So, my editor keeps on crashing on running these scripts.
Specifications of my pc(if needed): Intel i5,8GB ram,Windows 10
I am trying to make a Minecraft game and my editor crashes:
VoxelData.cs:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public static class VoxelData
{
public static readonly int ChunkWidth = 2;
public static readonly int ChunkHeight = 2;
public static readonly Vector3[] voxelVerts = new Vector3[8] {
new Vector3(0.0f,0.0f,0.0f),
new Vector3(1.0f,0.0f,0.0f),
new Vector3(1.0f,1.0f,0.0f),
new Vector3(0.0f,1.0f,0.0f),
new Vector3(0.0f,0.0f,1.0f),
new Vector3(1.0f,0.0f,1.0f),
new Vector3(1.0f,1.0f,1.0f),
new Vector3(0.0f,1.0f,1.0f),
};
public static readonly int[,] voxelTris = new int[6, 6]{
{0,3,1,1,3,2},
{5,6,4,4,6,7},
{3,7,2,2,7,6}, // top face
{1,5,0,0,5,4},
{4,7,0,0,7,3},
{1,2,5,5,2,6}
};
}
and the Chunk.cs script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Chunk : MonoBehaviour
{
public MeshRenderer meshRenderer;
public MeshFilter meshFilter;
// Start is called before the first frame update
int vertexIndex = 0;
List<Vector3> vertices = new List<Vector3>();
List<int> triangles = new List<int>();
List<Vector2> uvs = new List<Vector2>();
void Start()
{
for(int y = 0; y < VoxelData.ChunkHeight; y++)
{
for (int x = 0; x < VoxelData.ChunkWidth; x++)
{
for (int z = 0; x < VoxelData.ChunkWidth; z++)
{
AddVoxelDataToChunk(new Vector3(x, y, z));
}
}
}
CreateMesh();
}
void AddVoxelDataToChunk(Vector3 pos)
{
for (int p = 0; p < 6; p++)
{
for (int i = 0; i < 6; i++)
{
int triangleIndex = VoxelData.voxelTris[p, i];
vertices.Add(VoxelData.voxelVerts[triangleIndex] + pos);
triangles.Add(vertexIndex);
uvs.Add(Vector2.zero);
vertexIndex++;
}
}
}
void CreateMesh()
{
Mesh mesh = new Mesh();
mesh.vertices = vertices.ToArray();
mesh.triangles = triangles.ToArray();
mesh.uv = uvs.ToArray();
mesh.RecalculateNormals();
meshFilter.mesh = mesh;
}
// Update is called once per frame
}
why does it keep crashing, it is quite annoying and not letting me continue on this project.
Please help and advise what to do
The most inner
// | here !
// v
for (int z = 0; x < VoxelData.ChunkWidth; z++)
{
AddVoxelDataToChunk(new Vector3(x, y, z));
}
will cause an infinite loop since x is nowhere changed inside it.
It should most probably be z
// | here !
// v
for (int z = 0; z < VoxelData.ChunkWidth; z++)
{
AddVoxelDataToChunk(new Vector3(x, y, z));
}
Related
I am having trouble with Unity Physics.CheckSphere. I have added a mask "Wall" and assigned it to the object.
In my custom editor window I can select this mask and set values as a grid to check for this object. However, when I click the button I don't get any collisions. But when I change the object's mask to something like "TransparentFX" I get the results I expected.
What am I missing here?
Here is the code for the custom editor window:
private void OnGUI()
{
GUILayout.Label("Generate A*", EditorStyles.boldLabel);
showGridTools = EditorGUILayout.BeginFoldoutHeaderGroup(showGridTools, "Grid Tools");
if(showGridTools)
{
this.GridDimensions = EditorGUILayout.Vector3IntField("Grid Dimensions", GridDimensions);
this.ObstacleMask = EditorGUILayout.LayerField("Obstacle Mask", this.ObstacleMask);
if (GUILayout.Button("Generate Grid"))
CreateGrid();
}
EditorGUILayout.EndFoldoutHeaderGroup();
}
And for checking the collisions:
private void CreateGrid()
{
for (int x = 0; x < this.GridDimensions.x; x++)
{
for (int z = 0; z < this.GridDimensions.z; z++)
{
for (int y = 0; y < this.GridDimensions.y; y++)
{
Vector3Int position = new Vector3Int(x, y, z);
bool obstacle = Physics.CheckSphere(position, 0.3f, this.ObstacleMask);
if(obstacle)
Debug.Log($"Position: {position}, Obstacle: {obstacle}");
}
}
}
}
----------- EDIT -----------
I just did this. Might be pretty slow, I don't know, but at least it
works for now.
