Having troubles with unity camera depth texture - c#

I am trying to implement a shader that makes things darker the further from the camera they are,the way it works underwater, but when I try to work with the camera depth ,I get "error CS0103: The name 'depthTextureMode' does not exist in the current context".
This is the code I tried to run
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[ExecuteInEditMode,ImageEffectAllowedInSceneView]
public class FogEffect : MonoBehaviour
{ public Material _mat;
void Start()
{
GetComponent<Camera>().depthTextureMode = depthTextureMode.Depth;
}
void Update()
{
}
private void OnRenderImage(RenderTexture source, RenderTexture destination)
{
Graphics.Blit(source,destination,_mat);
}
}

DepthTextureMode is an enum and the first letter needs to be uppercase.
This compiled and run without issues on my machine.
using UnityEngine;
public class FogEffect : MonoBehaviour
{
void Start()
{
GetComponent<Camera>().depthTextureMode = DepthTextureMode.Depth;
}
}

Related

Score Not Updating

I have been trying to make an OnTriggerEnter Score system and it has not been updating and is showing no errors so am I doing something wrong that I dont know about here is my Code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
public class ScoreManger : MonoBehaviour
{
public TextMeshProUGUI MyscoreText;
private int ScoreNum;
// Start is called before the first frame update
void Start()
{
ScoreNum = 0;
MyscoreText.text = ScoreNum.ToString();
}
void update() {
MyscoreText.text = ScoreNum.ToString();
}
public void OnTriggerEnte2D(Collider2D col){
if(col.tag == "Score"){
ScoreNum += 1;
Debug.Log("It Worked");
MyscoreText.text = ScoreNum.ToString();
Destory(col.gameObject);
}
}
}
You spelled OnTriggerEnter2D wrong.
Or you haven't marked at least one of the colliders you are interacting with as a trigger.
Or you haven't attached the script to a gameobject.

Photon only showing one player

in photon the first person to join can see both players but second to join cant see the first. anyone know why?
connect to server script
using System.Collections.Generic;
using UnityEngine;
using Photon.Pun;
using UnityEngine.SceneManagement;
public class Connecttoserver : MonoBehaviourPunCallbacks
{
private void Start()
{
PhotonNetwork.ConnectUsingSettings();
}
public override void OnConnectedToMaster()
{
PhotonNetwork.JoinLobby();
}
public override void OnJoinedLobby()
{
PhotonNetwork.JoinRoom("Server");
}
public override void OnJoinedRoom()
{
SceneManager.LoadScene("Game");
}
public override void OnJoinRoomFailed(short returnCode, string message)
{
Debug.Log(message);
PhotonNetwork.CreateRoom("Server");
}
}
spawn players script
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Photon.Pun;
public class spawnplayers : MonoBehaviour
{
public GameObject playerprefab;
public float minx, maxx, minz, maxz;
private void Start()
{
Vector3 randompos = new Vector3(Random.Range(minx,maxx),1,Random.Range(minz,maxz));
GameObject myPlayerGO = (GameObject)PhotonNetwork.Instantiate(playerprefab.name, randompos, Quaternion.identity);
myPlayerGO.GetComponent<playermovement>().enabled = true;
myPlayerGO.GetComponentInChildren<CameraLook>().enabled = true;
myPlayerGO.GetComponentInChildren<Camera>().enabled = true;
}
}
Screen 1
Screen 2
Anybody know a solution?? I have been trying to solve this for days but to no success
what ive tried
adding heaps of debug logs
adding photonview and transform
crying myself to sleep
Make sure both clients are connected to the same server (Region if Photon Cloud) and to the same Virtual Application (if Photon Cloud). You could make use of SupportLogger. Check Matchmaking Checklist.
Use PhotonNetwork.LoadLevel instead of SceneManager.LaodLevel.
Also, you could make use of JoinOrCreateRoom method as a shortcut instead of trying to join then creating one.
I would start by finishing PUN Basics Tutorial first or following one of YouTube tutorials about PUN.
When players join map, use PhotonNetwork.LoadLevel("SceneName") instead of SceneManager.LoadScene("SceneName").

How to make Game Over UI pop up after a collision?

