I hope you all are doing well. I have been following a Unity tutorial for a rhythm game and I have found this bug that I could not get past. Essentially, my OnTriggerExit2D is getting called too early. I'll include a picture in the conclusion of this post. I have tried logging the game object and it seems that all of my button objects suffer the same fate. I have included a link of the tutorial that I have been following in the conclusion. Any help towards figuring this out would be helpful.
Tutorial Link: https://www.youtube.com/watch?v=PMfhS-kEvc0&ab_channel=gamesplusjames
What my game looks like, the missed shows up when I've hit it.
Debug Output
GameManager
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class GameManager : MonoBehaviour
{
public AudioSource theMusic;
public bool startPlaying;
public BeatScroller theBS;
public static GameManager instance;
public int currentScore;
public int scorePerNote = 100;
public int scorePerGoodNote = 125;
public int scorePerPerfectNote = 150;
public int currentMultiplier;
public int multiplierTracker;
public int [] multiplierTresholds;
public Text scoreText;
public Text multiText;
// Start is called before the first frame update
void Start()
{
instance = this;
scoreText.text = "Score: 0";
multiText.text = "Multiplier: x1";
currentMultiplier = 1;
}
// Update is called once per frame
void Update()
{
if(!startPlaying){
if(Input.anyKeyDown){
startPlaying = true;
theBS.hasStarted = true;
theMusic.Play();
}
}
}
public void NoteHit(){
Debug.Log("Note Hit On Time");
if(currentMultiplier-1 < multiplierTresholds.Length){
multiplierTracker++;
if(multiplierTresholds[currentMultiplier-1] <= multiplierTracker){
multiplierTracker = 0;
currentMultiplier++;
}
}
multiText.text = "Multiplier: x"+currentMultiplier;
//currentScore += scorePerNote * currentMultiplier;
scoreText.text = "Score: "+currentScore;
}
public void NormalHit(){
currentScore += scorePerNote * currentMultiplier;
NoteHit();
}
public void GoodHit(){
currentScore += scorePerGoodNote * currentMultiplier;
NoteHit();
}
public void PerfectHit(){
currentScore += scorePerPerfectNote * currentMultiplier;
NoteHit();
}
public void NoteMissed(){
Debug.Log("MISSED!");
multiText.text = "Multiplier: x1";
}
}
BeatScroller
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BeatScroller : MonoBehaviour
{
public float beatTempo;
public bool hasStarted;
// Start is called before the first frame update
void Start()
{
beatTempo = beatTempo / 60f;
}
// Update is called once per frame
void Update()
{
if(!hasStarted){
}else{
transform.position -= new Vector3(0f, beatTempo*Time.deltaTime, 0f);
}
}
}
ButtonController
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ButtonController : MonoBehaviour
{
// Start is called before the first frame update
private SpriteRenderer theSR;
public Sprite defaultImage;
public Sprite pressedImage;
public KeyCode keyToPress;
void Start()
{
theSR = GetComponent<SpriteRenderer>();
}
// Update is called once per frame
void Update()
{
if(Input.GetKeyDown(keyToPress))
{
theSR.sprite = pressedImage;
}
if(Input.GetKeyUp(keyToPress))
{
theSR.sprite = defaultImage;
}
}
}
noteObject
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class noteObject : MonoBehaviour
{
public bool canBePressed;
public KeyCode KeyToPress;
public GameObject hitEffect, goodEffect, perfectEffect, missedEffect;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
if(Input.GetKeyDown(KeyToPress))
{
if(canBePressed)
{
gameObject.SetActive(false);
if(Mathf.Abs(transform.position.y) > 0.25){
GameManager.instance.NormalHit();
Debug.Log("Normal Hit!");
Instantiate(hitEffect,transform.position, hitEffect.transform.rotation);
}else if(Mathf.Abs(transform.position.y) > 0.05f){
GameManager.instance.GoodHit();
Debug.Log("Good Hit!!");
Instantiate(goodEffect,transform.position, goodEffect.transform.rotation);
}else{
GameManager.instance.PerfectHit();
Debug.Log("PERFECT HIT!!!");
Instantiate(perfectEffect,transform.position, perfectEffect.transform.rotation);
}
}
}
}
private void OnTriggerEnter2D(Collider2D other)
{
if(other.tag == "Activator")
{
canBePressed = true;
}
}
private void OnTriggerExit2D(Collider2D other)
{
if(other.tag == "Activator")
{
Debug.Log("Exited collider on game object: "+ other.gameObject.name);
canBePressed = false;
GameManager.instance.NoteMissed();
Instantiate(missedEffect,transform.position, missedEffect.transform.rotation);
}
}
}
EffectObject
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EffectObject : MonoBehaviour
{
public float lifeTime = 1f;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
Destroy(gameObject, lifeTime);
}
}
Hmm ... You say that OnTriggerExit2D is called to early? I assume it's called when the elements are still inside one another? If that's the case I guess your bounding boxes don't have the right size, or the right shape. I see arrows, do they have a rectangular bounding box or a polygon one that follows their shape? Are all your bounding boxes the right size?