private void CreateGrid()
{
this.Grid = new Node[this.GridDimensions.x, this.GridDimensions.y, this.GridDimensions.z];
for (int x = 0; x < this.GridDimensions.x; x++)
{
for (int z = 0; z < this.GridDimensions.z; z++)
{
for (int y = 0; y < this.GridDimensions.y; y++)
{
Vector3Int position = new Vector3Int(x, y, z);
var collisions = Physics.OverlapSphere(position, 0.3f);
bool obstacle = collisions.Where(c => c.gameObject.layer == this.ObstacleMask).Count() > 0;
if (obstacle)
Debug.Log($"Position: {position}, Obstacle: {obstacle}");
}
}
}
}
I'm using code from the tutorial series "make a game" by Sebastian Lague and so far everything has been easily adapted to the new versions of unity. However on Episode 9, I have become unstuck. I have adapted the code for the map generator to get it to compile in my version of unity, 2019.3.11f1. However, the random map generation seems to bias towards lowest coordinated of the map.
My Gen results:
What it should look like:
[
This code is the map generator script it is placed on an empty in the world and adds cubes as obstacles, provided with some prefabs.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MapGenerator : MonoBehaviour
{
public Transform tilePrefab;
public Vector2 mapSize;
public int seed = 10;
public Transform obstaclePrefab;
public int obstacleCount = 10;
[Range(0, 1)]
public float outlinePercent; // Cotrols scale of tiles
List<Coord> allTileCoords;
Queue<Coord> shuffledTileCoords;
private void Start()
{
GenerateMap();
}
public void GenerateMap()
{
allTileCoords = new List<Coord>();
for (int x = 0; x < mapSize.x; x++)
{
for (int y = 0; y < mapSize.y; y++)
{
allTileCoords.Add(new Coord(x, y)); //iterate through mapSize adding tiles
}
}
shuffledTileCoords = new Queue<Coord>(Utility.ShuffleArray(allTileCoords.ToArray(), seed)); //shuffled array of tiles coords
string holderName = "Generated Map"; //Added for the editor script
if (GameObject.Find(holderName)) //Added for the editor script
{ //Added for the editor script
DestroyImmediate(GameObject.Find(holderName)); //Added for the editor script
} //Added for the editor script
Transform mapHolder = new GameObject(holderName).transform; //This is only neccessary because of the editor script
mapHolder.parent = transform; //This is only neccessary because of the editor script
for (int x = 0; x < mapSize.x; x++)
{
for (int y = 0; y < mapSize.y; y++)
{
Vector3 tilePosition = relativeToSpacial(x, y); //converts grid x,y data to real spatial coords
Transform newTile = Instantiate(tilePrefab, tilePosition, Quaternion.Euler(Vector3.right * 90)) as Transform; //instantiates tile in loctaion from rel to spatial func with 90 rotation
newTile.localScale = Vector3.one * (1 - outlinePercent); //scales down tiles to leave a outline
newTile.parent = mapHolder;
}
}
for (int i = 0; i < obstacleCount; i++)
{
Coord randomCoord = GetRandomCoord();
Vector3 obstaclePosition = relativeToSpacial(randomCoord.x, randomCoord.y);
Transform newObstacle = Instantiate(obstaclePrefab, obstaclePosition + Vector3.up * .5f, Quaternion.identity) as Transform;
newObstacle.parent = mapHolder;
}
}
Vector3 relativeToSpacial(int x, int y)
{
return new Vector3(-mapSize.x / 2 + .5f + x, 0, -mapSize.y / 2 + .5f + y);
}
public Coord GetRandomCoord()
{
Coord randomCoord = shuffledTileCoords.Dequeue();
shuffledTileCoords.Enqueue(randomCoord);
//print("|| " + randomCoord.x + " || " + randomCoord.y + " ||");
return randomCoord;
}
public struct Coord
{
public int x;
public int y;
public Coord(int _x, int _y)
{
x = _x;
y = _y;
}
}
}
This is the code from Utility.ShuffleArray which is my custom function for shuffling arrays.
