputDevices.GetDeviceAtXRNode(XRNode.CenterEye);
if (device.isValid)
{
Debug.Log("Device is valid");
if (device.TryGetFeatureValue(CommonUsages.centerEyePosition, out centEyePos))
tryGet = true;
Debug.Log("centerEyePosition found");
}
}
}

I may have solved the problem via a different route; the project instantiates an AR face prefab object at runtime. By attaching a script to this prefab I was able to report the transform of the prefab, which seems to be giving me the orientation data I need.

Related

Using Photon in Unity not in sync with the players

I have recently started using Photon to create multiplayer games, my tutorial is linked here: https://www.youtube.com/watch?v=93SkbMpWCGo . As you can read from the title of this problem, the players movements are not syncing.
here if the code for my player:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
using Photon.Pun;
public class playerControls : MonoBehaviour
{
[SerializeField] private Rigidbody2D body;
[SerializeField] public Transform bodyTransform;
public float speed;
private float horizontalInput;
public PhotonView view;
// Update is called once per frame
void Update()
{
if(view.IsMine){
if (Input.GetKeyDown(KeyCode.RightArrow) || Input.GetKeyDown(KeyCode.D))
{
bodyTransform.localScale = new Vector3(1.3f,1.3f,1.3f);
}
else if (Input.GetKeyDown(KeyCode.LeftArrow) || Input.GetKeyDown(KeyCode.A))
{
bodyTransform.localScale = new Vector3(-1.3f,1.3f,1.3f);
}
horizontalInput = Input.GetAxis("Horizontal");
body.velocity = new Vector2(horizontalInput * (float)speed, body.velocity.y);
if(Input.GetKeyDown(KeyCode.UpArrow) || Input.GetKeyDown(KeyCode.W)){
body.velocity=new Vector2(body.velocity.x,6);
}
}
}
}
I have also used the Photon Transform View, however it still does not seem to work.
Everything else works fine, you can move each player individually. You can join rooms. And the players spawn. The only problem however is just that the player sync does not work. Any feedback would be appreceated -Jake
Sidenote it is playable here: https://chartreusefinancialdifferences.jake-is-theis.repl.co/
PhotonTransformView is just a component that can be synced over the network. You also need PhotonView that does actual sync and drag-and-drop your PhotonTransformView to the Observed Components list. So basically the PhotonView is most important component for networking, PhotonTransformView is just a serializing/deserializing values from transform. If you add any class implementing IPunObservable you need to drag them to the Observed Components list to work

How to display Debug.Log messages on Text.UI after restarting the same scene? [duplicate]

This question already has answers here:
What is a NullReferenceException, and how do I fix it?
(27 answers)
Closed 1 year ago.
I'm working on a simple little game in Unity where the objective is to use a floating hand to guide the ball into the basket and every time the ball enters the basket, the game resets due to an hidden collider with a trigger inside the basket.
The feature I'm trying to implement:
Every time the ball goes into the basket the text.UI updates to reflect your new score, beginning with 0 points and the score increments by 1 for every slam dunk.
The issue:
How do I convert the "Debug.Log" into a text.UI?
I was only successful in updating the score on the Unity console and I wasn't able to convert these events to the text.UI.
The text.UI GameObject I've created only displays the text "New Game" and never gets updated.
Update: I've created a new script to solve this and I got this error:
NullReferenceException: Object reference not set to an instance of an object
ChangingText.Start () (at Assets/Scripts/ChangingText.cs:12)
The process:
1. Creating a GameObject and script to keep data after scene restarts.
I've created a script to keep the score after restarting the the same scene, I have only one scene.
I've attached this script to the game object: "GameController" and that's how was able to keep the score updated.
The name of the scene is:
"DunkingPractice"
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class GameControl : MonoBehaviour
{
// Giving it a name called "Control", any other script can interact with it
public static GameControl Control;
public int score;
// Called before Start()
private void Awake()
{
// If there's a control already, delete this
// If there's no control, make this the control object
if (Control == null)
{
Control = this;
DontDestroyOnLoad(gameObject); // Don't destory the object when a scene is loaded
}
else if (Control != this)
{
Destroy(gameObject);
}
}
}
Image that I've included to demonstrate this:
Creating "GameController" GameObject and Script
2. Creating an hidden trigger collider GameObject inside the basket with a scenemanager.loadscene inside the script
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class RestartTrigger : MonoBehaviour
{
void OnTriggerEnter2D(Collider2D collision)
{
if (collision.tag == "Ball")
{
SceneManager.LoadScene(0);
}
}
}
Image that I've included to demonstrate this:
Creating a trigger collider and restart trigger
3. Creating a script to Keep score and adding this component to the aforementioned trigger collider
Notice that the script refers to the Game Control script I've created earlier.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class KeepingScore : MonoBehaviour
{
static void OnTriggerEnter2D(Collider2D collision)
{
if(collision.tag == "Ball")
{
GameControl.Control.score++;
if (GameControl.Control.score == 1)
{
Debug.Log("You have " + GameControl.Control.score + " point");
}
else if (GameControl.Control.score != 1)
{
Debug.Log("You have " + GameControl.Control.score + " points");
}
}
}
}
Here's another image that I've included:
Creating a script to keep score and attaching it to the trigger field
4. Creating a Text.UI on screen and creating a new script to change text only for an error to appear
This is the script that produces the NullReferenceException error:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class ChangingText : MonoBehaviour
{
public Text scoreText;
void Start()
{
scoreText.text = GameControl.Control.score.ToString();
}
}
Here's another image to demonstrate:
Creating a text object
Here's a screen recording I've made to show how my scene currently looks like:
https://www.screencast.com/t/JUBsUkHuHgHC
Do you have any suggestions?
Thank you
NullReferenceException is happened if one of your instance is null and you are trying to modify it, in the log error, it show that :
Object reference not set to an instance of an object ChangingText.Start ()
It means that your scoreText instance does not connect to any UI and it's null. To resolve that, just simply create text UI gameObject and drag it into the 'scoreText' field in the object that is assigned with ChangingText script

