Cannot See Public Variable in Sidebar of Unity - c#

I was using this tutorial to code a VR game in Unity. When I got to the scripting, I ran into an issue. I could not see variables in the Inspector sidebar. Here is my code:
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Hello : MonoBehaviour {
[SerializeField]
public AudioClip clip;
public AudioSource audioSource;
public Transform gunBarrelTransform;
void Start ()
{
audioSource = GetComponent<AudioSource> ();
audioSource.clip = clip;
}
void Update (){
if (OVRInput.Get (OVRInput.Button.SecondaryHandTrigger)) {
audioSource.Play ();
RaycastGun ();
}
}
private void RaycastGun()
{
RaycastHit hit;
if (Physics.Raycast (gunBarrelTransform.position,
gunBarrelTransform.forward, out hit)) {
if (hit.collider.gameObject.CompareTag ("Cube")) {
Destroy (hit.collider.gameObject);
}
}
}
}
Even when I remove the [SerializeField] it does not work. Does anybody know why the variables aren't showing up? Thank you so much for the help!

Related

Unity clone won't appear

I'm new to coding and i'm trying to spawn a clone of a ball in unity, but it won't appear.
It does spawn at the spawn point but it doesn't appear.
Here is my code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GameController : MonoBehaviour
{
public GameObject ball;
public Transform spawnPoint;
// Start is called before the first frame update
void Start()
{
SpawnBall();
}
// Update is called once per frame
void Update()
{
}
void SpawnBall()
{
Instantiate(ball, spawnPoint.position, Quaternion.identity);
}
}
Edit: it's a 3d game and the mesh renderer is enabled.
Okay nevermind: i just redid the ball and it worked.
¯_(ツ)_/¯

Destroyed Bullet Won't Make Clones and Shoot After around 3 seconds

I made a script that shoots a bullet and destroys it after 3 seconds, however it destroys the original bullet after it is shot which makes unity unable to make copies of it to shoot another bullet, An okay solution might be to make a copy of the bullet and shoot the copy however I do not know how to do that.
This is the script for the gun
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GunShootingScript : MonoBehaviour
{
public ParticleSystem MuzzleFlash;
public float damage = 10f;
public float range = 100f;
public GameObject bulletPrefab;
public float bulletLife = 3f;
public Camera playerCamera;
private void Update()
{
if(Input.GetKeyDown(KeyCode.Mouse0))
{
Destroy(bulletPrefab, bulletLife);
Shoot();
}
}
void Shoot()
{
MuzzleFlash.Play();
Instantiate(bulletPrefab, playerCamera.transform.position, playerCamera.transform.rotation);
RaycastHit hit;
if(Physics.Raycast(playerCamera.transform.position, playerCamera.transform.forward, out hit, range))
{
TakeDamage target = hit.transform.GetComponent<TakeDamage>();
if(target != null)
{
target.GiveDamage(damage);
}
}
}
}
This is the script for the bullet.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Shot : MonoBehaviour
{
// Start is called before the first frame update
public float speed = 3000f;
void Update()
{
transform.position += transform.forward * speed * Time.deltaTime;
}
}
From what I see, you destroy the bulletPrefab but you never actually assign an object for it. You can have a separate GameObject and do that when instantiating inside the Shoot method. Try this:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GunShootingScript : MonoBehaviour
{
public ParticleSystem MuzzleFlash;
public float damage = 10f;
public float range = 100f;
public GameObject bulletPrefab;
public float bulletLife = 3f;
private GameObject bulletShot // This is what I added
public Camera playerCamera;
private void Update()
{
if(Input.GetKeyDown(KeyCode.Mouse0))
{
Destroy(bulletShot); // Removed the timer from here
Shoot();
}
}
void Shoot()
{
MuzzleFlash.Play();
bulletShot = Instantiate(bulletPrefab, playerCamera.transform.position, playerCamera.transform.rotation); // Assigned the bullet to the separate GameObject
RaycastHit hit;
if(Physics.Raycast(playerCamera.transform.position, playerCamera.transform.forward, out hit, range))
{
TakeDamage target = hit.transform.GetComponent<TakeDamage>();
if(target != null)
{
target.GiveDamage(damage);
}
}
}
}
That way, when you try to destroy it, there will actually be something to destroy. However, this will create a new issue. The previously instantiated object will be destroyed instantly when you shoot again. You can fix that by creating a list and adding the bullets there. However, that is NOT efficient. And since you are going to start all over, I suggest you go for an Object Pool. What is that? Glad you asked!
There is a very good video by Jason Weimann on YouTube about object pooling. You might want to give it a go, it is old but definitely not outdated.
https://www.youtube.com/watch?v=uxm4a0QnQ9E
You might need to keep a reference to the shot bullet, to be able to destroy with a coroutine after 3 seconds, it later on like this:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GunShootingScript : MonoBehaviour
{
public ParticleSystem MuzzleFlash;
public float damage = 10f;
public float range = 100f;
public GameObject bulletPrefab;
public float bulletLife = 3f;
private Queue<GameObject> myQ = new Queue<GameObject>(); //queue to keep track of the shot bullet and handle the delayed destroy
private IEnumerator coroutine;
void Start() {
coroutine = DelayedDestroy(3f);
}
public Camera playerCamera;
private void Update()
{
if(Input.GetKeyDown(KeyCode.Mouse0))
{
//Destroy(bulletPrefab, bulletLife); Commented to avoid immediate destruction
Shoot();
}
}
void Shoot()
{
MuzzleFlash.Play();
myQ.Enqueue(Instantiate(bulletPrefab, playerCamera.transform.position, playerCamera.transform.rotation));
RaycastHit hit;
if(Physics.Raycast(playerCamera.transform.position, playerCamera.transform.forward, out hit, range))
{
TakeDamage target = hit.transform.GetComponent<TakeDamage>();
if(target != null)
{
target.GiveDamage(damage);
}
}
StartCoroutine(coroutine);
}
private IEnumerator DelayedDestroy(float waitTime) {
yield return new WaitForSeconds(waitTime);
GameObject nullcheck = myQ.Dequeue();
if (nullcheck != null) { //in case the queue is empty
Destroy(nullcheck );
}
}
}
Did not debug that, it is to give you the idea. You can check the Queue data structure and coroutines.
Check pooling to achieve what you are making even better :)

How to enable audio source in Unity?