using System.Collections;
using System.Collections.Generic;
public static class Utility
{
public static T[] ShuffleArray<T>(T[] array, int seed)
{
System.Random prng = new System.Random(seed);
for (int i =0; i < array.Length -1; i++)
{
int randomIndex = prng.Next(i, array.Length);
T tempItem = array[randomIndex];
array[randomIndex] = array[i];
}
return array;
}
}
Any help appreciated.
int randomIndex = prng.Next(i, array.Length);
You are incrementing the clamp on your rng in this line in your for loop, so it becomes increasingly bias to the end of the array, also I added code to do a swap of positions rather than duplicate of position try something like this
int randomIndex = prng.Next(0, array.Length);
T tempItem = array[randomIndex];
T tempItemTwo = array[i];
array[randomIndex] = array[i];
array[i] = tempItemTWo;
if that doesnt work also try:
int randomIndex = prng.Next(i, array.Length);
T tempItem = array[randomIndex];
T tempItemTwo = array[i];
array[randomIndex] = array[i];
array[i] = tempItemTWo;
I have this problem, that I draw a new Rect with a GUI: it only draws now on screen. What I want to do is to make this drawing a child of an object, so I can hide this with SetActive(false). This will be only available when players will pause and open Inventory. The game is 2D for Android.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Inventory : MonoBehaviour
{
public int SlotsX, SlotsY;
public GUISkin Skin;
public List<Item> inventory = new List<Item>();
public List<Item> slots = new List<Item>();
private ItemDatabase database;
void Start()
{
for (int i = 0; i < (SlotsX * SlotsY); i++)
{
slots.Add(new Item());
}
database = GameObject.FindGameObjectWithTag("Item Database").GetComponent<ItemDatabase>();
inventory.Add(database.Items[0]);
inventory.Add(database.Items[1]);
inventory.Add(database.Items[3]);
inventory.Add(database.Items[4]);
inventory.Add(database.Items[5]);
inventory.Add(database.Items[6]);
}
void OnGUI()
{
GUI.skin = Skin;
DrawInventory();
for (int i = 0; i < inventory.Count; i++)
{
GUI.Label(new Rect(10, i * 40, 200, 50), inventory[i].itemName);
}
}
void DrawInventory()
{
for (int x = 0; x < SlotsX; x++)
{
for (int y = 0; y < SlotsY; y++)
{
GUI.Box(new Rect(x * 180, y * 180, 160, 160), "", Skin.GetStyle("Slot"));
}
}
}
}
To set the parent of a GameObject in Unity programmatically, simply use this:
childGameObject.transform.SetParent(parentGameObject);
EDIT:
Turns out it isn't this simple with OnGUI. Follow Draco18s's advice and use the new GUI system.
I've been working on building a procedural generator for Unity, that takes in noise and uses it to build a height map.
So far, everything seems to work as long as I limit the size of the mesh to around 250x250. If I attempt to make a larger mesh, the script won't calculate it.
The puzzling thing is that I get no memory errors or anything of that nature. I've implemented a Regenerate button that allows me to generate a new mesh in Unity and as long as I remain in the range of 250x250 or less, it works fine. If I pick a larger value, the mesh simply remains unchanged.
How I calculate the Mesh:
using UnityEngine;
using System.Collections;
using UnityEditor;
using System.IO;
[ExecuteInEditMode]
[RequireComponent(typeof(MeshFilter))]
[RequireComponent(typeof(Noise))]
public class CustomTerrain : MonoBehaviour {
//Note: sizeX*sizeZ determines mesh size.
public int sizeX = 4; //These values are public so they can be
public int sizeZ = 4; //modified in the Unity Editor.
