My goal is to draw simple, colored meshes on a Canvas in Unity. I set up a Canvas and chose Render Mode World Space. I then added a GameObject, set its RectTransform, added a CanvasRenderer (later also a MeshFilter and MeshRenderer) and a script to create my mesh. Creating the mesh works fine but i have to major problems. The first is that the lightning does not work correctly when using CanvasRenderer instead of MeshRenderer:
My second problem is that no matter the order in the hierarchy as soon as i add a second object to my canvas (e.g. an image with the color white) my custom mesh and its color are no longer visible. Only the white image.
Here is the script i used. The last few lines are comments or not based on what Renderer i tried.
using UnityEngine;
public class MeshCanvas : MonoBehaviour
{
public Material material;
Mesh mesh;
Vector3[] vertices;
int[] triangles;
float canvasHeigt;
float canvasWidth;
private void Update()
{
canvasHeigt = FindObjectOfType<Canvas>().GetComponent<RectTransform>().rect.height;
canvasWidth = FindObjectOfType<Canvas>().GetComponent<RectTransform>().rect.width;
vertices = new Vector3[]
{
new Vector3(0, 0),
new Vector3(0, canvasHeigt),
new Vector3(canvasWidth, canvasHeigt),
new Vector3(canvasWidth, 0)
};
triangles = new int[]
{
0, 1, 2,
2, 3, 0
};
mesh = new Mesh();
mesh.vertices = vertices;
mesh.triangles = triangles;
mesh.RecalculateNormals();
/*
this.GetComponent<MeshFilter>().mesh = mesh;
this.GetComponent<MeshRenderer>().material = material;
*/
CanvasRenderer cr = this.GetComponent<CanvasRenderer>();
cr.SetColor(Color.black);
cr.materialCount = 1;
cr.SetMaterial(material, 0);
cr.SetMesh(mesh);
}
}
For problem 1: If you just want a normal unlit UI element, you should be using the UI/Default material, not a Standard material.
If you do want lighting, In your Canvas properties, set 'Additional Shader Channels' to 'Everything'. Otherwise lighting will not be calculated correctly. You can use a Standard material in this case, or one of the UI/Lit materials.
As for problem 2, I'm not sure. Unity batches all UI elements together for performance reasons, so maybe setting the mesh directly on the CanvasRenderer is breaking the batching, or maybe it's to do with the material you're using.
If you just want to be able to add your own custom 2D shapes to a Canvas, the better way is to make a class that derives from Graphic or MaskableGraphic and override the OnPopulateMesh method to provide your custom mesh vertices.
The advantages here are that it will behave like any other UI element with all the same parameters etc. and you can add it to the Create GameObject menus to easily add it to your scene.
Related
I'm working on a 2D game in which some objects have a triangular vision, done with a polygon collider
Is it possible to paint this collider so that it is visible during the gameplay?
Assuming your mean PolygonCollider2D and that it always has 3 points in the correct order I guess you could do something like
using System.Linq;
...
[RequireComponent(typeof(MeshRenderer), typeof(MeshFilter), typeof(PolygonCollider2D))]
public class MeshCreator : MonoBehaviour
{
void Awake ()
{
var points = GetComponent<PolygonCollider2D>().points;
var meshFilter = GetComponent<MeshFilter>();
var mesh = new Mesh();
// Just a shorthand for something like
//var list = new List<Vector3>();
//foreach(var p in points)
//{
// list.Add(p);
//}
//mesh.vertices = list.ToArray();
mesh.vertices = points.Select(p -> (Vector3) p).ToArray();
// Here create two triangles (each 3 vertices)
// just because I don't know if you have the points in the correct order
mesh.triangles = new int[]{0,1,2,0,2,1};
meshFilter.mesh = mesh;
}
}
and put this component next to the PolygonCollider2D. It will then replace this Object's mesh with the triangle.
The material you can already set beforehand in the MeshRenderer.
For getting this overlap area the simplest solution would be Semi-Transparent materials. Otherwise you might need a special shader.
