Review Data From FireBase and save it in a LineRender.setposition() - c#

Hy what i'm trying to do is to get all position from linerender and save it a a list of vector3 than save it in a firebase i did that so far now what i'm trying to is is to get the data that i save from firebase than save it again in a vector3 list so i can put it in the setposition linerender i try to do that but i always get a null result i didn't know why !!
the problem is i didn't figure out how to get the data i always get a null result
this is my code
using Firebase;
using Firebase.Database;
using Firebase.Unity.Editor;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Path : MonoBehaviour
{
[SerializeField] private List<Transform> checkpoints = new List<Transform>();
private LineRenderer linerenderer;
public Material TheLineMateriel;
public static bool _ispressed = false;
private string DATA_URL = "https://kataraproject-a233a.firebaseio.com/";
private DatabaseReference reference;
Player playerInstance = new Player();
List<GetPosition> tmpList = new List<GetPosition>();
// Start is called before the first frame update
void Start()
{
FirebaseApp.DefaultInstance.SetEditorDatabaseUrl(DATA_URL);
reference = FirebaseDatabase.DefaultInstance.RootReference;
GameObject lineObject = new GameObject();
this.linerenderer = lineObject.AddComponent<LineRenderer>();
this.linerenderer.startWidth = 0.05f;
this.linerenderer.endWidth = 0.05f;
this.linerenderer.positionCount = checkpoints.Count;
this.linerenderer.material = TheLineMateriel;
}
// Update is called once per frame
void Update()
{
this.DrawLine();
}
private void DrawLine()
{
Vector3[] checkpointsArray = new Vector3[this.checkpoints.Count];
for (int i = 0; i < this.checkpoints.Count; i++) {
Vector3 checkpointPos = this.checkpoints[i].position;
checkpointsArray[i] = new Vector3(checkpointPos.x, checkpointPos.y, 0f);
}
Vector3[] newPos = new Vector3[linerenderer.positionCount];
this.linerenderer.SetPositions(checkpointsArray);
linerenderer.GetPositions(newPos);
if ( _ispressed == true)
{
playerInstance.Position = newPos;
writeNewPosition("1");
_ispressed = false;
}
}
public void PostPosition ()
{
_ispressed = true;
}
public void GetPosition()
{
Firebase.Database.FirebaseDatabase dbInstance = Firebase.Database.FirebaseDatabase.DefaultInstance;
dbInstance.GetReference("Positions").GetValueAsync().ContinueWith(task => {
if (task.IsFaulted)
{
// Handle the error...
}
else if (task.IsCompleted)
{
DataSnapshot snapshot = task.Result;
foreach (DataSnapshot user in snapshot.Children)
{
IDictionary dictUser = (IDictionary)user.Value;
GetPosition newplayer = new GetPosition(dictUser);
tmpList.Add(newplayer);
foreach (var item in dictUser.Values)
{
Debug.Log(item);
Debug.Log("" + dictUser["Position"] );
}
}
}
});
}
private void writeNewPosition(string positionId)
{
string json = JsonUtility.ToJson(playerInstance);
reference.Child("Positions").Child(positionId).SetRawJsonValueAsync(json);
}
}
Can someone help me please and sorry for my enghlish

I find a way how to get the data from firebase this is the new script that I Update I used JSON .NET For Unity
using Firebase;
using Firebase.Database;
using Firebase.Unity.Editor;
using Newtonsoft.Json;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class SetPath : MonoBehaviour
{
[SerializeField] private List<Transform> checkpoints = new List<Transform>();
private LineRenderer linerenderer;
public Material TheLineMateriel;
//Firebase
public static bool _ispressed = false;
private string DATA_URL = "https://kataraproject-a233a.firebaseio.com/";
private DatabaseReference reference;
Positions playerInstance = new Positions();
List<Vector3> tmpList = new List<Vector3>();
public static string Json;
bool liste_done = false;
Vector3 newPosition;
public List<Vector3> listOfPosition = new List<Vector3>();
// Start is called before the first frame update
private void Awake()
{
//FireBase
FirebaseApp.DefaultInstance.SetEditorDatabaseUrl(DATA_URL);
reference = FirebaseDatabase.DefaultInstance.RootReference;
}
void Start()
{
FirebaseDatabase.DefaultInstance.GetReference("Positions").GetValueAsync().ContinueWith(task => {
if (task.IsFaulted)
{
Debug.Log("No snapshot");
// Handle the error...