Unity c# - unable to Spawn Prefabs on a NavMesh

I am trying to make a zombie wave game and current have a Prefab for my enemies. If I have the prefab be in the scene when I hit run, they are attached to the NavMesh and track the player perfectly. I want to achieve this but with the enemy being spawned from an empty GameObject so I can get the waves spawning in. I have achieved them Spawning but they have the error,
"SetDestination" can only be called on an active agent that has been placed on a NavMesh.
UnityEngine.AI.NavMeshAgent:SetDestination(Vector3)
EnemyAI:Update() (at Assets/Scripts/EnemyAI.cs:25)
Here is my EnemyAI Script
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
public class EnemyAI : MonoBehaviour
{
public float lookRadius = 10f;
Transform target;
NavMeshAgent agent;
public GameObject Player;
void Start()
{
agent = GetComponent<NavMeshAgent>();
}
// Update is called once per frame
void Update()
{
float distance = Vector3.Distance(Player.transform.position, transform.position);
if (distance <= lookRadius)
{
agent.SetDestination(Player.transform.position);
}
}
}
And my spawning script, which is attached to an empty game object,
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Spawning : MonoBehaviour
{
public GameObject prefab;
public int CountofCubes;
private IEnumerator coroutine;
public float spawnRate;
IEnumerator Start()
{
while (true)
{
for (int i = 0; i < CountofCubes; i++)
{
Instantiate(prefab, new Vector3(Random.Range(-25.0f, 25.0f), 0.5f, Random.Range(-25.0f, 25.0f)), Quaternion.identity);
}
yield return new WaitForSeconds(spawnRate);
}
}
}
Any help would be great thanks!
I had the same issue and I don't have an explanation but only a workaround:
In the Start fucntion, I added:
navAgent = GetComponent<NavMeshAgent>();
navAgent.enabled = false;
// Invoke is used as a workaround for enabling NavMeshAgent on NavMeshSurface
Invoke("EnableNavMeshAgent", 0.025f);
And the EnableNavMeshAgent function is just :
private void EnableNavMeshAgent ()
{
navAgent.enabled = true;
}
If I set the invoke delay to a value less than 0.025 second the error keep going but for 0.025 I only have it twice and the behaviour is the one I wanted after that.
Some reasons this might happen:
The agent is not on level with any navmesh i.e. can be too far above or below. You want it to be "close to the NavMesh surface". Use raycasting on the floor to position the agent or add a rigidbody and drop it from above the floor. After you do this you might need to disable and enable the agent.
Moving the transform yourself rather than using Wrap function. There's property where you can check if the simulated and actual position are in sync.
Corrupted navmesh so you might need to re-bake it.
It is essentially trying to tell you your agent is not on the mesh so it cannot find a path. Try playing with where you're placing the agent.
I kind of remember running into a similar problem a while back and problem was I forgot to bake the NavMesh in Window > AI > Navigation. Just in case.