I created a pin object by script attached it to a sphere object .
using UnityEngine;
public class InstantiateMarkerPin : MonoBehaviour
{
public float Xpos;
public float Ypos;
public float Zpos;
public GameObject gameObjectPinInstantiate;
// Start is called before the first frame update
private void Start()
{
Xpos = 0.09f;
Ypos = 0.50f;
Zpos = 1.1f;
//The original object, where to instantiate, and the orientation of the new object
GameObject marker = (GameObject)Resources.Load("gameObjectPin");
Vector3 location = new Vector3(Xpos, Ypos, Zpos);
Quaternion rotation = Quaternion.Euler(0, 0, 0);
//The object the script is attached to
GameObject world = this.gameObject;
//Instantiate the prefab
gameObjectPinInstantiate = Instantiate(marker, location, rotation, world.transform);
Debug.Log("InstantiateMarkerPin class : Marker Location 2 :X, Y, Z : " + gameObjectPinInstantiate.transform.position);
}
// Update is called once per frame
private void Update()
{
}
}
This script is attached to the sphere Object .My sphere Object have shader material of earth image (globe).
This Instantiated Prefabs (gameObjectPin) on sphere surface appears on scene but not on game screen ,When I select the camera object in the camera preview also this object does not appear .
Scene view
Scene View when camera is selected
I am new to Unity what should I check or correct to appear my created object on the sphere
basically I am trying to add pins to corresponding country and label it .Similar to the globe on this http://kitsdmcc.com/news
Gameobject is created when Play is clicked on the sphere object
When the Pin Object is selected on play mode
Oh now I see it! What you did was only setting its GIZMO via this menu
which is only displayed in the SceneView.
This has nothing to do with the rendering in the GameView but is just a way for easier seeing and finding certain types of objects in the SceneView since usually they would be invisible if not selected.
From the Glossary:
A graphic overlay associated with a GameObject
in a Scene
, and displayed in the Scene View
. Built-in scene
tools such as the move tool are Gizmos
, and you can create custom Gizmos using textures or scripting. Some Gizmos are only drawn when the GameObject is selected, while other Gizmos are drawn by the Editor regardless of which GameObjects
are selected.
As noted in the comments there is no Component at all on your GameObject so nothing is rendered in the Gameview.
Of course now you could enable Gizmos also for the GameView via the Gizmos toggle
but I guess what you rather are trying to achieve is rather rendering that icon in the final App.
You probably would like to use e.g. the SpriteRenderer component here. And simply drag in your Icon to the Sprite property.
You might have to change the Pin Texture's TextureType to Sprite (2D and UI).
In general I would also recommend to Create a Prefab instead of using the Resources folder here.
There are also some changes I would do to your code in general:
public class InstantiateMarkerPin : MonoBehaviour
{
[Header("Settings")]
// directly use a Vector3 for setting the values
// | default value for this field
// | (only valid until changed via Inspector!)
// v
public Vector3 TargetPosition = new Vector3(0.09f, 0.5f, 1.1f);
// Instead of using Resources simply reference the
// created Prefab here
public GameObject gameObjectPinPrefab;
[Header("Outputs")]
public GameObject gameObjectPinInstantiate;
private void Start()
{
// Careful this currently ovewrites any value set via the
// Inspector. Later you will probably want to remove this.
TargetPosition = new Vector3(0.09f, 0.5f, 1.1f);
//As said I would rather use a prefab here and simply reference it above in the field
//gameObjectPinPrefab = (GameObject)Resources.Load("gameObjectPin");
//Instantiate the prefab
gameObjectPinInstantiate = Instantiate(gameObjectPinPrefab, TargetPosition, Quaternion.identity, transform);
Debug.Log("InstantiateMarkerPin class : Marker Location 2 :X, Y, Z : " + gameObjectPinInstantiate.transform.position);
}
// Always remove empty Unity methods
// They are called as messages if they exist
// and only cause unnecessary overhead
}
I'm trying to add one of my scriptable tiles to my Unity Tilemap during runtime. I can paint the tile in the editor and everything looks fine but I would like to add it during runtime.
I tried instantiating the ScriptableObject asset itself, but it does not have the correct sprites it needs that the generated tile asset has in the editor. Also, I don't believe I should be instantiating the ScriptableObject asset for each tile since one asset is meant to be shared for all of the same tiles on the map.
The Tilemap API provides a way to add a tile, but no instructions or example of how to create the tile.
This is kinda off the top of my head, but I was messing around with something similar yesterday, instantiating a tile on click.