}
else if (task.IsCompleted)
{
DataSnapshot snapshot = task.Result;
//Debug.Log("Snapshot:= " + task.Result.Value);
int i = 0;
foreach (DataSnapshot user in snapshot.Children)
{
// IDictionary dictUser = (IDictionary)user.Value;
//Debug.Log(dictUser.Keys);
Positions client = JsonConvert.DeserializeObject<Positions>(user.GetRawJsonValue());
foreach (var item in client.Position)
{
newPosition.x = item.x;
newPosition.y = item.y;
newPosition.z = 0;
checkpoints[i].gameObject.SetActive(true);
checkpoints[i].position = newPosition;
i++;
}
//Debug.Log(user.GetRawJsonValue());
}
//DrawLine
GameObject lineObject = new GameObject();
this.linerenderer = lineObject.AddComponent<LineRenderer>();
this.linerenderer.startWidth = 0.05f;
this.linerenderer.endWidth = 0.05f;
this.linerenderer.positionCount = checkpoints.Count;
this.linerenderer.material = TheLineMateriel;
}
});
}
// Update is called once per frame
void Update()
{
this.DrawLine();
}
private void DrawLine()
{
Vector3[] checkpointsArray = new Vector3[this.checkpoints.Count];
for (int i = 0; i < this.checkpoints.Count; i++)
{
Vector3 checkpointPos = this.checkpoints[i].position;
checkpointsArray[i] = new Vector3(checkpointPos.x, checkpointPos.y, 0f);
}
Vector3[] newPos = new Vector3[linerenderer.positionCount];
this.linerenderer.SetPositions(checkpointsArray);
linerenderer.GetPositions(newPos);
if (_ispressed == true)
{
playerInstance.Position = newPos;
writeNewPosition("1");
_ispressed = false;
Debug.Log("Saving is done");
}
}
//Save Data in fireBase
private void writeNewPosition(string positionId)
{
string json = JsonUtility.ToJson(playerInstance);
reference.Child("Positions").Child(positionId).SetRawJsonValueAsync(json);
}
//Button to save Data
public void PostPosition()
{
_ispressed = true;
}
public void NextScene()
{
SceneManager.LoadScene("PlayerSelmaNew");
}
}

Related

Values Getting Skewed When Passed Between Scripts Unity

I'm working on a portal system and am up to making the traveller go through the portal. For this, I just set the traveller's position to the position of the other portal. When I do this, however, the Z rotation of the camera gets skewed, and they are teleported slightly higher than they should. Any help is welcome <3
Portal Script
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Portal : MonoBehaviour
{
//Portal Camera Positioning
public Portal linkedPortal;
private Camera portalCam;
private Camera playerCam;
//Portal Sceen Texture
private PortalScreen portalScreen;
private MeshRenderer screenRen;
private RenderTexture viewTexture;
//Travellers
//[SerializableField]
List<PortalTraveller> trackedTravellers;
public Vector3 desiredCameraRotation;
public Vector3 desiredCameraPosition;
private Transform globalRuler;
PortalTraveller[] travellersToAdd;
[HideInInspector]
public float travellerDistance;
//Debug
[HideInInspector]
public float dstToPlayer;
void Awake()
{
playerCam = Camera.main;
portalCam = linkedPortal.GetComponentInChildren<Camera>();
portalScreen = GetComponentInChildren<PortalScreen>();
screenRen = portalScreen.GetComponent<MeshRenderer>();
globalRuler = GameObject.FindWithTag("GlobalRuler").transform;
trackedTravellers = new List<PortalTraveller>();
travellersToAdd = GameObject.FindObjectsOfType<PortalTraveller>();
foreach (PortalTraveller traveller in travellersToAdd)
{
if (!trackedTravellers.Contains(traveller))
{
trackedTravellers.Add(traveller);
}
}
}
void Update()
{
Render();
}
static bool VisibleFromCamera(Renderer renderer, Camera camera)
{
Plane[] frustumPlanes = GeometryUtility.CalculateFrustumPlanes(camera);
return GeometryUtility.TestPlanesAABB(frustumPlanes, renderer.bounds);
}
void Render()
{
if (!VisibleFromCamera(screenRen, playerCam))
{
return;
}
desiredCameraPosition = transform.position - (playerCam.transform.position - linkedPortal.portalScreen.screenPos);
desiredCameraPosition.y = playerCam.transform.position.y;
desiredCameraRotation = playerCam.transform.eulerAngles + new Vector3 (0f, 180f, 0f);
portalCam.transform.position = desiredCameraPosition;
portalCam.transform.eulerAngles = desiredCameraRotation;
if (viewTexture == null || viewTexture.width != Screen.width || viewTexture.height != Screen.height)
{
if (viewTexture != null)
{
viewTexture.Release();
}
viewTexture = new RenderTexture (Screen.width, Screen.height, 0);
portalCam.targetTexture = viewTexture;
screenRen.material.SetTexture("_MainTex", viewTexture);
}
}
void LateUpdate()
{
HandleTravellers();
}
void HandleTravellers()
{
for (int i = 0; i < trackedTravellers.Count; i++)
{
PortalTraveller traveller = trackedTravellers[i];
Transform travellerT = trackedTravellers[i].transform;
Vector3 toTraveller = traveller.transform.position - transform.position;
int portalSide = System.Math.Sign(Vector3.Dot(toTraveller, transform.right));
int portalSideOld = System.Math.Sign(Vector3.Dot(traveller.previousTravellerVector, transform.right));
travellerDistance = Mathf.Abs(Vector3.Distance(transform.position, travellerT.position));
//Debug.Log("Handled");
if (travellerDistance > linkedPortal.travellerDistance)
{
break;
}
if (portalSide < portalSideOld && travellerDistance < globalRuler.transform.lossyScale.z / 2 )
{
//Debug.Log(travellerDistance);
var positionOld = travellerT.position;
var rotationOld = travellerT.rotation;
Quaternion rot = Quaternion.Euler(desiredCameraRotation.x, desiredCameraRotation.y, 0f);
traveller.Teleport(transform, linkedPortal.transform, desiredCamerxaPosition, rot);
traveller.previousTravellerVector = toTraveller;
//trackedTravellers.RemoveAt(i);
i--;
}
else
{
traveller.previousTravellerVector = toTraveller;
dstToPlayer = Mathf.Abs(Vector3.Distance(transform.position, travellerT.position));
}
}
}
void OnValidate()
{
if (linkedPortal != null)
{
linkedPortal.linkedPortal = this;
}
travellersToAdd = GameObject.FindObjectsOfType<PortalTraveller>();
}
}
Traveller Script
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PortalTraveller : MonoBehaviour
{
public Vector3 previousTravellerVector;
public void Teleport(Transform originalPortal, Transform linkedPortal, Vector3 pos, Quaternion rot)
{
transform.position = pos;
transform.rotation = rot;
}
}

Unity Object Reference Not Set To An Instance Of An Object [duplicate]

This question already has answers here:
What is a NullReferenceException, and how do I fix it?
