Unity Error: MissingComponnetException with camera - c#

I'm tryinng to change the camera position by a GameManager script, but having an error like this:
< MissingComponentException: There is no 'Camera' attached to the "Game Manager" game object, but a script is trying to access it.
You probably need to add a Camera to the game object "Game Manager". Or your script needs to check if the component is attached before using it. >
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GameManager: MonoBehaviour
{
public GameObject maincamera;
public void Awake ()
{
maincamera = GameObject.Find("Camera");
maincamera.transform.position = new Vector3(1, 1, 1);
}
}
Can someone explain what i get wrong and how can i fix this?

Related

my camera no longer displays my background

so i wrote a sript that when my Player touches my enemy. my Player respawn should know that my camera is following my player. But when I respawn, she moves behind my background
how to do?
My scipt
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Respawn : MonoBehaviour
{
[SerializeField] Transform spawnPoint;
void OnCollisionEnter2D(Collision2D col)
{
if (col.transform.CompareTag("Player"))
col.transform.position = spawnPoint.position;
}
}
//Thanks
There are two things you could do:
Use z axis to place object (player) in front.
Use sorting layers and sorting group component.

Unity c# - unable to Spawn Prefabs on a NavMesh

I am trying to make a zombie wave game and current have a Prefab for my enemies. If I have the prefab be in the scene when I hit run, they are attached to the NavMesh and track the player perfectly. I want to achieve this but with the enemy being spawned from an empty GameObject so I can get the waves spawning in. I have achieved them Spawning but they have the error,
"SetDestination" can only be called on an active agent that has been placed on a NavMesh.
UnityEngine.AI.NavMeshAgent:SetDestination(Vector3)
EnemyAI:Update() (at Assets/Scripts/EnemyAI.cs:25)
Here is my EnemyAI Script
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
public class EnemyAI : MonoBehaviour
{
public float lookRadius = 10f;
Transform target;
NavMeshAgent agent;
public GameObject Player;
void Start()
{
agent = GetComponent<NavMeshAgent>();
}
// Update is called once per frame
void Update()
{
float distance = Vector3.Distance(Player.transform.position, transform.position);
if (distance <= lookRadius)
{
agent.SetDestination(Player.transform.position);
}
}
}
And my spawning script, which is attached to an empty game object,
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Spawning : MonoBehaviour
{
public GameObject prefab;
public int CountofCubes;
private IEnumerator coroutine;
public float spawnRate;
IEnumerator Start()
{
while (true)
{
for (int i = 0; i < CountofCubes; i++)
{
Instantiate(prefab, new Vector3(Random.Range(-25.0f, 25.0f), 0.5f, Random.Range(-25.0f, 25.0f)), Quaternion.identity);
}
yield return new WaitForSeconds(spawnRate);
}
}
}
Any help would be great thanks!
I had the same issue and I don't have an explanation but only a workaround:
In the Start fucntion, I added:
navAgent = GetComponent<NavMeshAgent>();
navAgent.enabled = false;
// Invoke is used as a workaround for enabling NavMeshAgent on NavMeshSurface
Invoke("EnableNavMeshAgent", 0.025f);
And the EnableNavMeshAgent function is just :
private void EnableNavMeshAgent ()
{
navAgent.enabled = true;
}
If I set the invoke delay to a value less than 0.025 second the error keep going but for 0.025 I only have it twice and the behaviour is the one I wanted after that.
Some reasons this might happen:
The agent is not on level with any navmesh i.e. can be too far above or below. You want it to be "close to the NavMesh surface". Use raycasting on the floor to position the agent or add a rigidbody and drop it from above the floor. After you do this you might need to disable and enable the agent.
Moving the transform yourself rather than using Wrap function. There's property where you can check if the simulated and actual position are in sync.
Corrupted navmesh so you might need to re-bake it.
It is essentially trying to tell you your agent is not on the mesh so it cannot find a path. Try playing with where you're placing the agent.
I kind of remember running into a similar problem a while back and problem was I forgot to bake the NavMesh in Window > AI > Navigation. Just in case.

