I've just started teaching myself coding, and I've been watching Brackey's tutorial series. I'm trying to create a Pause menu, and I've followed along with the video, but for some reason I can't get the menu to activate when I hit escape. I've double checked the code and it should be working, when compared to what's on screen. Is there something I'm missing?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PauseMenu : MonoBehaviour
{
public static bool isGamePaused = false;
public GameObject pauseMenu;
void Update()
{
if (Input.GetKeyDown(KeyCode.Escape))
{
if (isGamePaused)
{
ResumeGame();
}
else
{
PauseGame();
}
}
}
void ResumeGame()
{
pauseMenu.SetActive(false);
Time.timeScale = 1f;
isGamePaused = false;
}
void PauseGame()
{
pauseMenu.SetActive(true);
Time.timeScale = 0f;
isGamePaused = true;
}
}
Now that I can see the relevant code and hierarchy I believe I see the issue. In your script, you are checking for input in the Update() which is only called when the GameObject the script component is on is active in the hierarchy.
When you are toggling your pause, you are activating and deactivating the GameObject that you assign in the inspector. As the object you assigned in the GameObject that has the script, the Update() will never be called after it is disabled.
You have a few options, but the easiest one would be to drag in the reference of the panel pauseMenu as the reference object to toggle in your script instead of the Canvas object you currently have. That way the Canvas can act as a manager for the pauseMenu, toggling it when the input changes.
Related
Using Unity 2021.3.16f1.
I followed this tutorial from Brackeys to make the pause menu for my flappybird like game, my player movement stops working after I exit the main game to the main menu and return to the game.
Part of player code responsible for movement:
public class birdScript : MonoBehaviour
{
public Rigidbody2D myRigidbody;
public float flapStrength;
void Update()
{
if (Input.GetKeyDown(KeyCode.Space))
{
myRigidbody.velocity = Vector2.up * flapStrength;
FindObjectOfType<AudioManager>().Play("jump");
}
}
}
Part of pause menu code responsible for loading the main menu scene:
using UnityEngine.SceneManagement;
public class pauseMenu : MonoBehaviour
{
public static bool gameIsPaused = false;
public GameObject pauseMenuUI;
public void loadMenu()
{
Time.timeScale = 1f;
SceneManager.LoadScene("Title");
}
}
Part of code responsible for loading the main game scene:
using UnityEngine.SceneManagement;
public class playButton : MonoBehaviour
{
public void loadLevel()
{
SceneManager.LoadScene("Main game");
}
}
I tried changing the play button code that loads the main game, in the scene hierarchy my main menu scene is 0 and my main game scene is 1. The play button is on the main menu.
I turned this
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1);
Into this
SceneManager.LoadScene("Main game");
But nothing happened, I tried searching on google but I have no idea how to search for the right answers.
Your problem has nothing to do with scene loading. That said your code for loading level is fine as it was:
using UnityEngine.SceneManagement;
public class playButton : MonoBehaviour
{
public void loadLevel()
{
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1);
}
}
Issue could be in your pauseMenu script but you only provided a part of the code. You need to make sure your Time.timeScale is set to 1f when the level scene is loaded.
I would suggest setting the default value for flapStrength. Also in void Start there is Time.timeScale set to 1f just to be sure. You could do this in the pauseMenu script.
public class birdScript : MonoBehaviour
{
public Rigidbody2D myRigidbody;
public float flapStrength = 10f;
void Start()
{
Time.timeScale = 1f;
}
void Update()
{
if (Input.GetKeyDown(KeyCode.Space))
{
myRigidbody.velocity = Vector2.up * flapStrength;
FindObjectOfType<AudioManager>().Play("jump");
}
}
}
I hope the answer helped. The issue is that the problem could be anywhere. It is necessary to go through all the values and examine the behavior of the player. Didn't an error appear that would stop the game? If the problem persists, you would need to edit the question and add more information.
