How to change the child character model in unity editor - c#

I have a character creator script that creates a player gameobject with the character model as a child
public class CreatePlayer : MonoBehaviour
{
[MenuItem("GameObject/Create Player", false, 10)]
static void Create()
{
GameObject player = new GameObject("Hero");
player.tag = "Player";
GameObject character = Instantiate((GameObject)Resources.Load("SampleCharacter")); // Instantiate the 3D model
character.transform.parent = player.transform;
CharacterController cc = player.AddComponent<CharacterController>();
cc.center = new Vector3(0f, 0.9f, 0f);
cc.radius = 0.2f;
cc.height = 1.9f;
player.AddComponent<PlayerMovement>();
Animator animator = character.AddComponent<Animator>();
animator.runtimeAnimatorController = (RuntimeAnimatorController)Resources.Load("Animations/PlayerAnimation");
player.AddComponent<PlayerAnimations>();
player.AddComponent<PlayerHealth>();
Camera.main.gameObject.AddComponent<CameraController>();
Camera.main.GetComponent<CameraController>().followTarget = player.transform;
}
}
What I need is to be able to change the character model whenever needed after the character creation in the editor by dragging and dropping a character prefab. This should also apply the animator and animation controller as well to the new prefab added.

You've got two options.
Destroy the character entirely (with the Destroy(GameObject) function) and load in a new one as a child whenever you switch.
Call GetComponentInChildren< T>() to get the MeshRenderer and Animator components and swap out the necessary properties (sharedMesh and controller respectively) manually. That one may be a bit trickier and have some bugs to work out. You'll probably also need to destroy and load in the entire skeleton if you're using skinned meshes, and hook up the necessary references on the new one.

Related

Unity Transform not updating position realtime

I am trying to create a simple scriptable object for my shoot ability. I have that aspect working, but as I try to set my Transform to my player, it does not update the shoot position. I am very new to C#, and this script isnt complete. I still need to add the functionality to destroy the created objects. Any help would be greatly appreciated. I suspect I need to add an update function but im am not certain how to do this.
using UnityEngine.InputSystem;
using UnityEngine.AI;
using UnityEngine;
namespace EO.ARPGInput
{
[CreateAssetMenu]
public class Shoot : Ability
{
public Transform projectileSpawnPoint;
public GameObject projectilePrefab;
public float bulletSpeed = 10;
public float bulletLife = 3;
public override void Activate(GameObject parent)
{
var projectile = Instantiate(projectilePrefab, projectileSpawnPoint.position, projectileSpawnPoint.rotation);
projectile.GetComponent<Rigidbody>().velocity = projectileSpawnPoint.forward * bulletSpeed;
Destroy(projectile, bulletLife);
void OnCollisionEnter(Collision collision)
{
Destroy(projectile);
}
}
}
}
I'm still new to Unity and coding also, so take my advice with a load of salt :P.
It may be best to have a transform on your character (say just past the barrel of the player's gun) that you can put as the projectileSpawnPoint. In your code the projectileSpawnPoint is never set. Your first line of code in the "Activate" method should be something like:
public override void Activate(GameObject parent)
{
projectileSpawnPoint = playerGunBarrelTransform.transform.position;
var projectile = Instantiate(projectilePrefab, projectileSpawnPoint.position, projectileSpawnPoint.rotation);
projectile.GetComponent<Rigidbody>().velocity = projectileSpawnPoint.forward * bulletSpeed;
Destroy(projectile, bulletLife);
For destroying the projectile afterward you can keep it as you have it in OnCollision. howeer, with bullets in particular, since they tend to be instantiated A LOT and then destroyed afterward it would be best to use an object pooler for them to instantiate several of them on start and then disable and enable them as needed so you can resuse them instead of making new ones every time.
you have to create a new script that derives from Monobehaviour for your projectiles. attach that script to the projectile prefab and place the OnCollisionEnter method in that script. now your projectiles should get destroyed when touching another collider. make sure that there is a rigidbody component attached to the projectile.

