Can please someone format the code for me?
my code:
using UnityEngine;
using System.Collections;
public class ScorePoint : MonoBehaviour
{
private AudioSource audioSource;
public AudioClip Scored;
void OnTriggerEnter2D(Collider2D collider)
{
if(collider.tag == "Player")
{
audioSource = GetComponent<AudioSource>();
audioSource.clip = Scored;
audioSource.Play();
}
}
}
This code only works when the collider is Is Trigger.
If you want to make it work with a collider not set as a trigger you should use OnCollisionEnter2d instead. Make sure to change the parameter from Collider2d to Collision2d.
using UnityEngine;
using System.Collections;
public class ScorePoint : MonoBehaviour
{
private AudioSource audioSource;
public AudioClip Scored;
void OnCollisionEnter2D(Collision2D collision)
{
if(collision.gameObject.tag == "Player")
{
audioSource = GetComponent<AudioSource>();
audioSource.clip = Scored;
audioSource.Play();
}
}
}
OnTriggerEnter2d
Sent when another object enters a trigger collider attached to this object (2D physics only).
http://docs.unity3d.com/ScriptReference/MonoBehaviour.OnTriggerEnter2D.html
OnCollisionEnter2d
Sent when an incoming collider makes contact with this object's collider (2D physics only).
http://docs.unity3d.com/ScriptReference/MonoBehaviour.OnCollisionEnter2D.html
Related
So i have this little particlesystem attached on my player so if he dies he explodes. But i cant simply attach the particlesystem under the player because if i destroy my player the childs of the gameobjects get destroyed as well. The animation runs if he dies but not on his current spot so some ideas for that? Maybe to transform the position to the current position of the player while he dies?
Here my code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class playerdeath : MonoBehaviour
{
public ParticleSystem death_explosion;
// Start is called before the first frame update
void Start()
{
death_explosion.Stop();
}
// Update is called once per frame
void Update()
{
}
void OnTriggerEnter(Collider other)
{
if (other.gameObject.tag == "deathcube")
Destroy(gameObject);
Debug.Log("collision detected");
death_explosion.Play();
}
}
What you could do is create a prefab of the particle object and reference it inside your script like so:
public ParticleSystem death_explosion_Prefab;
And instead of attaching it to the Player as a child, instantiate it on collision:
void OnTriggerEnter(Collider other)
{
if (other.gameObject.tag == "deathcube")
{
Debug.Log("collision detected");
Instantiate(death_explosion_Prefab, gameObject.transform.position, Quaternion.identity);
Destroy(gameObject);
}
}
got it :) --> add death_explosion.transform.position = GameObject.Find("player").transform.position;
Hi my problem is in Unity, I am a beginner in c#, my gameObject is not triggering the collider that is set on the plane of the game, in order for it to reset it's position.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BasketballSpawnScript : MonoBehaviour
{
public Transform respawnPoint;
void OnTriggerEnter(Collider other)
{
if (other.gameObject.CompareTag("Basketball"))
{
other.gameObject.transform.position = respawnPoint.position;
}
}
}
This script is attached to the plane and the gameobject is tagged with Basketball, when it enters the collider of the floor it should transform it's position to the original position.
I cannot see what is wrong, can I receive some help?
P.S I get this error when other gameobject go through the collider too.
NullReferenceException: Object reference not set to an instance of an object
If using a Transform for spawn point, remember to set the value of it in the inspector menu.
public Transform respawnPoint;
void OnTriggerEnter(Collider other)
{
if (other.CompareTag("Basketball"))
other.transform.position = respawnPoint.position;
}
else
public Vector3 respawnPoint = Vector3.zero;
void OnTriggerEnter(Collider other)
{
if (other.CompareTag("Basketball"))
other.transform.position = respawnPoint;
}
private void OnTriggerEnter(Collider other){
if(other.gameobject.tag=="Basketball"){
other.gameobject.transform.position = respawnPoint;
}
}
I hope it helps you.
i have a game like the Rooltheball in unitys tutorials, and i want to play a sound when my ball hits the peaks, the thing is that i already tried everything, i basicly added a audioListener in my mainCamera, and added a audioSource and audioClip in the gameobject i want to detect the trigger, here is the code i did:
using UnityEngine;
using System.Collections;
[RequireComponent(typeof(AudioSource))]
public class colisaoPicos : MonoBehaviour {
Manager gameManager;
public AudioClip impact;
private AudioSource audio;
void Start()
{
gameManager = GameObject.Find ("GameController").GetComponent<Manager> ();
}
void OnTriggerEnter(Collider c)
{
if (c.gameObject.tag == "Player") {
AudioSource.PlayClipAtPoint (impact, transform.position);
gameManager.LifeDown();
}
}
}
One solution would be to add an audiosource on the ball, and make it play the clip each time you enter the trigger.
