everyone!
I'm making a game on Unity 2D and I encountered a problem. I need to dig specific tile of snow when player is holding LeftShift and is in the trigger with tag "Snow" (the tilemap does have such a tag). I decided to change the scale, since it's the most understandable for player of variants that i thought (making the sprite darker, destroying it, etc.)
Right now I have this code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Tilemaps;
public class SnowTaking : MonoBehaviour
{ //Tile variables
public Tilemap tilemap;
public ITilemap iTilemap;
public Tile whiteTile;
public Tile redTile;
public Tile greenTile;
public Tile blueTile;
void OnTriggerStay2D(Collider2D other) {
if(other.gameObject.tag == "Snow") {
if(Input.GetKey(KeyCode.LeftShift)) {
//При нажатии LeftShift
float x = gameObject.transform.position.x;
float y = gameObject.transform.position.y;
float z = 0;
Vector3 position = new Vector3(x, y, z);
Vector3Int tilePosition = tilemap.WorldToCell(position);
Tile currentTile = tilemap.GetTile<Tile>(tilePosition);
//Conditions for each type of snow
if(whiteTile == currentTile) {
//Scaling tile here
Debug.Log("White");
} else if(redTile == currentTile) {
//Scaling tile here
Debug.Log("Red");
} else if(greenTile == currentTile) {
//Scaling tile here
Debug.Log("Green");
} else if(blueTile == currentTile) {
//Scaling tile here
Debug.Log("Blue");
} else {
Debug.Log("None");
}
}
}
}
}
What can I use to scale tiles? Thank you in advance!
I tried few things already:
First of all, I searched through the net (especially in the documentation) functions, that do something with the exact tile;
Then I tried to use Matrix4x4 to scale tile, but it didn't work as intended (it didn't work at all, but at least there were no errors);
currentTile.transform = Matrix4x4.Scale(new Vector3(0.5f, 0.5f, 1));
When I was out of options, I tried to do something myself, and used Sprites. Of course, it didn't work;
Sprite currentSprite = currentTile.sprite;
currentSprite.localScale -= new Vector3(0.01f, 0.01f, 0);
Then I searched such a question here, on StackOverflow, but didn't find anything that would help me, so here my quesion is!
You can use tilemap.SetTransformMatrix();
In your case, instead of
currentTile.transform = Matrix4x4.Scale(new Vector3(0.5f, 0.5f, 1));
You can use tilemap.SetTransformMatrix(tilePosition, Matrix4x4.Scale(new Vector3(0.5f, 0.5f, 1)));
If you want to animate it :
void Update() {
if (Input.GetKey(KeyCode.LeftShift)) {
time = 0f;
}
if (time < scaleDuration) {
time += Time.deltaTime;
var scaleValue = _animationCurve.Evaluate(time / scaleDuration);
tilemap.SetTransformMatrix(tilePosition, Matrix4x4.Scale(new Vector3(scaleValue, scaleValue, 1)));
}
Related
I am working on a clicker game, which implies the interaction of 2 players. One of the objects (images made with ui) becomes larger if one of the players taps more. But I ran into a problem, for some reason unity creates a gap between objects. Also, if the red object becomes larger than blue - the problem disappears. I have attached the code and video with the problem.
The problem isn't in random values.
Also i tried to fix it with Transform.SetSiblingIndex, and it didn't work either.
There's a link to screenshot with the problem
there's a link to video with the problem
The code from GameCore:
public void OnPointerClick(PointerEventData eventData)
{
ScaleEvents();
Vector3 clickPosition = Camera.main.ScreenToWorldPoint(eventData.position);
if (eventData.rawPointerPress == Player1)
{
Player1.transform.localScale += scaleChange;
Player2.transform.localScale -= scaleChange;
}
else if(eventData.rawPointerPress == Player2)
{
Player2.transform.localScale += scaleChange;
Player1.transform.localScale -= scaleChange;
Player1.transform.SetSiblingIndex(0);
}
Debug.Log(clickPosition);
Debug.Log(eventData.rawPointerPress);
Debug.Log(randomScaleChange);
}
private void ScaleEvents()
{
randomScaleChange = Random.Range(0.05f, 0.3f);
scaleChange = new Vector3(0.0f, randomScaleChange, 0f);
}
}
From what I understand, should you rather use RectTransform.deltaSize.y, and adjust the actual height of your UI elements, instead of the scale. Someone smarter than me can explain to you why. If I tried to explain it, I would probably cause more confusion.