transfering a transform variable between two scritps in unity

public class player_movement : MonoBehaviour
{
// Start is called before the first frame update
public Transform position;
void Start()
{
position = GetComponent<Transform>();
}
how do I acsess the position variable in another script
There is no reason for any of this at all.
Your component player_movement is of type MonoBehaviour which is a Behaviour which is a Component and therefore already has the inherited property transform returning the Transform reference if the GameObject your component is attached to.
So whoever has a reference to your component immediately also has access to its .transform.position anyway.
As to how get that reference, there are thousands of different ways. The most typical ones
public player_movement playerMovement;
simply drag and drop it in vis the Inspector.
On another component attached to the same GameObject use
var playerMovement = GetComponent<player_movement>();
or if there is only one in the scene anyway
var playerMovement = FindObjectOfType<player_movement>();
either way in the end as said you can simply use
var playerTransform = playerMovement.transform;
and do with it whatever you want like accessing its position
var playerPosition = playerTransform.position;

What code do I need for my Unity character to shoot the bullet correctly?

I am not new to programming, but I am new to C#. I am experienced in Python, Java, and HTML. My game is 2D I have a game where my character currently has to touch the enemy to kill it. Now I added code for shooting a bullet to kill the enemy. I also want the bullet to be shot if the spacebar is pressed. The character is supposed to a shoot bullet in either direction. I have taken my code from an example my professor gave me which was originally Javascript and I converted it to C#. Unity no longer supports Javascript. The example code he gave me was basically a rocket shooting as many bullets as I clicked (clicking the mouse shoots bullets) to eliminate an enemy, however the rocket in that example does not move. In my game, the character moves, so the bullet has to get the position of the character. What is the correct code for getting the character position and shooting a bullet correctly?
I tested my game with my current code. The bullet is being spit out of nowhere (from the bottom of my background wallpaper [smack in the middle of the bottom] to a little below the wallpaper). Not even from the character...
Also, I added the Hit class script to my Bullet category in Unity.
Complete Camera Controller (no issues here at all)
using UnityEngine;
using System.Collections;
public class CompleteCameraController : MonoBehaviour {
public GameObject player; //Public variable to store a reference to the player game object
private Vector3 offset; //Private variable to store the offset distance between the player and camera
// Use this for initialization
void Start ()
{
//Calculate and store the offset value by getting the distance between the player's position and camera's position.
offset = transform.position - player.transform.position;
}
// LateUpdate is called after Update each frame
void LateUpdate ()
{
// Set the position of the camera's transform to be the same as the player's, but offset by the calculated offset distance.
transform.position = player.transform.position + offset;
}
}
Complete Player Control Class (If you read the comments in the code that say the "BULLET CODE", that's new code I have placed in the game for the bullets.
using UnityEngine;
using System.Collections;
//Adding this allows us to access members of the UI namespace including Text.
using UnityEngine.UI;
public class CompletePlayerController : MonoBehaviour
{
public float speed; //Floating point variable to store the player's movement speed.
public Text countText; //Store a reference to the UI Text component which will display the number of pickups collected.
public Text winText; //Store a reference to the UI Text component which will display the 'You win' message.
private Rigidbody2D rb2d; //Store a reference to the Rigidbody2D component required to use 2D Physics.
private int count; //Integer to store the number of pickups collected so far.
Rigidbody2D bullet;
float speed2 = 30f; //BULLET CODE
// Use this for initialization
void Start()
{
//Get and store a reference to the Rigidbody2D component so that we can access it.
rb2d = GetComponent<Rigidbody2D> ();
//Initialize count to zero.
count = 0;
//Initialze winText to a blank string since we haven't won yet at beginning.
winText.text = "";
//Call our SetCountText function which will update the text with the current value for count.
SetCountText ();
}
//FixedUpdate is called at a fixed interval and is independent of frame rate. Put physics code here.
void FixedUpdate()
{
//Store the current horizontal input in the float moveHorizontal.
float moveHorizontal = Input.GetAxis ("Horizontal");
//Store the current vertical input in the float moveVertical.
float moveVertical = Input.GetAxis ("Vertical");
Rigidbody2D bulletInstance; //BULLET CODE
//Use the two store floats to create a new Vector2 variable movement.
