I have a function to get images from folder and display each on RawImage for 5 seconds, then start again.
I have this problem after first image is displayed when the looper() -function calls the medialogic() -function. It gives the error in title.
How could I solve this or why does this happen? I'm new with unity and C#.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System;
using System.IO;
using System.Linq;
using System.Text;
public class Test2 : MonoBehaviour {
// Use this for initialization
//Publics
private string path = "file:///";
public string folder = "C:/medias/";
int interval = 7000;
int arrLength;
int i = 0;
string source;
string str;
WWW www;
string[] extensions = new[] { ".jpg", ".JPG", ".jpeg", ".JPEG", ".png", ".PNG", ".ogg", ".OGG" };
FileInfo[] info;
DirectoryInfo dir;
void Start() {
dir = new DirectoryInfo(#folder);
info = dir.GetFiles().Where(f => extensions.Contains(f.Extension.ToLower())).ToArray();
arrLength = info.Length;
looper ();
}
// Update is called once per frame
void Update () {
}
void looper() {
medialogic ();
EasyTimer.SetInterval(() =>
{
if (i == arrLength-1) {
info = dir.GetFiles().Where(f => extensions.Contains(f.Extension.ToLower())).ToArray();
arrLength = info.Length;
i = 0;
} else {
i++;
}
medialogic();
}, interval);
}
void medialogic() {
source = info [i].ToString();
str = path + source;
www = new WWW(str);
string[] extType = source.Split('.');
int pos = Array.IndexOf(extensions, "."+extType[1]);
if (pos > -1) {
GetComponent<RawImage> ().texture = www.texture;
Debug.Log (extType[1]);
} else {
//videos here
Debug.Log (extType[1]);
}
}
public static class EasyTimer
{
public static IDisposable SetInterval(Action method, int delayInMilliseconds)
{
System.Timers.Timer timer = new System.Timers.Timer(delayInMilliseconds);
timer.Elapsed += (source, e) =>
{
method();
};
timer.Enabled = true;
timer.Start();
// Returns a stop handle which can be used for stopping
// the timer, if required
return timer as IDisposable;
}
public static IDisposable SetTimeout(Action method, int delayInMilliseconds)
{
System.Timers.Timer timer = new System.Timers.Timer(delayInMilliseconds);
timer.Elapsed += (source, e) =>
{
method();
};
timer.AutoReset = false;
timer.Enabled = true;
timer.Start();
// Returns a stop handle which can be used for stopping
// the timer, if required
return timer as IDisposable;
}
}
}
Edit: User Programmer below has the correct answer.
Even though this is marked solved I do think that there just many other problems in your code that you may not notice now but will appear later.
Using InvokeRepeating call API(WWW) that needs to be yielded is totally wrong.
The main problem is that the SetInterval function from the Timer class is being called in another Thread but you can't use Unity's API from another Thread.
You can make the medialogic() function run in the Main Thread with this class:
void Awake()
{
UnityThread.initUnityThread();
}
void looper()
{
medialogic();
EasyTimer.SetInterval(() =>
{
if (i == arrLength - 1)
{
info = dir.GetFiles().Where(f => extensions.Contains(f.Extension.ToLower())).ToArray();
arrLength = info.Length;
i = 0;
}
else
{
i++;
}
UnityThread.executeInUpdate(() =>
{
medialogic();
});
}, interval);
}
This is not the only problem in your code:
You are improperly using the WWW API. It needs to be used in a coroutine function. You are not currently waiting for to it to finish downloading the image before using it with GetComponent<RawImage>().texture = www.texture;.
Since WWW requires coroutine, coroutine can also be used for timers, remove the Timer class and use the WaitForSeconds to wait for 5 seconds in the coroutine function.
