How to use Resources.Loadall for only .fbx, .obj files - c#

In Unity, Resources.LoadAll(path) method would access T type in the specific path(e.g.Resources/Meshes/Buildings). Then we can add all these files to our array.
However, I can't specific any file like .fbx, .obj, .png, etc. The T type allows us to access only the Unity classes suck as GameObject, Texture2D, Mesh and so on...
Here is my script
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.IO;
public class AutoPre_Manager : MonoBehaviour
{
public Object[] tractorobj;
public GameObject[] directoryAllFiles;
public string[] Model_Folder;
public List<GameObject> meshGameobj;
private void Start()
{
loadModels();
}
public void loadModels()
{
meshGameobj = new List<GameObject>();
directoryAllFiles = Resources.LoadAll<GameObject>("Model/Equipment");
}
}
The script compiled, smoothly. And when I ran the game, Resources.LoadAll would get every files in my folder(.fbx, .prefabs, .cs)
If I only need .fbx files, what should I do?
Thank you in advance

Unfortunately, there is no way you can distinguish .fbx and .prefabs just by typing the path because extensions are ignored. Here is what you can do:
Try placing your .fbx files into a new folder like: "Model/Equipment/FBXs".
Set the .fbx list through inspector.
Add a tag to .fbx files then after loadall filter the array, but I wouldn't recommend this method because wastes memory.

Related

Unity: Access HLSL file like a TextAsset?

I would like to expose a public property in my script from which I can drag and drop an .hlsl file onto the script component in the inspector window, like in this image, which shows an exposed property to drop a TextAsset:
The code powering this is:
public class NativeSDKWrapper : MonoBehaviour
{
public TextAsset ShaderFile;
// ...
}
According to the Unity Manual page on TextAsset, .hlsl is not listed as a supported file type. How can I get around this?
I need to read in the contents of an HLSL file to a string, so that I can compile it with D3DCompile.
You can use the Editor class ScriptedImporter to handle this in your editor:
using UnityEngine;
using UnityEditor.AssetImporters;
using System.IO;
[ScriptedImporter(1, "hlsl")]
public class CubeImporter : ScriptedImporter
{
public override void OnImportAsset(AssetImportContext ctx)
{
var ta = new TextAsset(File.ReadAllText(ctx.assetPath));
ctx.AddObjectToAsset("main obj", ta);
ctx.SetMainObject(ta);
}
}
Code based on documentation code linked above.
Be sure to put it in your project's Editor folder, as it references Editor stuff that won't be accessible once built.

How to load a material file in Unity which is outside Assets folder?

I have a plane, whose material I want to load dynamically at run time. The said material is outside the Unity Project Folder. How do I load it in my game?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Experiment : MonoBehaviour
{
public Material materialToChange;
Material m_Material;
void Start()
{
m_Material = GetComponent<Renderer>().material;
}
void Update()
{
if(Input.GetKeyDown("a"))
{
GetComponent<Renderer>().material=materialToChange;
}
}
}
So here I want materialToChange be a material file whose path I want to give and is outside the Unity Project folder.
Unity provides AssetBundles which allow to load assets (GameObjects, Materials etc ... ) at runtime.
The objective is to create an AssetBundle which contains your new materials for example. Then you can download this AssetBundle (from local path or from the web) and extract your assets.
You will be able to change your material with the new one !
Take a look at this page : Unity AssetBundles

How can I access the Unity 'Light 2D (Script)' component via Script?