public float noiseSize = 1.0f;
public float cellSize = 1.0f;
private string mPath = "Assets/Generated/";
Noise noise;
void Start() {
noise = GetComponent<Noise>();
this.LoadMesh();
if (!GetComponent<MeshFilter>().sharedMesh) {
this.Regenerate();
}
}
public void LoadMesh() {
Mesh mesh = Instantiate(AssetDatabase.LoadMainAssetAtPath(mPath + gameObject.name + ".asset") as Mesh);
if (mesh) {
GetComponent<MeshFilter>().mesh = mesh;
}
recalculateMeshCollider(mesh);
}
Vector3[] GenVertices() {
float x, z;
int w = (sizeX+1);
int l = (sizeZ+1);
Vector3[] vertices = new Vector3[w*l];
for (int gx = 0; gx < w; gx++) {
for (int gz = 0; gz < l; gz++) {
x = gx*cellSize;
z = gz*cellSize;
float height = (noiseSize * noise.Get(x,z));
vertices[gx*l+gz] = new Vector3(x, height, z);
}
}
return vertices;
}
int[] GenTriangles() {
int vertciesPerTriangle = 3;
int trianglesPerCell = 2;
int numberCells = sizeX * sizeZ;
int[] triangles = new int[vertciesPerTriangle * trianglesPerCell * numberCells];
int tIndeX = 0;
for (int cX = 0; cX < sizeX; cX++) {
for (int cZ = 0; cZ < sizeZ; cZ++) {
int n = cX*(sizeZ+1)+cZ;
triangles[tIndeX] = n;
triangles[tIndeX+1] = n+1;
triangles[tIndeX+2] = n+sizeZ+2;
triangles[tIndeX+3] = n;
triangles[tIndeX+4] = n+sizeZ+2;
triangles[tIndeX+5] = n+sizeZ+1;
tIndeX +=6;
}
}
return triangles;
}
Vector2[] GenUVs() {
int w = (sizeX + 1);
int l = (sizeZ + 1);
Vector2[] uvs = new Vector2[w * l];
for (int uX = 0; uX < w; uX++) {
for (int uZ = 0; uZ < l; uZ++) {
uvs[uX*l+uZ] = new Vector2((float)uX/sizeX, (float)uZ/sizeZ);
}
}
return uvs;
}
}
My Regenerate function:
public void Regenerate() {
noise.Init();
Mesh mesh = GetComponent<MeshFilter>().sharedMesh;
if(!mesh) {
mesh = new Mesh();
GetComponent<MeshFilter>().sharedMesh = mesh;
}
mesh.vertices = GenVertices();
mesh.triangles = GenTriangles();
mesh.uv = GenUVs();
mesh.RecalculateNormals();
recalculateMeshCollider(mesh);
}
public void recalculateMeshCollider(Mesh mesh) {
if (GetComponent<MeshCollider>()) {
DestroyImmediate(GetComponent<MeshCollider>());
}
transform.gameObject.AddComponent<MeshCollider>();
transform.GetComponent<MeshCollider>().sharedMesh = mesh;
}
By "250x250" do you mean there's 62.400 triangles?
Unity has a vertex limit of 65535 count - just use more than one mesh, no trouble.
I have been following the Unity3D Procedural Cave Generation, but I found an error very early on in MapGeneration.cs. Unity says that on line 1 word 1, there is an error: Identifier expected: 'public' is a keyword. I cannot see any difference from my code and the tutorial's code. Here is the link to the tutorial video: [\Tutorial video 1] and here is my code:
using UnityEngine;
using System.Collections;
using System
public class MapGeneration : MonoBehaviour {
public int width;
public int height;
public string seed;
public bool useRandomSeed;
[Range(0,100)]
public int randomFillPercent;
int[,] map;
void Start() {
GenerateMap();
}
void GenerateMap() {
map = new int[width,height];
}
void RandomFillMap() {
if (useRandomSeed) {
seed = Time.time.ToString();
}
System.Random psuedoRandom = new System.Random(seed.GetHashCode());
for (int x = 0; x < width; x++) {
for (int y = 0; y < height; y ++) {
map[x,y] = (psuedoRandom.Next(0,100) < randomFillPercent)? 1: 0;
}
}
}
void OnDrawGizmos() {
if (map != null) {
for (int x = 0; x < width; x++) {
for (int y = 0; y < height; y ++) {
Gizmos.color = (map[x,y] == 1)? Color.black: Color.white;
Vector3 position = new Vector3(-width/2 + x + .5f,0,-height/2 + y + .5f);
Gizmos.DrawCube(position,Vector3.one);
}
}
}
}
}
The error is public on line one.
You don't have the ; after using System (that, maybe, is also an incomplete import).