This is the proper way of doing this:
public class Test2 : MonoBehaviour
{
// Use this for initialization
//Publics
private string path = "file:///";
public string folder = "C:/medias/";
int interval = 7000;
int arrLength;
int i = 0;
string source;
string str;
WWW www;
string[] extensions = new[] { ".jpg", ".JPG", ".jpeg", ".JPEG", ".png", ".PNG", ".ogg", ".OGG" };
FileInfo[] info;
DirectoryInfo dir;
void Start()
{
dir = new DirectoryInfo(#folder);
info = dir.GetFiles().Where(f => extensions.Contains(f.Extension.ToLower())).ToArray();
arrLength = info.Length;
StartCoroutine(looper());
}
IEnumerator looper()
{
yield return StartCoroutine(medialogic());
WaitForSeconds waitTime = new WaitForSeconds(5);
//Run forever
while (true)
{
if (i == arrLength - 1)
{
info = dir.GetFiles().Where(f => extensions.Contains(f.Extension.ToLower())).ToArray();
arrLength = info.Length;
i = 0;
}
else
{
i++;
}
yield return StartCoroutine(medialogic());
//Wait for 5 seconds
yield return waitTime;
}
}
IEnumerator medialogic()
{
source = info[i].ToString();
str = path + source;
www = new WWW(str);
//Wait for download to finish
yield return www;
string[] extType = source.Split('.');
int pos = Array.IndexOf(extensions, "." + extType[1]);
if (pos > -1)
{
GetComponent<RawImage>().texture = www.texture;
Debug.Log(extType[1]);
}
else
{
//videos here
Debug.Log(extType[1]);
}
}
}
Update
As #Programmer answered, my post isn't the proper way to handle WWW Interactions in Unity3D. InvokeRepeating() is the first your learn for simplicity. Please read his answer exactly for understand whats on my example wrong is. #CleanerCoding
Also according to users on this site InvokeRepeating() is using reflection which creates an bigger overhead.
Old Answer
Have a look at MonoBehaviour.InvokeRepeating()
It should work something like this in your code:
void Start()
{
dir = new DirectoryInfo(#folder);
info = dir.GetFiles().Where(f => extensions.Contains(f.Extension.ToLower())).ToArray();
arrLength = info.Length;
// Starting in 0.1 seconds.
// and will be launched every 5 seconds
InvokeRepeating("medialogic", 0.1f, 5f);
}
And get rid of this ugly looper() function.
Related
I'm trying to make a playlist in Xamarin Forms using a list of audios that can be added in a ListView through other ListViews.
I'm using the SimpleAudioPlayer plugin in order to reach this.
I would like to get multiple audios played consecutively.
The play function is working fine and the Stream doesn't throw any Exception.
Right now, the code plays always the same audio multiple times.
To reach the consecutive effect, I tried to make a while loop using CurrentPosition and Duration properties inside a for loop for each track in the playlist, but I didn't find any self esplicative documentation about these two properties.
using G.Models;
using Plugin.SimpleAudioPlayer;
using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Diagnostics;
using System.IO;
using System.Reflection;
using System.Windows.Input;
using Xamarin.Forms;
namespace G.ViewModels
{
class ABSViewModel : BaseViewModel{
public ObservableCollection<PlayListItem> Playlist { get; set; }
public ICommand PlayPlaylistCommand { get; set; }
private PlayListItem playlistSelectedItem;
public PlayListItem PlaylistSelectedItem
{
get {
return playlistSelectedItem;
}
set {
playlistSelectedItem = value;
}
}
public ABSViewModel()
{
audio = CrossSimpleAudioPlayer.CreateSimpleAudioPlayer();
PlayButtonText = "PLAY";
PlayButtonImage = "play_icon.png";
PlayButtonFlag = "1";
PlayPlaylistCommand = new Command(PlayPlaylist);
Playlist = new ObservableCollection<PlayListItem>();
}
private async void PlayPlaylist()
{
if (PlayButtonFlag == "1")
{
PlayButtonText = "PAUSE";
PlayButtonImage = "pause_icon.png";
PlayButtonFlag = "0";
int startPosition;
if(PlaylistSelectedItem != null)
{
startPosition = 0;
}
else
{
startPosition = Playlist.IndexOf(playlistSelectedItem);
}
for(int i = 0; i < Playlist.Count; i++)
{
if (audio.IsPlaying) audio.Stop();
PlaylistSelectedItem = Playlist[i];
OnPropertyChanged(nameof(Playlist));
audio.Load(GetStreamFromFile(Playlist[i].Name + ".wav"));
audio.Play();
while (audio.CurrentPosition != audio.Duration) {
Debug.WriteLine("Test");
}
}
}
else
{
PlayButtonText = "PLAY";
PlayButtonImage = "play_icon.png";
PlayButtonFlag = "1";
if (audio.IsPlaying) audio.Pause();
}
NotifyButtonChange();
}
Stream GetStreamFromFile(string filename)
{
var assembly = typeof(App).GetTypeInfo().Assembly;
var stream = assembly.GetManifestResourceStream("G2019." + "RSNZBile.wav");
return stream;
}
private void NotifyButtonChange()
{
OnPropertyChanged(nameof(PlayButtonText));
OnPropertyChanged(nameof(PlayButtonImage));
OnPropertyChanged(nameof(PlayButtonFlag));
}
}
}
I omit the Commands to add elements to the playlist or to stop the playlist from playing because I think they are out of context.
