Unity general questions

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  • Notice: Undefined variable: GuestHourOffset in /home/nitrogen/public_html_mgsatest/forums/themes/mgsa/class.mgsathemehooks.php on line 281
    CiNiMoD said:
    Im having a bit of an issue. In the Start function in one of my game objects I create another game object. When the game shows for the first time the image for the created game object doesnt show. If I have a button the recreates it, it draws correctly the second time though :/ Also, this only happens on device. When I run it on my PC it works fine. Any ideas?
    Try with Awake() instead of Start(). Start might not be being called early enough for that first frame while stuff loads.

  • Notice: Undefined variable: GuestHourOffset in /home/nitrogen/public_html_mgsatest/forums/themes/mgsa/class.mgsathemehooks.php on line 281
    dislekcia said:

    Try with Awake() instead of Start(). Start might not be being called early enough for that first frame while stuff loads.
    Awake seems to make it worse, as in, now its happening on desktop also :/

  • Notice: Undefined variable: GuestHourOffset in /home/nitrogen/public_html_mgsatest/forums/themes/mgsa/class.mgsathemehooks.php on line 281
    CiNiMoD said:
    Awake seems to make it worse, as in, now its happening on desktop also :/
    Well, now you'll have an easier time testing it ;) How are you creating the object?

  • Notice: Undefined variable: GuestHourOffset in /home/nitrogen/public_html_mgsatest/forums/themes/mgsa/class.mgsathemehooks.php on line 281
    Perhaps the best question to ask is what this object is, where it should be, how it gets there, and what's happening in its own Start/Awake. It sounds like some dependencies for its own creation are missing. Is it just a sprite? How are you positioning it?

  • Notice: Undefined variable: GuestHourOffset in /home/nitrogen/public_html_mgsatest/forums/themes/mgsa/class.mgsathemehooks.php on line 281
    In the Unity Editor you can switch to scene view, and look for your object. Also, make sure that it is actually created by checking that it is in the hierarchy list thing first

  • Notice: Undefined variable: GuestHourOffset in /home/nitrogen/public_html_mgsatest/forums/themes/mgsa/class.mgsathemehooks.php on line 281
    Has there been some recent hectic Unity updates that changed expected behaviours?

    I ask cos I made a GameObject, then duped it a couple times, then added a script to one, and then hit apply. Then went to playtest, then was utterly confused by what resulted. After a lot of wondering around, the dupes turned out to not have inherited the changes... Then I reiterated the changes on one of them and hit apply again - and still everything else was different. I had to hit revert on every single one of the dupes individually to get the changes.

    Is this normal or have I just totally not been aware of how it's supposed to work? >_<

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    edited
    As far as I know, what you describe will only work on prefabs. So if you make a prefab of your object, drop it in the scene, then dupe that, make changes and hit apply, they should come through. (As long, I think, if you have not made changes to the dupes that will override the prefab value).

    If this is not working, you may well have a Unity bug... There has been a few bad prefab bugs in the past, so it will not surprise me...

  • Notice: Undefined variable: GuestHourOffset in /home/nitrogen/public_html_mgsatest/forums/themes/mgsa/class.mgsathemehooks.php on line 281
    oh yeah I forgot to mention, yes it was a prefab, otherwise there wouldn't be an apply :)

    Couldn't duplicate the situation. Bleh :/

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    edited
    Hi guys

    Erm, embarrassing. This seems so simple but... Not so, apparently :/

    I'm trying to get a simple thing to happen - I have blocks, and I want an object to move towards a point in discreet steps, not turning directly towards it. So for example:

    [1] [2] [3]
    [4] [5] [6]

    Assume target is at [3]
    If the object is at 1, the object must move from 1 to 2, that is, face right.
    If the object is at 4, the object must move from 4 to 5, face right.
    If it's at 5, it's a toss up and it's a random choice between facing 2 and 6, or depending on if either is occupied.

    What I have are spacial coordinates of the items - so I'd like to work out the angle from the object to the target and work out its heading (0 degrees up, 90 to the right, 180 down, etc) and set it...