(27 answers)
Closed 9 months ago.
I have a stanza of code that sees if a collider is intersecting with another collider, but it's giving me an error. I've pasted the error below.
NullReferenceException: Object reference not set to an instance of an object
Portal.LateUpdate () (at Assets/Scripts/Portal.cs:112)
I have no idea why this is happening. Thanks for the help in advance! <3
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Portal : MonoBehaviour
{
//Portal Camera Positioning
public Portal linkedPortal;
Camera portalCam;
Camera playerCam;
//Portal Sceen Texture and Clipping Protection
[HideInInspector]
public PortalScreen portalScreen;
MeshRenderer screenRen;
RenderTexture viewTexture;
public PortalTraveller activeTraveller;
public Collider travellerCollider;
List<PortalTraveller> travellersInPortalColliders;
//Travellers
[HideInInspector]
public List<PortalTraveller> trackedTravellers;
Vector3 desiredCameraRotation;
Vector3 desiredCameraPosition;
Transform globalRuler;
public PortalTraveller[] travellersToAdd;
[HideInInspector]
public float travellerDistance;
//Debug
[HideInInspector]
public float dstToPlayer;
void Awake()
{
playerCam = Camera.main;
portalCam = linkedPortal.GetComponentInChildren<Camera>();
portalScreen = GetComponentInChildren<PortalScreen>();
screenRen = portalScreen.GetComponent<MeshRenderer>();
globalRuler = GameObject.FindWithTag("GlobalRuler").transform;
trackedTravellers = new List<PortalTraveller>();
travellersToAdd = GameObject.FindObjectsOfType<PortalTraveller>();
foreach (PortalTraveller traveller in travellersToAdd)
{
if (!trackedTravellers.Contains(traveller))
{
trackedTravellers.Add(traveller);
}
}
}
void Update()
{
Render();
if (activeTraveller != null)
travellerCollider = activeTraveller.GetComponent<Collider>();
}
static bool VisibleFromCamera(Renderer renderer, Camera camera)
{
Plane[] frustumPlanes = GeometryUtility.CalculateFrustumPlanes(camera);
return GeometryUtility.TestPlanesAABB(frustumPlanes, renderer.bounds);
}
void Render()
{
if (!VisibleFromCamera(screenRen, playerCam))
{
return;
}
desiredCameraPosition = transform.position - (playerCam.transform.position - linkedPortal.portalScreen.screenPos);
desiredCameraPosition.y = playerCam.transform.position.y;
desiredCameraRotation = playerCam.transform.eulerAngles + new Vector3 (0f, 180f, 0f);
portalCam.transform.position = desiredCameraPosition;
portalCam.transform.eulerAngles = desiredCameraRotation;
if (viewTexture == null || viewTexture.width != Screen.width || viewTexture.height != Screen.height)
{
if (viewTexture != null)
{
viewTexture.Release();
}
screenRen.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.ShadowsOnly;
viewTexture = new RenderTexture (Screen.width, Screen.height, 0);
portalCam.targetTexture = viewTexture;
screenRen.material.SetTexture("_MainTex", viewTexture);
screenRen.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.On;
}
}
void LateUpdate()
{
HandleTravellers();
foreach (PortalTraveller traveller in travellersToAdd)
{
if (!trackedTravellers.Contains(traveller))
{
trackedTravellers.Add(traveller);
}
}
foreach (PortalTraveller traveller in trackedTravellers)
{
if (!travellersInPortalColliders.Contains(traveller))
{
traveller.hasTeleported = false;
}
}
}
void HandleTravellers()
{
for (int i = 0; i < trackedTravellers.Count; i++)
{
PortalTraveller traveller = trackedTravellers[i];
Transform travellerT = trackedTravellers[i].transform;
Vector3 toTraveller = traveller.transform.position - transform.position;
int portalSide = System.Math.Sign(Vector3.Dot(toTraveller, transform.right));
int portalSideOld = System.Math.Sign(Vector3.Dot(traveller.previousTravellerVector, transform.right));
travellerDistance = Mathf.Abs(Vector3.Distance(transform.position, travellerT.position));
activeTraveller = traveller;
if (travellerDistance > linkedPortal.travellerDistance)
{
break;
}
if (portalSide != portalSideOld && travellerDistance < globalRuler.transform.lossyScale.z / 2)
{
var positionOld = travellerT.position;
var rotationOld = travellerT.rotation;
Quaternion rot = Quaternion.Euler(desiredCameraRotation.x, desiredCameraRotation.y, 0f);
traveller.Teleport(transform, linkedPortal.transform, travellerT);
traveller.previousTravellerVector = toTraveller;
trackedTravellers.RemoveAt(i);
i--;
}
else
{
traveller.previousTravellerVector = toTraveller;