In my Unity 2D game, I have a character with a lightsource component
'Light 2D(Script)' from the Lightweight RP package.
I want to change the intensity of the Light 2D with the code below.
But I can't assign the 'Light 2D(Script)' to the public Light LightSource in the Unity Inspector panel.
I've tried using public Light2D LightSource class but it doesn't seem to exist.
Is there any other way to access the 2D Light component or something I'm doing wrong?
I've also added a screenshot of the Inspector pane, if it helps.
If there's any more information you need just tell me and I hope someone can help. Thanks
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Lighting : MonoBehaviour
{
public Light LightSource;
public float lightIntensity;
public float minIntensity = 0.35f, maxIntensity = 0.65f;
void Update()
{
lightIntensity = Random.Range(minIntensity, maxIntensity);
LightSource.intensity = lightIntensity;
}
}
Character Inspector Screenshot
Assuming you are using the universal render pipeline for 2D lighting this is the solution I found.
Within the Light2D script (which you can open by clicking the three vertical dots in the top right of the Light2D component and hitting edit script) there is the declaration of the namespace UnityEngine.Experimental.Rendering.Universal In order to reference Light2D simply at the top of your script write
using UnityEngine.Experimental.Rendering.Universal;
There may appear to be an error when doing this, but press on. From here on out you'll be able to reference the Light2D component much as you would any other component, such as using GetComponent<Light2D>() If any of this gives an error within your code editor still compile to test if it works, I have a fully functioning script using this method but Visual Studio still believes that Light2D does not exist. Regardless, this appears to work and I hope this works for everyone else as well.
Ok bud i got your answer.
First off, u need to open the Light2D(script) do the following:
1.) add the following to the top of the script:
using System.Collections;
using UnityEngine;
2.) you need to set the class of the Light2D script to "public" (so u can access it in your "lighting.cs" script.):
public class Light2DManager : IDisposable
3.) once that is done save the light2d script.
Ok now we are going to access it...
in your Lighting script we do the usual when we want to access another script:
GameObject TheLight = GameObject.Find("The Gameobject the script is on");
UnityEngine.Experimental.Rendering.LWRP.Light2D The2DLights = TheLight.GetComponent <UnityEngine.Experimental.Rendering.LWRP.Light2D> ();
Now you should have access, just type the following to confirm:
The2DLights. (and you will get options like intensity etc etc)
This is my first time ever answering a question. turns out i was having the same issue, happy to help.
Ran into this today, to expand on this solution of the using statement (simply adding it did not work in my case, on 2020.2) at the top you can do:
using Light2DE = UnityEngine.Experimental.Rendering.Universal.Light2D;
Then use Light2DE as the class instead of Light2D in your script.
light = transform.GetComponent<Light2DE>();
I don't understand the question very clearly, but it's possible you're just looking for "GetComponent".
Here's a random example,
public class CamToUI:MonoBehaviour
{
[System.NonSerialized] public WebCamTexture wct;
public Text nameDisplay;
private RawImage rawImage;
private RectTransform rawImageRT;
private AspectRatioFitter rawImageARF;
private Material rawImageMaterial;
void Awake()
{
rawImage = GetComponent<RawImage>();
rawImageRT = rawImage.GetComponent<RectTransform>();
rawImageARF = rawImage.GetComponent<AspectRatioFitter>();
}
GetComponent finds "thing" (such as a "light2D") which is attached to that same game object.
• You have some game object
• A script, Script.cs, is attached to that game object
• Some other thing (say, Light2D) is attached to that same game object
Inside the script Script.cs, you can find the other thing, using GetComponent.
Ideally, don't call GetComponent repeatedly, just call it once in Awake or whatever. (But you're a mile away from worrying about performance, so don't worry about it.)
using UnityEngine.Experimental.Rendering.Universal;
using UnityEngine;
public class Light2DController : MonoBehaviour {
void Awake() {
//assuming You have Light2D component in the same object that has this script
Light2D light = transform.GetComponent<Light2D>();
}
}
Unity 2019.3.0f1
Here's how you can access the Light2D(Script) components.
Unity Version: Unity 2020.1.4f1
Import using UnityEngine.Experimental.Rendering.Universal; into your Script.
Please find the below code example.
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Experimental.Rendering.Universal;//Important
public class Lighting : MonoBehaviour
{
Light2D theLights; // To Access the Light Components.
public float maxRange = 0.54f;
public float minRange = 0.31f;
public float flickerSpeed = 0.5f;
void Update()
{
//Assuming You have Light2D component in the same object that has this script.
theLights.intensity = Mathf.Lerp(minRange, maxRange, Mathf.PingPong(Time.time, flickerSpeed));
// The above Line is to create a flickering effect, You can also set a value like for example: theLights.intensity=0.5f, To set the intensity of the Light.
}
}
You can also access other Light2D components similar way
theLights.color = new Color(0, 255, 0);// here I am accessing color and setting a new color value.
In newer versions of unity (i'm using 2021.2.7f1) use this:
using UnityEngine.Rendering.Universal;
And then in code:
Light2D light = gameObject.GetComponent<Light2D>();

