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.
I want to change between 2 materials, depending on the platforms (gameobject) rotation.
Here is what I've done so far:
public class PlatformSpawner : MonoBehaviour
{
public GameObject platform;
public Material[] platformMaterial;
Material currentMaterial;
Renderer _renderer;
}
void Start()
{
_renderer = this.GetComponent<Renderer>();
}
I also wrote this, but I don't want to change materials by buttons:
public void LeftTurn()
{
_renderer.material = platformMaterial[0];
currentMaterial = _renderer.material;
}
public void RightTurn()
{
_renderer.material = platformMaterial[1];
currentMaterial = _renderer.material;
}
}
And this is where the platform rotates randomly 90 degrees to the left or to the right:
public struct SpawnPoint
{
public Vector3 position;
public Quaternion orientation;
public void Step(float distance)
{
if (Random.value < 0.5)
{
position.x += distance;
orientation = Quaternion.Euler(0, 90, 0); //change to one of the materials
}
else
{
position.z += distance;
orientation = Quaternion.Euler(0, 0, 0); //change to the other of the materials.
//This is where I want to material to switch.
//When the objects position changes, the material changes too.
}
}
}
There is a picture of the gameplay. I want to change the material of all the corner platforms to have a nice curve line view.
Can anyone help me what and how to do in this case? I am a bit lost there.
Every help is highly appreciated!
EDIT: new code looks like that. The only issue is that Unity gives me 15 errors (see on the picture below), even if Visual Studio says no issue has been found. The errors refer to the switch.
public class PlatformSpawner : MonoBehaviour
{
public GameObject platform;
public Transform lastPlatform;
SpawnPoint _spawn;
bool stop;
public Material straightMaterial;
public Material turnLeftMaterial;
public Material turnRightMaterial;
public Renderer roadPrefab;
[System.Serializable]
public struct SpawnPoint
{
public Vector3 position;
public Quaternion orientation;
public RoadType type;
public enum RoadType
{
Straight,
LeftTurn,
RightTurn
}
private enum Direction
{
Z,
X,
}
private Direction lastDirection;
public void Step(float distance)
{
type = RoadType.Straight;
if (Random.value < 0.5f)
{
position.x += distance;
orientation = Quaternion.Euler(0, 90, 0);
if (lastDirection == Direction.Z)
{
type = RoadType.RightTurn;
}
}
else
{
position.z += distance;
orientation = Quaternion.Euler(0, 0, 0);
if (lastDirection == Direction.X)
{
type = RoadType.LeftTurn;
}
lastDirection = Direction.Z;
}
}
}
void Start()
{
_spawn.position = lastPlatform.position;
_spawn.orientation = transform.rotation;
StartCoroutine(SpawnPlatforms());
}
IEnumerator SpawnPlatforms()
{
while (!stop)
{
var _spawn = new SpawnPoint();
for (var i = 0; i < 20; i++)
{
var newPlatform = Instantiate(roadPrefab, _spawn.position, _spawn.orientation);
_spawn.Step(1.5f);
var roadMaterial = _spawn.type switch
{
SpawnPoint.RoadType.LeftTurn => turnLeftMaterial,
SpawnPoint.RoadType.RightTurn => turnRightMaterial,
_ => straightMaterial
};
newPlatform.GetComponent<Renderer>().material = roadMaterial;
yield return new WaitForSeconds(0.1f);
}
}
}
}
So it sounds like you basically have a working system for switching the materials and spawning you road parts and materials already look correctly according to your rotations - now you only need to identify the curves.
Actually this is pretty simple:
is the current part in X direction and the next will be in Z -> Left Turn
is the current part in Z direction and the next will be in X -> RightTurn
any other case is straight
So you could probably do something like
public struct SpawnPoint
{
public Vector3 position;
public Quaternion orientation;
public RoadType type;
public enum RoadType
{
Straight,
LeftTurn,
RightTurn
}
private enum Direction
{
// since your orientation by default equals the Z direction use that as default value for the first tile
Z,
X,
}
private Direction lastDirection;
public void Step(float distance)
{
type = RoadType.Straight;
if (Random.value < 0.5f)
{
position.x += distance;
orientation = Quaternion.Euler(0, 90, 0);
if(lastDirection == Direction.Z)
{
type = RoadType.RightTurn;
}
lastDirection = Direction.X;
}
else
{
position.z += distance;
orientation = Quaternion.Euler(0, 0, 0);
if(lastDirection == Direction.X)
{
type = RoadType.LeftTurn;
}
lastDirection = Direction.Z;
}
}
}
And you didn't show your spawn code but I would assume something like
public class Example : MonoBehaviour
{
public Material straightMaterial;
public Material turnLeftMaterial;
public Material turnRightMaterial;
public Renderer roadPrefab;
private void Awake()
{
var spawnPoint = new SpawnPoint();
for(var i = 0; i < 20; i++)
{
var roadTile = Instantiate(roadPrefab, spawnPoint.position, spawnPoint.orientation);
// do the Step after spawning the current tile but before assigning the material
// -> we want/need to know already where the next tile is going to be
spawnPoint.Step(1f);
var roadMaterial = spawnPoint.type switch
{
SpawnPoint.RoadType.LeftTurn => turnLeftMaterial,
SpawnPoint.RoadType.RightTurn => turnRightMaterial,
_ => straightMaterial
};
roadTile.GetComponent<Renderer>().material = roadMaterial;
}
}
}
Behold my Paint skills ;)
This will get you started using Quaternion.Dot.