Your blue element should be anchored to the top, and your red element should be anchored to the bottom. If you now add 50 pixel to the height of your blue element, and substract 50 from the height of your red element, it should work out, without a gap in between.
Also, please note that with your current solution, your red bar grows bigger than the amount of which your blue bar shrinks. So yes, you don't have a gap. But your Red bar is actually overdrawing over your blue bar.
Edit:
Below I present you a possible solution that hopefully gets you on the right track.
For it to work, blue needs to be anchored to the top of your screen. Anchors Min: 0, 1; Max; 1, 1; Pivot 0.5, 1.
Red needs to be anchored to the bottom of the screen. Anchors Min: 0,0; Max; 1, 0; Pivot 0.5, 0.
Set the hight for both elements so that they touch seamlessly.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
public class ClickGame : MonoBehaviour, IPointerClickHandler
{
public RectTransform Player1;
public RectTransform Player2;
float randomScaleChange;
public void OnPointerClick(PointerEventData eventData)
{
ScaleEvents();
Vector3 clickPosition = Camera.main.ScreenToWorldPoint(eventData.position);
if (clickPosition.y > 0f) // Blue clicked
{
Player1.sizeDelta = new Vector2(100f, Player1.sizeDelta.y + randomScaleChange);
Player2.sizeDelta = new Vector2(100f, Player2.sizeDelta.y - randomScaleChange);
}
if (clickPosition.y < 0f) // Red clicked
{
Player2.sizeDelta = new Vector2(100f, Player2.sizeDelta.y + randomScaleChange);
Player1.sizeDelta = new Vector2(100f, Player1.sizeDelta.y - randomScaleChange);
}
}
private void ScaleEvents()
{
randomScaleChange = Random.Range(5f, 50f);
}
}
There's what a code looks like now and still didn't work:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
public class ClickerZone : MonoBehaviour, IPointerClickHandler
{
[SerializeField] private GameObject _Player1;
[SerializeField] private GameObject _Player2;
private RectTransform _player1Rect;
private RectTransform _player2Rect;
private Vector3 _scaleChange;
private float _randomScaleChange;
private void Awake()
{
_player1Rect = _Player1.GetComponent<RectTransform>();
_player2Rect = _Player2.GetComponent<RectTransform>();
}
public void OnPointerClick(PointerEventData eventData)
{
ScaleEvents();
Vector3 clickPosition = Camera.main.ScreenToWorldPoint(eventData.position);
if (eventData.rawPointerPress == _Player1)
{
_Player1.transform.localScale += _scaleChange;
_player1Rect.sizeDelta = new Vector2(0f, _player1Rect.sizeDelta.y + _randomScaleChange);
_Player2.transform.localScale -= _scaleChange;
_player2Rect.sizeDelta = new Vector2(0f, _player2Rect.sizeDelta.y - _randomScaleChange);
}
else if(eventData.rawPointerPress == _Player2)
{
_Player2.transform.localScale += _scaleChange;
_player2Rect.sizeDelta = new Vector2(0f, _player2Rect.sizeDelta.y + _randomScaleChange);
_Player1.transform.localScale -= _scaleChange;
_player1Rect.sizeDelta = new Vector2(0f, _player1Rect.sizeDelta.y - _randomScaleChange);
}
Debug.Log(clickPosition);
Debug.Log(eventData.rawPointerPress);
Debug.Log(_randomScaleChange);
}
private void ScaleEvents()
{
_randomScaleChange = Random.Range(0.05f, 0.3f);
_scaleChange = new Vector3(0.0f, _randomScaleChange, 0f);
}
}
I am a freshman design student and they've asked us to create a game on unity3D without much training on it so needless to say I don't know much except for the super basic stuff. I don't know anything about c# and I've been having an issue making a gameobject teleport. I've spent 6 hours searching for a solution online and the only conclusion I got to was that my object is probably having issues teleporting because of the way I am controlling it - something to do with the controller remembering the last position before the teleport and returning to it. I have no idea how to fix it though.