Just make the audio variable public, and drag the AudioSource into it in the inspector.
Second, but in my book, and uglier solution would be to make a gameobject spesifically for that purpose. Then put the gameobject at the spot, and play the sound.
But, as programmer said, you should check the trigger. Remember, one of the Game Objects has to contain a Rigidbody. (Is Kinematic can be active tho)
As my experience, the following code is always working:
public AudioSource soundToPlay;
void OnTriggerEnter(Collider c)
{
if (c.gameObject.tag == "Player") {
soundToPlay.Play ();
}
}
Do not try to use playOneShot, or play clip. Error happens.
Try this it will play the sound once if Trigger function is working in your case and do add AudioListener component with the trigger gameobject.
using UnityEngine;
using System.Collections;
[RequireComponent(typeof(AudioSource))]
public class colisaoPicos : MonoBehaviour {
Manager gameManager;
public AudioClip impact;
private AudioSource audio;
void Start()
{
audio=GetComponent<AudioSource>();
gameManager = GameObject.Find ("GameController").GetComponent<Manager();
}
void OnTriggerEnter(Collider c)
{
if (c.gameObject.tag == "Player") {
audio.PlayOneShoot(impact);
gameManager.LifeDown();
}
}
}
I writing simple game on Unity (C#)
I have player and want to make the destroyer, that will destroy player.
I create prefab of destroyer. And next, I create Quad.
I have spawn script:
using UnityEngine;
using System.Collections;
public class SpawnScript : MonoBehaviour {
public GameObject[] obj;
public float spawnMin = 1f;
public float spawnMax = 2f;
// Use this for initialization
void Start () {
Spawn();
}
void Spawn()
{
Instantiate(obj[Random.Range(0, obj.GetLength(0))], transform.position, Quaternion.identity);
Invoke("Spawn", Random.Range(spawnMin, spawnMax));
}
}
Also I write DestroyerScript:
using UnityEngine;
using System.Collections;
public class DestroyerScript : MonoBehaviour {
void OnTriggerEnter2D(Collider2D other)
{
if (other.tag == "Player")
{
Application.LoadLevel(1);
return;
}
if (other.gameObject.transform.parent)
{
Destroy(other.gameObject.transform.parent.gameObject);
}
else
{
Destroy(other.gameObject);
}
}
}
My destroyer spawning, but when player get it, I don't have Game Over screen.
Add rigid body to both player and "player destroyer" and then set onTriggerEnter on your player destroyer like so:
void OnTriggerEnter(Collider other) {
Destroy(other.gameObject);
}
For some fine tuning, you can do some checks if the other object is in fact the Destroyer (you can compare the tag or something, I won't go into too much detail now).
EDIT: Uncheck "isTrigger" on your BoxColliders and try this:
void OnCollisionEnter (Collision col)
{
Destroy(col.gameObject);
}
I have a camera shake C# script that I want to run once the player triggers a box collider?
The camera shake code:
using UnityEngine;
using System.Collections;
public class CameraShake : MonoBehaviour
{
public Transform camTransform;
public float shake = 0f;
public float shakeAmount = 0.7f;
Vector3 originalPos;
void Awake()
{
if (camTransform == null)
{
camTransform = GetComponent(typeof(Transform)) as Transform;
}
}
void OnEnable()
{
originalPos = camTransform.localPosition;
}
void Update()
}
That's because you did not add the OnTriggerEnter, OnTriggerStay or OnTriggerExit ( depending of what you want to achieve ) function to the script.
For e.g:
void OnTriggerEnter(Collider other){
if(other.tag == "Player"){
// shake the camera here..
}
}
Don't forget to check the trigger box in the box collider.