Still pausing/resuming and start a new game is not working good. Can'r figure what should I do?

First a screenshot of my Hierarchy :
Everything is inside a one scene name The :
The game start when Main Game is disabled. Inside Main Game sit all the game objects. The Main Menu and Game Manager are enabled.
When running the game first time, When the game start there is short animation of the player for 5 seconds. The player start from some rotating degrees on Z. Z = 50 when x and y both are 0. Then the player is rotating slowly over the Z to 0.
It's like the player is sleeping and awake up.
I'm using post processing stack by unity.
And here is the first problem. While the player is rotating on the Z and post processing effect is working if I press the Escape key it will bring me back to the Main Menu but then if I press the Escape key again it will start the game over again from the begin.
But if I'm waiting in my game for the player to finish rotating on the Z and the post processing effect is finished and then pressing on Escape it will bring the main menu and second time will resume the game from the same point.
I can't figure out why when the player is rotating and the post process is working the escape key make it start the game over again from the being ?
This is a screenshot of the game when start and after finish the rotating and the process stack :
Another problem I noticed now. After the game start using the post process and the player rotating finished if I press Escape it will go to main menu and escape again will be back to the game but for example in the second screenshot the conversation is not continue. It will return to the same point in the game but things not seems to continue like the conversation.
On the Back to main menu object I have a script attached to it :
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class BackToMainMenu : MonoBehaviour
{
private bool _isInMainMenu = false;
public GameObject mainGame;
public GameObject mainMenu;
void Update()
{
if (Input.GetKeyDown(KeyCode.Escape))
{
if (!_isInMainMenu)
{
// -- Code to freeze the game
mainGame.SetActive(false);
mainMenu.SetActive(true);
}
else
{
// -- Code to unfreeze the game
mainGame.SetActive(true);
mainMenu.SetActive(false);
}
_isInMainMenu = !_isInMainMenu;
}
}
}
On the Main Menu object under Main Menu I have attached this script :
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class MainMenu : MonoBehaviour
{
public GameObject mainGame;
public GameObject mainMenu;
public void PlayGame()
{
mainGame.SetActive(true);
mainMenu.SetActive(false);
}
public void QuitGame()
{
Application.Quit();
}
}
On the PLAY button I'm using this script method PlayGame from the MainMenu script.
In the Main Game object on the Player object attached to thew Player I have some scripts the controller :
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviour
{
public float speed = 10.0f;
// Update is called once per frame
void Update()
{
float translatioin = Input.GetAxis("Vertical") * speed;
float straffe = Input.GetAxis("Horizontal") * speed;
translatioin *= Time.deltaTime;
straffe *= Time.deltaTime;
transform.Translate(straffe, 0, translatioin);
}
}
Player Lock Manager :
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerLockManager : MonoBehaviour
{
public PlayerCameraMouseLook playerCameraMouseLook;
public PlayerController playerController;
// Start is called before the first frame update
public void PlayerLockState(bool LockPlayer, bool LockPlayerCamera)
{
if (LockPlayer == true)
{
playerController.enabled = false;
}
else
{
playerController.enabled = true;
}
if (LockPlayerCamera == true)
{
playerCameraMouseLook.enabled = false;
}
else
{
playerCameraMouseLook.enabled = true;
}
}
}
And Mouse Lock State :
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MouseLockState : MonoBehaviour
{
public bool lockState = true;
private void Start()
{
LockState(lockState);
}
private void Update()
{
}
public void LockState(bool lockState)
{
if (lockState == false)
{
Cursor.visible = true;
Cursor.lockState = CursorLockMode.None;
}
else
{
Cursor.visible = false;
Cursor.lockState = CursorLockMode.Locked;
}
}
}
Under the Player as child I have the Player Camera object and attached to the Player Camera also some scripts :
Player Camera Mouse Look :
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerCameraMouseLook : MonoBehaviour
{
public float sensitivity = 5.0f;
public float smoothing = 2.0f;
private GameObject player;
private Vector2 mouseLook;
private Vector2 smoothV;
// Use this for initialization
void Start()
{
player = this.transform.parent.gameObject;
}
// Update is called once per frame
void Update()
{
var md = new Vector2(Input.GetAxisRaw("Mouse X"), Input.GetAxisRaw("Mouse Y"));
md = Vector2.Scale(md, new Vector2(sensitivity * smoothing, sensitivity * smoothing));
smoothV.x = Mathf.Lerp(smoothV.x, md.x, 1f / smoothing);
smoothV.y = Mathf.Lerp(smoothV.y, md.y, 1f / smoothing);
mouseLook += smoothV;
mouseLook.y = Mathf.Clamp(mouseLook.y, -90f, 90f);
transform.localRotation = Quaternion.AngleAxis(-mouseLook.y, Vector3.right);
player.transform.localRotation = Quaternion.AngleAxis(mouseLook.x, Vector3.up);
}
}
And Depth Of Field script :
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.PostProcessing;
public class DepthOfField : MonoBehaviour
{
public GameObject player;
public PostProcessingProfile postProcessingProfile;
public bool dephOfFieldFinished = false;
public PlayerLockManager playerLockManager;
private Animator playerAnimator;
private float clipLength;
// Start is called before the first frame update
void Start()
{
playerAnimator = player.GetComponent<Animator>();