I am making a game where, if the catcher gets destroyed by the object, the game over screen is triggered. All that seems to occur is that there is a giant game over the screen at the beginning of when I play, while the game is running in the background. For some reason, the game does not seem to call in the game over screen only on collision.
This is the script I am using for my catcher, where it collides, disappears, and then the game over screen is set up to be triggered.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CatcherDestroy : MonoBehaviour
{
public GameOverScreen GameOverScreen;
private void OnCollisionEnter2D(Collision2D collision)
{
if (collision.gameObject.CompareTag("Catcher"))
{
Destroy(collision.gameObject);
GameOverScreen;
}
}
}
and this is the code for my GameOverScreen.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class GameOverScreen : MonoBehaviour
{
public Text pointsText;
public void Setup(int score)
{
gameObject.SetActive(true);
pointsText.text = "Score:" + score.ToString();
}
}
You are not calling anything when an object collides, you're just listing the reference of the object. You'll need to call the function that you have exposed. Without calling a method from the script reference, no code will be run. Edit your first snippet as follows:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CatcherDestroy : MonoBehaviour
{
public GameOverScreen GameOverScreen;
private void OnCollisionEnter2D(Collision2D collision)
{
if (collision.gameObject.CompareTag("Catcher"))
{
Destroy(collision.gameObject);
GameOverScreen.Setup();
}
}
}
The other option would be to move the code in Setup to Awake or Start or OnEnable, then instead of calling the function in the collision, you just need to set it as active.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CatcherDestroy : MonoBehaviour
{
public GameOverScreen GameOverScreen;
private void OnCollisionEnter2D(Collision2D collision)
{
if (collision.gameObject.CompareTag("Catcher"))
{
Destroy(collision.gameObject);
GameOverScreen.score = theScore;
GameOverScreen.gameObject.SetActive(true);
}
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class GameOverScreen : MonoBehaviour
{
public Text pointsText;
public int score;
private void OnEnable()
{
pointsText.text = "Score:" + score.ToString();
}
}
The one issue is you'll need to pass in the score parameter which I do not see in your script CatcherDestroy.

How to storage in runtime the data of GameObject? - Unity

I want to save the attribute of a gameObject but in runtime without Serializing anything. This I want to do when the object is selected. That way when I touch the paint button for example, paint the object that was selected.
What I tested so far is the use of the event OnMouseDown that is in the GameObject script and I also made another empty GameObject with the script that saves the attribute, but I can't save for example the name of the selected object. Although it shows it in the Debug.Log but returns log at the time of assigning it.
I applied the same logic in a new project with ObjSelect, SelectScript, ButtonsEventsScript scripts with the same prefabs and GameObjects but without Vuforia and it worked great.
Repository: https://github.com/emicalvacho/MapaMentalAR
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ObjSelect : MonoBehaviour
{
private string nombre;
void OnEnable() {
SelectScript.OnName += HandlerOnName;
}
void OnDisable() {
SelectScript.OnName -= HandlerOnName;
}
void HandlerOnName(string str){
Debug.Log("NOMBRE DEL OBJETO SETEADO: " + str);
nombre = str;
}
public string getNombre(){
return nombre;
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
public class SelectScript : MonoBehaviour
{
public GameObject cube;
private GameObject findObj;
public GameObject gameObjectManager;
public delegate void _OnName (string str);
public static event _OnName OnName;
private bool band;
public void OnMouseDown()
{
if(OnName != null)
OnName(cube.name);
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ButtonsEventsScript : MonoBehaviour
{
public ObjSelect script;
private GameObject obj;
public void ChangeColor(){
Debug.Log("OBJETO A PINTAR ES: " + script.getNombre());
}
}
I don't have any error messages, but it returns a null instead of the name of the selected GameObject.
If anyone has any other way of doing this, I ask you to help me for more than a week that I've been stuck. I already asked in other forums and nobody gives me a solution or a way to solve.

How to assign a death counter to a Text Mesh on Unity?