dstToPlayer = Mathf.Abs(Vector3.Distance(transform.position, travellerT.position));
}
}
}
void OnValidate()
{
if (linkedPortal != null)
{
linkedPortal.linkedPortal = this;
}
travellersToAdd = GameObject.FindObjectsOfType<PortalTraveller>();
}
void OnTriggerEnter(Collider other)
{
if (other.GetComponent<PortalTraveller>() != null)
{
var travellerSharedCollider = other.GetComponent<PortalTraveller>();
if (!travellersInPortalColliders.Contains(travellerSharedCollider))
{
travellersInPortalColliders.Add(travellerSharedCollider);
linkedPortal.travellersInPortalColliders.Add(travellerSharedCollider);
}
}
}
void OnTriggerExit(Collider other)
{
if (other.GetComponent<PortalTraveller>() != null)
{
var travellerSharedCollider = other.GetComponent<PortalTraveller>();
if (travellersInPortalColliders.Contains(travellerSharedCollider))
{
travellersInPortalColliders.Remove(travellerSharedCollider);
linkedPortal.travellersInPortalColliders.Remove(travellerSharedCollider);
}
}
}
}
The reason for the NullReferenceException is because the variable List travellersInPortalColliders is never initialized. You need to somewhere in your code put:
travellersInPortalColliders = new List<PortalTraveller>();
I would suggest somewhere in your awake function. For Example:
void Awake()
{
playerCam = Camera.main;
portalCam = linkedPortal.GetComponentInChildren<Camera>();
portalScreen = GetComponentInChildren<PortalScreen>();
screenRen = portalScreen.GetComponent<MeshRenderer>();
globalRuler = GameObject.FindWithTag("GlobalRuler").transform;
trackedTravellers = new List<PortalTraveller>();
travellersToAdd = GameObject.FindObjectsOfType<PortalTraveller>();
travellersInPortalColliders = new List<PortalTraveller>();
foreach (PortalTraveller traveller in travellersToAdd)
{
if (!trackedTravellers.Contains(traveller))
{
trackedTravellers.Add(traveller);
}
}
}

Objects out of place Unity

I'm making an android 2D game on Unity 2020.3.30f1. I inserted a scroll view into the project, when the game starts, the content and buttons change size and the buttons flip. What should I do?
Maybe it has nothing to do with the code?
Thank you in advance!
Sorry if bad code.
Here's what it looks like:
It should be:
Script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class AchMenu : MonoBehaviour
{
public int money;
public int total_money;
[SerializeField] bool isFirst;
public string[] arrayTitles;
public Sprite[] arraySprites;
public GameObject button;
public GameObject content;
private List<GameObject> list = new List<GameObject>();
private VerticalLayoutGroup _group;
void Start()
{
money = PlayerPrefs.GetInt("money");
total_money = PlayerPrefs.GetInt("total_money");
isFirst = PlayerPrefs.GetInt("isFirst") == 1 ? true : false;
RectTransform rectT = content.GetComponent<RectTransform>();
rectT.transform.localPosition = new Vector3(0.0f, 0.0f, 0.0f);
_group = GetComponent<VerticalLayoutGroup>();
setAchievs();
if (isFirst)
{
StartCoroutine(IdleFarm());
}
}
private void RemovedList()
{
foreach (var elem in list)
{
Destroy(elem);
}
list.Clear();
}
void setAchievs()
{
RectTransform rectT = content.GetComponent<RectTransform>();
rectT.transform.localPosition = new Vector3(0.0f, 0.0f, 0.0f);
RemovedList();
if (arrayTitles.Length > 0)
{
var pr1 = Instantiate(button, transform);
var h = pr1.GetComponent<RectTransform>().rect.height;
var tr = GetComponent<RectTransform>();
tr.sizeDelta = new Vector2(tr.rect.width, h * arrayTitles.Length);
Destroy(pr1);
for (var i = 0; i < arrayTitles.Length; i++)
{
var pr = Instantiate(button, transform);
pr.GetComponentInChildren<Text>().text = arrayTitles[i];
pr.GetComponentsInChildren<Image>()[1].sprite = arraySprites[i];
var i1 = i;
pr.GetComponent<Button>().onClick.AddListener(() => GetAchievement(i1));
list.Add(pr);
}
}
}
void GetAchievement(int id)
{
switch (id)
{
case 0:
Debug.Log(id);
break;
case 1:
Debug.Log(id);
money += 10;
PlayerPrefs.SetInt("money", money);
break;
case 2:
Debug.Log(id);
break;
}
}
IEnumerator IdleFarm()
{
yield return new WaitForSeconds(1);
money++;
Debug.Log(money);
PlayerPrefs.SetInt("money", money);
StartCoroutine(IdleFarm());
}
public void ToMenu()
{
SceneManager.LoadScene(0);
}
// Update is called once per frame
void Update()
{
}
}

Unity: My enemy projectile is being destroyed before ever leaving it's spawn location. What am i doing wrong?