I figured out what was wrong thanks to AdrAs's comment.
Turns out I had to check the y position of my arrow and collider were well enough below the height of my button box collider. In addition to that, I reshaped my colliders. I found that this code did the trick for me. Thank You All For the Nudges in the right direction.
noteObject -> new OnTriggerExit2D
private void OnTriggerExit2D(Collider2D other)
{
if(other.tag == "Activator" && transform.position.y < -0.32)
{
Debug.Log("Exited collider on game object: "+ other.gameObject.name);
canBePressed = false;
GameManager.instance.NoteMissed();
Instantiate(missedEffect,transform.position, missedEffect.transform.rotation);
}
}
Related
I'm developing a TopDown 2D game on Unity with some RPG elements and I did as so, when the player steps on a set of tiles placed on the map, it triggers an animation with a UI showing some text. However, the animation gets called multiple times while the player keeps stepping on the tiles and even when he exits the trigger area.
What I need help with is how to make the animation only trigger once and, while the UI is in on the screen, the player is not allowed to move until the player presses the button in the UI (already programmed and working).
Here is the code I used to make the trigger function:
public class TriggerScript : MonoBehaviour
{
public string popUp;
public Animator animator;
void Start()
{
animator = GetComponent<Animator>();
}
private void OnTriggerEnter2D(Collider2D collision)
{
PopUpSystem pop = GameObject.FindGameObjectWithTag("GameManager").GetComponent<PopUpSystem>();
pop.PopUp(popUp);
Debug.Log("trigger");
animator.SetTrigger("pop");
}
}
And here is the PopUpSystem that sets the text:
public class PopUpSystem : MonoBehaviour
{
public GameObject popUpBox;
public Animator popupanimation;
public TMP_Text popUpText;
public void PopUp(string text)
{
popUpBox.SetActive(true);
popUpText.text = text;
popupanimation.SetTrigger("pop");
}
}
If, in order to help me, you need more information and details, please ask me in the comment section.
Note that I am new to Unity and have zero experience with it so, if you can be patient and explain things in a simple way, I would enjoy that!
Thank you for reading.
