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
    No You should not need to call it every frame

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    @Tuism - if it is in update it will be checked every frame, but not changed every frame. so if it has been set to ignore, it will be seen as ignore every frame until you change it. But as Pixel_Reaper said you should not need to call it every frame, it should be fine in start().

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    @Tuism here's a little gem of a page from the Unity docs describing the event functions and when you can expect them to be called:

    http://docs.unity3d.com/Documentation/Manual/ExecutionOrder.html

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    @mattbenic - thanks for sharing a link to that documentation. A few concepts now make much more sense to me too.

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    @mattbenic oooh thats awesome :D

    @Tuism If it was me, I would only ever change it when i need to, so if i killed a mob and I now want him to ignore collisions between other mobs, I would call it in a Die method or something. otherwise go from the start.

    Oh and you could also have a look at the layer collision matrix. edit>project settings>physics. then you don't need to script it ;)

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    @mattbenic Oh thanks! That helps a lot! Is there something similar for order of scripts that fire off throughout the entire game/scene? What I'm struggling the most with is stuff like where to call stuff and what to aim them at. Dunno if I'm making sense to those who already understand C#...

    @Pixel_Reaper thanks for that, I did find the matrix already and it does help, but I wanted to know how the script worked or else I'll be forever stumped by its brothers :P

    @FanieG @Pixel_Reaper I think I am calling IgnoreLayerCollision like that, I'll check tonight when I'm home again and see what error it throws...

    Thanks all :)

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    @Tuism the general rule is that each of those event functions are called at the appropriate time (as in that doc page), in the order that objects were created in your scene. So if you have a manager object that dynamically spawns objects, then in a given frame Update will be called first on your manager, and then on each of the objects it spawned in the order they were spawned.
    It is possible to bypass this and specify that particular order scripts must be called in (by class, not by object), but that's a bit of a nasty rabbit hole to wander down unless you absolutely need to.
    Also note that you could have multiple components/monobehaviors on a single GameObject, and their events will also be called in creation order.

    I'm not familiar with GameMaker and how it's script execution is managed, but in Unity's case it sounds like it will help you a lot to start thinking in terms of GameObjects and Components and their event functions, rather than in terms of scripts.

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    @mattbenic Is it really true that the execution order follows creation order? I always thought it was unspecified (and hence unpredictable and unreliable).

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    edited
    Edit: Whoa whoa whoa I think I got it working :D

    Simple question:

    I used to fire projectiles with:

    Rigidbody InstantiatedProjectile = Instantiate(projectile,
    						transform.position,
    						transform.rotation)
    						as Rigidbody;


    Then the good Ruan suggested that I don't use rigidbodies for projectiles, rather use colliders and raycasts, which makes perfect sense to me...

    But now I'm not understanding how to replace these things... I know I need to replace:

    1. public Rigidbody projectile ---> public GameObject projectile
    2. Those two Rigidbodys in the code about to GameObjects
    3. Do I have to change velocity? Only Rigidbody class has velocity right? I'll change it to translate calls to move stuff around, that's no problem

    But now:

    In the inspector, projectile is STILL defined as a Rigidbody and I can't put my bullet object in if I remove their Rigidbody components.

    So... What am I doing wrong?? @_@

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    edited
    Edit: Solved! Answer in next post!

    OK now I'm stuck again (sorry for being a frequent flyer here...)

    I have a bullet object with this script on, which raycasts, and if it hits something on the enemies layer, it destroys self and instantiates an explosion. So far so good.

    But now I want to refer to the enemy being hit and deduct life from it, I could do that with void OnCollisionEnter(Collision other) and manipulating the value via other.enemyLifeCurrent -= 1... But I can't manage that with raycast...

    I got as far as to figure out returning a raycastHit, but that doesn't seem to be able to do what I want it to do...

    if (Physics.Raycast(transform.position, fwd, out rayHit, 0.5f, mask)){
    	GameObject InstantiatedExplosion = Instantiate(explosion,
    							transform.position,
    							transform.rotation)
    							as GameObject;
    	Destroy (gameObject);
    	rayHit.collider.gameObject.enemyLifeCurrent -= 1;


    it's giving me the error:
    Assets/bulletBehaviour.cs(29,52): error CS1061: Type `UnityEngine.GameObject' does not contain a definition for `enemyLifeCurrent' and no extension method `enemyLifeCurrent' of type `UnityEngine.GameObject' could be found (are you missing a using directive or an assembly reference?)
    Halp?