    I tried RotateTowards but I couldn't work out if this is right:
    Vector3.RotateTowards(transform.position, Target.transform.position, 1.57079633f, 0.0f);
    the 1.5 something is because google says 90 degrees is *that* in Radians... Well, that code doesn't work.

    transform.Lookat(Target.transform, Vector3.up) does work in that it rotates it directly to face the object, but I don't want that. I want it to turn 90 degrees based on where the target is in relation to itself, finding the "shortest" path.

    Does this make sense? XD

  • Notice: Undefined variable: GuestHourOffset in /home/nitrogen/public_html_mgsatest/forums/themes/mgsa/class.mgsathemehooks.php on line 281
    Maybe a 2-dim array to store location/occupancy ? If target is in row < me then I go up, if target in column > me then I go right?


  • Notice: Undefined variable: GuestHourOffset in /home/nitrogen/public_html_mgsatest/forums/themes/mgsa/class.mgsathemehooks.php on line 281
    Ha XD

    Everyone always says use arrays for blocks, every game I make people say that @_@ but my games aren't really discreet blocks, the characters walk between them, and I'd like to not have to write extra systems when I could just get an angle between two points... Right? Or is getting an angle between two points harder than writing an array that doesn't do anything else? XD

  • Notice: Undefined variable: GuestHourOffset in /home/nitrogen/public_html_mgsatest/forums/themes/mgsa/class.mgsathemehooks.php on line 281
    Vector maths!

    Vector3 relative = transform.InverseTransformPoint(target.position);
    float angle = Mathf.Atan2(relative.x, relative.z) * Mathf.Rad2Deg;
    transform.Rotate(0, angle, 0);


    That is quite literally the documentation for atan2.

    All you need to do is round angle to the nearest 90 degrees.

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    edited
    @Squidcor thanks so much, there was NO WAY I could have figured that out on my own. Damn, that's a bunch of maths :/

    For others' benefit, here's the full thing including the rounding to the nearest 90 degrees :)

    Vector3 relative = transform.InverseTransformPoint(BuneeExit.transform.position);
    float angle = Mathf.Atan2(relative.x, relative.z) * Mathf.Rad2Deg;
    angle = Mathf.Round(angle / 90) * 90;
    transform.Rotate(0, angle, 0);

  • Notice: Undefined variable: GuestHourOffset in /home/nitrogen/public_html_mgsatest/forums/themes/mgsa/class.mgsathemehooks.php on line 281
    Hi, I have a bit of a "Juice" question. I have a texture that gets drawn on the screen as a HUD element whenever a player picks up a weapon in my project. The code for this is simple:

    void OnGUI()
    	{
    		GUI.DrawTexture(new Rect(10,470, 100, 100), assignedWeapon);
    	}


    I now want to add a bit of juice to this in the form of a particle effect. I have created the particle system and want to play it at the texture's location whenever the player picks up a new weapon. So that it looks like the Icon lights up for a second. My question is this: How do I ensure that the location of the particle system is at the same spot as the the DrawTexture's position. I have attached it to the main camera in about the same spot as the texture/icon and this does work. However, if the game is played in another resolution the position may not be the same anymore. Any suggestions on how I can go about this would be much appreciated.

  • Notice: Undefined variable: GuestHourOffset in /home/nitrogen/public_html_mgsatest/forums/themes/mgsa/class.mgsathemehooks.php on line 281
    I never use GUI... I just attach things to quads attached to the main camera and manipulate them from there. Hope that helps? :)

  • Notice: Undefined variable: GuestHourOffset in /home/nitrogen/public_html_mgsatest/forums/themes/mgsa/class.mgsathemehooks.php on line 281
    @Tuism - That does sound like a solution. Do you then mess with the renderer = false/true, property to switch between different quads at the same position? Or do you change the sprite of the quads? When a new weapon is picked up I mean. At the moment I am assigning a new texture to the assignedWeapon variable when a new weapon is picked up, and then using the GUI.drawTexture to display the correct weapon. See Image below:

    image

    Hope my question makes sense.


  • Notice: Undefined variable: GuestHourOffset in /home/nitrogen/public_html_mgsatest/forums/themes/mgsa/class.mgsathemehooks.php on line 281
    Well I haven't gone that far with my UIs yet, but both of what you're proposing would work :) I guess we'll have to ask other people for what's more "optimal", cos I'm not sure about that.