AnimationClip[] clips = playerAnimator.runtimeAnimatorController.animationClips;
foreach (AnimationClip clip in clips)
{
clipLength = clip.length;
}
var depthOfField = postProcessingProfile.depthOfField.settings;
depthOfField.focalLength = 300;
StartCoroutine(changeValueOverTime(depthOfField.focalLength, 1, clipLength));
postProcessingProfile.depthOfField.settings = depthOfField;
}
IEnumerator changeValueOverTime(float fromVal, float toVal, float duration)
{
playerLockManager.PlayerLockState(true, true);
float counter = 0f;
while (counter < duration)
{
var dof = postProcessingProfile.depthOfField.settings;
if (Time.timeScale == 0)
counter += Time.unscaledDeltaTime;
else
counter += Time.deltaTime;
float val = Mathf.Lerp(fromVal, toVal, counter / duration);
dof.focalLength = val;
postProcessingProfile.depthOfField.settings = dof;
yield return null;
}
playerAnimator.enabled = false;
dephOfFieldFinished = true;
}
}
I have under Main Game also a object name Openning Scene and attached to it :
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class OpeningCutscene : MonoBehaviour
{
public NaviConversations naviConversation;
public DepthOfField dephOfField;
// Update is called once per frame
void Update()
{
if (dephOfField.dephOfFieldFinished == true)
{
naviConversation.PlayNaviConversation(0);
dephOfField.dephOfFieldFinished = false;
}
}
}
It's a bit long but everything is connected.
The game start with the main menu.
When clicking the PLAY button a new game start.
When a new game start the script Depth Of Field is in action using the post processing. Also I'm locking the player so the player will not be able to move either the mouse or the player it self.
When the depth of field script finished his work a conversation between Navi and the Player start. When a conversation is in action the player can move the mouse 360 degrees but cant move the player to any direction.
When the conversation ended the player can also move to any direction.
Problems :
When start a new game while the depth of field script is in work pressing escape will bring the main menu but pressing escape again will not resume the depth of field script but will start it all over again.
When waiting the conversation to end if not pressing escape until the conversation ended then when moving around and pressing escape it will bring the main menu and again will resume the game from the same point.
The problems is when the game is doing something like the depth of field it will start the game over again instead resuming or when in conversation in the middle the conversation will never continue.
The ides with the escape key is once to get to main menu and second to resume the game.
The PLAY button is what should only start a new game and not the escape key.
It's a bit long but everything is connected.
I can't see which objects you hooked up to mainGame and mainMenu in BackToMainMenu from your hierarchy, so I have some conjecture in here.
Sounds like you want Escape key to pause, and unpause, as well as bring up a menu, you want Play button in the menu to restart your game.
However, in both MainMenu and BackToMainMenu you use the same code:
mainGame.SetActive(true);
mainMenu.SetActive(false);
This just turns the objects on and off in the hierarchy. This means the first time you do one of these things, all objects turned on under the gameobject referenced by mainGame will run their Awake and Start methods, but not the second time. Also depending which objects are active (like I said I can't fully see what component is on what object and which objects are referenced by which serialized field) you might be able to introduce a state error on BackToMainMenu._isInMainMenu because that field isn't changed when you hit play. Here is a fantastic image showing execution timeline in Unity:
Monobehavior Timeline
In summary:
The second time you run the game DepthOfField won't call Start a second time. Instead try OnEnable.
The conversation and game logic is not shown in your post, but likely it also is initializing in Start and won't run a second time.
A bit of trickiness around Coroutines is likely to blame here. When DepthOfField starts it also starts a coroutine. That coroutine keeps going even if you set the gameobject inactive. So you run the game once, that coroutine starts, you turn the object off when you hit escape, the coroutine finishes, you hit play again, but DepthOfField.dephOfFieldFinished == true and your playerAnimator is disabled and won't enable again.
Also 5. This kind of behavior can be tricky and is usually dependent on what else you have going on in your scene. Since you have one scene with everything at once, you need to watch out for putting stuff in Awake and Start since this will only run once. Instead you can try a number of things, my favorite is usually to set up a singleton or static class that works as a state machine for the whole scene. It will call custom Initialize functions in your behaviors instead of using Awake and Start.
Keep references to your coroutines by doing things like:
private Coroutine depthOfFieldRoutineRef;
private OnEnable()
{
if (depthOfFieldRoutineRef != null)
{
StopCoroutine(depthOfFieldRoutineRef);
}
depthOfFieldRoutineRef =
StartCoroutine(changeValueOverTime
(depthOfField.focalLength, 1, clipLength));
// Don't forget to set depthOfFieldRoutineRef to null again at the end of routine!
}
For simple pausing behavior you can also try setting Time.timescale = 0; and back to 1 when you want play to resume.
Less a question than a set of problems, hopefully this set of solutions helps!
Tutorial on Awake and Start
Docs on Coroutines
Docs on Time.timescale