Now, when I press the "Play" button, I see in the debugger that my while cycle did not start at all. So, the player plays all the elements of the playlist in few milliseconds and the only one the human can hear is the last one. That is because my CurrentPosition and Duration properties are both set to 0. Why?
Did anyone try to do something like this?
If anyone is interested, I solved the problem using PlaybackEnded event.
Every piece of code that was inside the for loop was moved inside the PlaybackEnded handler function with no need of a while. The Duration value set to 0 is still a mystery.
private async void PlayPlaylist(string value)
{
if (PlayButtonMode == 1)
{
int startPosition;
//Playing playlist from selected item if user selected one. (first item if he didn't)
if (PlaylistSelectedItem == null) startPosition = 0;
else startPosition = Playlist.IndexOf(playlistSelectedItem);
if (audio.IsPlaying) audio.Stop();
PlaylistSelectedItem = Playlist[startPosition];
audio.Load(GetStreamFromFile(PlaylistSelectedItem.Name + ".wav"));
audio.Play();
audio.PlaybackEnded += Audio_PlaybackEnded;
}
else if (PlayButtonMode == 2)
audio.Play();
else
{
if (audio.IsPlaying) audio.Pause();
}
ChangeButtonMode(PlayButtonMode);
}
private void ChangeButtonMode(int senderMode)
{
if (senderMode == 1 || senderMode == 2)
{
PlayButtonText = "PAUSE";
PlayButtonImage = "pause_icon.png";
PlayButtonMode = 0;
}
else
{
PlayButtonText = "PLAY";
PlayButtonImage = "play_icon.png";
if (senderMode == 3) PlayButtonMode = 1;
else PlayButtonMode = 2;
}
NotifyButtonChange();
}
private void Audio_PlaybackEnded(object sender, EventArgs e)
{
//Check if next playlist element exists
if(Playlist.IndexOf(PlaylistSelectedItem) + 1 < Playlist.Count)
{
PlaylistSelectedItem = Playlist[Playlist.IndexOf(PlaylistSelectedItem) + 1];
if (audio.IsPlaying) audio.Stop();
audio.Load(GetStreamFromFile(PlaylistSelectedItem.Name + ".wav"));
audio.Play();
audio.PlaybackEnded += Audio_PlaybackEnded;
}else if(audio.IsPlaying) audio.Stop();
}
private void StopAudio()
{
if (audio.IsPlaying)
audio.Stop();
ChangeButtonMode(3);
}
I have an ExampleSstreaming class which actually I got from GitHub of IBM Watson SDK (speech to text service demo). Here it is
public class ExampleStreaming : MonoBehaviour
{
private int m_RecordingRoutine = 0;
private string m_MicrophoneID = null;
private AudioClip m_Recording = null;
private int m_RecordingBufferSize = 5;
private int m_RecordingHZ = 22050;
private SpeechToText m_SpeechToText = new SpeechToText();
void Start()
{
LogSystem.InstallDefaultReactors();
Log.Debug("ExampleStreaming", "Start();");
Active = true;
Debug.Log("start");
StartRecording();
}
public void Update() {
Debug.Log(m_SpeechToText.IsListening);
}
public bool Active
{
get { return m_SpeechToText.IsListening; }
set
{
if (value && !m_SpeechToText.IsListening)
{
m_SpeechToText.DetectSilence = true;
m_SpeechToText.EnableWordConfidence = false;
m_SpeechToText.EnableTimestamps = false;
m_SpeechToText.SilenceThreshold = 0.03f;
m_SpeechToText.MaxAlternatives = 1;
m_SpeechToText.EnableContinousRecognition = true;
m_SpeechToText.EnableInterimResults = true;