I am making Replay logic for my game, where when I click replay I got to the Main Page. The problem I am facing is that after clicking Play on the game after coming from Replay, the Zombie character in my game is not showing up. The game is running without the player. I am posting the script, check the Replay function which is attached to Replay button in the game.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Assertions;
public class GameManager : MonoBehaviour
{
public static GameManager instance = null;
private bool playerActive = false;
private bool gameOver = false;
private bool gameStarted = false;
private GameObject newZombie;
[SerializeField] private GameObject mainMenu; //contains main menu content
[SerializeField] private GameObject endGame; //contains game over content
[SerializeField] private GameObject zombie;
public bool PlayerActive{
get{
return playerActive;
}
}
public bool GameOver{
get{
return gameOver;
}
}
public bool GameStarted{
get{
return gameStarted;
}
}
void Awake()
{
if(instance == null){
instance = this;
}else if(instance != this){
Destroy(gameObject);
}
Assert.IsNotNull(mainMenu);
Assert.IsNotNull(endGame);
DontDestroyOnLoad(gameObject);
}
// Start is called before the first frame update
void Start()
{
endGame.SetActive(false);
mainMenu.SetActive(true);
}
// Update is called once per frame
void Update()
{
}
public void PlayerCollided()
{
gameOver = true;
endGame.SetActive(true);
mainMenu.SetActive(false);
DontDestroyOnLoad(gameObject);
}
public void PlayerStartedGame()
{
playerActive = true;
}
public void EnterGame()
{
endGame.SetActive(false);
mainMenu.SetActive(false);
gameStarted = true;
}
public void Replay()
{
endGame.SetActive(false);
mainMenu.SetActive(true);
gameOver = false;
newZombie = Instantiate(zombie) as GameObject;
}
There are a lot of assumptions we have to make based on the information you gave.
Try instantiating the zombie on a specific location. You're using Instantiate(gameObject), but there's a different variant to the Instantiate method which also takes a Vector3 position to spawn the object as a second argument.
If that doesn't work, please reply with answers to the following questions:
Does the zombie spawn at all (is it in the hierarchy)
Which methods exactly do the buttons invoke, for example:
[1]: https://i.stack.imgur.com/9xbgy.png
You're using a singleton pattern but you don't change scenes in this class. Are you changing scenes in any of your scripts? If yes, you will have to consider looking into them because every script that is persisting between scenes with the DontDestroyOnLoad() method could potentially interfere with your player.
Vlad
This question already has answers here:
What is a NullReferenceException, and how do I fix it?
(27 answers)
Closed 1 year ago.
For some reason when I'm in the normal view in-game I am able to link the scripts that I need to call in order to make an animation like so
however, whenever I start the game it automatically removes them from the slots, and it doesn't work
I am completely clueless as to why this may be happening and unity keep giving me errors that say that I'm not setting an instance to my script I really have no clue why this may be happening.
I have 3 scripts that I'm working with that is giving me the problem
one is the main script for the enemy vision (I am referencing the other scripts in this one)
the second is the enemy animation script which makes him go from idle to attack and the third is an animation for the gun model since I had to make it follow the hands of the enemy
scripts attached bellow
1st script(enemyAI):
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyAi : MonoBehaviour
{
public bool detected;
GameObject target;
public Transform enemy;
public GameObject Bullet;
public Transform shootPoint;
public float shootSpeed = 10f;
public float timeToShoot = 1f;
public EnemyAni Animation;
public GunAni GunAnimation;
void Start()
{
Animation = GetComponent<EnemyAni>();
GunAnimation = GetComponent<GunAni>();
}
public void Update()
{
//makes the enemy rotate on one axis
Vector3 lookDir = target.transform.position - transform.position;
lookDir.y = 0f;
//makes enemy look at the players position
if (detected)
{
enemy.LookAt(target.transform.position, Vector3.up);
enemy.rotation = Quaternion.LookRotation(lookDir, Vector3.up);
}
if (detected == true)
{
Animation.LookPlayer = true;
GunAnimation.ShootPlayer = true;
}
if (detected == false)
{
Animation.LookPlayer = false;
GunAnimation.ShootPlayer = false;
}
}
//detects the player
void OnTriggerEnter(Collider other)
{
if (other.tag == "Player")
{
detected = true;
target = other.gameObject;
}
}
void OnTriggerExit(Collider other)
{
if (other.tag == "Player")
{
detected = false;
}
}
}
2nd Script (EnemyAnimation):
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyAni : MonoBehaviour
{
public Animator animator;
public bool LookPlayer;
public void Start()
{
animator = GetComponent<Animator>();
}
public void Update()
{
if (LookPlayer == true)
{
animator.SetBool("IsShootingStill", true);
}
else
{
animator.SetBool("IsShootingStill", false);
}
}
}
3rd script (GunAnimation):
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GunAni : MonoBehaviour
{
public Animator animator;
public bool ShootPlayer;
public void Start()
{
animator = GetComponent<Animator>();
}
public void Update()
{
if (ShootPlayer == true)
{
animator.SetBool("IsShooting", true);
}
else
{
animator.SetBool("IsShooting", false);
}
}
}
Your code:
void Start()
{
Animation = GetComponent<EnemyAni>();
GunAnimation = GetComponent<GunAni>();
}
Searches the GameObject that holds the EnemyAI script for EnemyAni and GunAni. If the GameObject doesn't have those it will return null.