    The only thing I know is that instantiating and destroying objects cost a lot more than what you're saying, probably.

  • Notice: Undefined variable: GuestHourOffset in /home/nitrogen/public_html_mgsatest/forums/themes/mgsa/class.mgsathemehooks.php on line 281

    Notice: Undefined variable: GuestHourOffset in /home/nitrogen/public_html_mgsatest/forums/themes/mgsa/class.mgsathemehooks.php on line 281
    edited
    Tuism said:
    Ha XD

    Everyone always says use arrays for blocks, every game I make people say that @_@ but my games aren't really discreet blocks, the characters walk between them, and I'd like to not have to write extra systems when I could just get an angle between two points... Right? Or is getting an angle between two points harder than writing an array that doesn't do anything else? XD
    Proper spacial data structures are always, always, always useful.

    Want to know if something has neighbours? Look it up.
    Want to know if a space is free? Look it up.
    Want to know if there's a path from spot x to spot y? Look it up.
    Want to know if there's anything at all in a certain row or column? Look it up
    Want to know if your board is full or empty? Look it up.
    Want to find and respond to patterns or other things in board? Look it up

    All of these things become non-trivial (and significantly more expensive) if you don't have proper ways of representing your space. Now, of course, all of your requirements depend on the game you're making, but it's safe to say that 99% of the time, you'll probably make your life easier by having simple, fast ways to look up stuff in space.

    It may sound like a lot of theoretical computer science bullshit (and maybe some of it actually is), but seriously, games always need to have good ways of knowing what's going on, and stuff like this always helps. Utility always trumps theoretical computer science bullshit (as much as I like theoretical computer science bullshit), and there's tons of utility here.

  • Notice: Undefined variable: GuestHourOffset in /home/nitrogen/public_html_mgsatest/forums/themes/mgsa/class.mgsathemehooks.php on line 281
    OK thanks for that, those are good points, I'll try to incorporate them into my "engines". Though the things is that I prefer to have self-governing systems that are adaptable when prototyping (or at ones I can understand), because those are flexible while the data structures are kinda extrinsic to what the things are doing themselves...

    But yes, I think having a data structure that mirrors what's happening in the world could be a good approach :)

  • Notice: Undefined variable: GuestHourOffset in /home/nitrogen/public_html_mgsatest/forums/themes/mgsa/class.mgsathemehooks.php on line 281
    @FanieG - look at the hudtext implementation of NGUI if you can - it basically checks the object's coordinates in screen space, and uses that to display the GUI component in 2D space. It runs every frame to poll the position, but at least it still belongs to the GUI stack. I personally prefer this route, because it does not break the atomicity of the character component, and instead decouples the UI from the game objects themselves. Another benefit is also that your actual text will be crisper as UI than it would be as an object rendered in 3D space.

  • Notice: Undefined variable: GuestHourOffset in /home/nitrogen/public_html_mgsatest/forums/themes/mgsa/class.mgsathemehooks.php on line 281
    Tuism said:
    Everyone always says use arrays for blocks, every game I make people say that...
    And you have yet to catch the subtle hints. :P

  • Notice: Undefined variable: GuestHourOffset in /home/nitrogen/public_html_mgsatest/forums/themes/mgsa/class.mgsathemehooks.php on line 281
    Tuism said:
    Everyone always says use arrays for blocks, every game I make people say that...
    And you have yet to catch the subtle hints. :P
    Because it's always slower for me, and I'm prototyping for speed :P

  • Notice: Undefined variable: GuestHourOffset in /home/nitrogen/public_html_mgsatest/forums/themes/mgsa/class.mgsathemehooks.php on line 281
    I don't know man...running into walls usually feels pretty slow to me. :P

    In all seriousness though, I think you should really put in the time to learn at least how 2D Arrays work. I know it might seem slower, but it will save you a bucket load of time in the future. It's one of the most basic data structures but has major return on investment.

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    edited
    Hi guys... There is a thing that I don't understand that seems to be... a thing.