So this is what my scene looks like: I have a sphere as my character, I move it to this other object that has a collider as trigger which then teleports my sphere to a different point (black object) on the terrain. As soon as my object reaches there, it starts sliding back to the point where the teleport happened. I even tried edit > project settings > physics > auto sync transforms as many suggested that and it worked for them.
This is the code by which I control my player:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MyPlayer : MonoBehaviour
{
public float speed = 1;
public float spacing = 1;
private Vector3 pos;
// Use this for initialization
void Awake()
{
pos = transform.position;
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.W))
pos.x += spacing;
if (Input.GetKeyDown(KeyCode.S))
pos.x -= spacing;
if (Input.GetKeyDown(KeyCode.D))
pos.z -= spacing;
if (Input.GetKeyDown(KeyCode.A))
pos.z += spacing;
transform.position = Vector3.MoveTowards(transform.position, pos, speed * Time.deltaTime);
}
}
and I also have a camera that follows the sphere using this code
using UnityEngine;
using System.Collections;
public class CompleteCameraController : MonoBehaviour {
public GameObject player; //Public variable to store a reference to the player game object
private Vector3 offset; //Private variable to store the offset distance between the player and camera
// Use this for initialization
void Start ()
{
//Calculate and store the offset value by getting the distance between the player's position and camera's position.
offset = transform.position - player.transform.position;
}
// LateUpdate is called after Update each frame
void LateUpdate ()
{
// Set the position of the camera's transform to be the same as the player's, but offset by the calculated offset distance.
transform.position = player.transform.position + offset;
}
}
and I have another code on the camera that makes me be able to look around using my mouse
using UnityEngine;
using System.Collections;
public class FlyCamera : MonoBehaviour
{
/*
Writen by Windexglow 11-13-10. Use it, edit it, steal it I don't care.
Converted to C# 27-02-13 - no credit wanted.
Simple flycam I made, since I couldn't find any others made public.
Made simple to use (drag and drop, done) for regular keyboard layout
wasd : basic movement
shift : Makes camera accelerate
space : Moves camera on X and Z axis only. So camera doesn't gain any height*/
float mainSpeed = 700.0f; //regular speed
float shiftAdd = 950.0f; //multiplied by how long shift is held. Basically running
float maxShift = 2000.0f; //Maximum speed when holdin gshift
float camSens = 0.25f; //How sensitive it with mouse
private Vector3 lastMouse = new Vector3(255, 255, 255); //kind of in the middle of the screen, rather than at the top (play)
private float totalRun = 1.0f;
void Update()
{
lastMouse = Input.mousePosition - lastMouse;
lastMouse = new Vector3(-lastMouse.y * camSens, lastMouse.x * camSens, 0);
lastMouse = new Vector3(transform.eulerAngles.x + lastMouse.x, transform.eulerAngles.y + lastMouse.y, 0);
transform.eulerAngles = lastMouse;
lastMouse = Input.mousePosition;
//Mouse camera angle done.
//Keyboard commands
float f = 0.0f;
Vector3 p = GetBaseInput();
if (Input.GetKey(KeyCode.LeftShift))
{
totalRun += Time.deltaTime;
p = p * totalRun * shiftAdd;
p.x = Mathf.Clamp(p.x, -maxShift, maxShift);
p.y = Mathf.Clamp(p.y, -maxShift, maxShift);
p.z = Mathf.Clamp(p.z, -maxShift, maxShift);
}
else
{
totalRun = Mathf.Clamp(totalRun * 0.5f, 1f, 1000f);
p = p * mainSpeed;
}
p = p * Time.deltaTime;
Vector3 newPosition = transform.position;
if (Input.GetKey(KeyCode.Space))
{ //If player wants to move on X and Z axis only
transform.Translate(p);
newPosition.x = transform.position.x;
newPosition.z = transform.position.z;
transform.position = newPosition;
}
else
{
transform.Translate(p);
}
}
private Vector3 GetBaseInput()
{ //returns the basic values, if it's 0 than it's not active.