Edit: this is the animator window:
Edit 2: The code that I use for the movement of the player:
public class PLayerController : MonoBehaviour
{
private Rigidbody2D MyRB;
private Animator myAnim;
public string popUp;
[SerializeField]
private float speed;
// Start is called before the first frame update
void Start()
{
MyRB = GetComponent<Rigidbody2D>();
myAnim = GetComponent<Animator>();
}
private void Move()
{
myAnim.SetTrigger("popUp");
}
// Update is called once per frame
void Update()
{
MyRB.velocity = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical")) * speed * Time.deltaTime;
myAnim.SetFloat("moveX", MyRB.velocity.x);
myAnim.SetFloat("moveY", MyRB.velocity.y);
if ((Input.GetAxisRaw("Horizontal")==1) ||(Input.GetAxisRaw("Horizontal") == -1)||(Input.GetAxisRaw("Vertical") == 1)||(Input.GetAxisRaw("Vertical") == -1))
{
myAnim.SetFloat("LastMoveX", Input.GetAxisRaw("Horizontal"));
myAnim.SetFloat("LastMoveY", Input.GetAxisRaw("Vertical"));
}
}
}
Edit 3: Code with boolean:
public class TriggerScript : MonoBehaviour
{
public string popUp;
public Animator animator;
bool condition = false;
void Start()
{
animator = GetComponent<Animator>();
}
private void OnTriggerEnter2D(Collider2D collision)
{
if (condition == false)
{
PopUpSystem pop = GameObject.FindGameObjectWithTag("GameManager").GetComponent<PopUpSystem>();
pop.PopUp(popUp);
Debug.Log("trigger");
animator.SetTrigger("pop");
condition = true;
}
}
private void OnTriggerExit2D(Collider2D collision)
{
animator.SetTrigger("close");
}
All you have to do is to set your TriggerScript to something like this:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TriggerScript : MonoBehaviour
{
public string popUp;
private void OnTriggerEnter2D(Collider2D collision)
{
PopUpSystem pop = GameObject.FindGameObjectWithTag("GameManager").GetComponent<PopUpSystem>();
if (collision.gameObject.tag == "Player")
{
pop.PopUp(popUp);
}
}
private void OnTriggerExit2D(Collider2D collision)
{
PopUpSystem pop = GameObject.FindGameObjectWithTag("GameManager").GetComponent<PopUpSystem>();
pop.closeBox();
}
}
and then set your PopUpSystemScript to something like this:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
public class PopUpSystem : MonoBehaviour
{
public GameObject popUpBox;
public Animator popupanimation;
public TMP_Text popUpText;
public void PopUp(string text)
{
popUpBox.SetActive(true);
popUpText.text = text;
popupanimation.SetTrigger("pop");
}
public void closeBox()
{
popupanimation.SetTrigger("close");
}
}
Now click on the popUp and close animation clips (in Animations folder) and remove the Loop Time check mark. and you should be all set to see the animation appears and disappears.
To stop the player, you can either use Time.timeScale. or set the rigidbody to isKenimatic.
I have a problem with setting a property in a class from another class.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ProjectileBehaviour : MonoBehaviour
{
#region Variables
[SerializeField] private int _velocity;
private int _directionx = 1;
private int _directiony;
private bool _isHit;
private Rigidbody2D rb;
public int Velocity { get => _velocity; set => _velocity = value; }
public bool IsHit { get => _isHit; set => _isHit = value; }
public int Directionx { get => _directionx; set => _directionx = value; }
public int Directiony { get => _directiony; set => _directiony = value; }
#endregion
#region Game Loop
void Awake()
{
Setup();
}
private void Update()
{
}
void FixedUpdate()
{
MoveProjectile();
Debug.Log(_directionx);
}
#endregion
#region Helper Functions
private void MoveProjectile() => transform.position += (-transform.right * (Time.deltaTime * Velocity)) * Directionx;
private void Setup()
{
rb = GetComponent<Rigidbody2D>();
IsHit = false;
}
#endregion
}
This class describes the behaviour of a projectile I want to be shot at the beginning of the scene. The property DirectionX is responsible for the direction of the movement of the projectile. So if Directionx = 1, then the projectile should move to the left, if Directionx = -1, the projectile should move to the right. Now I want to change _directionx through another class.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerCollision : MonoBehaviour
{
public ProjectileBehaviour projectileBehaviour;
void Start()
{
}
void Update()
{
}
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.CompareTag("Projectile")) { ReflectProjectile(); }
}
private void ReflectProjectile()
{
projectileBehaviour.Directionx = -1;
Debug.Log(projectileBehaviour.Directionx);
}
}
This class is responsible for the collision of objects with the player. Now if Projectile with the tag "Projectile" hits the player, the directionx property is set to -1 which works fine. But there is a problem:
Console Log
Even though directionx is set to -1 for a brief moment, it changes back to 1. Therefore the projectile is not being reflected and flies through the player.