Vector3Int tilePos = map.WorldToCell(mousePos);
YourTileClass tileInstance = ScriptableObject.CreateInstance<YourTileClass>();
Texture2D tex = Resources.Load<Texture2D>("tileTexture") as Texture2D;
Sprite sprite = new Sprite();
sprite = Sprite.Create(tex, new Rect(0, 0, 400, 400), new Vector2(0.5f, 0.5f));
Tile tile = Resources.Load<Tile>("tileInstance") as Tile;
tileInstance .sprite = sprite;
yourTileMap.SetTile(tilePos , tile);
I am not 100% if that is the best way to do it, but it worked for me. Let me know if that does not work and I will double check the actual file.
Sorry, I can't comment, but not knowing what you've tried so far, have you tried assigning the ruletile in the inspector and then just assigning it with SetTile at runtime whenever you need to? From the sounds of it this should achieve what you're trying to do
public Tilemap tilemap;
public MyRuleTile myRuleTile;
tilemap.SetTile(coordinate, myRuleTile);
Assuming your ScriptableObject is inheriting from TileBase object you can do the following:
public Tilemap tilemap;
public TileBase tileToDraw; //Object to draw at runtime
//Get tilemap position from the worldposition
Vector3Int tilemapReferencePosition = tilemap.WorldToCell(reference.transform.position);//this can be the position of another gameObject e.g your Player or MousePosition
roadTileMap.SetTile(tilemapReferencePosition, tileToDraw);
I recently used something similar for a Fire Emblem style RPG where I wanted to draw all the potential directions a spell can be cast before casting it and I ended up with the following function
public void DrawPreAttack(GameObject reference, Spell spell) {
Vector3Int gridReferencePos = preAttackTileMap.WorldToCell(reference.transform.position);
foreach (Vector2 direction in spell.validDirections) {
for (int i = 0; i <= spell.maxDistance; i++) {
preAttackTileMap.SetTile(new Vector3Int(gridReferencePos.x + (i * (int)direction.x) , gridReferencePos.y + (i * (int)direction.y) , 0), preAttackTile);
}
}
}
I have provided two small scripts for you that show you exactly how to do this:
1) The ScriptableObject
After placing this script in the Assets/??? folder, you can create new ScriptableObjects (or rather "ScriptableTiles") by right-clicking in the folder -> ScriptableObjects/ScriptableTile. After you have created such an asset, you have to "fill" it with what you want to have in it. In this case: a Tile. Just drag any Tile from your folder into the "m_Tile" slot that the ScriptableTile provides for you.
using UnityEngine;
using UnityEngine.Tilemaps;
[CreateAssetMenu(fileName = "NewScriptableTile", menuName = "ScriptableObjects/ScriptableTile")]
public class ScriptableTile : ScriptableObject
{
public Tile m_Tile;// Fill this with a Tile
public bool m_IsCollider;// This does nothing, it's just a showcase for what else could be stored in here
}
2) A simple "Placer"
Attach the "Placer" MonoBehaviour to a GameObject and give it a reference to a TileMap and your ScriptableTile. On Start() it will place the Tile in the middle of the chosen TileMap.
using UnityEngine;
using UnityEngine.Tilemaps;
public class ScriptableTilePlacer : MonoBehaviour
{
public Tilemap m_ExampleTileMap;
public ScriptableTile m_ExampleTile;
private void Start()
{
m_ExampleTileMap.SetTile(Vector3Int.zero, m_ExampleTile.m_Tile);
}
}
I've played around with creating TileMaps at runtime myself - you can get even more out of ScriptableTiles by adding more variables. For example, if you have a separate Collider TileMap, you could use a bool to mark certain Tiles as "IsCollider" or "IsNotCollider". Another idea would be to not store Tiles inside the ScriptableTile, but Sprites. This allows you to completely bypass the TilePalette - which is pretty much useless when it comes to runtime creation. Just write a short public Tile GetTileFromSprite() method inside the ScriptableTile. With a few lines of code you can create Tiles from Sprites and return them.
I'm working on my first game in Unity.
I'm trying to draw lines on my game field.
Code:
private void DrawLine(Vector3 start, Vector3 stop, GameObject template)
{
GameObject toInstiateGridLine = template;
GameObject gridLineInstance = Instantiate(toInstiateGridLine, start, Quaternion.identity) as GameObject;
LineRenderer gridLineRenderer = gridLineInstance.GetComponent<LineRenderer>();
gridLineRenderer.SetVertexCount(2);
gridLineRenderer.SetWidth(0.01f, 0.01f);
gridLineRenderer.SetColors(Color.black, Color.black);
gridLineRenderer.SetPosition(0, start);
gridLineRenderer.SetPosition(1, stop);
}
It works with one problem. I get pink lines instead of black that I expect.