Vector2 movement = new Vector2 (moveHorizontal, moveVertical);
//Call the AddForce function of our Rigidbody2D rb2d supplying movement multiplied by speed to move our player.
rb2d.AddForce (movement * speed);
if(Input.GetKeyDown(KeyCode.Space)&& Hit.hit == false) //BULLET CODE IN HERE
{
// ... instantiate the bullet facing right and set it's velocity to the right.
bulletInstance = Instantiate(bullet, transform.position, Quaternion.Euler(new Vector3(0,0,0)));
bulletInstance.velocity = new Vector2(speed2, 0);
bulletInstance.name = "Bullet";
}
}
//OnTriggerEnter2D is called whenever this object overlaps with a trigger collider.
void OnTriggerEnter2D(Collider2D other)
{
//Check the provided Collider2D parameter other to see if it is tagged "PickUp", if it is...
if (other.gameObject.CompareTag ("PickUp"))
{
//... then set the other object we just collided with to inactive.
other.gameObject.SetActive(false);
transform.localScale += new Vector3(0.1f, 0.1f, 0);
//Add one to the current value of our count variable.
count = count + 1;
//Update the currently displayed count by calling the SetCountText function.
SetCountText ();
}
}
//This function updates the text displaying the number of objects we've collected and displays our victory message if we've collected all of them.
void SetCountText()
{
//Set the text property of our our countText object to "Count: " followed by the number stored in our count variable.
countText.text = "Count: " + count.ToString ();
//Check if we've collected all 12 pickups. If we have...
if (count >= 12)
//... then set the text property of our winText object to "You win!"
winText.text = "You win!";
}
}
Hit code. All code in this class is made for the bullet.
using UnityEngine;
using System.Collections;
public class Hit : MonoBehaviour
{
GameObject[] gameObjects;
public static bool hit = false;
void Removal ()
{
gameObjects = GameObject.FindGameObjectsWithTag("Bullet");
for(var i= 0 ; i < gameObjects.Length ; i ++)
Destroy(gameObjects[i]);
}
void OnCollisionEnter2D ( Collision2D other )
{
if(other.gameObject.name=="Bullet")
{
Removal();
Destroy(gameObject);
hit = true;
}
}
}
I see several issues with the code you wrote. as #Kyle Delaney suggested, I'd also highly recommend you check out the Unity Learn website, and go through several tutorials before moving through. I've highlighted a few issues below that may help solve your problem, but you could really benefit from changing your approach in the first place to avoid many of these issues. See below.
In your camera controller class, why not make the offset public so you can set it yourself in the inspector>
In Player controller class:
changed:
if (Input.GetKeyDown(KeyCode.Space)) //Shoot bullet
{
// ... instantiate the bullet facing right and set it's velocity to the right.
Rigidbody2D bulletRB = Instantiate(bullet, transform.position, transform.rotation);
bulletRB.AddForce(new Vector2(speed2,0), ForceMode2D.Impulse);
}
On a click, this instantiates the bullet prefab and sets its transform to copy the position and rotation of the player. It then adds a force to it to the right. You should avoid setting the velocity manually with rigidbodies, this can cause unwanted behaviour. Use the Addforce/addTorque methods instead. The ForceMode says to ignore its mass and set its velocity.
Then delete your Hit class, and replace with this Bullet class, which you drag onto the bullet prefab. Your player shouldn't be in charge of checking for bullet hits. that's the bullet's job. The player just launches the bullets and then the bullets do what bullets do. this just checks to see if the bullet hit anything, if so it destroys it. You can make this more complicated if you want. I would recommend using layers to determine which layers the bullet checks collisions with. You probably don't want bullets destroying your terrain. and you definitely don't want bullets destroying the player itself!
public class Bullet : MonoBehaviour
{
private void OnCollisionEnter2D(Collision2D collision)
{
Destroy(collision.gameObject);
Destroy(this.gameObject);
}
}
Also you shouldn't need to set the name of the bullet, since your prefab bullet should already be named "bullet".
I hope this gets you started in the right direction. But based on your code, I HIGHLY recommend you work through the tutorials before continuing with any projects. The unity staff that make them are super helpful and the tutorials start off really simple but get really complicated fast, so you actually come away learning a ton!
Perhaps the problem has to do with the player's parent transform. You could try something like this to make sure the bullet has the right parent:
bulletInstance = Instantiate(bullet);
bulletInstance.transform.parent = transform.parent;
bulletInstance.transform.position = transform.position;
bulletInstance.velocity = new Vector2(speed2, 0);
bulletInstance.name = "Bullet";
If that doesn't work it may be worthwhile to check the player's Rect Transform to see where the anchors and pivot are. Perhaps the player's actual "position" coordinates aren't where you think they are.
Have you done the Space Shooter tutorial? It has a segment about shooting bullets.

