For the life of me I can't understand why it stops looping. I have an engine acceleration script that works great, except for the fact that it stops looping after a certain amount of time. I'm only calling the audiosource to be stopped if the user presses a button, it should work just fine. It has worked before implementing this too, I've no idea what breaks it.
private void PlayAccelerateSound()
{
m_audioSource2.loop = true;
m_audioSource2.clip = m_engineSound;
if (!alreadyPlayed)
{
m_audioSource2.PlayOneShot(m_audioSource2.clip);
alreadyPlayed = true;
}
if (rb.velocity.x < minPitch)
{
m_audioSource2.pitch = minPitch;
}
else if (rb.velocity.x > maxPitch)
{
m_audioSource2.pitch = maxPitch;
}
else
{
m_audioSource2.pitch = rb.velocity.x;
}
}
Fixed it by using m_audioSource2.Play() instead of m_audioSource2.PlayOneShot(m_audioSource2.clip).
Related
I have implemented the dialog system from this Brackeys video in my project. Everything works perfectly, but when I have done the build for android I have seen that printing long texts slows the game down.
The code divides the sentence to be displayed in the UI into an array of characters and then prints each character one by one, with a small delay. I have been doing several tests and first I thought that the problem was the coroutine from where the characters were printed. But then I have removed the code from the coroutine and I have seen that the more characters it prints, the more the game slows down.
void FixedUpdate()
{
if(typeSentence)
{
if(t <= 0)
{
TypeChar();
t = charDelay;
}
t -= Time.fixedDeltaTime;
}
}
private void TypeChar()
{
GUIs[dialogue.UIIndex].dialogueText.text += charSentence[sentenceIndex];
sentenceIndex++;
if (sentenceIndex >= charSentence.Length)
{
typeSentence = false;
sentenceIndex = 0;
GUIs[dialogue.UIIndex].continueButton.SetActive(true);
}
}
I don't know if there is a more efficient way to do it, or if someone can explain to me what is happening and why it slows down so much.
Instead of triggering TypeChar() method in fixed update, you can convert TypeChar() to a Coroutine that can handle time more performing way.
private IEnumerator TypeChar()
{
while(sentenceIndex >= charSentence.Length)
{
if(typeSentence)
{
GUIs[dialogue.UIIndex].dialogueText.text += charSentence[sentenceIndex];
sentenceIndex++;
yield return new WaitForSeconds(charDelay);
}
}
typeSentence = false;
sentenceIndex = 0;
GUIs[dialogue.UIIndex].continueButton.SetActive(true);
}
And you can delete typeSentence variable completely if you do not change it out of scope.
And you can call it at Start instead of FixedUpdate.
private void Start()
{
StartCoroutine(nameof(TypeChar));
}
I assume that there is something fundamental about coroutines that I don't understand because I cannot get my head around why this is happening.
I have this coroutine that works perfectly as intended the first time but completely fails the second time I try to use it.
public IEnumerator CharacterDialogue()
{
inDialogue = true;
playerController.enabled = false;
mouselook.enabled = false;
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
dialogueMenu.SetActive(true);
yield return new WaitForEndOfFrame();
for (int i = 0; i < dialogueStrings.Length; i++)
{
while (!Input.GetKeyDown("e"))
{
yield return null;
}
yield return new WaitForEndOfFrame();
dialogueText.text = dialogueStrings[i];
}
yield return new WaitForEndOfFrame();
while (!Input.GetKeyDown("e"))
{
yield return null;
}
yield return new WaitForEndOfFrame();
QuestManager.Instance.SpawnDouxland();
inDialogue = false;
playerController.enabled = true;
mouselook.enabled = true;
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
dialogueMenu.SetActive(false);
}
It is pretty straightforward: I disable the controls of my player and make the dialogue window pop. I then wait for the input of the player between each string of text so that he may read at his own pace. Once he's done reading I reactivate the controls and close the dialogue window.
This code works exactly like I want the first time but the second time it just goes through the for loop without waiting for the input.