m_SpeechToText.OnError = OnError;
m_SpeechToText.StartListening(OnRecognize);
}
else if (!value && m_SpeechToText.IsListening)
{
m_SpeechToText.StopListening();
}
}
}
private void StartRecording()
{
if (m_RecordingRoutine == 0)
{
Debug.Log("m_RecordingRoutine");
UnityObjectUtil.StartDestroyQueue();
m_RecordingRoutine = Runnable.Run(RecordingHandler());
}
}
private void StopRecording()
{
if (m_RecordingRoutine != 0)
{
Microphone.End(m_MicrophoneID);
Runnable.Stop(m_RecordingRoutine);
m_RecordingRoutine = 0;
}
}
private void OnError(string error)
{
Active = false;
Log.Debug("ExampleStreaming", "Error! {0}", error);
}
private IEnumerator RecordingHandler()
{
Log.Debug("ExampleStreaming", "devices: {0}", Microphone.devices);
m_MicrophoneID = Microphone.devices[0];
Debug.Log("m_MicrophoneID : " + m_MicrophoneID);
m_Recording = Microphone.Start(m_MicrophoneID, true, m_RecordingBufferSize, m_RecordingHZ);
yield return null; // let m_RecordingRoutine get set..
Debug.Log("m_Recording : " + m_Recording.length);
if (m_Recording == null)
{
Debug.Log("m_Recording is null");
StopRecording();
yield break;
}
bool bFirstBlock = true;
int midPoint = m_Recording.samples / 2;
float[] samples = null;
while (m_RecordingRoutine != 0 && m_Recording != null)
{
int writePos = Microphone.GetPosition(m_MicrophoneID);
if (writePos > m_Recording.samples || !Microphone.IsRecording(m_MicrophoneID))
{
Log.Error("MicrophoneWidget", "Microphone disconnected.");
StopRecording();
yield break;
}
if ((bFirstBlock && writePos >= midPoint)
|| (!bFirstBlock && writePos < midPoint))
{
// front block is recorded, make a RecordClip and pass it onto our callback.
samples = new float[midPoint];
m_Recording.GetData(samples, bFirstBlock ? 0 : midPoint);
AudioData record = new AudioData();
record.MaxLevel = Mathf.Max(samples);
record.Clip = AudioClip.Create("Recording", midPoint, m_Recording.channels, m_RecordingHZ, false);
record.Clip.SetData(samples, 0);
m_SpeechToText.OnListen(record);
bFirstBlock = !bFirstBlock;
}
else
{
// calculate the number of samples remaining until we ready for a block of audio,
// and wait that amount of time it will take to record.
int remaining = bFirstBlock ? (midPoint - writePos) : (m_Recording.samples - writePos);
float timeRemaining = (float)remaining / (float)m_RecordingHZ;
yield return new WaitForSeconds(timeRemaining);
}
}
yield break;
}
private void OnRecognize(SpeechRecognitionEvent result)
{
Debug.Log("OnRecognize");
if (result != null && result.results.Length > 0)
{
foreach (var res in result.results)
{
foreach (var alt in res.alternatives)
{
string text = alt.transcript;
Debug.Log(text);
Log.Debug("ExampleStreaming", string.Format("{0} ({1}, {2:0.00})\n", text, res.final ? "Final" : "Interim", alt.confidence));
}
}
}
}
}
and this is the line i add to get microphone. I just edit it to provide Microphone Device at zero index which was actually null (I don't know why, is this intentionally left or an error), in the function RecordingHandler .
m_MicrophoneID = Microphone.devices[0];
but unfortunately it is not showing any output log in EventOnRecognize which i think that it should execute.