I'm trying to do a 2D platformer with a deaths counter, but I'm facing a problem.
Here is the script I attached to a 3D Text:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class DeathCounter : Respawn
{
public Text DeathCount;
public void SetText(int text)
{
string deathsS = deaths.ToString();
DeathCount.text = deathsS;
}
}
And it does nothing.
I'm asking for help please.
What do I do ?
Here is the "Respawn" script, if needed:
using System.Collections;
using UnityEngine.SceneManagement;
using System.Collections.Generic;
using UnityEngine;
public class Respawn : MonoBehaviour
{
public int deaths;
private Scene scene;
void Start()
{
scene = SceneManager.GetActiveScene();
}
void OnCollisionEnter2D(Collision2D col)
{
if(col.transform.CompareTag("Player"))
{
deaths = deaths + 1;
Debug.Log("You are dead");
System.Threading.Thread.Sleep(500);
SceneManager.LoadScene(0);
}
}
}
Thanks a lot for your help !
Have a nice day.
First thing I would do is remove the inheriting of Respawn from your DeathCounter class since it's not extending the functionality of Respawn. I would then set the function to use the passed in parameter to set the text value instead.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class DeathCounter : MonoBehaviour
{
public Text DeathCount;
public void SetText(String text)
{
DeathCount.text = "Death Count: " + text;
}
}
Then, in your other class when doing your collision check you can pass the death count value as what to set your DeathCount text to.
using System.Collections;
using UnityEngine.SceneManagement;
using System.Collections.Generic;
using UnityEngine;
public class Respawn : MonoBehaviour
{
public int deaths;
//Reference to your DeathCounter script
public DeathCounter dCounter;
private Scene scene;
void Start()
{
scene = SceneManager.GetActiveScene();
}
void OnCollisionEnter2D(Collision2D col)
{
if(col.transform.CompareTag("Player"))
{
deaths = deaths + 1;
//New line here, with passed in script for updating as a reference
dCounter.SetText(deaths.ToString());
Debug.Log("You are dead");
System.Threading.Thread.Sleep(500);
SceneManager.LoadScene(0);
}
}
}
Edit: One script version...
using System.Collections;
using UnityEngine.SceneManagement;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Respawn : MonoBehaviour
{
public int deaths;
//Reference to your Text, dragged in via the inspector
public Text deathCount;
private Scene scene;
void Start()
{
scene = SceneManager.GetActiveScene();
}
void OnCollisionEnter2D(Collision2D col)
{
if(col.transform.CompareTag("Player"))
{
deaths = deaths + 1;
//Just update the referenced UI text
deathCount.text = "Death Count: " + deaths;
Debug.Log("You are dead");
System.Threading.Thread.Sleep(500);
SceneManager.LoadScene(0);
}
}
}
The problem
basically lies in the LoadScene:
You increase the deaths value BUT then you reload the scene &rightarrow; you also reload the Respawn instance and therefore deaths again will have its original value so probably 0.
You didn't even call the SetText method but even if you would when the scene is reloaded also the Text component is reloaded and will have the original text like of you hadn't called the SetText method at all.
Solution
I'm order to fix it in this case I would use
public class Respawn : MonoBehaviour
{
public static int deaths{ get; private set; }
...
if the value is static it is not bound to a certain instance of Respawn but "lives" directly in the type Respawn. Therefore it keeps its current value also when reloading the scene. The {get; private set;} turns it from a field into a property which can be read by every other class but written only by the Respawn class.
Further you never want to use something like
System.Threading.Thread.Sleep(500);
in the Unity main thread. This completely freezes the main thread and if you e.g. later add any animations etc the app will simply freeze completely. Instead use a Coroutine like
void OnCollisionEnter2D(Collision2D col)
{
if(!col.transform.CompareTag("Player")) return;
deaths += 1;
Debug.Log("You are dead");
StartCoroutine(Reload());
}
private IEnumerator Reload()
{
yield return new WaitForSeconds(0.5f);
SceneManager.LoadScene(0);
}
Finally you have to set the Text after loading the scene so it gets updated also in the reloaded scene.
public class DeathCounter : Respawn
{
public Text DeathCount;
// automatically called when scene is reloaded
private void OnEnable()
{
DeathCount.text = deaths.ToString();
}
}
Sidenote:
In Respawn you store a
scene = SceneManager.GetActiveScene();
but later never use it but instead anyway use
SceneManager.LoadScene(0);
so I would get rid of that Start method .. it only causes unnecessary overhead.

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