Like the title says, the enemy projectiles are not launching. They are spawned and destroyed in the same place. They do not fire toward the target. Code in link:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MonkeyController : MonoBehaviour {
private const int MAX_INJURES = 1;
public float DurationMovement = 2f;
public Transform SpawnLocation;
public Transform[] PatrolPoints;
public GameObject MonkeyProjectile;
public Rigidbody2D Abby;
public float AttackDelay = 0.75f;
public float ProjectileSpeed = 1;
public int ProjectilesCount = 4;
public float activePosition;
public float passivePosition;
private List<GameObject> ProjectileList = new List<GameObject>();
private int PatrolIndex = 0;
private int injures = 0;
private bool canPatrol;
private Coroutine fireCoroutine;
private Coroutine patrolCoroutine;
private Coroutine movementCoroutine;
WaitForSeconds delay;
Vector2 AttackVector = Vector2.zero;
// Use this for initialization
private void Start () {
delay = new WaitForSeconds(AttackDelay);
InitializeProjectileList();
fireCoroutine = StartCoroutine(MonkeyFireProjectileBehaviour());
patrolCoroutine = StartCoroutine(PatrolBehaviour(PatrolPoints[PatrolIndex].position));
}
private IEnumerator MonkeyFireProjectileBehaviour()
{
yield return delay;
if (GameManager.GetInstance().gameState == GameState.GAME_OVER)
yield return null;
AttackVector = Abby.transform.position - (transform.position /*+ (Vector3)Abby.velocity/10f*/);
FireProjectile(AttackVector);
fireCoroutine = StartCoroutine(MonkeyFireProjectileBehaviour());
}
private IEnumerator PatrolBehaviour(Vector3 animationLocation)
{
canPatrol = true;
float distance = (transform.position - animationLocation).magnitude;
float duration = DurationMovement;
Vector3 startingPos = transform.position;
float t = 0;
while (t < 1 && canPatrol)
{
t += Time.deltaTime / duration;
transform.position = Vector3.Lerp(startingPos, animationLocation, t);
yield return null;
}
if (!canPatrol)
yield break;
transform.position = animationLocation;
IncrementMovementIndex();
patrolCoroutine = StartCoroutine(PatrolBehaviour(PatrolPoints[PatrolIndex].position));
yield return null;
}
private void IncrementMovementIndex()
{
PatrolIndex++;
if(PatrolIndex == PatrolPoints.Length)
{
PatrolIndex = 0;
}
}
private void InitializeProjectileList()
{
GameObject Projectile;
for (int i = 0; i < ProjectilesCount; i++)
{
Projectile = Instantiate(MonkeyProjectile);
Projectile.SetActive(false);
ProjectileList.Add(Projectile);
}
}
private void FireProjectile(Vector2 forceProjectile)
{
foreach (GameObject projectile in ProjectileList)
{
if (!projectile.activeInHierarchy)
{
projectile.transform.position = SpawnLocation.position;
projectile.SetActive(true);
projectile.GetComponent<TrailRenderer>().enabled = true;
projectile.GetComponent<Rigidbody2D>().bodyType = RigidbodyType2D.Dynamic;
projectile.GetComponent<Rigidbody2D>().AddForce(forceProjectile * (ProjectileSpeed + Random.Range(0, ProjectileSpeed/2)), ForceMode2D.Impulse);
break;
}
}
}
private IEnumerator DoMovementCoroutine()
{
yield return new WaitForSeconds (0.01F);
transform.localPosition = new Vector2(passivePosition, 0);
yield return AnimatorExecutive.AnimatePositionCoroutine (gameObject, new Vector2 (activePosition, 0), 5.0F);
fireCoroutine = StartCoroutine(MonkeyFireProjectileBehaviour());
patrolCoroutine = StartCoroutine(PatrolBehaviour(PatrolPoints[PatrolIndex].position));
}
private void OnCollisionEnter2D(Collision2D otherCollision)
{
if (otherCollision.gameObject.tag == "Projectile")
{
injures++;
if (injures >= MAX_INJURES)
{
injures = 0;
canPatrol = false;
GetComponent<AudioSource>().Play();
if(fireCoroutine != null) StopCoroutine (fireCoroutine);
if(patrolCoroutine != null) StopCoroutine (patrolCoroutine);
movementCoroutine = StartCoroutine (DoMovementCoroutine());
}
}
}
}
With the information your provided, I would say the problem you may be facing is the GameObject you pass in the inspector to get the SpawnLocation has got a collider and a script with a OnCollisionEnter2D, which detect the projectil when you instantiate it and destroy it.
However, you are not destroying the projectil inside this OnCollisionEnter2D.
private void OnCollisionEnter2D(Collision2D otherCollision)
{
if (otherCollision.gameObject.tag == "Projectile")
{
injures++;
if (injures >= MAX_INJURES)
{
injures = 0;
canPatrol = false;
GetComponent<AudioSource>().Play();
if(fireCoroutine != null) StopCoroutine (fireCoroutine);
if(patrolCoroutine != null) StopCoroutine (patrolCoroutine);
movementCoroutine = StartCoroutine (DoMovementCoroutine());
}
}
}
In the case you dont have in your code any line to destroy the projectil gameobject after a collision. The problem could be you are not reaching this line projectile.SetActive(true);
I will try to replicate your code and check what may be happening

Unity HTC VIVE Teleportation

I am developing for the HTC VIVE and am trying to create a teleportation script that would allow the user to teleport to a certain location (predefined by me) when the user grabs a certain object. I currently have a teleportation code that works like a normal teleporter where the user points at a location and the room is moved to that location. I have modified this so that no matter where the user is pointing they will always teleport to the specific location. This is a first step but I am really looking to trigger this teleportation when the user picks up a certain object, does anyone have any ideas on where to star or how to do this?