Wile it displaying these logs, after some seconds (as i given length 5 of the audio). What i am doing wrong, i am unable to understand that how speech to text.
[DEBUG] OnListenClosed(), State = DISCONNECTED
[DEBUG] KeepAlive exited.
I have also tried IBM Watson Speech To text Scene it is also not showing anything.
I am not able to stream real-time output yet but become able to convert audio clip into text through watson service and here is the simple code (which took three days).
using UnityEngine;
using System.Collections;
using IBM.Watson.DeveloperCloud.Services.SpeechToText.v1;
public class AudioClipToTextWatson : MonoBehaviour {
// Non-streaming
SpeechToText m_SpeechToText = new SpeechToText();
public AudioClip m_AudioClip = new AudioClip();
public bool on = false;
void Start () {
m_AudioClip = Microphone.Start(Microphone.devices[0], false, 4, 44100);
m_SpeechToText.Recognize(m_AudioClip, OnRecognize);
// Streaming
m_SpeechToText.StartListening(OnRecognize);
// Stop listening
m_SpeechToText.StopListening();
}
private void OnRecognize(SpeechRecognitionEvent result)
{
Debug.Log("result : " + result);
if (result != null && result.results.Length > 0)
{
foreach (var res in result.results)
{
foreach (var alt in res.alternatives)
{
string text = alt.transcript;
Debug.Log(text);
Debug.Log(res.final);
}
}
}
}
}
Note :You can record and an audio clip using your microphone and convert it to text. If you already have an audio then drop it to inspector and comment out the first line in Start Event.
I solved Error
I encounter the same issue with Unity 2018.3.14f1.
I just change player settings and then works fine
file -> build settings - > player settings -> Other Settings
Configuration
Scripting runtime version : .Net 4x equivalent
API Compatibility level: .Net 4x
Pls help me correct this problem.
Assets/Menu.cs(97,73): warning CS0618: UnityEditor.EditorUtility.GetAssetPath(UnityEngine.Object)' is obsolete:Use AssetDatabase.GetAssetPath'
Error building Player because scripts had compiler errors
Assets/Menu.cs(2,7): error CS0246: The type or namespace name `UnityEditor' could not be found. Are you missing a using directive or an assembly reference?
using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Text;
using System;
using System.Linq;
struct ObjMaterial
{
public string name;
public string textureName;
}
public class Menu : MonoBehaviour {
public int window;
void Start () {
window = 1;
}
private static int vertexOffset = 0;
private static int normalOffset = 0;
private static int uvOffset = 0;
//User should probably be able to change this. It is currently left as an excercise for
//the reader.
private static string targetFolder = "ExportedObj";
private static string MeshToString(Component mf, Dictionary<string, ObjMaterial> materialList)
{
Mesh m;
Material[] mats;
if(mf is MeshFilter)
{
m = (mf as MeshFilter).mesh;
mats = mf.GetComponent<Renderer>().sharedMaterials;
}
else if(mf is SkinnedMeshRenderer)
{
m = (mf as SkinnedMeshRenderer).sharedMesh;
mats = (mf as SkinnedMeshRenderer).sharedMaterials;
}
else
{
return "";
}
StringBuilder sb = new StringBuilder();
sb.Append("g ").Append(mf.name).Append("\n");
foreach(Vector3 lv in m.vertices)
{
Vector3 wv = mf.transform.TransformPoint(lv);
//This is sort of ugly - inverting x-component since we're in
//a different coordinate system than "everyone" is "used to".