instantiate game object with children

I have a GameObject(EnemyProducer) that instantiate another GameObject(EnemyFormation) which has several children (actual enemies).
However, when i instantiate EnemyFormation Gameobject it does not have any children!
EnemyFormation is a prefab with all the required children.
This is how it looks like:
Here is the EnemyProducer code that Instantiates EnemyFormation:
public class EnemyProducer : MonoBehaviour {
EnemyFormation enemyGroup;
Transform enemyFormationTransform;
public float speed;
float boundary, currentY;
bool goingDown = true;
public GameObject enemyFormation;
// Use this for initialization
void Start () {
// Create enemyformation
enemyFormation = Instantiate (enemyFormation);
enemyFormation.transform.parent = transform;
enemyGroup = enemyFormation.GetComponent<EnemyFormation>();
boundary = Camera.main.orthographicSize;
enemyFormationTransform = enemyFormation.transform;
}
void Update () {
// if all enemies are killed, create a new one
if (!enemyGroup.hasEnemy ()) {
enemyFormation = Instantiate (enemyFormation);
enemyFormation.transform.parent = transform;
enemyGroup = enemyFormation.GetComponent<EnemyFormation>();
enemyFormationTransform = enemyGroup.gameObject.transform;
}
}
}
The first instantiation may be successful because it cloned the prefab from the Editor but then you reassigned the newly cloned prefab to the enemyFormation. When all enemies (children) were destroyed (assume that you were using Destroy()) then enemyFormation would contain no child. Next time you Instantiate(enemyFormation) you were expected to get a gameObject without children because it were not the prefab from the Editor anymore (it was reassigned by you).
Sorry I have to delete the previous answer. It is wrong anyway.

Unity 3D Rigidbody 2D movement using MovePosition

Working on 2D mode, I have a script attached to a Sprite. The Update() part is as follow:
void Update () {
if (Input.GetKeyDown ("left")) {
cursor.rigidbody2D.MovePosition (cursor.rigidbody2D.position - speedX);
} else if (Input.GetKeyDown ("right")) {
cursor.rigidbody2D.MovePosition (cursor.rigidbody2D.position + speedX);
} else if (Input.GetKeyDown ("up")) {
cursor.rigidbody2D.MovePosition (cursor.rigidbody2D.position + speedY);
} else if (Input.GetKeyDown ("down")) {
cursor.rigidbody2D.MovePosition (cursor.rigidbody2D.position - speedY);
}
}
where cursor is a Prefab linked in Inspector. The cursor prefab has only 2 components, Sprite Renderer (to define the image), and the Rigidbody 2D, which setting is as follow:
Mass = 1
Linear Drag = 0
Angular Drag = 0
Gravity Scale = 0
Fixed Angle = true
Is Kinematic = false
Interpolate = None
Sleeping Mode = Start Awake
Collision Detection = Discrete
But when I press the arrow keys, the sprite showing on screen does not move. What did I miss?
Tried to add Debug.Log() inside the if case, it really enters the case. And no error occurred.
Note: speedX = new Vector2(1,0); and speedY = new Vector2(0,1);
You're trying to move an object that doesn't exist from the game's perspective. Assigning cursor a prefab by dragging it from the assets library, is like assigning a blueprint. Telling the prefab to move is like yelling at a car's blueprint to accelerate :)
There are two general solutions.
1) Save a reference
Instantiate the prefab and save the resulting reference to manipulate your new object. You can directly cast it to Rigidbody2D if you're mainly interested in using the rigidbody. The cast will only work if your prefab variable is of the same type, otherwise it will raise an exception. This way will ensure that your prefab always contains a Rigidbody2D or you can't even assign it in the editor.
public Rigidbody2D cursorPrefab; // your prefab assigned by the Unity Editor
Rigidbody2D cursorClone = (Rigidbody2D) Instantiate(cursorPrefab);
cursorClone.MovePosition (cursorClone.position - speedX);
2) Assign the script to the prefab
Depending on your game and what you want to achieve, you can also add a script directly to the prefab. This way every instance of it would just control itself.
void Update () {
if (Input.GetKeyDown ("left")) {
rigidbody2D.MovePosition (rigidbody2D.position - speedX);
} else { //...}
}

Categories