Thank you for reading, any help is highly appreciated!
If you have more than one instance of your proyectile, you might be getting in the console the 1 direction of another's projectile fixed update:
void FixedUpdate()
{
MoveProjectile();
Debug.Log(_directionx);
}
You can check that out differenciating your log messages
My goal was to make my character pickup item on collider (2D) didn't work.
So here is what I've tried:
Player Controller Script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviour
{
public float moveSpeed = 2f;
public Inventory inventory;
void Start()
{
}
public bool isGrounded;
public LayerMask groundLayers;
void Update()
{
// isgrounded?
isGrounded = Physics2D.OverlapArea(new Vector2(transform.position.x -
0.2f, transform.position.y - 0.2f),
new Vector2(transform.position.x + 0.2f, transform.position.y -
0.21f), groundLayers);
Jump();
Vector3 movement = new Vector3(Input.GetAxis("Horizontal"), 0f, 0f);
transform.position += movement * Time.deltaTime * moveSpeed;
}
void Jump()
{
if(Input.GetButtonDown("Jump") && isGrounded)
{
gameObject.GetComponent<Rigidbody2D>().AddForce(new Vector2(0f,
2.5f), ForceMode2D.Impulse);
}
}
private void OnCollisionEnter2D(ControllerColliderHit hit)
{
IInventoryItem item = hit.collider.GetComponent<IInventoryItem>();
if (item != null)
{
inventory.AddItem(item);
}
}
}
HUD SCRIPT:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class HUD : MonoBehaviour
{
public Inventory Inventory;
void Start ()
{
Inventory.ItemAdded += InventoryScript_ItemAdded;
}
private void InventoryScript_ItemAdded(object sender, InventoryEventArgs
e)
{
Transform inventoryPanel = transform.Find("InventoryPanel");
foreach(Transform slot in inventoryPanel)
{
// Border... Image
Image image = slot.GetChild(0).GetChild(0).GetComponent<Image>();
// We found empty slot!
if (!image.enabled)
{
image.enabled = true;
image.sprite = e.Item.Image;
// Todo store a reference;
break;
}
}
}
}
Inventory Script:
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Inventory : MonoBehaviour
{
private const int SLOTS = 7;
private List<IInventoryItem> mItems = new List<IInventoryItem>();
public event EventHandler<InventoryEventArgs> ItemAdded;
public void AddItem(IInventoryItem item)
{
if(mItems.Count < SLOTS)
{
Collider collider = (item as MonoBehaviour).GetComponent<Collider>
();
if (collider.enabled)
{
collider.enabled = false;
mItems.Add(item);
item.OnPickup();
if (ItemAdded != null)
{
ItemAdded(this, new InventoryEventArgs(item));
}
}
}
}
}
Inventory Item Script:
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public interface IInventoryItem
{
string Name { get; }
Sprite Image { get; }
void OnPickup();
}
public class InventoryEventArgs : EventArgs
{
public InventoryEventArgs(IInventoryItem item)
{
Item = item;
}
public IInventoryItem Item;
}
Rock Script (The object):
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Rock : MonoBehaviour, IInventoryItem
{
public string Name
{
get
{
return "Rock";
}
}
public Sprite _Image = null;
public Sprite Image
{
get
{
return _Image;
}
}
public void OnPickup()
{
// TODO: ADD LOGIC THAT WILL MAKE THE ROCK A 'WEAPON' TO CUT DOWN THE
TREE
gameObject.SetActive(false);
}
}
All of those scripts work, but whenever I join my game and Collide the player with the object (all 2d, 2D Box colliders, etc.) the character wont pick the item up and put it in it's inventory?
The scripts are referenced to each other.
What did I do wrong?