Sounds like you want to remove that code.
Note that if the scripts exist on a child of that GameObject you will need to use GetComponentInChildren
There are some things to review, good practices:
GameObject target is private for C#, but it is better to put private before.
variable names like Bullet Animation GunAnimation should always begin with lowercase, because they might be confused with a Class Name (search in internet for CamelCase and PascalCase).
Name should be clear. EnemyAni Animation is not clear enough, because Animation maybe any animation (player, enemy, cube, car, etc.).
It is better enemyAnimation to be clear, as you did with GunAnimation (only just with lower case at beginning)
As slaw said, the Animation must be in the GO attached.
about last item
Let's say you have an empty GO (GameObject) called GameObject1 and you attach EnemyAi script to it.
In Runtime (when game mode begins), it will try to find Animation = GetComponent<EnemyAni>();, but it won't find it
Why?
Because GetComponent<> searches for the Component(Class) that is in the <> (in this case EnemyAni) in its GO (in this case, GameObject1), but the unique script attached to GameObject1 is EnemyAI.
So, you have 3 options:
Attach EnemyAni to GameObject1
Create another GO (for example, GameObjectEnemyAni), attach the script EnemyAni and drag and drop GameObjectEnemyAni to GameObject1 and delete Animation = GetComponent<EnemyAni>(); in Start
Keep in mind: if you leave that line of code, instead of getting the script EnemyAni from GameObjectEnemyAni, it will run the code Animation = GetComponent<EnemyAni>(); in Start, and obviously, it won't find it
Create events. It's a really good practice for avoiding code tight coupling, but that is more advanced stuff.
I wanted to add a flashlight to my game. When I press the button to make it disappear, it disappears, but when I press the button to try to make it appear again it doesn't. I've been trying to find the solution for the past hour and a half and looked into the docs too but I didn't find anything.
using System.Collections.Generic;
using UnityEngine;
public class flashlight : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.Alpha1))
{
gameObject.SetActive(true);
}
if (Input.GetKeyUp(KeyCode.Alpha2))
{
gameObject.SetActive(false);
}
}
}
The script is being deactivated along with the gameObject so it isn't listening for Input.GetKeyUp(KeyCode.Alpha2).
To get round this create an empty GameObject to hold the script and make the light a child of said GameObject, then when you deactivate the light the script is still active and listening for the Input.
Update the script like this to assign the light child
public class flashlight : MonoBehaviour
{
public GameObject light;//Assign this is the inspector
void Update()
{
if (Input.GetKeyDown(KeyCode.Alpha1))
{
light.SetActive(true);
}
if (Input.GetKeyUp(KeyCode.Alpha2))
{
light.SetActive(false);
}
}
}
I have followed a tutorial on Youtube (https://www.youtube.com/watch?v=_nRzoTzeyxU) on how to create a dialogue system for a game. Since my game is a platformer/RPG, I am currently attempting to adapt this system to where the player can walk up to an NPC and press the "Submit" button to access their dialogue, instead of clicking a button on the canvas/UI.
So far I have created an Interactable script that allows the player to detect if they are in the range of the invisible sphere collider that is equipped to the NPC, which is working. If I try to access the dialogueTrigger script that is equipped to the NPC however, I get a NullReferenceException error. I would like some help on how to properly call the dialogueTrigger script from the NPC and trigger the dialogue event, as I am very new to code and I only have this so far. Any help would be appreciated.
EDIT:
NullReferenceException: Object reference not set to an instance of an object
Interactable.Update () (at Assets/Scripts/Interactable.cs:34)
Dialogue Trigger is:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DialogueTrigger : MonoBehaviour
{
public Dialogue dialogue;
public void TriggerDialogue ()
{
FindObjectOfType<DialogueManager>().StartDialogue(dialogue);
}
}
Interactable is:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Interactable : MonoBehaviour
{
private GameObject triggeringNpc;
private bool triggering;
public DialogueTrigger Diag;
void Start()
{
}
void Update()
{
if(triggering)
{
Debug.Log("Within Range");
if (Input.GetButtonDown("Submit"))
{
Debug.Log("Pressed the Interact Button");
Diag.TriggerDialogue();
}
}
}
void OnTriggerEnter(Collider other)
{
if(other.tag == "NPC")
{
triggering = true;
triggeringNpc = other.gameObject;
}
}
void OnTriggerExit(Collider other)
{
if(other.tag == "NPC")
{
triggering = false;
triggeringNpc = null;
}
}
}
The culprit would be your Diag reference. Have you correctly dragged a DialogueTrigger prefab from your Hierarchy window and into the public field on Interactable?