Unity: Add Button Script to 3D gameObject - c#

I'm trying to add the Unity Button Script to a 3d gameObject. When I tried this by adding it onto a cube, I can't get the desired behaviours. How can I get the 3d object to work like a button? In particular the highlighting colors, the click events. I was speculating that perhaps it uses the wrong raycaster, and if the raycaster specificaiton is changed some how it would work? Does anyone have a good enough understanding of the source code to explain if this is possible, and if so what I would need to do to achieve this? Thanks.
Rik

You could do it by using OnMouseDown() function. Here is the link Unity Docs

You will also need to add the image script along with the button script.

Related

Order in Layer not working - Unity Hub 2021

I have been trying for some hours and almost finished reading all answers on Unity as well as on Stackoverflow. I still don't know how I can place that Pink Character shown in attached picture on to front of the Background. Can anyone please help me?
Image
There are many ways to go about this, you just need to test out what works for you and be creative. There are a few things that you can do:
Option - A
You can try to change Samus's Transform to a rect transform then set the z-index.
Option - B
Change the canvas render mode or sort order
Option - C
Add Samus to the canvas as an Image, then put the image above the background by moving it in the Hierarchy.
Option - D
as suggested by #pixlhero, simply make the background image a SpriteRenderer as well then move it behind Samus in the Hierarchy.
Thanks everyone for your help.
Here is how I solved the problem without Code
Solution:
Step 1: Go to Hierarchy -> Create Empty GameObject.
Step 2: Click on Add Component to add a Sprite Renderer to your Empty GameObject.
Step 3: I imported my character by dragging it into Unity Project Asset Folder.
Step 4: Add the character into Hierarchy and then add Sprite Renderer Component to your Character.
Thanks,

Creating a monitor in Unity

I have a prefab of a submarine I made in blender. In this submarine there is a "altitude" screen which is basically a cube I scaled and painted black.
I can easly get the altitude of my submarine by doing sub.transform.position.y.
Now I want to put a "Text" over the screen with the altitude I am getting.
My question is : What is the best way to do it ?
In an Ideal world I would have a function like
TextObject putTextOnTop(GameObject the_panel)
that would generate a textObject that I would then update each frame with my value.
Thanks
There are multiple solutions for this.
There is an old 3D Text component in unity. This can do what you want. The Problem with this is, that you have only limited styling options.
A Better way is to use a WorldSpaceCanvas.
If you use this option, you have all TextMeshPro styling options.
Here is a video:
https://www.youtube.com/watch?v=GuWEXBeHEy8
The video is not very good, but i can't find a better one.
If you have any Questions left, feel free to ask
You can put the Text GameObject to be the child of the screen (Cube GameObject), there are 2 ways for this:
Set directly in Hierarchy
Create a prefab TextObject and save it in Resources with path: Resources/UI/TextObject. Then in the code, instance and add it as a child of the Cube using the following code:
GameObject textObject = Instantiate(Resources.Load("/UI/TextObject") as GameObject);
textObject.transform.SetParent(cube.transform, false);
Then, in the Update function you add the following code:
void Update()
{
TextObject.GetComponent<Text>().text = sub.transform.position.y.ToString();
}
Hope it can help you!

Unity3d do something when attached a script to gameobject

My problem is, when I attached my script to a game object, I want to make some calculation and add Edge Collider to this game object. Is there any event like "OnAttached" or something else?
Thanks for all your helps.
Thanks to Ruben I found the solution. RequireComponent is what I was looking for, but I actually needed an event like "OnAttached" and at last I found. It is "void Reset()".
The automated addition of the Edge Collider can be done by using [RequireComponent(typeof(EdgeCollider))]
Learn more here:
https://docs.unity3d.com/ScriptReference/RequireComponent.html
Edit: OP says this wasn't helpful, refer to his comment below for more information:
You then can simply put all necessary calculations into the Start() functions, which get called, when a script is enabled.
https://docs.unity3d.com/ScriptReference/MonoBehaviour.Start.html

Interpolation animation in Unity

I am attempting to learn how to create animations in Unity by interpolating between two sets of joint positions of my head model. My first step into this is to simply move the jaw joint down to a given position and back up over time. However, I am completely new to using models and animations in general, so any assistance would be a huge help to me. Linear interpolation is fine. I just don't know how to get something like this set up in Unity.
I have attached the model head I am using.
.fbx file
why don't you try autokey animation? (i'm not shure "autokey" is right term for unity). Something like shown in this video
Depending on the animation, if it's something simple, you can animate via script by changing the positions of the model code and doing so via interpolation.
However, if you want something more complex, you can use the Mecanim Unity which is very good, see: http://video.unity3d.com/video/7362044/.
Or use the tool animation: "Window" -> "Animation". (CTRL + 6)
Remember that to use the Mecanim of unity is necessary to have Unity Pro, but the "animation" does not.
Hope this helps !

Unity c# make 3D object as button to move to another scene

Im making a main menu, and I want to make the 3D object as a button to move to another scene. The 3D object is jar import from SKETCHUP. Im a newbie thats why im still dont know. can someone give me example code using c#?? the name of the object is JAR. thankyou in advance:)
This is how you do it:
Apply a Collider on your object (or you could make it with raycast but it's not necessary for menu buttons)
Define a OnMouseDown or OnMouseUp event. By the way, learn to use Unity documentation, it even has what you're looking for in this example: MonoBehaviour.OnMouseDown().
This is the code to handle click event: (taken directly from the provided link)
void OnMouseDown () { // or OnMouseUp
Application.LoadLevel("level name"); // or level index
}
I assume you know how to define different scenes so you can reference them at loading. If not, read this for a basic guide on how it's done: Application.LoadLevel.
Also a note: Unity has a really big community forum on it's own and has lots of active members which have much more experience. But please, do your homework and watch the tutorials and also try to search for your problem before spamming with questions that have already been explained. Nobody likes to help someone who doesn't want to do any effort on it's own.

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