Here is the code for the modified teleporter:
namespace VRTK{
using UnityEngine;
using System.Collections;
public delegate void TeleportEventHandler(object sender, DestinationMarkerEventArgs e);
public class VRTK_BasicTeleport : MonoBehaviour
{
public float blinkTransitionSpeed = 0.6f;
[Range(0f, 32f)]
public float distanceBlinkDelay = 0f;
public bool headsetPositionCompensation = true;
public string ignoreTargetWithTagOrClass;
public bool limitToNavMesh = false;
public event TeleportEventHandler Teleporting;
public event TeleportEventHandler Teleported;
protected Transform eyeCamera;
protected bool adjustYForTerrain = false;
protected bool enableTeleport = true;
private float blinkPause = 0f;
private float fadeInTime = 0f;
private float maxBlinkTransitionSpeed = 1.5f;
private float maxBlinkDistance = 33f;
public void InitDestinationSetListener(GameObject markerMaker)
{
if (markerMaker)
{
foreach (var worldMarker in markerMaker.GetComponents<VRTK_DestinationMarker>())
{
worldMarker.DestinationMarkerSet += new DestinationMarkerEventHandler(DoTeleport);
worldMarker.SetInvalidTarget(ignoreTargetWithTagOrClass);
worldMarker.SetNavMeshCheck(limitToNavMesh);
worldMarker.SetHeadsetPositionCompensation(headsetPositionCompensation);
}
}
}
protected virtual void Start()
{
Utilities.SetPlayerObject(this.gameObject, VRTK_PlayerObject.ObjectTypes.CameraRig);
adjustYForTerrain = false;
eyeCamera = Utilities.AddCameraFade();
InitDestinationMarkerListeners();
InitHeadsetCollisionListener();
enableTeleport = true;
}
protected void OnTeleporting(object sender, DestinationMarkerEventArgs e)
{
if (Teleporting != null)
Teleporting(this, e);
}
protected void OnTeleported(object sender, DestinationMarkerEventArgs e)
{
if (Teleported != null)
Teleported(this, e);
}
protected virtual void Blink(float transitionSpeed)
{
fadeInTime = transitionSpeed;
SteamVR_Fade.Start(Color.black, 0);
Invoke("ReleaseBlink", blinkPause);
}
protected virtual bool ValidLocation(Transform target)
{
//If the target is one of the player objects or a UI Canvas then it's never a valid location
if(target.GetComponent<VRTK_PlayerObject>() || target.GetComponent<VRTK_UIGraphicRaycaster>())
{
return false;
}
bool validNavMeshLocation = false;
if (target)
{
NavMeshHit hit;
validNavMeshLocation = NavMesh.SamplePosition(target.position, out hit, 1.0f, NavMesh.AllAreas);
}
if (!limitToNavMesh)
{
validNavMeshLocation = true;
}
return (validNavMeshLocation && target && target.tag != ignoreTargetWithTagOrClass && target.GetComponent(ignoreTargetWithTagOrClass) == null);
}
protected virtual void DoTeleport(object sender, DestinationMarkerEventArgs e)
{
if (enableTeleport && ValidLocation(e.target) && e.enableTeleport)
{
OnTeleporting(sender, e);
Vector3 newPosition = GetNewPosition(e.destinationPosition, e.target);
CalculateBlinkDelay(blinkTransitionSpeed, newPosition);
Blink(blinkTransitionSpeed);
SetNewPosition(newPosition, e.target);
OnTeleported(sender, e);
}
}
protected virtual void SetNewPosition(Vector3 position, Transform target)
{
this.transform.position = CheckTerrainCollision(position, target);
}
protected virtual Vector3 GetNewPosition(Vector3 tipPosition, Transform target)
{
float newX = 0;
float newY = 17;
float newZ = 0;
return new Vector3(newX, newY, newZ);
}
protected Vector3 CheckTerrainCollision(Vector3 position, Transform target)
{
if (adjustYForTerrain && target.GetComponent<Terrain>())
{
var terrainHeight = Terrain.activeTerrain.SampleHeight(position);
position.y = (terrainHeight > position.y ? position.y : terrainHeight);
}
return position;
}
private void CalculateBlinkDelay(float blinkSpeed, Vector3 newPosition)
{
blinkPause = 0f;
if (distanceBlinkDelay > 0f)
{
float distance = Vector3.Distance(this.transform.position, newPosition);
blinkPause = Mathf.Clamp((distance * blinkTransitionSpeed) / (maxBlinkDistance - distanceBlinkDelay), 0, maxBlinkTransitionSpeed);
blinkPause = (blinkSpeed <= 0.25 ? 0f : blinkPause);
}
}
private void ReleaseBlink()
{
SteamVR_Fade.Start(Color.clear, fadeInTime);
fadeInTime = 0f;
}
private void InitDestinationMarkerListeners()
{
var controllerManager = GameObject.FindObjectOfType<SteamVR_ControllerManager>();
InitDestinationSetListener(controllerManager.left);
InitDestinationSetListener(controllerManager.right);
foreach (var destinationMarker in GameObject.FindObjectsOfType<VRTK_DestinationMarker>())
{
if (destinationMarker.gameObject != controllerManager.left && destinationMarker.gameObject != controllerManager.right)
{
InitDestinationSetListener(destinationMarker.gameObject);
}
}
}
private void InitHeadsetCollisionListener()
{
var headset = GameObject.FindObjectOfType<VRTK_HeadsetCollisionFade>();
