Checking if a navmesh path is blocked takes too long - c#

I'm making a simple tower defence game for mobile. I've written a function to check if placing a tower would prevent the enemies from reaching their goal:
public bool CheckPathNotBlocked(Vector3 pos)
{
navmesh_obstacle_tester.gameObject.SetActive(true);
navmesh_obstacle_tester.position = pos;
NavMeshPath path = new NavMeshPath();
botsInPlay[botsInPlay.Count - 1].CalculatePath(enemyBase.position, path);
navmesh_obstacle_tester.gameObject.SetActive(false);
return path.status == NavMeshPathStatus.PathComplete;
}
The navmesh_obstacle_tester is an empty GameObject with a NavMeshObstacle attached. The botsInPlay is a list of enemy NavMeshAgents so I'm using the most recently spawned enemy to check the path. This actually works but not in time to prevent my tower from being placed:
public void PlaceTower(Vector3 pos, int tType)
{
if (!F_BotsManager.bots.CheckPathNotBlocked(pos)) return;
// rest of my code to place a tower
}
The function exits if the path is completely blocked but does not exit before placing the tower that will block the path e.g. once I've formed a ring of towers around all the enemies no more towers can be placed, but the final tower that completes the ring is placed.
I have read in the docs that path calculation can take a few frames, could this be the cause of the problem? How can I resolve the issue?

You did not show how and where the PlaceTower function is being called. This is really important to figure out how to help.
How can I resolve the issue?
Anything that takes so long to do and you have to wait for it in Unity should be done with a coroutine or a Thread, depending on the thing. In this case, coroutine should be used to wait it so that other things in your code can continue running.
public IEnumerator PlaceTower(Vector3 pos, int tType)
{
while (!F_BotsManager.bots.CheckPathNotBlocked(pos))
{
Debug.Log("waiting!");
yield return null;
}
// rest of my code to place a tower
}
Now, anywhere you called this function should now be replaced with StartCoroutine(PlaceTower(yourPost,yourIntType));. You have to refactor your whole code to accommodate the use of coroutine.

Related

My Coroutine stops after 'yield return new WaitForSeconds(.01f)'

I'm trying to make my coroutine load a scene, then almost immediately teleport the player to a specific location in the scene (Which is why I have .01f in the time). However, after
yield return new WaitForSeconds(.01f);
The code after it doesn't run. "After Coroutine" doesn't appear in my log and the teleporting doesn't run.
private IEnumerator Exiting()
{
SceneManager.LoadScene("Opening Stage");
Debug.Log("Scene loaded, lastPos: " + myLocation.getLastPos());
yield return new WaitForSeconds(.01f);
Debug.Log("After Coroutine");
myLocation.ReturnToLastPos();
}
Removing the LoadScene line makes it all work, teleporting and all. But loading the scene is needed and I've been trying to figure it out. I'm still relatively new to C# so if I don't understand your suggestions or comments, that's why. Thank you.

Issue with moving clients/players with Photon Networking in Unity

I'm making a game where players are put onto plates and random events happen to the plates/players. I've gone through a multitude of different networking solutions like UNET, Mirror, Mirror+Steamworks P2P but none of them really worked well (main issue being not being able to join via IP) so I settled on Photon. After Punv2 just wouldn't work on my project (an error in PhotonEditor.CS) I just used Punv1 which is working perfectly for the most part.
The issue right now is that I'm trying to spawn players on their owned plates but they only spawn on the first plate despite each plate being owned by a player (each plate has a script that specifies which player 'owns' it. This is being set correctly). This only seems to happen when I try to test with a real player/client. If I create a fake player by just spawning in the prefab and then running it, both players will be moved to their correct plate so it seems to be a networking issue.
Here's the code responsible for moving the players to their plates.
foreach (GameObject plate in spawnedPlates)
{
//Here we loop through each plate, get the player assigned to it and move the player to that plate.
GameObject player = plate.GetComponent<Plate>().assignedTo;
PlayerClientControl playerController = player.GetComponent<PlayerClientControl>(); // originally for UNET/Mirror. Left in incase I need it(had an RPC function that moved the player).
player.transform.position = plate.transform.position + new Vector3(0, 4, 0);
}
What am I doing wrong?
EDIT:
It seems they ARE being moved to the correct positions (or atleast, it's trying to move them to the correct position) via a debug print statement that prints where they are trying to be teleported to further cementing that this is a networking issue but I have no idea how to fix it.
I assume it's something to with host/client synchronization? If anyone could shed some light on this, that'd be great because I'm pulling my hair out over this.
If you inspect the player objects at runtime, it will probably give you a clue. I had the same and in my case I had InputAction attached to my players (taken from unity StarterAssets). The first player in the game was assigned keyboard and the second a controller. I solved it by disabling all the inputaction and enabling the one of the localplayer:
private void Awake()
{
photonView = GetComponent<PhotonView>();
if (photonView.IsMine)
{
// take control of the user input by disabling all and then enabling mine
var players = FindObjectsOfType<Player>();
foreach (Player player in players)
{
player.GetComponent<PlayerInput>().enabled = false;
}
GetComponent<PlayerInput>().enabled = true;