Settings of LineRenderer component that has been created in runtime:
You are missing material. Pink is the standard color when material is missing.
LineRenderer gridLineRenderer = gridLineInstance.GetComponent<LineRenderer>();
Material mat = new Material(Shader.Find("Unlit/Texture"));
gridLineRenderer.material = mat;
Or, you can change material color directly. As I consider, calling directly will cause to create standard default material
gridLineRenderer.material.color = Color.white;
I have a main_mesh that has 10 submeshes, I wonder how I can change the color of of these submeshes to a different color (e.g submesh1 will have a red color, submesh2 will have a blue color,...etc). Any advise please?
UPDATE:
This is how I'm getting my mesh which has 10 submeshes:
SkinnedMeshRenderer smr = gameobject1.GetComponent<SkinnedMeshRenderer>();
Mesh main_mesh = smr.sharedMesh;
SkinnedMeshRenderer smr = gameobject1.GetComponent<SkinnedMeshRenderer>();
Mesh main_mesh = smr.sharedMesh;
smr.materials[0].color = Color.red; // Change submesh1 to red color
smr.materials[1].color = Color.blue; // Change submesh2 to blue color
...
smr.materials[n].color = ... // Change submesh n to whatever color
Since you've added the tag Unityscript i'll assume that you want to be able to change submeshes inside a script.
Assignation as parameter
The first solution would be to have add a public parameter to you script that would be an array of Mesh. Then assign manually each submesh to the array through the inspector. Now you can access the material of each mesh and change it's color.
public class MyScript : MonoBehaviour {
public Mesh[] submeshes;
// Update is called once per frame
void Update () {
for (int i = 0; submeshes[i]; i++) {
// Return the first material of the mesh renderer, use .materials if multiple Material are applied
submeshes[i].renderer.material.color = Color.red;
}
}
}
Note that I used Mesh as type for my array, but you could directly use Material if you only want to change the color.
Also, if submeshes have the exact same material, It'll change the color for all submeshes, not just one. You need to have one material per mesh.
While this solution is not viable if your number of submeshes change dynamically, this solution is pretty simple and straighforwarded.
Use children
Instead of assigning every submeshes manually, you can dynamically change the color by accessing children
public class MyScript : MonoBehaviour {
public Mesh myObject;
// Update is called once per frame
void Update () {
Material[] array = myObject.GetComponentsInChildren<Material>();
for (int i = 0; array[i]; i++) {
array[i].color = Color.red;
}
}
}
This solution allows you to have N material assigned to your submeshes.
Here is the documentation for GetComponentsInChildren
Edit
Short answer If you want a specific answer to your case, it depends on the materials and shaders assigned to your skinned Mesh Renderer because they can override or alter your childrens' materials. If not, the below code should work.
SkinnedMeshRenderer smr = gameobject1.GetComponent<SkinnedMeshRenderer>();
Mesh main_mesh = smr.sharedMesh;
Mesh[] submeshes = main_mesh.GetComponentsInChildren<Mesh>();
for (int i = 0; submeshes[i]; i++) {
// If your submesh already have a material, remove the first line below !
submeshes[i].renderer.material = new Material(Shader.Find("Diffuse"));
submeshes[i].renderer.material.color = Color.red;
}
This solution create a new material for each submesh, which is quite brutal.
In the inspector, you should assign one material to each submeshes and then use always the same material with different colors.
In case it doesn't work
When you want to change the color of one specific mesh, this mesh needs to have his own material. The color of the mesh will depends on this materials and it's properties (shaders, textures, colors).
With a Skinned Mesh Renderer, you generally use Diffuse Material with textures to apply colors to one complex mesh. In some case, this mesh apply the color to it's childrens.
When using a Skinned Mesh Renderer, you usually use a UV texture. This particular texture is created based on your 3D object and is used to apply multiple color on it (sometimes also it's childrens). Here is a simple example of UV texture and here is a more complex example.
Note that, as a mesh Renderer, a skinned mesh renderer can have multiple materials which make the situation more complex but the principle remains the same.
SkinnedMeshRenderer smr = gameobject1.GetComponent<SkinnedMeshRenderer>();
Mesh main_mesh = smr.sharedMesh;
With your code if main_mesh use a UV texture, you have two solutions
Remove the texture then apply a color to it's children
Create a specific UV texture which apply colors as you want.