    I have, for example, this code that I call in Update()
    if (Input.GetKeyDown(KeyCode.A))
    	{
    	beetExit.transform.position = new Vector3 (beetExit.transform.position.x + 1, beetExit.transform.position.y, 0f);
    	}


    Then, I use the exact same code, taking out out of the GetKeyDown, so like this:

    beetExit.transform.position = new Vector3 (beetExit.transform.position.x + 1, beetExit.transform.position.y, 0f);


    That happens as a part of an if/else inside a void function, so like:

    void cleanUp ()
    	{
    
    		for (int ii = 1; ii < 12; ii++)
    		{
    			if (playField[9,ii] != null)
    			{
    				playField[9,ii].transform.position = new Vector3(beetExit.transform.position.x, beetExit.transform.position.y+1, 0f);
    				playField[Mathf.RoundToInt(beetExit.transform.position.x), Mathf.RoundToInt(beetExit.transform.position.y-1)] = playField[9,ii];
    				playField[9,ii] = null;
    				beetExit.transform.position = new Vector3 (beetExit.transform.position.x + 1, beetExit.transform.position.y, 0f);
    			}
    		}
    
    	}


    I've bolded the part that is the duplicate of the code further up. Can't bold code, doh, but there is a part that is duplicate of the code further up. The rest of the code is irrelevant because I *know* that the rest of the code runs. I can see it take place. BUT that exact code doesn't have any effect when ran.

    WHY IS THAT???

    Is there some kind of object reference convention that miss objects between different functions declared with void or something? Am I missing something??? :/

    (also you'll notice this is me learning 2D arrays :P)

  • Notice: Undefined variable: GuestHourOffset in /home/nitrogen/public_html_mgsatest/forums/themes/mgsa/class.mgsathemehooks.php on line 281
    How sure are you are you that it runs? Have you tried Debug.Log to make sure (inside the if statement)? I'll just assume you have. Just yesterday something happened to my monodevelop, and changes I made in my code had no effect at all. I think it wasn't compiling to the right target or something. Had to restart to unity and MD to fix it.

  • Notice: Undefined variable: GuestHourOffset in /home/nitrogen/public_html_mgsatest/forums/themes/mgsa/class.mgsathemehooks.php on line 281
    Thanks for that! Sometimes I'm not sure if that's the case, I shut down Unity and Mono to see... I wonder WHY the heck it happens because yes I know it happens... Anyhoo...

    This isn't that :/

    OK!!! I solved it, erm one of the lines were fucking up the whole 2D array by trying to get to a field that's not there, and somehow that kicked the entire function out. WHY would it do that??? Don't get it :/

  • Notice: Undefined variable: GuestHourOffset in /home/nitrogen/public_html_mgsatest/forums/themes/mgsa/class.mgsathemehooks.php on line 281
    If it was trying to get a field that was not there, was it producing an error? If your functions produce errors, they normally just stop executing, but the main game loop carries on. So it might just appear as if nothing is happening, but actually errors are popping up.

  • Notice: Undefined variable: GuestHourOffset in /home/nitrogen/public_html_mgsatest/forums/themes/mgsa/class.mgsathemehooks.php on line 281
    Rule #1 of Unity Development: If you don't run with your Console Window visible so that you can see Red, you're doing it wrong!

  • Notice: Undefined variable: GuestHourOffset in /home/nitrogen/public_html_mgsatest/forums/themes/mgsa/class.mgsathemehooks.php on line 281
    To be honest, I do run with the Console open, and I do usually see errors... Sometimes I let them be because I know I'm making mistaken calls in for/do loops or whatever... But I never knew functions exited if it encountered any errors... I thought just the error-inflicted line wouldn't execute.

    Now I know!

  • Notice: Undefined variable: GuestHourOffset in /home/nitrogen/public_html_mgsatest/forums/themes/mgsa/class.mgsathemehooks.php on line 281
    Tuism said:
    To be honest, I do run with the Console open, and I do usually see errors... Sometimes I let them be because I know I'm making mistaken calls in for/do loops or whatever... But I never knew functions exited if it encountered any errors... I thought just the error-inflicted line wouldn't execute.

    Now I know!
    It's also important to know that if ever you deploy builds to mobile devices (especially iOS), exceptions thrown from script like that will usually hard crash your game.

    So yeah. Don't ignore them.
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