I am making a vr game and I am using UnityXR to do so. I am making a script that will have two attach points for an object (pistol). These points change based on which hand is holding the object.
Here is my code:
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.Interaction.Toolkit;
public class XRGrabIneractableTwoAttach : XRGrabInteractable
{
public Transform leftAttachTransform;
public Transform rightAttachTransform;
protected override void OnSelectEntered(SelectEnterEventArgs args)
{
if(args.interactableObject.transform.CompareTag("Left Hand"))
{
attachTransform = leftAttachTransform;
}
else if(args.interactableObject.transform.CompareTag("Right Hand"))
{
attachTransform = rightAttachTransform;
}
base.OnSelectEntered(args);
}
}
However, when I save my code and go into Unity, it gives me this. "The associated script can not be loaded. Please fix any compile errors and assign a valid script." I have absolutely no idea how to fix this as the code looks fine to me. Can someone please help me with this?
Related
I am currently learning Unity and have a question regarding C#.
I have defined a class like this:
using UnityEngine;
public class ObscuringItemFader : MonoBehaviour
{
private SpriteRenderer spriteRenderer;
private void Awake()
{
spriteRenderer = gameObject.GetComponent<SpriteRenderer>();
}
public void FadeOut()
{
StartCoroutine(FadeOutRoutine());
}
public void FadeIn()
{
StartCoroutine(FadeInRoutine());
}
Creating a instance of it works flawlessly, however when I call a public method like I do here:
using UnityEngine;
public class TriggerObscuringItemFader : MonoBehaviour
{
private void OnTriggerEnter2D(Collider2D other)
{
ObscuringItemFader[] obscuringItemFader = other.gameObject.GetComponentsInChildren<ObscuringItemFader>();
if(obscuringItemFader.Length > 0)
{
for(int i = 0; i < obscuringItemFader.Length; i++)
{
obscuringItemFader[i].FadeOut();
}
}
}
It throws me an error stating: "ObscuringItemFader" does not contain a definition for FadeOut.
Does anyone know what exactly is wrong here? Hopefully not just a silly syntax error that I am unable to locate.
Thank you so much in advance!
I cannot find any error with the logic or syntax of this code (other than technically missing class end brackets).
There is potentially another error in a different script that is causing one of these scripts to be unable to compile correctly.
You can select Build > Build Solution in visual studio and if there are any other compile errors causing changes to these scripts to not be applied.
I solved it!
Thanks to #Kalib Crone who assured me that there are no logic/syntax errors I decided to move from VS Code to VS 2022 and look at that, for some reason the ObscuringItemFader class was empty when I opened it with Visual Studio!
When I reopened it in VS Code, the code shown above was there again, but neither Unity nor VS 2022 seem to see it when I open the file with them.
I am attempting to amend a c# sharp script to an empty object but I am constantly given the "script class cannot be found" error, not allowing me to add the script to the object. every fix I have found for this issue includes either there being a compile error which is found in the console (my console is entirely empty) or that the names do not match (which they 100% do).
Here is my code below
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class MenuController : MonoBehaviour
{
[Header("Levels to load")]
public string _newGameLevel;
private string levelToLoad;
[SerializeField] private GameObject noSavedGameDialogue = null;
public void newgameYes()
{
SceneManager.LoadScene(_newGameLevel);
}
public void loadgameYes()
{
if (PlayerPrefs.HasKey("Savedlevel"))
{
levelToLoad = PlayerPrefs.GetString("SavedLevel");
SceneManager.LoadScene(levelToLoad);
}
else
{
noSavedGameDialogue.SetActive(true);
}
}
public void QuitButton()
{
Application.Quit();
}
}
Possible reason: the name of the script is different from the class.
Sometimes unity can (in my experience) fail finding the script if the only difference is lower/upper case. When that happens I think I usually need to delete and add a new script.
Try adding a script with different name.
Also try edit->preferences->externaltools-> regenerate project files
I'm a novice in programming / unity and trying to use scriptable objects, but having a hard time.