What am I doing wrong here and why does it work the first time?
Edit:
Comments pointed out that the issue must be in the way I call the coroutine. This now makes sense to me as I use the same key (e) to call the coroutine. So maybe it reads the key as pressed and runs through the for loop. Bu why would it only do so the second time?
Here's the snippet of code where I call my coroutine:
if (hit.collider.CompareTag("Character"))
{
raycastedObj = hit.collider.gameObject;
CrosshairActive();
interactionManager.InteractiveFeedbackTextCall("CharacterQuest");
if (Input.GetKeyDown("e"))
{
Debug.Log("I have interacted with: " + hit.collider.gameObject.name + ".");
StartCoroutine(canvasAnimManager.CharacterDialogue());
}
}
Thanks to some comments I figured out what the issue was.
if (Input.GetKeyDown("e"))
{
Debug.Log("I have interacted with: " + hit.collider.gameObject.name + ".");
StartCoroutine(canvasAnimManager.CharacterDialogue());
}
I thought the idea of GetKeyDown was that it was triggered only once... there must be something I'm not getting. Anyways the issue was that this was called multiple times and it make the coroutine go through the loop even after I was finished with my dialogue.
I just added a little bool check to fix the issue:
if (Input.GetKeyDown("e") && !canvasAnimManager.inDialogue)
{
Debug.Log("I have interacted with: " + hit.collider.gameObject.name + ".");
StartCoroutine(canvasAnimManager.FoukiDialogue());
}
Cheers and thanks for the help!
When I add EndGame();
The sound stops playing when the game ends.
If I remove the function, the sound plays fine.
I tried adding the gover.Play to EndGame, but that didn't work either.
This bug doesn't really make sense to me as to why it's happening.
Happens in both Editor and on live device.
Thank you.
Here is my code:
Update() {
if (Input.GetMouseButtonDown(0))
{
}
else
{
AudioSource[] aSources = GetComponents<AudioSource> ();
perfecthit = aSources [0]; // Works
gover = aSources [1]; // Works without EndGame()
miss = aSources [2]; // Works
gover.Play ();
EndGame ();// Adding this makes gover.Play stop working
}
}
private void EndGame()
{
Social.ReportScore (scoreCount, "--", (bool success) => {
//SUCCESS or FAIL
});
PlayerPrefs.SetInt("byte", PlayerPrefs.GetInt("byte") + scoreCount / 2);
if (PlayerPrefs.GetInt ("score") < scoreCount)
PlayerPrefs.SetInt ("score", scoreCount);
gameOver = true;
endPanel.SetActive (true);
theStack[stackIndex].AddComponent<Rigidbody>();
stack.SetActive (false);
demoObj.SetActive (true);
}
I am assuming that it stops playing due to the AudioSource no longer being available.
Inside the EndGame() you are setting stack.SetActive (false);. If this AudioSource is attached to the object, then it will be no longer available. Especially considering you are re-obtaining your AudioSources At least 30 times a second!
With that I would also like to advice you to move your audio logic outside of the Update and maybe look into using the Start, or awake instead
My goal is simple, like a lot of applications, I want to make my cursor invisible after a certain time of inactivity of my user.
My solution doesn't seem really optimized, here's the algorithm :
void Start {
Timer t = new Timer(5000);//Create a timer of 5 second
t.start();
}
void Update {
if(MouseMoved){
t.reset();
}
timeLeft = t.deltaTime;
if ( timeLeft == 5000 )
{
Cursor.visible = false;
}
}
I really don't like to check at every frame if the mouse is moved, I'd prefer that my mouse moved trigger something, but I'm lost here, is anyone have a better solution ?
This should be the good way to achieve the task, using coroutine, without any memory issue:
private Coroutine co_HideCursor;
void Update()
{
if (Input.GetAxis("Mouse X") == 0 && (Input.GetAxis("Mouse Y") == 0))
{
if (co_HideCursor == null)
{
co_HideCursor = StartCoroutine(HideCursor());
}
}
else
{
if (co_HideCursor != null)
{
StopCoroutine(co_HideCursor);
co_HideCursor = null;
Cursor.visible = true;
}
}
}
private IEnumerator HideCursor()
{
yield return new WaitForSeconds(3);
Cursor.visible = false;
}
There are two ways to check for things like this outside of the update loop, that I know of:
1 - Custom Events.