using UnityEngine;
[RequireComponent(typeof(Renderer))]
public class NewBehaviourScript : MonoBehaviour
{
public Material Material1;
public Material Material2;
public Vector3 Euler = new(90, 0, 0);
private Renderer _renderer;
private void Start()
{
_renderer = GetComponent<Renderer>();
_renderer.material = Material1;
}
private void Update()
{
var dot = Quaternion.Dot(transform.rotation, Quaternion.Euler(Euler));
if (Mathf.Approximately(dot, 1.0f))
{
_renderer.material = Material2;
}
else
{
_renderer.material = Material1;
}
}
}
Using different materials for N, E, S, W corners:
using UnityEngine;
[RequireComponent(typeof(Renderer))]
public class NewBehaviourScript : MonoBehaviour
{
public Material Material1;
public Material Material2;
public Material Material3;
public Material Material4;
public Vector3 Euler1 = new(0, 0, 0);
public Vector3 Euler2 = new(0, 90, 0);
public Vector3 Euler3 = new(0, 180, 0);
public Vector3 Euler4 = new(0, 270, 0);
private Renderer _renderer;
private void Start()
{
_renderer = GetComponent<Renderer>();
_renderer.material = Material1;
}
private void Update()
{
if (Mathf.Approximately(Quaternion.Dot(transform.rotation, Quaternion.Euler(Euler1)), 1.0f))
{
_renderer.material = Material1;
}
if (Mathf.Approximately(Quaternion.Dot(transform.rotation, Quaternion.Euler(Euler2)), 1.0f))
{
_renderer.material = Material2;
}
if (Mathf.Approximately(Quaternion.Dot(transform.rotation, Quaternion.Euler(Euler3)), 1.0f))
{
_renderer.material = Material3;
}
if (Mathf.Approximately(Quaternion.Dot(transform.rotation, Quaternion.Euler(Euler4)), 1.0f))
{
_renderer.material = Material4;
}
}
}
Make sure to wrap the rotation past 360 degrees, else it'll always look yellow (4th material).
Hey all I made the following class to act as "bullets" in my game and I don't know how to construct these bullet objects with the params that I want (determined at runtime) and spawn them in the game.
My first attempt looked like this:
if (canShoot())
{
shotCoolDown = FRAMES_BETWEEN_SHOTS;
Bullet bullet = new Bullet().setLoft(LOFT).setWobble(WOBBLE).setInitialVel(INITIAL_VEL).setDirectionOffset(internalRecoil.getRecoil());
}
but i get the following warnign from the unity editor:
You are trying to create a MonoBehaviour using the 'new' keyword. This is not allowed. MonoBehaviours can only be added using AddComponent(). Alternatively, your script can inherit from ScriptableObject or no base class at all
What is the proper way to spawn these bullets and to set the fields as I want them?
For more info here is the bullet class
public class Bullet : MonoBehaviour
{
private Rigidbody rigidbody;
private float wobble;
private float loft;
private float initialVel;
private Vector2 initialDirectionOffset;
private bool wobbleDirection = false;
private void Awake()
{
this.rigidbody = this.GetComponent<Rigidbody>();
}
private void Start()
{
transform.Rotate(initialDirectionOffset);
rigidbody.AddForce(initialVel*transform.forward);
rigidbody.AddForce(loft*transform.up);
}
private void FixedUpdate()
{
if (wobbleDirection)
{
rigidbody.AddForce(transform.right * wobble);
wobbleDirection = false;
}
else
{
rigidbody.AddForce(-transform.right * wobble);
wobbleDirection = true;
}
}
public Bullet setWobble(float wobble)
{
this.wobble = wobble;
return this;
}
public Bullet setLoft(float loft)
{
this.loft = loft;
return this;
}
public Bullet setInitialVel(float initialVel)
{
this.initialVel = initialVel;
return this;
}
public Bullet setDirectionOffset(Vector2 offset)
{
this.initialDirectionOffset = offset;
return this;
}
}
For more info here is the full "gun" class that spawns the bullets.