Vector3 p_Velocity = new Vector3();
if (Input.GetKey(KeyCode.W))
{
p_Velocity += new Vector3(0, 0, 1);
}
if (Input.GetKey(KeyCode.S))
{
p_Velocity += new Vector3(0, 0, -1);
}
if (Input.GetKey(KeyCode.A))
{
p_Velocity += new Vector3(-1, 0, 0);
}
if (Input.GetKey(KeyCode.D))
{
p_Velocity += new Vector3(1, 0, 0);
}
return p_Velocity;
}
}
Please let me know if there's a specific part of my code that I need to edit to resolve this or alternatively if you have a different code that won't give me this issue, that would make my life so much easier. If I need to edit something or you're sharing a code, please respond with the complete (corrected) code because otherwise I will just be even more confused.
I know this is a super long post and I am sorry but I am really desperate. It's been really hard studying online and basically having to teach myself all of this. This is for a final project so I will really appreciate any help you can throw my way. Thank you for reading and thanks for any help in advance.
EDIT: The teleport code is executing fine because I do teleport to the chosen location, I just end up sliding back to the point which I teleported from.
This is the teleporting code I am using.
using UnityEngine;
using System.Collections;
public class Teleport : MonoBehaviour
{
public GameObject ui;
public GameObject objToTP;
public Transform tpLoc;
void Start()
{
ui.SetActive(false);
}
void OnTriggerStay(Collider other)
{
ui.SetActive(true);
if ((other.gameObject.tag == "Player") && Input.GetKeyDown(KeyCode.E))
{
objToTP.transform.position = tpLoc.transform.position;
}
}
void OnTriggerExit()
{
ui.SetActive(false);
}
}
Ok, so the main reason why your character is drifting back to original position is that the pos variable in the MyPlayer script stays the same after teleporting.
Remedy for that will be changing pos variable from Teleport script after objToTP.transform.position = tpLoc.transform.position;. Something like objToTP.gameobject.GetComponent<MyPlayer>().pos = tpLoc.transform.position;
But make sure that objToTP has component MyPlayer and pos in MyPlayer is public.
Once again: it's a simple way to resolve your problem. In a real project you should create more flexible architecture, but that's a different story.
I believe that you sliding back because you moving player with transform.position = Vector3.MoveTowards in Update().
And you moving it to coordinates that was got from your input
I am trying to make a game on unity3d, everything is going great so far and the game works perfectly. But I have one problem. I have add some kind of jetpack on my player, and when the player flips, the jetpack rotation flips as well. As you can see on the images bellow:
Normal jetpack
Upside-down jetpack
So what I need to do is to multiply the x axes of rotation of the jetpack. But I can't figure out on how to access and change the value from my code.
Look at the Quaternion documentation here for the available methods.
var rotation = jetpackGameObject.transform.rotation;
// edit the rotation here
jetpackGameObject.transform.rotation = rotation;
Ok I finally solved my problem:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EngineController : MonoBehaviour
{
private bool facingRight;
private float moveHorizontal;
void Start()
{
facingRight = true;
}
void Update()
{
moveHorizontal = Input.GetAxis ("Horizontal");
Vector3 rot;
if (GetFacing () == -1f) {
rot = new Vector3 (-90, 0, 0);
}
else
{
rot = new Vector3 (90, 0, 0);
}
transform.rotation = Quaternion.Euler(rot);
}
public float GetFacing()
{
if (facingRight) {
return 1;
}
else
{
return -1;
}
}
}
Im trying to make my camera thats stuck to my player turn around it 45 degrees whenever i press Q or E. but for some reason i cant get it to work. im using C#.