Unity Multiplayer FPS Client/Server Interaction Problems

I have a simple FPS where a player can fire a gun. I want the clients to see the bullet holes. I am trying to accomplish this by invoking a server side method when the client tries to fire the gun. The server side method should then raycast from the players camera and spawn a bullet hole for everyone to see..
I can get this to work partially by passing the player as a parameter to the server method. However, since my raycasting needs to be done based off the player camera, the bullet holes end up appearing at character height, since it's using the player and not the camera.
It won't allow me to pass a camera through. I have also tried creating an empty game object called bullet spawn and passing that through but I was getting a "object reference not set to instance of an object." This same error seems to surface for any Child element of the player I attempt to pass to the server side method.
I am unsure of the right way to accomplish this.
void Update()
{
if (isLocalPlayer)
{
if (Input.GetButton("Fire1"))
{
CmdFire(BulletSpawn);
}
}
}
[Command]
void CmdFire(GameObject Player)
{
Ray shooterRay = new Ray(Player.transform.position, Player.transform.forward);
if (Physics.Raycast(shooterRay, out Hit, 10000))
{
Debug.Log("player hit");
GameObject Bullet_Hole = (GameObject)Instantiate(BulletHole_Prefab, Hit.point, Quaternion.FromToRotation(Vector3.up, Hit.point));
NetworkServer.Spawn(Bullet_Hole);
}
}
Think about it this way. What is it that you need to fire your weapon? You need the firing point and the firing direction (in your simple case). So try to pass just that information. Your CmdFire should look like void CmdFire(Vector3 firingPoint, Vector3 firingDirection). Remember that when you pass the player gameobject, it gets serialized and sent to the server which causes a lot of unneeded network traffic. Stick to value types and simple objects for commands.
This is what ultimately led me to the solution. Thank you for the advice. I simply passed two Vector3 parameters as you suggested which represent the raycast position and direction. I can now shoot from both client and server and see the bullet holes on both as well. Here is the code that fixed it in case anyone runs into this later on:
void Update() {
if (isLocalPlayer) {
if (Input.GetButton("Fire1")) {
Vector3 FiringSpot = PlayerCam.transform.position;
Vector3 FireDirection = PlayerCam.transform.forward;
CmdFire(FiringSpot, FireDirection);
}
}
}
[Command]
void CmdFire(Vector3 firingPoint, Vector3 firingDirection) {
Ray shooterRay = new Ray(firingPoint, firingDirection);
if (Physics.Raycast(shooterRay, out Hit, 10000)) {
GameObject Bullet_Hole = (GameObject)Instantiate(bullet_Hole_Prefab, Hit.point, Quaternion.FromToRotation(Vector3.up, Hit.point));
NetworkServer.Spawn(Bullet_Hole);
Destroy(Bullet_Hole, 10);
}
}

Own function should run every frame, how is this possible?

I created an own function within a script which should be executed as soon as there is a collision (using OnCollisionEnter).
The idea would be the following:
I have a ring which is steered by the key of the keyboard (Up and Down). Then I produced a sine wave wire with spheres which are moving from right to the left(in a sine wave manner). The player should not be able to move the ring trough the wire.
Therefore I add two colliders to the ring (an Up and a Down collider) and a collision script.
The problem is that sometimes the ring can me moved through the wire... when I press the Up key all the time. Even worse when I do nothing, then the ring should slides along the wire... but it does not.
I think the problem is related to the fact, that my own function is not executed every frame. Or what do you think? How can I execute my own function every frame?
Here the code of the collision script:
void OnCollisionEnter(Collision collUP)
{
if (collUP.gameObject.name == "Sphere(Clone)") {
Debug.Log ("Kollidiert mit UP");
controller.MoveRingDown ();
}
}
And here the code of the ring script in which I created an own function:
public void MoveRingDown() {
transform.position = transform.position + new Vector3 (0f, -tilt, 0f);
}
public void MoveRingUp() {
transform.position = transform.position + new Vector3(0f, tilt, 0f);
}
OnCollisionEnter is only called once, when the collision produces ( as its names reads ). I think what you need is OnCollisionStay, which is executed while the collision lasts.

While loop not working as intended in Pong game

I am attempting to create a Pong game in C# with Visual C# Express 2010.
For the most part, I have the main idea of the game finished, however I have an issue with the ball moving. I have create a for loop, like this:
public void ballSet()
{
if (!Values.isPaused)
{
while(true)
{
if (Values.totalTime.Elapsed.Seconds > 1)
{
Values.totalTime.Restart();
ballMove(50, 50);
}
}
}
}
public void ballMove(int factorX, int factorY)
{
Values.ballLastX = ball.Location.X;
Values.ballLastY = ball.Location.Y;
this.ball.Location = new Point(this.ball.Location.X + factorX, this.ball.Location.Y + factorY);
}
The "ballMove(50, 50);" is just for testing purposes at the moment. The issue is that when ballSet() is called, the form seems to close with a code of 0, meaning that there was no error.
I call ballSet() over here.
public Pong()
{
InitializeComponent();
ballSet();
Values.totalTime.Start();
}
I have already checked and the program does somewhat work when I remove the while loop in ballSet(), as well as the if statement checking the stopwatch (Values.totalTime is a Stopwatch). Obviously since the while loop is commented out, ballMove() is only called once, and the the ball moves once and stops.
Does anyone know how to fix this? I want the ball to be moving constantly, while still having it possible to perform other tasks such as moving the bat in Pong.
This is the output I can give you while running Pong.
http://pastebin.com/nj1pdg3U
From looking at your code, the while loop will never end. I know that's not your reported behaviour, but try swapping ballSet() and Values.totalTime.Start(); around.
Like so:
Values.totalTime.Start();
ballSet();
This is because (in theory) the call to ballSet() will wait for a return, and the totalTime counter will never start, therefore never entering your IF block in the loop.

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