I am learning unity 3d game development and I was following a tutorial and wrote this code for a ball to apply force on its X-axis, but unity said all compile errors must be resolved before going in Playmode:
code:
using System.Numerics;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AddConstantForce : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
GetComponent<RigidBody>().velocity = new Vector3(2,0,0);
}
}
I have update unity version. tried various new sample scenes, and after this error pops it also gives the error with default empty void start and void update functions too.
please help
Without the error information, this is somewhat difficult to debug but I do see two errors with your code.
First, you have a typo on your Update function you are calling GetComponent<RigidBody> when the actual name of the class is Rigidbody see Unity's documentation for reference https://docs.unity3d.com/ScriptReference/Rigidbody-velocity.html
There is also an ambiguous reference between Vector3 as both Systems.Numerics & UnityEngine defines that type. you want to stick with the UnityEngine definition. so just delete the first line.
So in the end this code should be working without compilation errors
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AddConstantForce : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
GetComponent<Rigidbody>().velocity = new Vector3(2,0,0);
}
}
Try define the getcomponet variable in the void update and then make a new line with the varible first then velocity thing or/and use += insted of =.
Related
This is an image of the errors
This is the script
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManager;
public class LevelComplete : MonoBehaviour
{
public void LoadNextLevel ()
{
SceneManager.LoadScene(SceneManager.GetActiveScene().BuildIndex + 1);
}
}
Please help me with the errors
I tried to debug the error by checking the script and UI animations that connect to the event that changes the scene. I also tried using SceneManager.LoadScene (name); but it did not work.
You have two issues here. First of all, you declared the class twice. It might be twice in the same file, or in different files. Second of all, you need to use UnityEngine.SceneManagement instead of SceneManager.
The simplest solution is to check for double declarations, and for the using, replace
using UnityEngine.SceneManager; with using UnityEngine.SceneManagement.
I am following a tutorial on how to make a gun to shoot a bullet, but I am getting this error:
"The name 'ObjectPoolingManager' does not exist in the current
context"
I am following the tutorial exactly as is, and I don't know why this happens.
Here is my code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PL : MonoBehaviour {
public GameObject bulletPrefab;
public Camera playerCamera;
// Update is called once per frame
void Update() {
if (Input.GetMouseButtonDown(0)) {
GameObject bulletObject = ObjectPoolingManager.Instance.GetBullet(true);
bulletObject.transform.position = playerCamera.transform.position + playerCamera.transform.forward;
bulletObject.transform.forward = playerCamera.transform.forward;
}
}
}
I wouldn't worry too much about object pooling until you're comfortable with the basics of Unity and C#. It is an optimization pattern. I would just GameObject.Instantiate(yourBulletPrefab) and GameObject.Destroy(yourBulletGameobject) instead until performance becomes an issue.
Unity doesn't have built-in object pooling. You have to create yourself. Tutorial which you followed forgot to add it.
i am creating all new unity project and added Empty GameObject in to my first Scene, and also created and added script to that object, but when i'm trying to run my scene script dose not showing any output in my console window.
here is my code
using System.Collections;
using UnityEngine;
public class ScriptObject : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
Debug.Log("Start method called.");
}
// Update is called once per frame
void Update()
{
Debug.Log("Update method calling.");
}
}
You need to turn on showing of another types of log messages ("Info" messages in your case).
You need to be sure that your button of the console output is enabled. Just try to click on the button.Look at the screenshot
It should be simple, but still can't find a straight answer:
How can I log a simple message using C# Unity script?
I tried this:
Debug.Log("Hello Log");
It doesn't work or I'm not looking at the right place.
Debug.Log("Hello Log"); can be found on the Console Tab.
For you to be able to see it:
1.You must put it in a function from a script.
public class Test : MonoBehaviour
{
void Start()
{
Debug.Log("Hello Log");
}
}
2.Script must be attached to a GameObject.
3.Both the script and the GameObject it is attached to must be enabled.
4.Reset the Layout if you can't see the Console tab.
EDIT:
I tested it on Android Device. That's why I didn't see it.
In that case, use Android Monitor from Android Studio to view the log from your Android device.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Simple : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
Debug.Log("Attach this script to component and simple message will be there when you start project");
}
// Update is called once per frame
void Update()
{
}
}
I'm experiencing a certainly disturbing issue in the last hours.
It appears that every RPC call I do using an array (int, float, byte, etc) is crashing the whole engine.
I've made a little working example of how to reproduce, and I would like to know if it's certainly a bug, or if im doing something very wrong:
using UnityEngine;
using System.Collections;
public class NewBehaviourScript : MonoBehaviour {
// Use this for initialization
void Start () {
Network.InitializeServer(4, 25000, true);
networkView.RPC("test", RPCMode.All, new float[5]);
}
// Update is called once per frame
void Update () {
}
[RPC]
void test(float[] lol){
Debug.Log("received "+lol);
}
}
Using only this script in a Camera with a network view is enough to get the thing crashed. Did I do something wrong??
Thanks in advance!
It is a bug in 4.6.3 and 4.6.4 when i try to send a bytearray over an rpc in unity5 it does the job. Hope it helped
Using RPC call in Unity is restricted to certain types of parameters:
You can use the following variable types as parameters to RPCs:-
int float string NetworkPlayer NetworkViewID Vector3 Quaternion
So what you can do instead is serialize/convert the array to a string, and then back to array on the other side.
You need to add OnServerInitialized function to your class. And after that you can use networkView.RPC("test", RPCMode.All, new float[5]); in this function.
And also i can't see NetworkView instance in your class.
Like
public NetworkView networkView;
void OnServerInitialized(){
Debug.Log("Server initialized and ready");
networkView.RPC("test", RPCMode.All, new float[5]);
}