using UnityEngine;
using System.Collections;
public class Camera : MonoBehaviour
{
int rotatespeed = 3;
int rotationstart = 90;
public GameObject player;
private Vector3 offset;
// Use this for initialization
void Start()
{
offset = transform.position - player.transform.position;
}
// Update is called once per frame
void LateUpdate() {
transform.position = player.transform.position + offset;
}
void Update()
{
if (Input.GetKey("q"))
{
Camera.main.transform.rotation = Quaternion.Euler(x + 45 , y, z);
}
if (Input.GetKey("e"))
{
Camera.main.transform.rotation = Quaternion.Euler(x - 45, y, z);
}
}
}
You should multiply when rotating
if (Input.GetKey("q"))
{
Camera.main.transform.rotation *= Quaternion.Euler(45 , 0, 0);
}
if (Input.GetKey("e"))
{
Camera.main.transform.rotation *= Quaternion.Euler(-45, 0, 0);
}
However this make it look up and down, if you want left and right use the following
if (Input.GetKey("q"))
{
Camera.main.transform.rotation *= Quaternion.Euler(0, 45, 0);
}
if (Input.GetKey("e"))
{
Camera.main.transform.rotation *= Quaternion.Euler(0, -45, 0);
}
Important side-note
Keep in mind that GetKey will return true while the user holds it down, which even on a very quick press will result in your camera seemingly spinning out of control due to it still being multiple frames. You most likely want to use GetKeyDown which will only return true once every time the user presses the key
The idea is to make that when the player is walking to the edge of the terrain he will stop wont be able to continue and fall.
And in my case i want the objects that move forward when they collide with the invisible wall the object will turn lerp back and move to the other side of the invisible walls.
Another problem that might come up later i read about is that if the objects moving too fast to the invisible walls there is a bug that let them move through ? Not sure about it.
This is a screenshot showing the invisible walls. I created a box collider set the Is Trigger to be on and set the 500 600 500 same as the terrain size.
This is the script of the Invisible Walls: The script i attached it to the Terrain:
using UnityEngine;
using System.Collections;
public class InvisibleWalls : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
void OnTriggerExit(Collider other)
{
}
}
This is the script that create the space ships clone of them and make them move forward. But when they get to the edge of the terrain they just gone out. And i want them to lkerp/turn back to the other side.
This script is attached to the Spheres GameObject:
using System;
using UnityEngine;
using Random = UnityEngine.Random;
using System.Collections;
using System.Collections.Generic;
public class SphereBuilder : MonoBehaviour
{
public GameObject SpaceShip;
GameObject[] spheres;
public float moveSpeed = 50;
// for tracking properties change
private Vector3 _extents;
private int _sphereCount;
private float _sphereSize;
/// <summary>
/// How far to place spheres randomly.
/// </summary>
public Vector3 Extents;
/// <summary>
/// How many spheres wanted.
/// </summary>
public int SphereCount;
public float SphereSize;
private void Start()
{
spheres = GameObject.FindGameObjectsWithTag("MySphere");
}
private void OnValidate()
{
// prevent wrong values to be entered
Extents = new Vector3(Mathf.Max(0.0f, Extents.x), Mathf.Max(0.0f, Extents.y), Mathf.Max(0.0f, Extents.z));
SphereCount = Mathf.Max(0, SphereCount);
SphereSize = Mathf.Max(0.0f, SphereSize);
}
private void Reset()
{
Extents = new Vector3(250.0f, 20.0f, 250.0f);
SphereCount = 100;
SphereSize = 20.0f;
}
private void Update()
{
UpdateSpheres();
MoveShips ();
}
private void MoveShips()
{
foreach (Transform child in spheres[0].transform)
{
child.transform.position += Vector3.forward * Time.deltaTime * moveSpeed;
}
}
private void UpdateSpheres()
{
if (Extents == _extents && SphereCount == _sphereCount && Mathf.Approximately(SphereSize, _sphereSize))
return;
// cleanup
var spheres = GameObject.FindGameObjectsWithTag("Sphere");
foreach (var t in spheres)
{
if (Application.isEditor)
{
DestroyImmediate(t);
}
else
{
Destroy(t);
}
}
var withTag = GameObject.FindWithTag("Terrain");
if (withTag == null)
throw new InvalidOperationException("Terrain not found");
for (var i = 0; i < SphereCount; i++)
{
var o = Instantiate(SpaceShip);
o.tag = "Sphere";
o.transform.SetParent(gameObject.transform);
o.transform.localScale = new Vector3(SphereSize, SphereSize, SphereSize);
// get random position
var x = Random.Range(-Extents.x, Extents.x);
var y = Extents.y; // sphere altitude relative to terrain below
var z = Random.Range(-Extents.z, Extents.z);
// now send a ray down terrain to adjust Y according terrain below
var height = 10000.0f; // should be higher than highest terrain altitude
var origin = new Vector3(x, height, z);
var ray = new Ray(origin, Vector3.down);
RaycastHit hit;
var maxDistance = 20000.0f;
var nameToLayer = LayerMask.NameToLayer("Terrain");
var layerMask = 1 << nameToLayer;
if (Physics.Raycast(ray, out hit, maxDistance, layerMask))
{
var distance = hit.distance;
y = height - distance + y; // adjust
}
else
{
Debug.LogWarning("Terrain not hit, using default height !");
}
// place !
