I am working on a game in Unity with many levels(around 200). However, sometimes I find myself wanting to add a new feature or a new object to every level. The problem with this is that my levels are each an individual scene. So if I wish to add a new feature I have to create a prefab and drag and drop it into every level, this is very tedious as most of my ideas come later in game development. Is there a way to quickly add a prefab to every scene or multiple scenes at once in Unity?
You need to create an Spawner class that doesn't get destroyed between scenes. So you can add it to wone then just call it to spawn an entity.
Also if you have 200 levels, then you might want to think about auto-generating your scenes.
My design pattern is I have a single Prefab that I've put in all scenes, and when I have new things to add to all scenes, I add them as children of that single prefab. If you need it to be a top-level object, you can put something in its script that unparents itself on Awake.
Related
I'm making a first person shooter and im trying to make a reload animation.
I want to make it look like the hand grabs the mag and pulls it down.
How do I make two animations work together?
I remember having to do that for my wrestling game. What I did was create 2 controllers and 2 animations. Controllers should be the same (have same timing, transition and all that). Then make one animation for example animation of how hand reloads a gun. Now memorize sample rate and in which frame you put keys and what do they do (what do they change). Now start animating how mag is getting pulled BASED on what you have done previously. Like in what frame it should go down and in which frame it should be thrown or new one should be inserted and etc.
Then you will have to enter play mode in order to see them simultaneously. I am making a wrestling game and this method is what I use.
Good luck
https://docs.unity3d.com/Manual/AnimatorOverrideController.html
he Animator Override Controller is a type of asset which allows you to extend an existing Animator Controller
, replacing the specific animations used but otherwise retaining the original’s structure, parameters and logic.
This allows you to create multiple variants of the same basic state machine
, but with each using different sets of animations. For example, your game may have a variety of NPC types living in the world, but each type (goblin, ogre, elf, etc) has their own unique animations for walking, idling, sitting, etc.
By creating one “base” Animator Controller containing the logic for all NPC types, you could then create an override for each type and drop in their respective animation files.
I'm learning unity3d and c# right now with c++ and c knowledge. However, I'm confused with this line of code.
private Gameobject cubePrelab;
This is a simple line of code which "defines the object that we want to spawn" according to the lecturer.
Then he immediately do things like:
Instantiate(cubePreLab, ...,...)
which clones the object according to the documentation online.
I'm confused about the first line of code which it seems like we are just defining an object without actually initializing it. However, the result is with these two line of code, we can actually create a box on the screen but I'm confused why it is a box instead of maybe a trangle.
I suggest you read about Unity Prefabs
Since you're new to Unity, I assume you've started off by putting a few objects -- such as a cube -- into your scene right? The Unity Editor makes it easy to put objects into your scene while you're designing your game, but what if you wanted to dynamically add objects into your scene while you're playing your game?
For example, imagine that you created a scene that has a cannon in it, and every time the player hits the Space key, you want to fire a cannonball. When you create your Scene in the Unity editor, you put your cannon in your scene, but how do you add cannonballs while you're playing the game?
You could have a bunch of code that creates a cannonball from scratch every time you fire one, but that's a very time consuming and error-prone way of doing it. This is where prefabs come in. A prefab is like a blueprint for an object that you're going to add to your scene later. So a cannonball prefab would be an object that you design in the Unity Editor just like any other Unity object that you're adding to your scene. You could assign its size, its material, its color, its attack power, and so on through the Unity Editor (no code needed).
First you would create a prefab in the Unity Editor for your cannonball.
After you create a cannonball prefab, you would add a property on your Cannon class such as public GameObject cannonballPrefab, and you'd drag your cannonball prefab from the Unity editor into the "Cannonball Prefab" property of the Cannonball component on your cannon object in the Unity Inspector. So if you only look at the C# code, it looks like the cannonballPrefab field is never getting initialized. However, you are initializing it by dragging a prefab into it in the Unity Editor. To reference your initial question, this is also how Unity knows to create a box and not a triangle in your example. Unity will create an instance of whatever your prefab is.
Then within your Cannon code, you can instantiate an instance of your cannonballPrefab while you're playing the game each time you want to add a cannonball into your scene.
Now when you call Instantiate(cannonballPrefab... Unity adds an instance of your cannonball into your scene. Then you'd probably do some additional initialization by assigning it an initial position, an initial speed, an initial direction, and so on.
Also, like Pac0 said, the tutorial probably has public GameObject cubePrefab (not private) so that you can drag a reference into it from the Unity Editor. Alternatively you could keep it private and add the [SerializeField] attribute to it like below. Unity won't let you assign a private field from the editor unless it has the [SerializeField] attribute on it.