  • Notice: Undefined variable: GuestHourOffset in /home/nitrogen/public_html_mgsatest/forums/themes/mgsa/class.mgsathemehooks.php on line 281
    OK! Thanks to @rigormortis this one's solved! :D I just needed to refer to the script component - so EVERY level is needed in Unity/C# - scripts in GMS used to just add variables to the stuff, in Unity you need to level through the script itself too. OK! Lesson learnt!

    This is the line that worked:

    rayHit.collider.gameObject.GetComponent<enemyBehaviour>().enemyLifeCurrent -=1;

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    @mattbenic Is it really true that the execution order follows creation order? I always thought it was unspecified (and hence unpredictable and unreliable).
    I read that somewhere and as far as I remember it's proved accurate in what I've seen. You're right though, it's far better to not depend on this order, as it may just be a result of the current implementation that could be changed at any time.

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    edited
    EDIT: Deleted comment. I was really late to the party.

  • Notice: Undefined variable: GuestHourOffset in /home/nitrogen/public_html_mgsatest/forums/themes/mgsa/class.mgsathemehooks.php on line 281
    @Tuism - just out of curiosity what type of game is your first Unity project? Any builds available yet?

  • Notice: Undefined variable: GuestHourOffset in /home/nitrogen/public_html_mgsatest/forums/themes/mgsa/class.mgsathemehooks.php on line 281
    Is there an equivalent in Raycast to using the collider to get a collision and then using it to manipulate the object being hit?

    OnCollisionEnter(Collision other)
    other.enemyLifeCurrent -= 1

    That works, the raycast version (described in my previous post) works but uses GetComponent which seems unnecessarily complex, is there something simpler?

  • Notice: Undefined variable: GuestHourOffset in /home/nitrogen/public_html_mgsatest/forums/themes/mgsa/class.mgsathemehooks.php on line 281
    @FanieG I'll put a build up tonight if I have a chance, it's a runner, and it's about hijacking EVERYTHING from flying trucks to attack choppers to mechs to EVERYTHING :D

  • Notice: Undefined variable: GuestHourOffset in /home/nitrogen/public_html_mgsatest/forums/themes/mgsa/class.mgsathemehooks.php on line 281
    Tuism said:
    Is there an equivalent in Raycast to using the collider to get a collision and then using it to manipulate the object being hit?

    OnCollisionEnter(Collision other)
    other.enemyLifeCurrent -= 1

    That works, the raycast version (described in my previous post) works but uses GetComponent which seems unnecessarily complex, is there something simpler?
    Afaik, you pretty much have to use GetComponent. But you only have to use it once.

    enemyBehaviour enemy = other.gameObject.GetComponent<enemyBehaviour>();
    enemy.TakeDamage(1.0f); // On the enemy behaviour do the checking of what anim to play, whether to self-destroy, etc.
    enemy.Stun(1.0f); // Say, disable the enemy for 1 second
    // and whatever else you want to do with it

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    edited
    Speaking of GetComponent,

    I found this last night on Reddit, I think it's quite a good read for all of us Unity novices:

    http://www.reddit.com/r/Unity3D/comments/1d3ma9/what_can_i_do_to_make_my_game_slow_and_inefficient/

  • Notice: Undefined variable: GuestHourOffset in /home/nitrogen/public_html_mgsatest/forums/themes/mgsa/class.mgsathemehooks.php on line 281
    @Elyaradine - so once you have cached a reference to a variable using the GetComponent you can manipulate that variable any way you want?

  • Notice: Undefined variable: GuestHourOffset in /home/nitrogen/public_html_mgsatest/forums/themes/mgsa/class.mgsathemehooks.php on line 281
    @Tuism something like this maybe? (written from memory, so it's untested)

    RaycastHit hit;
    if (Physics.Raycast(gun.position, gun.rotation, out hit, gunRange)) {
     if (hit.tag == "Enemy") { //can also use hit.name
      hit.collider.SendMessage("Damage"); // "Damage" would be a mothod on your enemy
     }
    }

  • Notice: Undefined variable: GuestHourOffset in /home/nitrogen/public_html_mgsatest/forums/themes/mgsa/class.mgsathemehooks.php on line 281
    @FanieG what @Elyaradine did there was to get a reference to the class called enemyBehaviour, and then to call public methods in that class. if you have variables in that class that are marked as public you will be able to change them directly.