Physics 2D Screenshot:
Player inspector screenshot:
Rock (Object that needs to join his inventory)
One thing I noticed is that you are mixing the syntax of two events to create one that doesn't exist. void OnCollisionEnter2D(ControllerColliderHit hit) is not a built-in event in Unity. You probably mean to use void OnCollisionEnter2D(Collision2D hit):
private void OnCollisionEnter2D(Collision2D hit)
{
IInventoryItem item = hit.collider.GetComponent<IInventoryItem>();
if (item != null)
{
inventory.AddItem(item);
}
}
Another thing is that BoxCollider2D does not inherit from Collider. So, in AddItem, you should look for a Collider2D component instead:
public void AddItem(IInventoryItem item)
{
if(mItems.Count < SLOTS)
{
Collider2D collider = (item as MonoBehaviour).GetComponent<Collider2D>();
if (collider.enabled)
{
collider.enabled = false;
mItems.Add(item);
item.OnPickup();
if (ItemAdded != null)
{
ItemAdded(this, new InventoryEventArgs(item));
}
}
}
}
Consider this to be a partial solution because this may not capture all the changes needed... Let me know if this alone doesn't fix the problem in the comments below.
I am making a quiz game in the unity from the unity live session quiz game tutorials everything is working fine except somehow the score isn't working when i Click the button it should add 10 score to the Score. Here are the tutorials : https://unity3d.com/learn/tutorials/topics/scripting/intro-and-setup?playlist=17117 and the code for my Game Controller :
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
using System.Collections.Generic;
public class GameController : MonoBehaviour {
public Text questionDisplayText;
public Text scoreDisplayText;
public Text timeRemainingDisplayText;
public SimpleObjectPool answerButtonObjectPool;
public Transform answerButtonParent;
public GameObject questionDisplay;
public GameObject roundEndDisplay;
private DataController dataController;
private RoundData currentRoundData;
private QuestionData[] questionPool;
private bool isRoundActive;
private float timeRemaining;
private int questionIndex;
private int playerScore;
private List<GameObject> answerButtonGameObjects = new List<GameObject>();
// Use this for initialization
void Start ()
{
dataController = FindObjectOfType<DataController> ();
currentRoundData = dataController.GetCurrentRoundData ();
questionPool = currentRoundData.questions;
timeRemaining = currentRoundData.timeLimitInSeconds;
UpdateTimeRemainingDisplay();
playerScore = 0;
questionIndex = 0;
ShowQuestion ();
isRoundActive = true;
}
private void ShowQuestion()
{
RemoveAnswerButtons ();
QuestionData questionData = questionPool [questionIndex];
questionDisplayText.text = questionData.questionText;
for (int i = 0; i < questionData.answers.Length; i++)
{
GameObject answerButtonGameObject = answerButtonObjectPool.GetObject();
answerButtonGameObjects.Add(answerButtonGameObject);
answerButtonGameObject.transform.SetParent(answerButtonParent);
AnswerButton answerButton = answerButtonGameObject.GetComponent<AnswerButton>();
answerButton.Setup(questionData.answers[i]);
}
}
private void RemoveAnswerButtons()
{
while (answerButtonGameObjects.Count > 0)
{
answerButtonObjectPool.ReturnObject(answerButtonGameObjects[0]);
answerButtonGameObjects.RemoveAt(0);
}
}
public void AnswerButtonClicked(bool isCorrect)
{
if (isCorrect)
{
playerScore += currentRoundData.pointsAddedForCorrectAnswer;
scoreDisplayText.text = "Score: " + playerScore.ToString();
}
if (questionPool.Length > questionIndex + 1) {
questionIndex++;
ShowQuestion ();
} else
{
EndRound();
}
}
public void EndRound()
{
isRoundActive = false;
questionDisplay.SetActive (false);
roundEndDisplay.SetActive (true);
}
public void ReturnToMenu()
{
SceneManager.LoadScene ("MenuScreen");
}
private void UpdateTimeRemainingDisplay()
{
timeRemainingDisplayText.text = "Time: " + Mathf.Round (timeRemaining).ToString ();
}
// Update is called once per frame
void Update ()
{
if (isRoundActive)
{
timeRemaining -= Time.deltaTime;