if (headset)
{
headset.HeadsetCollisionDetect += new HeadsetCollisionEventHandler(DisableTeleport);
headset.HeadsetCollisionEnded += new HeadsetCollisionEventHandler(EnableTeleport);
}
}
private void DisableTeleport(object sender, HeadsetCollisionEventArgs e)
{
enableTeleport = false;
}
private void EnableTeleport(object sender, HeadsetCollisionEventArgs e)
{
enableTeleport = true;
}
}
And here is the code for the pointer:
namespace VRTK{
using UnityEngine;
using System.Collections;
public class VRTK_BezierPointer : VRTK_WorldPointer
{
public float pointerLength = 10f;
public int pointerDensity = 10;
public bool showPointerCursor = true;
public float pointerCursorRadius = 0.5f;
public float beamCurveOffset = 1f;
public GameObject customPointerTracer;
public GameObject customPointerCursor;
public LayerMask layersToIgnore = Physics.IgnoreRaycastLayer;
private GameObject projectedBeamContainer;
private GameObject projectedBeamForward;
private GameObject projectedBeamJoint;
private GameObject projectedBeamDown;
private GameObject pointerCursor;
private GameObject curvedBeamContainer;
private CurveGenerator curvedBeam;
// Use this for initialization
protected override void Start()
{
base.Start();
InitProjectedBeams();
InitPointer();
TogglePointer(false);
}
protected override void Update()
{
base.Update();
if (projectedBeamForward.gameObject.activeSelf)
{
ProjectForwardBeam();
ProjectDownBeam();
DisplayCurvedBeam();
SetPointerCursor();
}
}
protected override void InitPointer()
{
pointerCursor = (customPointerCursor ? Instantiate(customPointerCursor) : CreateCursor());
pointerCursor.name = string.Format("[{0}]WorldPointer_BezierPointer_PointerCursor", this.gameObject.name);
Utilities.SetPlayerObject(pointerCursor, VRTK_PlayerObject.ObjectTypes.Pointer);
pointerCursor.layer = LayerMask.NameToLayer("Ignore Raycast");
pointerCursor.SetActive(false);
curvedBeamContainer = new GameObject(string.Format("[{0}]WorldPointer_BezierPointer_CurvedBeamContainer", this.gameObject.name));
Utilities.SetPlayerObject(curvedBeamContainer, VRTK_PlayerObject.ObjectTypes.Pointer);
curvedBeamContainer.SetActive(false);
curvedBeam = curvedBeamContainer.gameObject.AddComponent<CurveGenerator>();
curvedBeam.transform.parent = null;
curvedBeam.Create(pointerDensity, pointerCursorRadius, customPointerTracer);
base.InitPointer();
}
protected override void SetPointerMaterial()
{
if (pointerCursor.GetComponent<Renderer>())
{
pointerCursor.GetComponent<Renderer>().material = pointerMaterial;
}
foreach (Renderer mr in pointerCursor.GetComponentsInChildren<Renderer>())
{
mr.material = pointerMaterial;
}
base.SetPointerMaterial();
}
protected override void TogglePointer(bool state)
{
state = (pointerVisibility == pointerVisibilityStates.Always_On ? true : state);
projectedBeamForward.gameObject.SetActive(state);
projectedBeamJoint.gameObject.SetActive(state);
projectedBeamDown.SetActive(state);
}
protected override void DisablePointerBeam(object sender, ControllerInteractionEventArgs e)
{
base.DisablePointerBeam(sender, e);
TogglePointerCursor(false);
curvedBeam.TogglePoints(false);
}
protected override void OnDestroy()
{
base.OnDestroy();
if (projectedBeamDown != null)
{
Destroy(projectedBeamDown);
}
if (pointerCursor != null)
{
Destroy(pointerCursor);
}
if (curvedBeam != null)
{
Destroy(curvedBeam);
}
if (projectedBeamContainer != null)
{
Destroy(projectedBeamContainer);
}
if (curvedBeamContainer != null)
{
Destroy(curvedBeamContainer);
}
}
private GameObject CreateCursor()
{
var cursorYOffset = 0.02f;
var cursor = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
cursor.GetComponent<MeshRenderer>().shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
cursor.GetComponent<MeshRenderer>().receiveShadows = false;
cursor.transform.localScale = new Vector3(pointerCursorRadius, cursorYOffset, pointerCursorRadius);
Destroy(cursor.GetComponent<CapsuleCollider>());
return cursor;
}
private void TogglePointerCursor(bool state)
{
var pointerCursorState = (showPointerCursor && state ? showPointerCursor : false);
var playAreaCursorState = (showPlayAreaCursor && state ? showPlayAreaCursor : false);
pointerCursor.gameObject.SetActive(pointerCursorState);
base.TogglePointer(playAreaCursorState);
}
private void InitProjectedBeams()
{
projectedBeamContainer = new GameObject(string.Format("[{0}]WorldPointer_BezierPointer_ProjectedBeamContainer", this.gameObject.name));
Utilities.SetPlayerObject(projectedBeamContainer, VRTK_PlayerObject.ObjectTypes.Pointer);
projectedBeamContainer.transform.parent = this.transform;
projectedBeamContainer.transform.localPosition = Vector3.zero;