I am trying to add some sound to my unity practice project and I have applied the sound and prepared the script necessary for it... but now whenever I am testing it through Unity player audio is not working.. each time I am getting this error log.
"Can not play a disabled audio source UnityEngine.AudioSource:Play()
coinhandler:OnCollisionEnter2D(Collision2D) (at
Assets/Script/coin/coinhandler.cs:24)"
My Coinhandler.cs script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Audio;
public class coinhandler : MonoBehaviour {
public Transform particles;
public AudioSource coinCollectS;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
void OnCollisionEnter2D (Collision2D collider)
{
if (collider.gameObject.tag == "Player")
coinCollectS.Play ();
{
Instantiate (particles, new Vector3 (transform.position.x, transform.position.y, -0.2f), Quaternion.identity);
shooterMain.IncreaseSpeed ();
shooterMain.increasePoint ();
GameObject.FindWithTag ("points").GetComponent<Text>().text = shooterMain.getPoints ().ToString ();
Destroy (gameObject);
}
}
}

Creating a target system

I'm making a target in Unity that looks like a dartboard with three different levels of scoring depending on where you shoot. The issue is that the Score Text wont change when I shoot on the target. I'm a novice and I "translated" below code from Javascript and wondering if you experts could see
if there is any issues with the code?
GlobalScore (attached this to an empty gameObject. I draged the text 'ScoreNumber' to ScoreText slot in Unity)
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class GlobalScore : MonoBehaviour {
public static int CurrentScore;
public int InternalScore;
public GameObject ScoreText;
void Update () {
InternalScore = CurrentScore;
ScoreText.GetComponent<Text>().text = "" + InternalScore;
}
}
ZScore25 (created 3 scripts (ZScore25, ZScore50, ZScore100) which I attached to the three cylinder gameObject I created)
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ZScore25 : MonoBehaviour
{
void DeductPoints(int DamageAmount)
{
GlobalScore.CurrentScore += 25;
}
}
HandgunDamage Script
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class HandGunDamage : MonoBehaviour {
public int DamageAmount = 5;
public float TargetDistance;
public float AllowedRange = 15.0f;
void Update () {
if (GlobalAmmo.LoadedAmmo >= 1) {
if (Input.GetButtonDown("Fire1"))
{
RaycastHit Shot;
if (Physics.Raycast(transform.position, transform.TransformDirection(Vector3.forward), out Shot))
{
TargetDistance = Shot.distance;
if (TargetDistance < AllowedRange)
{
Shot.transform.SendMessage("DeductPoints", DamageAmount, SendMessageOptions.DontRequireReceiver);
}
}
}
}
}
}
Debug.Log (or breakpoints) help you to see where the problem lies. I tested your case with minor changes and the score text value was changing.
I replaced ZScore25,50,100 scripts with a single ZScore script that has score as public field which you can set in the editor.
public class ZScore : MonoBehaviour {
public int Score;
public void DeductPoints() {
Debug.Log("CurrentScore += " + Score);
GlobalScore.CurrentScore += Score;
}
}
..and then I used raycast (the example script below was attached to camera):
void Update () {
if (Input.GetMouseButtonDown(0)) {
var lookAtPos = Camera.main.ScreenToWorldPoint (new Vector3 (Input.mousePosition.x, Input.mousePosition.y, Camera.main.nearClipPlane));
transform.LookAt (lookAtPos);
RaycastHit Shot;
if (Physics.Raycast(transform.position, transform.forward, out Shot))
{
Debug.Log ("Raycast hit");
var score = Shot.transform.GetComponent<ZScore> ();
if (score != null) {
Debug.Log ("Hit ZScore component");
score.DeductPoints ();
}
}
}
}

Sound is super distorted when played

When ever the enemy dies, he plays the sound but the sound ends up being super distorted. I think it's because its playing in the Update method, but I'm not sure how to overcome that.
From other forums I've read they say to use a boolean but how would I go about implementing a boolean in this situation?
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.AI;
public class aiscript : MonoBehaviour
{
NavMeshAgent agent;
public GameObject bloodExplosion;
private AudioSource audioSource;
public GameObject render;
public float Health;
public GameObject bloodSpawn;
private Transform bloodSpawned;
public GameObject player;
void Start()
{
agent = GetComponent<NavMeshAgent>();
}
void Update()
{
agent.SetDestination(player.transform.position);
if(Health <= 0)
{
render.SetActive(true);
audioSource = gameObject.GetComponent<AudioSource>();
audioSource.PlayOneShot(audioSource.clip);
Instantiate(bloodExplosion, bloodSpawn.transform.position,
bloodSpawn.transform.rotation);
Die();
}
}
public void Die()
{
Destroy(this.gameObject, audioSource.clip.length);
}
}
Found out how, if anyone was wondering I added an if statement:
if(Health <= 0)
{
render.SetActive(true);
audioSource = gameObject.GetComponent<AudioSource>();
if(!audioSource.isPlaying)
{
audioSource.PlayOneShot(audioSource.clip);
}
Instantiate(bloodExplosion, bloodSpawn.transform.position,
bloodSpawn.transform.rotation);
Die();
}

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