public class Gun : MonoBehaviour
{
private int FRAMES_BETWEEN_SHOTS = 10;
private int shotCoolDown = 0;
private const float LOFT = 100F;
private const float WOBBLE = 100F;
private const float INITIAL_VEL = 100F;
private Vector3 directionOffset;
private Recoil internalRecoil;
private void Awake()
{
internalRecoil = this.GetComponent<Recoil>();
if (internalRecoil == null)
{
throw new Exception("Could not find recoil component");
}
}
private void FixedUpdate()
{
if (shotCoolDown > 0)
{
shotCoolDown--;
}
}
private bool canShoot()
{
return shotCoolDown == 0;
}
public void performShoot()
{
if (canShoot())
{
//need to have a recoil component that reacts to bullet fire. then adjusts back to 0,0,0
shotCoolDown = FRAMES_BETWEEN_SHOTS;
Bullet bullet = new Bullet().setLoft(LOFT).setWobble(WOBBLE).setInitialVel(INITIAL_VEL).setDirectionOffset(internalRecoil.getRecoil());
}
}
}
My second attempt looks like:
GameObject.Instantiate(new Bullet().setLoft(LOFT).setWobble(WOBBLE).setInitialVel(INITIAL_VEL)
.setDirectionOffset(internalRecoil.getRecoil()));
is this the right way to do it???
As 3Dave mentioned, the best way to do this would be to instantiate a prefab. Assuming you will be dealing with multiple projectiles, I like to separate this into a utility function for instantiating prefabs at a given position.
public static class UnityUtil {
public static GameObject instantiatePrefab(
Object prefab,
Vector3 position,
Transform? parent = null
){
// Create an instance of the prefab
GameObject instance = Object.Instantiate(prefab, position, Quaternion.identity) as GameObject;
// Set the parent
if(parent != null){
instance.transform.parent = parent;
}
return instance;
}
}
Then you could have code like
Transform projectileHolder;
GameObject myBulletPrefab;
Vector3 bulletPosition;
...setup variables...
var BulletGameObj = UnityUtil.instantiatePrefab(myBulletPrefab, bulletPosition, projectileHolder);
Bullet bullet = BulletGameObj.GetComponent<Bullet>();
I keep some other functions in my util for dealing with generic gameobject cases, you can see my full UnityUtil class here
Im making a endless runner game and am using a 'ScoreManager' object with a box collider 2d set to 'is trigger' increasing the score every time a object hits it. But I want it to stop increasing the score if the health reaches 0. This is the ScoreManager code:
public int score;
public Text scoreDisplay;
void OnTriggerEnter2D(Collider2D other)
{
if (other.CompareTag("Obstacle"))
{
score++;
}
}
private void Update()
{
scoreDisplay.text = score.ToString();
}
I would like to add a:
public int health = 3;
and in the Update function:
if (health <= 0) {
Destroy(gameObject);
}
But that doesn't seem to work.
The health is displayed in a player script.
public class Player : MonoBehaviour
{
private Vector2 targetPos;
public float Yincrement;
public float speed;
public float maxHeight;
public float minHeight;
public Text healthDisplay;
public GameObject gameOver;
public int health = 3;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
private void Update()
{
healthDisplay.text = health.ToString();
if (health <= 0) {
gameOver.SetActive(true);
Destroy(gameObject);
}
Any thoughts?
Wherever your health is defined, substitute it by a property that launches an event whenever set to a value < 0. Like this:
public class Player : MonoBehavior
{
public delegate void PlayerDiedDelegate();
public static event PlayerDiedDelegate onPlayerDied;
private int _health;
public int health
{
get
{
return _health;
}
set
{
_health = value;
if(_health < 0)
{
onPlayerDied?.Invoke();
}
}
}
}
Now you can attach any controller in your scene to the event:
public class ScoreController : MonoBehavior
{
private void Awake()
{
Player.onPlayerDied += OnPlayerDied;
}
private void OnPlayerDied()
{
// Put your logic here: stop collecting score etc.
}
}
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
}
}
}