sb.Append(string.Format("v {0} {1} {2}\n",-wv.x,wv.y,wv.z));
}
sb.Append("\n");
foreach(Vector3 lv in m.normals)
{
Vector3 wv = mf.transform.TransformDirection(lv);
sb.Append(string.Format("vn {0} {1} {2}\n",-wv.x,wv.y,wv.z));
}
sb.Append("\n");
foreach(Vector3 v in m.uv)
{
sb.Append(string.Format("vt {0} {1}\n",v.x,v.y));
}
for (int material=0; material < m.subMeshCount; material ++) {
sb.Append("\n");
sb.Append("usemtl ").Append(mats[material].name).Append("\n");
sb.Append("usemap ").Append(mats[material].name).Append("\n");
//See if this material is already in the materiallist.
try
{
ObjMaterial objMaterial = new ObjMaterial();
objMaterial.name = mats[material].name;
objMaterial.textureName = EditorUtility.GetAssetPath(mats[material].mainTexture);
//else
//objMaterial.textureName = null;
materialList.Add(objMaterial.name, objMaterial);
}
catch (ArgumentException)
{
//Already in the dictionary
}
int[] triangles = m.GetTriangles(material);
for (int i=0;i<triangles.Length;i+=3)
{
//Because we inverted the x-component, we also needed to alter the triangle winding.
sb.Append(string.Format("f {1}/{1}/{1} {0}/{0}/{0} {2}/{2}/{2}\n",
triangles[i]+1 + vertexOffset, triangles[i+1]+1 + normalOffset, triangles[i+2]+1 + uvOffset));
}
}
vertexOffset += m.vertices.Length;
normalOffset += m.normals.Length;
uvOffset += m.uv.Length;
return sb.ToString();
}
private static void Clear()
{
vertexOffset = 0;
normalOffset = 0;
uvOffset = 0;
}
private static Dictionary<string, ObjMaterial> PrepareFileWrite()
{
Clear();
return new Dictionary<string, ObjMaterial>();
}
private static void MaterialsToFile(Dictionary<string, ObjMaterial> materialList, string folder, string filename)
{
using (StreamWriter sw = new StreamWriter(folder + "/" + filename + ".mtl"))
{
foreach( KeyValuePair<string, ObjMaterial> kvp in materialList )
{
sw.Write("\n");
sw.Write("newmtl {0}\n", kvp.Key);
sw.Write("Ka 0.6 0.6 0.6\n");
sw.Write("Kd 0.6 0.6 0.6\n");
sw.Write("Ks 0.9 0.9 0.9\n");
sw.Write("d 1.0\n");
sw.Write("Ns 0.0\n");
sw.Write("illum 2\n");
if (kvp.Value.textureName != null)
{
string destinationFile = kvp.Value.textureName;
int stripIndex = destinationFile.LastIndexOf('/');//FIXME: Should be Path.PathSeparator;
if (stripIndex >= 0)
destinationFile = destinationFile.Substring(stripIndex + 1).Trim();
string relativeFile = destinationFile;
destinationFile = folder + "/" + destinationFile;
Debug.Log("Copying texture from " + kvp.Value.textureName + " to " + destinationFile);
try
{
//Copy the source file
File.Copy(kvp.Value.textureName, destinationFile);
}
catch
{
}
sw.Write("map_Kd {0}", relativeFile);
}
sw.Write("\n\n\n");
}
}
}
private static void MeshToFile(Component mf, string folder, string filename)
{
Dictionary<string, ObjMaterial> materialList = PrepareFileWrite();
using (StreamWriter sw = new StreamWriter(folder +"/" + filename + ".obj"))
{
sw.Write("mtllib ./" + filename + ".mtl\n");
sw.Write(MeshToString(mf, materialList));
}
MaterialsToFile(materialList, folder, filename);
}
private static void MeshesToFile(Component[] mf, string folder, string filename)
{
Dictionary<string, ObjMaterial> materialList = PrepareFileWrite();
using (StreamWriter sw = new StreamWriter(folder +"/" + filename + ".obj"))
{
sw.Write("mtllib ./" + filename + ".mtl\n");
for (int i = 0; i < mf.Length; i++)
{
sw.Write(MeshToString(mf[i], materialList));
}
}
MaterialsToFile(materialList, folder, filename);
}
private static bool CreateTargetFolder()
{
try
{
System.IO.Directory.CreateDirectory(targetFolder);