Why cant I move my camera in (Unity)C#?

camera transform
I am trying to move my camera based on the players' movements on Y axis in Unity.
However, it does not work...
What did I do wrong? I have attached image of my script (C#) here.
and, Yes, I did attach this script with Main Camera.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CameraController : MonoBehaviour {
GameObject player;
// Use this for initialization
void Start () {
this.player = GameObject.Find("cat");
}
// Update is called once per frame
void Update () {
Vector3 playerPos = this.player.transform.position;
transform.position = new Vector3(
transform.position.x, playerPos.y, transform.position.z);
}
}
Make the player GameObject public and just drag and drop your player in the inspector in unity see if that works? Are you getting any exceptions? Also add Debug.Log (player.transform.position.ToString ()) to see if it is showing the right values. Are you sure you player object name is cat and not Cat, it is case sensitive. Check on those things and let me know if you figured it out!

Code not allowing letting me disable a script from another script

I'm having an issue where I can't disable a script from the other script - they are both public and within the same package (I think).
Here is my code for the script I'm trying to disable from:
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
#if UNITY_EDITOR
using UnityEditor;
#endif
using RTS;
public class PauseMenu : MonoBehaviour {
Canvas canvas;
private Player player;
public Button Button2;
void Start()
{
Debug.Log ("asdf");
player = transform.root.GetComponent< Player >();
canvas = GetComponent<Canvas>();
canvas.enabled = false;
ResourceManager.MenuOpen = false;
Button2.GetComponent<Button>().onClick.AddListener(() => { Resume();});
if(player) player.GetComponent< UserInput >().enabled = false;
}
And the code for the other script:
//sets up what resources we are using
using UnityEngine;
using System.Collections;
using RTS;
public class UserInput : MonoBehaviour {
//sets up a private variable for only this class - our player
private Player player;
// Use this for initialization
void Start () {
//this goes to the root of the player ie the object player and allows us to
player = transform.root.GetComponent< Player > ();
}//end Start()
So the part that is not working is:
if(player) player.GetComponent< UserInput >().enabled = false;
And the code runs and then causes the runtime error:
NullReferenceException: Object reference not set to an instance of an object
PauseMenu.Pause () (at Assets/Menu/PauseMenu.cs:40)
PauseMenu.Update () (at Assets/Menu/PauseMenu.cs:29)
Here is a picture showing my scene hierarchy and components:
The issue here is that you try to execute transform.root.GetComponent< Player >(); from within PauseMenu, which is on the "Canvas" object.
The problem with that is that the topmost transform in the hierarchy of your "Canvas" object (which is what transform.root returns) is, well, the transform of the "Canvas" object - which is in no way related to the UserInput script you are trying to access. For this script to actually work, you would need the transform of your "Player" object, which is the object that actually has the UserInput script.
My suggestion is to eliminate the need to run GetComponent() at all - create a public UserInput variable in your PauseMenu class, then (while selecting your "Canvas") in the editor, drag the "Player" object into that new field. This will cause the UserInput script of your "Player" object to be accessible within the PauseMenu.
So your PauseMenu script might look like:
public class PauseMenu : MonoBehaviour {
Canvas canvas;
public UserInput playerInput; // Drag the Player object into this field in the editor
public Button Button2;
void Start()
{
Debug.Log ("asdf");
canvas = GetComponent<Canvas>();
canvas.enabled = false;
ResourceManager.MenuOpen = false;
Button2.GetComponent<Button>().onClick.AddListener(() => { Resume();});
playerInput.enabled = false;
}
}
Hope this helps! Let me know if you have any questions.
(An alternative is to use GameObject.Find("Player") to get GameObject of "Player". This needs a bit more code but doesn't use the editor.)
I would say your player = transform.root.GetComponent< Player >(); arrives null.
So you are trying to disable something that doesnt exist.
Enter debug mode and see if your player is null or not.

unity3d - how to create a terrain from a c# script

I'm looking to create a piece of terrain in unity using only a script (c# preferably) to do this rather than the menu options on the editor. So far I only have this code below, but I don't know what to do next to get it to appear on the scene, can anyone help?
Thank you
using UnityEngine;
using System.Collections;
public class terraintest : MonoBehaviour {
// Use this for initialization
void Start () {
GameObject terrain = new GameObject();
TerrainData _terraindata = new TerrainData();
terrain = Terrain.CreateTerrainGameObject(_terraindata);
}
// Update is called once per frame
void Update () {
}
}
Simply adding :
Vector3 position = ... //the ingame position you want your terrain at
GameObject ingameTerrainGameObject = Instantiate(terrain, position, Quaternion.identity);
should make the terrain appear ingame. The Instantiate method returns a reference to the gameobject spawned ingame, so if you later want to access it, you can use that reference.

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