Writing your own custom event would allow you to call something like "OnMouseMove()" outside of the update function and it would only execute when the mouse cursor's position changes.
2 - Coroutines
Creating a separate coroutine would allow you to perform this check less frequently. To do this, you make an IEnumerator and put your mouse movement logic in there. Something like:
IEnumerator MouseMovement()
{
while(true)
{
if(MouseMoved)
{
//Do stuff
}
yield return new WaitForSeconds(1f);
}
}
That coroutine would perform the check once every second while it is running. You would start the coroutine by saying:
StartCoroutine(MouseMovement());
And to stop it, you call
StopCoroutine(MouseMovement());
If you Start it when the timer reaches 0 and stop it when the cursor is moved, you can also prevent the coroutine from running all the time, only using it while the cursor is inactive.
I have an animatormanager able to create run time animation from 1 animation (start frame, end frame and delay then the speed is calculated, will do morphing and more later). My unity version is 5.3.1f1
Everything work fine, some stuff are not done but are optional. The animator can queue requested animation to prevent interupting the current one.
The thing is, I can only start 1 time an animation with an object. The code to launch the next animation is exactly the same but there is just nothing to do.
Event if its 2 time the same animation with the same animation data
All formula are good and tested.
I did intensive debugging with breakpoint to make sure everything is fine at any point
Is there something to prevent me from starting an animation 2 time on an object one after an other?. I have no error or warning at all. The first animation work fine no matter the settings I put in my AnimData struct, but the second time, nothing happen.
Here is the essential:
public int? startAnim(int index)
{
if(index < animIndex.Count)
{
startAnim(animIndex[index]);
}
return null;
}
//private because the struct is internal, this make sure the animator keep control of the list.
private int? startAnim(AnimData animD)
{
if(locked)
{
#if UNITY_EDITOR
Debug.Log("anim locked");
#endif
return null;
}
//current anim (queue anim) not finished
if(endTime > Time.time)
{
if(canQueue)
{
addToQueue(animD);
return animDataQ.Count;
}
else
{
return null;
}
}
else
{
endTime = Time.time + animD.TotalTime;
StartCoroutine(animManager(animD));
return 0;
}
return null;
}
#endregion anim starters
private IEnumerator animManager(AnimData animData)
{
animator.speed = Mathf.Abs(animData.calculateSpeed(animLength, AnimType.main, currentKey).Value);
//animator.Play(0,0, animData.StartKey/animLength);
if(animData.AnimSpeed > 0)
{
animator.Play(0,0, animData.StartKey/animLength/2);
}
else
{
//animator.Play(0,0, (animLength * 2) - (animData.StartKey/animLength));
animator.Play(0,0, (((animLength*2) - animData.StartKey)/(animLength * 2)));
}
//animator.Play(0,0, (animData.AnimSpeed > 0) ? animData.StartKey/animLength : ((animLength * 2) - (animData.StartKey/animLength)));
yield return new WaitForSeconds(animData.Delay);
animator.Stop();
yield return null;
endAnim();
}
private void addToQueue(AnimData animD)
{
animDataQ.Enqueue(animD);
endTime += animD.TotalTime;
queueTime += animD.TotalTime;
}
private void endAnim()
{
if(canQueue && animDataQ.Count > 0)
{
StartCoroutine(animManager(animDataQ.Dequeue()));
}
}
Thanks for your time.
i found a work around.
I dont want to mark it as an accepted solution since its not "clean" in my opinion
there is certainly some kind of problem with the animator for some specific case like mine.
my solution was to use animator.speed = 0 instead of animator.stop();
everything worked instantly with that small change
i will ask my question to the unity forum because there is something strange for sure