}
catch
{
//EditorUtility.DisplayDialog("Error!", "Failed to create target folder!", "");
return false;
}
return true;
}
void OnGUI () {
GUI.BeginGroup (new Rect (Screen.width / 2 - 100, Screen.height / 2 - 100, 200, 200));
if(window == 1)
{
if(GUI.Button (new Rect (10,30,180,30), "Экспортировать"))
{
if (!CreateTargetFolder())
return;
//GameObject[] gos = GameObject.FindGameObjectsWithTag("Boat");
//Selection.objects = gos;
GameObject[] selection = GameObject.FindGameObjectsWithTag("Boat");
//Transform[] selection = Selection.GetTransforms(SelectionMode.Editable | SelectionMode.ExcludePrefab);
if (selection.Length == 0)
{
//EditorUtility.DisplayDialog("No source object selected!", "Please select one or more target objects", "");
return;
}
int exportedObjects = 0;
ArrayList mfList = new ArrayList();
for (int i = 0; i < selection.Length; i++)
{
Component[] meshfilter = selection[i].GetComponentsInChildren(typeof(MeshFilter)).Concat(selection[i].GetComponentsInChildren(typeof(SkinnedMeshRenderer))).ToArray();
for (int m = 0; m < meshfilter.Length; m++)
{
exportedObjects++;
mfList.Add(meshfilter[m]);
}
}
if (exportedObjects > 0)
{
Component[] mf = new Component[mfList.Count];
for (int i = 0; i < mfList.Count; i++) {
mf [i] = (Component)mfList [i];
}
string filename = /*EditorApplication.currentScene +*/ "_" + exportedObjects;
int stripIndex = filename.LastIndexOf ('/');//FIXME: Should be Path.PathSeparator
if (stripIndex >= 0)
filename = filename.Substring (stripIndex + 1).Trim ();
MeshesToFile (mf, targetFolder, filename);
}
}
if(GUI.Button (new Rect (10,150,180,30), "Выход"))
{
window = 5;
}
}
if(window == 5)
{
GUI.Label(new Rect(50, 10, 180, 30), "Вы уже выходите?");
if(GUI.Button (new Rect (10,40,180,30), "Да"))
{
Application.Quit();
}
if(GUI.Button (new Rect (10,80,180,30), "Нет"))
{
window = 1;
}
}
GUI.EndGroup ();
}
}
Before using any Unity API, it is very important to check the API namespace. If the namespace is from UnityEditor then it is only meant to work in the Editor only. This is used to make an Editor plugin. You can't use it in a build and it will throw an error when building for any platform.
According the docs, AssetDatabase and EditorUtility class are from the UnityEditor namespace.
You have to re-design your game to work without the GetAssetPath function. You can definitely make a game without that function. I can't tell what you are doing but you should look into the Resources class. This will help you load your GameObjects during run-time.
To solve your current problem,
Replace
using UnityEditor;
with
#if UNITY_EDITOR
using UnityEditor;
#endif
Then replace
objMaterial.textureName = EditorUtility.GetAssetPath(mats[material].mainTexture);
with
objMaterial.textureName = "";
#if UNITY_EDITOR
objMaterial.textureName = EditorUtility.GetAssetPath(mats[material].mainTexture);
#endif
You can also put your Menu script in a folder in the Assets/Editor directory but please understand that this does not solve the problem that your code won't work in a build. It will only allow your project to build without those errors in your question. The classes from the UnityEditor namespace are only used for Editor plugin.
This happens because classes that are using UnityEditor need to be put under a folder called Editor: Assets/Editor
If you do that, the problem will be gone
If you are using Assembly definitions (dlls) this can also happen. No dll that includes editor stuff will be included in the build. Best to make a separate dll for editor stuff.