UpdateTimeRemainingDisplay();
if (timeRemaining <= 0f)
{
EndRound();
}
}
}
}
and my answer Button Code:
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class AnswerButton : MonoBehaviour {
public Text answerText;
private AnswerData answerData;
private GameController GameController;
// Use this for initialization
void Start ()
{
GameController = FindObjectOfType<GameController> ();
}
public void Setup(AnswerData data)
{
answerData = data;
answerText.text = answerData.answerText;
}
public void HandleClick()
{
GameController.AnswerButtonClicked (answerData.isCorrect);
}
}
and Answer Data :
using UnityEngine;
using System.Collections;
[System.Serializable]
public class AnswerData
{
public string answerText;
public bool isCorrect;
}
If everything is working fine (the whole code gets executed correctly, which I presume at this point), you probably did not set the data correctly. In your Game Controller, you have the line
playerScore += currentRoundData.pointsAddedForCorrectAnswer;
in your AnswerButtonClicked method which should add an amount you defined to the score if the answer is correct. Since I presume that your whole code is running fine (I can't see your in-engine setup, only the code here, which looks like the one in the tutorial), this is probably the first location where to look at the error. This value is probably set in the Unity Inspector or via another script, so you may want to go check in other files or the Editor.
The next thing to check is, if the buttons are correctly linked via their event handler. This can be checked by looking at the inspector. In the tutorial series this step is done in part Click to answer at the end of the video.
I'm currently developing within Unity 2018 and have made a script for decreasing a character's health on collision with an enemy:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class HealthManager : MonoBehaviour
{
public static int currentHealth;
public Slider healthBar;
void Awake()
{
healthBar = GetComponent<Slider> ();
currentHealth = 100;
}
void ReduceHealth()
{
currentHealth = currentHealth - 1;
healthBar.value = currentHealth;
}
void Update()
{
healthBar.value = currentHealth;
}
}
When I try to use said method in the scripting file for the enemy I get an error stating "Assets/Custom Scripts/BeetleScript.cs(46,28): error CS0122: `HealthManager.ReduceHealth()' is inaccessible due to its protection level"
The following is the enemy script initiating the variables being used and calling the method:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BeetleScript : MonoBehaviour
{
Animator animator;
public GameObject cucumberToDestroy;
public bool cherryHit = false;
public float smoothTime = 3.0f;
public Vector3 smoothVelocity = Vector3.zero;
public PointsManager _ptsManager;
public HealthManager _healthManager;
void Start()
{
animator = GetComponent<Animator>();
}
void Update()
{
if (cherryHit)
{
var cm = GameObject.Find("CucumberMan");
var tf = cm.transform;
this.gameObject.transform.LookAt(tf);
// move towards Cucumber Man
animator.Play("Standing Run");
transform.position = Vector3.SmoothDamp(transform.position, tf.position,
ref smoothVelocity, smoothTime);
}
}
// Collision Detection Test
void OnCollisionEnter(Collision col)
{
if (col.gameObject.CompareTag("Player"))
{
_healthManager = GameObject.Find
("Health_Slider").GetComponent<HealthManager>();
_healthManager.ReduceHealth();
if (!cherryHit)
{
BeetlePatrol.isAttacking = true;
var cm = GameObject.Find("CucumberMan");
var tf = cm.transform;
this.gameObject.transform.LookAt(tf);
animator.Play("Attacking on Ground");
StartCoroutine("DestroySelfOnGround");
}
else
{
animator.Play("Standing Attack");
StartCoroutine("DestroySelfStanding");
}
}
}
}
Any help to fix this would be appreciated.
Your methods are private.
You have to write public in front of the method you want to access from outside the class.
public void ReduceHealth()
{
...
}
You need to make void ReduceHealth() to be public -> public void ReduceHealth()