  • Notice: Undefined variable: GuestHourOffset in /home/nitrogen/public_html_mgsatest/forums/themes/mgsa/class.mgsathemehooks.php on line 281
    @Pixel_Reaper - Okay. Now it makes sense. Thanks.

  • Notice: Undefined variable: GuestHourOffset in /home/nitrogen/public_html_mgsatest/forums/themes/mgsa/class.mgsathemehooks.php on line 281
    @Elyaradine Where is the collision detection bit in your script?

    In my examples there were two methods of collision detect - one with rigidbody and OnCollisionEnter, one with Raycast and getting a raycastHit back which needs the GetComponent... the first method doesn't need GetComponent, but it's using rigidbody which I don't wanna use (to dodge the complication of physics and collision ignoring stuff).

    So in your code, you're referencing 'other' - that means it's based on method one, rigidbody, collision detect? I got that working without the GetComponent at all?

  • Notice: Undefined variable: GuestHourOffset in /home/nitrogen/public_html_mgsatest/forums/themes/mgsa/class.mgsathemehooks.php on line 281
    @Pixel_Reaper I'll try that out when I get home, just a few questions:

    1. can I use layer instead of tag? How would that code look? I've not been able to figure out the layer variable yet. It's an int but wouldn't work when I put in just a number... I had to use a public variable and set it on the inspector for it to work...

    2. is a Method on the enemy the same as a function declared, for example, "void Damage"?

    Thanks! :D

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    edited
    @Tuism: Whoops. I got mixed up between the two. :P The point was just that you're likely going to end up using GetComponent() a lot in any case, and that if you're just storing a reference for it first (assuming you're not doing that already), it's neater and runs faster. If it's something you're going to be using a lot (but which doesn't change a lot) (e.g. if an enemy is doing a lot of calculations based on where the player is), then make the reference in Start(), so you're only calling GetComponent() once instead of every frame.

    1. I stand to be corrected here, but I imagine that using .layer is faster. It uses some bitwise comparison or something, but you're also limited to using only 31 of them, afaik. When you check for .tag, you're doing a string comparison, which is slower, but you can use an unlimited number of tags. I imagine that the difference is negligible until you're really heavy into optimization though. <_<

    2. Yeah, to my knowledge a "method" is just C# speak for a "function". If you want to access it from another component though, you need to make it public, i.e. "public void Damage()".

  • Notice: Undefined variable: GuestHourOffset in /home/nitrogen/public_html_mgsatest/forums/themes/mgsa/class.mgsathemehooks.php on line 281
    To be honest I'm just happy that I could read your code and understand it enough to say "hey that's not gonna work for me"

    :D :D :D

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

    1. yes, you can set your raycast up to cast on a certain layer if you wish. I believe you do it like this:

    int layer = 1; //the layer you want as an integer
    RaycastHit hit;
    if (Physics.Raycast(gun.position, gun.rotation, out hit, gunRange, layer)) {
     if (hit.tag == "Enemy") { //can also use hit.name
      hit.collider.SendMessage("Damage"); // "Damage" would be a mothod on your enemy
     }
    }


    2. yes, sorry my terminology isn't great :P

    void Damage (float dmg) {
     health -= dmg;
     if (health < 1) {
      Die();
     }
    }


    your SendMessage will then look like this:

    hit.collider.SendMessage("Damage", 10.5f);
    // you could also add SendMessageOptions.DontRequireReceiver then you wont get accidental errors

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    edited

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    edited
    @mattbenic It's a shame it's not official :--/

    @Tuism - just a general reminder - there is a lot of talk about writing fast code. If you render something on screen, almost all code is fast in comparison. Just concentrate on what is easy and clear.

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    @Pixel_Reaper thanks for the code I'll look into it! :D
    @hermantulleken I know you're right, I'm really more looking for a simpler syntax that I could remember/make sense of instead of square brackets and funny things :P But yeah, for now getting it to run comes first, everything else is for later!

    Speaking of getting it to run, I've posted the thing I've been working on :D

    JACK KING!
    http://makegamessa.com/discussion/1359/prototype-jack-king#Item_1
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