projectedBeamForward = new GameObject(string.Format("[{0}]WorldPointer_BezierPointer_ProjectedBeamForward", this.gameObject.name));
Utilities.SetPlayerObject(projectedBeamForward, VRTK_PlayerObject.ObjectTypes.Pointer);
projectedBeamForward.transform.parent = projectedBeamContainer.transform;
projectedBeamJoint = new GameObject(string.Format("[{0}]WorldPointer_BezierPointer_ProjectedBeamJoint", this.gameObject.name));
Utilities.SetPlayerObject(projectedBeamJoint, VRTK_PlayerObject.ObjectTypes.Pointer);
projectedBeamJoint.transform.parent = projectedBeamContainer.transform;
projectedBeamJoint.transform.localScale = new Vector3(0.01f, 0.01f, 0.01f);
projectedBeamDown = new GameObject(string.Format("[{0}]WorldPointer_BezierPointer_ProjectedBeamDown", this.gameObject.name));
Utilities.SetPlayerObject(projectedBeamDown, VRTK_PlayerObject.ObjectTypes.Pointer);
}
private float GetForwardBeamLength()
{
var actualLength = pointerLength;
Ray pointerRaycast = new Ray(transform.position, transform.forward);
RaycastHit collidedWith;
var hasRayHit = Physics.Raycast(pointerRaycast, out collidedWith, pointerLength, ~layersToIgnore);
//reset if beam not hitting or hitting new target
if (!hasRayHit || (pointerContactTarget && pointerContactTarget != collidedWith.transform))
{
pointerContactDistance = 0f;
}
//check if beam has hit a new target
if (hasRayHit)
{
pointerContactDistance = collidedWith.distance;
}
//adjust beam length if something is blocking it
if (hasRayHit && pointerContactDistance < pointerLength)
{
actualLength = pointerContactDistance;
}
return actualLength;
}
private void ProjectForwardBeam()
{
var setThicknes = 0.01f;
var setLength = GetForwardBeamLength();
//if the additional decimal isn't added then the beam position glitches
var beamPosition = setLength / (2 + 0.00001f);
projectedBeamForward.transform.localScale = new Vector3(setThicknes, setThicknes, setLength);
projectedBeamForward.transform.localPosition = new Vector3(0f, 0f, beamPosition);
projectedBeamJoint.transform.localPosition = new Vector3(0f, 0f, setLength - (projectedBeamJoint.transform.localScale.z / 2));
projectedBeamContainer.transform.localRotation = Quaternion.identity;
}
private void ProjectDownBeam()
{
projectedBeamDown.transform.position = new Vector3(projectedBeamJoint.transform.position.x, projectedBeamJoint.transform.position.y, projectedBeamJoint.transform.position.z);
Ray projectedBeamDownRaycast = new Ray(projectedBeamDown.transform.position, Vector3.down);
RaycastHit collidedWith;
var downRayHit = Physics.Raycast(projectedBeamDownRaycast, out collidedWith, float.PositiveInfinity, ~layersToIgnore);
if (!downRayHit || (pointerContactTarget && pointerContactTarget != collidedWith.transform))
{
if (pointerContactTarget != null)
{
base.PointerOut();
}
pointerContactTarget = null;
destinationPosition = Vector3.zero;
}
if (downRayHit)
{
projectedBeamDown.transform.position = new Vector3(projectedBeamJoint.transform.position.x, projectedBeamJoint.transform.position.y - collidedWith.distance, projectedBeamJoint.transform.position.z);
projectedBeamDown.transform.localScale = new Vector3(0.1f, 0.1f, 0.1f);
pointerContactTarget = collidedWith.transform;
destinationPosition = projectedBeamDown.transform.position;
base.PointerIn();
}
}
private void SetPointerCursor()
{
if (pointerContactTarget != null)
{
TogglePointerCursor(true);
pointerCursor.transform.position = projectedBeamDown.transform.position;
base.SetPlayAreaCursorTransform(pointerCursor.transform.position);
UpdatePointerMaterial(pointerHitColor);
}
else
{
TogglePointerCursor(false);
UpdatePointerMaterial(pointerMissColor);
}
}
private void DisplayCurvedBeam()
{
Vector3[] beamPoints = new Vector3[]
{
this.transform.position,
projectedBeamJoint.transform.position + new Vector3(0f, beamCurveOffset, 0f),
projectedBeamDown.transform.position,
projectedBeamDown.transform.position,
};
curvedBeam.SetPoints(beamPoints, pointerMaterial);
if (pointerVisibility != pointerVisibilityStates.Always_Off)
{
curvedBeam.TogglePoints(true);
}
}
}
}
How are you trying to pick the object. Do you use some sort of ray cast or just pick up on collision ? Nevertheless whatever you want to do triggering the teleportation when the object is picked up should be as simple as calling the teleport script from whatever script you using to pick up the object.
for eg:
void OnTriggerEnter(Collider other)
{
if (other.gameObject.CompareTag ("Pick Up"))
{
<<call your teleport script here>>
}
}
Unity has really nice documentation for scripting and you can find a lot of tutorials that explain the basics, even if you go through one of them you should be able to do mostly anything you want with relative ease.

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