Code not allowing letting me disable a script from another script

I'm having an issue where I can't disable a script from the other script - they are both public and within the same package (I think).
Here is my code for the script I'm trying to disable from:
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
#if UNITY_EDITOR
using UnityEditor;
#endif
using RTS;
public class PauseMenu : MonoBehaviour {
Canvas canvas;
private Player player;
public Button Button2;
void Start()
{
Debug.Log ("asdf");
player = transform.root.GetComponent< Player >();
canvas = GetComponent<Canvas>();
canvas.enabled = false;
ResourceManager.MenuOpen = false;
Button2.GetComponent<Button>().onClick.AddListener(() => { Resume();});
if(player) player.GetComponent< UserInput >().enabled = false;
}
And the code for the other script:
//sets up what resources we are using
using UnityEngine;
using System.Collections;
using RTS;
public class UserInput : MonoBehaviour {
//sets up a private variable for only this class - our player
private Player player;
// Use this for initialization
void Start () {
//this goes to the root of the player ie the object player and allows us to
player = transform.root.GetComponent< Player > ();
}//end Start()
So the part that is not working is:
if(player) player.GetComponent< UserInput >().enabled = false;
And the code runs and then causes the runtime error:
NullReferenceException: Object reference not set to an instance of an object
PauseMenu.Pause () (at Assets/Menu/PauseMenu.cs:40)
PauseMenu.Update () (at Assets/Menu/PauseMenu.cs:29)
Here is a picture showing my scene hierarchy and components:
The issue here is that you try to execute transform.root.GetComponent< Player >(); from within PauseMenu, which is on the "Canvas" object.
The problem with that is that the topmost transform in the hierarchy of your "Canvas" object (which is what transform.root returns) is, well, the transform of the "Canvas" object - which is in no way related to the UserInput script you are trying to access. For this script to actually work, you would need the transform of your "Player" object, which is the object that actually has the UserInput script.
My suggestion is to eliminate the need to run GetComponent() at all - create a public UserInput variable in your PauseMenu class, then (while selecting your "Canvas") in the editor, drag the "Player" object into that new field. This will cause the UserInput script of your "Player" object to be accessible within the PauseMenu.
So your PauseMenu script might look like:
public class PauseMenu : MonoBehaviour {
Canvas canvas;
public UserInput playerInput; // Drag the Player object into this field in the editor
public Button Button2;
void Start()
{
Debug.Log ("asdf");
canvas = GetComponent<Canvas>();
canvas.enabled = false;
ResourceManager.MenuOpen = false;
Button2.GetComponent<Button>().onClick.AddListener(() => { Resume();});
playerInput.enabled = false;
}
}
Hope this helps! Let me know if you have any questions.
(An alternative is to use GameObject.Find("Player") to get GameObject of "Player". This needs a bit more code but doesn't use the editor.)
I would say your player = transform.root.GetComponent< Player >(); arrives null.
So you are trying to disable something that doesnt exist.
Enter debug mode and see if your player is null or not.

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