I have a probably simple question about the task factory. I have to following code:
In this task is a loop that is polling data from the RS232 and a counter that stops polling after 10 times. After this "doCollect" will be set to false.
And now comes the strange thing: The task runs repeatedly. The caller code is:
// class Main()
RS232DataAquisition _RS232DataAquisition = new RS232DataAquisition();
public override void Run()
{
System.Diagnostics.Stopwatch timeout = new System.Diagnostics.Stopwatch();
timeout.Start();
_RS232DataAquisition.Start();
while ((timeout.ElapsedMilliseconds <= (dataGatherTime_inSeconds * 1000)) && _RS232DataAquisition.DoCollect)
{
System.Threading.Thread.Sleep(100);
}
timeout.Stop();
_RS232DataAquisition.Stop();
}
Per my understanding the Run() function should start the thread and return into the while-loop waiting for the thread to finish. But it never does?!
Here's the code for ReadDataFromRS232:
// sealed class RS232DataAquisition
private bool doCollect = false;
public bool DoCollect
{
get { return doCollect; }
}
public void Start()
{
doCollect = true;
currentTask = System.Threading.Tasks.Task.Factory.StartNew(() =>
{
this.ReadDataFromRS232();
});
}
private void ReadDataFromRS232(int NumtoRead = 10)
{
var port = new System.IO.Ports.SerialPort(PortName);
int waitCount = 5;
var portExists = System.IO.Ports.SerialPort.GetPortNames().Any(x => x == PortName);
if (!portExists)
{
throw new ArgumentException("Port does not exist!");
}
while (port.IsOpen && waitCount-- > 0)
{
doCollect = false;
Wait();
}
doCollect = true;
if (!port.IsOpen)
{
port.Open();
port.NewLine = _NewLine;
port.ReadTimeout = 2000;
int number;
try { }
finally { }
port.Write("flashon\r");
while (doCollect && (_readCounter <= NumtoRead))
{
string s;
try
{
s = port.ReadLine();
}
catch
{
s = "-1";
}
int i;
if (int.TryParse(s, out i))
{
number = Convert.ToInt32(s, 10);
}
else
{
number = 0;
}
lock (thisLock) _data.Add(number);
_readCounter++;
}
port.Write("flashoff\r");
port.Close();
port.Dispose();
Wait(); Wait();
}
}
private void Wait()
{
System.Threading.Thread.Sleep(10);
System.Threading.Thread.SpinWait(1);
}
I don't get, why "ReadDataFromRS232" is beeing repeated until the timeout stops this task.
Thank you for any help :)
EDIT: Added some missing code.
As Dennis said the problem seemed to come from the missing volatile. It works now even though I have no idea why it didn't before.
I'm trying to do a TTS app for Windows Phone, but i have a little problem.
I'v make a function to call Google TTS service and play it on a MediaElement, that works perfect.
That's the function i'v wrote
public void Say(string phrase)
{
mediaElement1.Source = new Uri("http://translate.google.com/translate_tts?tl=en&q=" + phrase, UriKind.Absolute));
mediaElement1.Play();
}
But if i call the function a lot of times, for example, in a for loop, it just say the last item of loop. For example
for (int i = 0; i < 10; i++)
{
Say(Convert.ToString(i));
}
Then it just say 'Nine', nope '1,2,3,4,...'
I'v tried to do a 'Playlist' of words, that the function will play.
This is my code.
bool first = true;
List<Uri> uriTask = new List<Uri>();
public void Say(string phrase)
{
uriTask.Add(new Uri("http://translate.google.com/translate_tts?tl=es&q=" + phrase, UriKind.Absolute));
if (mediaElement1.CurrentState != MediaElementState.Playing)
{
if (first)
{
CHECK();
first = false;
}
else
{
mediaElement1.MediaEnded += delegate
{
mediaElement1.Position = TimeSpan.Zero;
CHECK();
};
}
}
}
private void CHECK()
{
if (uriTask.Count > 0)
{
mediaElement1.Source = uriTask[0];
mediaElement1.Play();
uriTask.RemoveAt(0);
}
}
Thanks.
Greetings