o.transform.position = new Vector3(x, y, z);
}
_extents = Extents;
_sphereCount = SphereCount;
_sphereSize = SphereSize;
}
}
And this is a small short video clip showing what happen to the space ships when they get to the terrain edge:
Spaceships video clip
Update what i did so far:
In top of script added:
public Terrain terrain;
private Vector3 boundLower;
private Vector3 boundUpper;
In Start function i added:
private void Start()
{
spheres = GameObject.FindGameObjectsWithTag("MySphere");
var withTag = GameObject.FindWithTag("Terrain");
if (withTag == null)
throw new InvalidOperationException("Terrain not found");
boundLower = terrain.transform.position - terrain.transform.size / 2;
boundUpper = terrain.transform.position + terrain.transform.size / 2;
}
But getting errors on both lines: size property not exist:
boundLower = terrain.transform.position - terrain.transform.size / 2;
boundUpper = terrain.transform.position + terrain.transform.size / 2;
And changed the MoveShips function to this:
private Vector3 direction = Vector3.forward;
private void MoveShips() {
foreach (var child in spheres) {
var pos = child.transform.position + direction * Time.deltaTime * moveSpeed;
pos.x = Mathf.Clamp(pos.x, boundLower.x, boundUpper.x);
pos.z = Mathf.Clamp(pos.z, boundLower.z, boundUpper.z);
if (pos.x == boundLower.x || pos.x == boundUpper.x) direction.x = - direction.x;
if (pos.z == boundLower.z || pos.z == boundUpper.z) direction.z = - direction.z;
child.transform.position = pos;
}
}
I would suggest modifying MoveShips() changing Vector3.forward to a variable and flipping it when bounds are reached:
private Vector3 direction = Vector3.forward;
private void MoveShips() {
foreach (var child in spheres) {
var pos = child.transform.position + direction * Time.deltaTime * moveSpeed;
pos.x = Mathf.Clamp(pos.x, boundLower.x, boundUpper.x);
pos.z = Mathf.Clamp(pos.z, boundLower.z, boundUpper.z);
if (pos.x == boundLower.x || pos.x == boundUpper.x) direction.x = - direction.x;
if (pos.z == boundLower.z || pos.z == boundUpper.z) direction.z = - direction.z;
child.transform.position = pos;
}
}
This will remove unnecessary dependence on object collision engine for such a simple thing. Note, how this is making all ships to change direction when furthest reaches the bound. If you want them to move separately, you will need to move this logic to a separate script and attach it to a ship prefab.
And the bounds (boundLower and boundUpper) can be set either as script variables in editor or calculated from terrain, like:
boundLower = terrain.transform.position - terrain.TerrainData.size / 2;
boundUpper = terrain.transform.position + terrain.TerrainData.size / 2;
I would also suggest to move this:
var withTag = GameObject.FindWithTag("Terrain");
if (withTag == null)
throw new InvalidOperationException("Terrain not found");
out of Update() into Start() unless you do something really funky with it in the process.
Lets start working though your problems one by one :
Question : The objects do not collide, why?
Answer : Objects do not collide from with-in the collider, only from the outside.
What you need in your case is 4 box collider, one at each edge of the map
Question : Another problem that might come up later i read about is that if the objects moving too fast to the invisible walls there is a bug that let them move through ? Not sure about it.
This is only a problem with objects moving at bullet-like speeds, you could edit the rigidbody to have detection mode : "continuous" or continuous-dynamic which will avoid this issue
The scripts, i do not think you would need them in this case, your original idea was good, just the implementation with a single collider over the whole terrain, instead of 4 seperate "wall" colliders, was the issue. As for the rest of the logic, i did not try decipher through that, thus i can not comment on it.