[SerializeField]
private GameObject cubePrefab;
I'm still a bit lost on this. Basically I want to have a persistent gameobject throughout multiple scenes. This gameobject will represent the players avatar. It is displayed using a prefab.
I tried adding the singleton script to my login scene controller. I have a public GameObject class parameter but it isn't showing up in the inspector so I can drop the prefab in. Maybe I'm getting this wrong.
Also, let's say I'm testing a scene. Since the singleton is initialized in the login scene, How would I get this global gameobject prefab into that new scene I'm testing considering I won't even be loading the login scene during testing?
I think I'm just super confused. All I want is to be able to use 1 script which represents the players "avatar", including the prefab used to display it, and have it persist throughout the entire game. Is this possible? Also, how do I get it when I'm testing scenes and haven't called the scene containing the singleton?
Thanks for anyone who can help me.
Basically I want to have a persistent gameobject throughout multiple scenes. This gameobject will represent the players avatar.
Use DontDestroyOnLoad on the object that should persist throughout multiple scenes.
Take caution if you are loading back the same scene that set the Object to DontDestroyOnLoad, as it will create another same object that has a DontDestroyOnLoad. This post talks about it.
Edit (Thanks to yes), check the comments in this answer.
(There are also a few more options that you have depending on your needs, Hugo's answer from this post has it.)
I tried adding the singleton script to my login scene controller. I have a public GameObject class parameter but it isn't showing up in the inspector so I can drop the prefab in. Maybe I'm getting this wrong.
Show some codes? It is hard to exactly tell what is wrong.
It might be the fact that you forgot to drag in your script to a game-object, or the class is static, etc.
I have a script called StartGame that is suposed to do different things when different game modes are selected. Unity's API and forums suggests using OnLevelWasLoaded, but it isnt being called. In fact when I hover my mouse over it in Visual Studio it tells me the method is"StartGame.OnLevelWasLoaded". I'm pretty sure that means that It isn't overriding the method. Has anyone else had this problem? Also I'm using Unity 5.3.
Are you sure your GameObject is still existing after loading the new scene?
Usually, all GameObjects are deleted from the scene when loading another scene.
You can prevent this by loading the scene additive (adding the contents of the new scene to the contents of the current one)
SceneManager.LoadScene("your scene name", LoadSceneMode.Additive);
or by preventing deletion for your specific GameObject
GameObject.DontDestroyOnLoad(yourStartGameScriptHolder); // where yourStartGameScriptHolder is the GameObject(!), not the script reference
I'm new to Unity3D and looking for some basic information.
I'm used to OO programming, but I cannot quite see how to access the objects from script.
I created an object, made it a prefab (plan on using it many times) and the object has text on it.
The text uses a Text Mesh. I'm using C#.
How do I thru code, simple example on start, instantiate a new prefab object called Tile at 0,0?
How do you access the text Mesh part of the object to change the text?
I sure there is something simple I'm not picking up on.
Just having trouble understanding how to connect the code to the objects and vice versa.
Updated:
Also wanted to note, I'm trying to load multiple objects at the start, if that makes a difference in the answers.
Update2:
Just wanted to explain a little more what info I was missing when tying the mono code to the unity interface.
In Unity:
Created any object and turn it into a prefab.
Created a second empty game object, place it somewhere in the play view area.
Created a script on the Empty game object.
In Mono code editor:
Created 2 public variables (C#)
public GameObject spawnObj;
public GameObject spawnPoint;
void Update () {
Instantiate (this.spawnObj, this.spawnPoint.transform.position, this.spawnPoint.transform.rotation);
}
Back in Unity:
Select the Empty Game Object.
In the script Component, you should see the 2 vars.
Drag your Prefab Object into the var spawnObj.
Drag the Empty game object into the var spawnPoint.
I did this is the Update, not to smart, but it spawned a cube or 2 or more, spawning from code is all I wanted to understand.
AD1: It's GameObject.Instantiate:
var go=GameObject.Instantiate(prefab, Vector3.zero, Quaternion.Identity) as GameObject;
A prefab is an asset-like GameObject that is used as a template for scene GameObjects.
To use a prefab you have to drag a GameObject to the project window and reference it in code in one of two ways:
Using resources, var prefab=Resources.Load("my-prefab") will load the project file Resources/my-prefab. Note the use of the special "Resources" directory - it's a magic name that is required.
Using a reference, in a MonoBehaviour add a public GameObject prefab field. Then on a GameObject using this class you can drag and drop your prefab from the project window to create a reference to it. You can then use the prefab field in your code. No "Resources" directory needed here.
Prefer option 2, as all resources are in the final binary, while normal assets are trimmed when possible.
AD2: get the TextMesh compontent and modify text:
go.GetComponent<TextMesh>().text="new text";