I'm working on a death script for my game in Unity. I made a 3d Box without textures underneath my level and made its Collider isTrigger = true. I now added a script to the box that reloads the current scene when the player enters the trigger. Its 2 lines of code and I don't know why but I get the error:
Assets\scripts\death.cs(20,32): error CS0103: The name 'currentScene' does not exist in the current context
The Code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class death : MonoBehaviour
{
void Start()
{
Scene currentScene = SceneManager.GetActiveScene();
}
private void OnTriggerEnter(Collider other)
{
SceneManager.LoadScene(currentScene.buildIndex);
}
}
I know that the comments above already noticed your problem was the local variable and thanks to them, but this is just about to optimize your code and memory. you can just keep OnTriggerEnter only and delete Start.
private void OnTriggerEnter(Collider other)
{
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
}
there's no need to store the scene in a variable if we will not use in a further needs. it will be just a waste of memory (bad habit)
Related
I'm new to Unity and C#. I'm trying to make the sprite of "bird" change when he dies in unity. I tried following some tutorials but it doesn't work, so now I'm just trying to make the sprite change when "A" is pressed, but it still doesn't work. Is it a problem of the script or of the sprite?
Here is the code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ChangeSprite : MonoBehaviour
{
public Sprite deadBird;
void Start()
{
}
void Update()
{
if (Input.GetKeyDown(KeyCode.A))
{
GetComponent<SpriteRenderer>().sprite = deadBird;
}
}
}
Here is a screenshot: https://i.stack.imgur.com/PTd9W.png
I think #derHugo is correct, if you have an Animator then that will most likely overwrite any change you try and do. To fix this, you can use that animator and create an animation that is the deadBird. once you have that, connect it to the animator controller from the normal state. in that connection you can create and set a new animator boolean like "isDead" and set it to switch to the dead animation is the bool is true. then change your code from
GetComponent<SpriteRenderer>().sprite = deadBird;
To
anim = gameObject.GetComponent<Animator>() //place this instead of the bird sprite
anim.SetBool("isDead", true); //place this in the if statement
Hope that helps! it's much cleaner to go through the animator as it allows for easier changes as you build your game.
everyone.
Basically, I have a prefab with a canvas and an empty GameObject. This GameObject, PlayAd, contains its own canvas and a button to play ads and let the users skip a level. PlayAd's button is covering the other canvas's continue button, which is only supposed to be accessible if the user passes a level. All my script is supposed to do is deactivate PlayAd on trigger enter so the users can get to the continue button. However, it never goes away after I reach the trigger to cause this. Any help on this would be appreciated. Thank you.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class NewLevScript : MonoBehaviour
{
public GameObject PlayAd;
// Start is called before the first frame update
private void Start()
{
PlayAd = GameObject.Find("PlayAd");
}
private void OnTriggerEnter(Collider other)
{
if (other.tag == "Platyer")
{
PlayAd.SetActive(false);
}
}
}
Boy, do I feel dumb... I had to remove the "t". It works now.
I am trying to add a sound into my game that whenever the player moves over a certain space it plays a crunch sound. I have created the AudioSource file and a .OGG file for the sound.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SpaceBlue : MonoBehaviour
{
public Transform spaceNext;
public AudioSource stepOnObject;
public AudioClip stepOnSound;
private void Start()
{
stepOnObject.clip = stepOnSound;
stepOnObject.enabled = true;
}
private void OnTriggerEnter(Collider other)
{
if (other.tag == "Player")
{
stepOnObject.Play();
if (BoardScript.diceValue > 0)
{
BoardScript.diceValue -= 1;
Debug.Log("The dice are now " +BoardScript.diceValue);
other.transform.LookAt(spaceNext);
}
}
}
}
I have included the source and clip to my game object and i have tried it both with and without "Play on wake" selected.
Whenever the play walks over the player walks over the object i get a warning in the unity engine saying that the source is disabled.
Any help is appreciated :)
I had a similar problem and I fixed it by changing the location of the Play() call to after calling Destroy(GameObject). I would recommend trying moving the call to Play() to the end of the function, or trying Invoke("stepOnObject.Play", 0.5f); to ensure it gets called.
Otherwise, make sure its checkbox is ticked, and that the AudioSource actually has a AudioClip attached.
If you have any piece of code in some other script that Destroys this game object or makes SetActive false, then the best way to solve this problem will be to delay that piece of code by some time using a Coroutine.
using UnityEngine;
using System.Collections;
[RequireComponent(typeof(Camera))]
public class CameraFrustumGizmo : MonoBehaviour
{
Camera _camera;
void Start()
{
_camera = GetComponent<Camera>();
}
The Camera is black and when i start to type Ca...there is no Camera.
I'm not getting errors when compiling the script but when running the game i'm getting null exception.
The script is attached to Main Camera.
I tried now this:
using UnityEngine;
using System.Collections;
public class CameraTest : MonoBehaviour {
Camera _camera;
void Start()
{
_camera = GetComponent<Camera>();
}
public virtual void OnDrawGizmos()
{
Matrix4x4 temp = Gizmos.matrix;
Gizmos.matrix = Matrix4x4.TRS(transform.position, transform.rotation, Vector3.one);
if (_camera.orthographic)
Now the Camera exist but once i attached the script to the Main Camera i'm getting null exception before even running the game the null is on the line:
if (_camera.orthographic)
NullReferenceException: Object reference not set to an instance of an object
CameraTest.OnDrawGizmos () (at Assets/MyScripts/CameraTest.cs:17)
UnityEditor.DockArea:OnGUI()
OnDrawGizmos will be called in the scene view, which means that it may be called while the game isn't running.
Your Start function isn't called until the game runs, so there's a chance that _camera won't be initialized by the time OnDrawGizmos is called.
Basically, when you're messing around with editor scripting, you need to be very careful about which object references exist. It's usually best if your references can be rebuilt on the fly -- given that Unity reloads assemblies each time it re-compiles code, that is going to happen pretty often anyway.
Usually I'll do this with a property that caches a reference the first time it's needed:
Camera cachedCamera;
Camera _camera {
get {
if (cachedCamera == null) {
cachedCamera = GetComponent<Camera>();
}
return cachedCamera;
}
}
That will still fail in some circumstances, but it gives you the basic idea.
using UnityEngine;
using System.Collections;
public class chicken_for : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void FixedUpdate () {
if (collision.gameObject.Quad == collisionObject){
Application.LoadLevel("SciFi Level");
}
}
}
I am attempting to when A person touches a quad, he goes to this sci-fi fortress. It however says the name 'collision' does not exist in the current context.
You're referencing a variable (collision) that doesn't exist. You've got a variable collisionObject that doesn't exist, too.
collision is typically the name of the argument to the OnCollisionEnter method. Your code should probably be inside this method instead of FixedUpdate. I'm guessing that you've copied code from a tutorial somewhere but put it in the wrong method.
collisionObject on the other hand is harder to guess, but I expect that if your script is intended to be a component on the player object, then collisionObject should be your quad; if the script is on the quad then collisionObject should be the player.
Either way, you need to declare that variable - probably as a public field so that you can populate it from the inspector.
Add a new function and make sure the player is tagged as player in the inspector. You also need to make sure that there is a collider on the quad that the player touches and a rigidbody component on the player.
using UnityEngine;
using System.Collections;
public class chicken_for : MonoBehaviour {
//This function will handle the collision on your object
void OnCollisionEnter (Collider col){
if(col.gameobject.tag == "Player"){ //if colliding object if tagged player
Application.LoadLevel("SciFi Level"); //load the sci-fi level
}
}
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
}
This should get you roughly where you want to be!