I'm trying to use SO as a way to store the base attribute data of players, monsters, etc.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "New StatData", menuName = "Scriptables/StatData", order = 0)]
public class StatData : ScriptableObject
{
[SerializeField] public float[] _stats;
public StatData()
{
_stats = new float[(int)StatType.Num];
}
}
The class is simple. Only has a float array(StatType is an enum).
So I made the SO in the project window under the Resources folder,
assigned all the values via the inspector,
and dragged it into the field in my StatContainer class, which deals with all attribute changes.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
public enum StatType
{
MaxHP,
MaxMP,
Strength,
Defense,
Magic,
Resistance,
MoveSpeed,
Num,
}
public class StatContainer : MonoBehaviour
{
[SerializeField] protected Stat[] _stats;
[SerializeField] protected StatData _statData;
void Awake()
{
Init();
}
void Init()
{
_stats = new Stat[(int)StatType.Num];
for(int i = 0; i < _stats.Length; i++)
{
_stats[i] = new Stat((StatType)i, 0);
_stats[i]._currentValue = _stats[i]._baseValue = _statData._stats[i];
}
_currHP = _stats[(int)StatType.MaxHP]._baseValue;
_currMP = _stats[(int)StatType.MaxMP]._baseValue;
}
}
I tried debugging, and in line 35 of the StatContainer class, the _statData itself is null.
I can see that it's referenced in the field in the inspector, but it's still null in debug.
I found out that if I use Resources.Load, no problem occurs.
But if I drag - drop the SO into the inspector, it's always null.
Is this not the way to use SO? or am I doing something wrong?
If I make an instance of the SO by ScriptableObject.CreateInstance,
it means that I have to assign all the values by script, and that's not what I want,
because I thought that the convenience of assigning the values in the inspector and drag-dropping or loading the SOs were a big part of using them.
It hasn't been long since I started programming and used unity, so I would much appreciate any enlightenment.
Thanks in advance!
I would answer this as a comment, but I don't have the reputation yet, as I am also pretty new. Could it be the that object you are referencing the script on is a prefab? Sometimes if you don't hit apply on the prefab, it just doesn't accept that you've referenced it in the Inspector field. That could possibly be the issue, but I have no experience with Scriptable Objects, so I could be absolutely wrong.
I have tried using
using UnityEngine;
using UnityEngine.SceneManagement;
public class LoadBScene : MonoBehaviour
{
void Start()
{
Debug.Log("LoadSceneB");
}
public void LoadB(string SceneB)
{
Debug.Log("sceneName to load: " + SceneB);
SceneManager.LoadScene(SceneB);
}
}
I have not been able to get the scene to change.
Anyone have any ideas?
Please and thank you!
Looks to me like the problem here is that you simply aren't calling the LoadB() method which means that SceneManager.LoadScene() is never reached. Inside the Start method just put
LoadB("InsertSceneNameHere")
I am trying to access a function, with a bool parameter, from one script to another and just can't get it to work. I have been looking around to try to understand what i am doing wrong.
Here is the script i am calling:
public class MainScript : MonoBehaviour {
public void ManageBoxCollider2D (bool shouldColliderBeEnabled) {
print (">>>>>>>>>>>>>>>>ManageBoxCollider2D: " + shouldColliderBeEnabled);
}
}
I am trying to call it from this script:
public class Sidebar1_Script : MainScript {
public MainScript mainScript;
void Start () {
mainScript.ManageBoxCollider2D (true);
}
}
There is a lot of other stuff in the scripts as well but this is what matters for this question
In the "Sidebar1_Script" I am trying to access "ManageBoxCollider2D" in "MainScript" but it does not work.
I do get the following message:
Object reference not set to an instance of an object
...which i do understand but can't figure out what i am doing wrong.
I would appreciate some help how to do this.
Thanks
It's because unity doesn't know what script that is. If you see in the inspector you're gonna find that public variable MainScript is still empty, also you can't assign scripts in the inspector (I don't know why though, when you drag it there it won't fit in).
Instead change your Sidebar1_Script like this:
public GameObject obj;
void Start () {
MainScript main = obj.gameObject.GetComponent<MainScript>();
main.ManageBoxCollider2D(true);
}
And then assign the game object of obj in the inspector (drag the game object to the public variable).