Unity load and add animation controller dynamically

My code now:
Animator ContainerAnimator = this.GetComponent<Animator>();
ContainerAnimator.runtimeAnimatorController = Resources.Load("Assets/Cube") as RuntimeAnimatorController;
ContainerAnimator.Play("ContainerMoveUp");
I've got some dynamically created objects which have animators. these animators still don't have a controller in there which I'm trying to add, and it doesn't appear to work. any tips or tricks to do this? google is running out of answers
Resources.Load("Assets/Cube") is likely returning null.
You have to put the animation controller in a folder called "Resources" in the Assets folder. You must spell that correctly. Move your animation Contoller into this "Resources" folder.
After this, remove the "Assets/" from the Resources.Load function. The path to pass to that should be a relative path in the Resources folder.
If the animation controller name is "Cube", you can then load it like this:
Resources.Load("Cube")
instead of:
Resources.Load("Assets/Cube")
You might be loading the asset from the wrong directory or misplaced the filename. Here, you just remove the Assets/ prefix from the code to resolve the issue.
You can try the following implementation as well.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayAnimationDemo : MonoBehaviour
{
[SerializeField]
Animator anim; // refer the animator via inspector
void Start() {
PlayAnimation(anim, "Cube", "ContainerMoveUp");
}
// animator is the animator object referred via inspector
// fileName is the animator controller file name which should put under the Resources folder
// animName is the animation clip name, you want to play
void PlayAnimation(Animator animator, string fileName, string animName) {
animator.runtimeAnimatorController = Resources.Load(fileName) as RuntimeAnimatorController;
animator.Play(animName);
}
}

Unity3D - get component

What is the simplest way to getcomponent in Unity3D C#?
My case:
GameObject gamemaster.
//C# script MainGameLogic.cs(attached to gamemaster).
A boolean backfacedisplayed(in MainGameLogic.cs).
A function BackfaceDisplay()(in MainGameLogic.cs).
Another C# script FlipMech.cs, which I need to check from MainGameLogic.cs if(backfacedisplayed == TRUE), I will call BackfaceDisplay()from MainGameLogic.cs. How can I do it in C#?
In js is rather straight forward. In FlipMech.js:
//declare gamemaster
var gamemaster:GameObject;
Then wherever I need:
if(gamemaster.GetComponent(MainGameLogic).backfacedisplayed==true)
{
gamemaster.GetComponent(MainGameLogic).BackfaceDisplay();
}
But it seems like C# is way more complicated that this.
in c#, you will get the component using this,
if(gamemaster.GetComponent<MainGameLogic>().backfacedisplayed==true)
{
gamemaster.GetComponent<MainGameLogic>().BackfaceDisplay();
}
Nick's answer didn't work for me when I countered this same problem. The script involved an Unity3d asset store that has its own namespace. When I put the class in the namespace, it started working.
using UnityEngine;
using System.Collections;
using Devdog.InventorySystem;
namespace Devdog.InventorySystem.Demo
{
public class changeStat : MonoBehaviour {
// ... rest of the code including the gameObject.GetComponent<>();
}
}

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