For my game you need to complete a mini-game to unlock abilities. But I atually have no clue how to do it cause the value gets resetted to false whenever I load the main-level.
Code playerMovement:
static bool FistAttackEnabled;
void Update ()
{
if (FistAttackEnabled == true)
{
if (Input.GetMouseButtonDown(0))
{
Debug.Log("Attack");
PlayerMovement.SetFloat("Attacking", 1f);
HitArea.SetActive(true);
}
}
}
Code miniGame:
void Start()
{
FistAttackEnabled = Player.GetComponent<Player_Movement>().FistAttackEnabledPortable;
}
void Update()
{
if (SheepsAmountGuess == NeededAni)
{
FistAttackEnabled = true;
}
}
But this doesnt work. I tried making a portable bool (FistAttackEnabledStatic = FistAttackEnabled) Because you cant transport static bool value's across scripts, but this also didn't work. Does anyone have a clue how to do it?
PS: The code is bigger but it doesn't have anything to do with the attack.
Each time the scene is loaded the scripts are reloaded, so variables will go to their "default" state
You can avoid the destruction of the gameObject by usign DontDestroyOnLoad(this.gameObject);
Since the GameObject wont be deleted each time you reload the scene a new copy will be created to solve that you should use a singleton(look for it you will find information easyly)
Both things will solve the problem temporaly but once you close the game everything will go to the original state. You should use some method to save the progress, PlayerPrefs is a really easy way to do it.
I have the below script attached to the ground game object to detect collisions from my players' child objects but for some reason, the collisions are not detecting.
My player (parent, empty game object) has a Rigidbody and Jump script attached to it, meanwhile, the child game objects (body & feet) have just box colliders on them.
Would love to know why this isn't working :)
private void OnCollisionEnter(Collision collision)
{
if(collision.gameObject.tag == "Body")
{
Debug.Log("Game over!");
}
else if (collision.gameObject.tag == "Feet")
{
Debug.Log("Alive!");
}
}
For some reason, it works when you do collision.collider.tag instead of collision.gameobject.tag, like so:
if(collision.collider.tag == "Head")
{
Debug.Log("Game over!");
}
Not exactly sure why this works, but it works! Defo going to look into this a bit more.
I have an issue with my In App Purchases manager. I load my scene and can successfully purchase items. I go to a new scene in game and then back to that scene and now it says...
`MissingReferenceException: The object of type 'IAPManager' has been destroyed but you are still trying to access it.
Your script should either check if it is null or you should not destroy the object.`and then points my to this line
moneyController = GetComponent<MoneyController>();
Why does it crash at that point? Do I need to add DontDestroyOnLoad or something? I'm not familiar with that or how to use it though. Am I missing something simple?
Here are some more code snippets that may or may not prove useful. This code is from a tutorial hence why it's difficult for me to pin point the issue.
public static IAPManager Instance{set;get;}
private void Awake() {
Instance = this;
}
you have to put in DontDestroyOnLoad this way you will not get any error for same. below is the code that you can use.
private static IAPManager instance;
public static IAPManager Instance
{
get
{
if (instance == null)
{
GameObject o = new GameObject ("IAPManager");
instance=o.AddComponent<IAPManager>();
DontDestroyOnLoad (o);
}
return instance;
}
}
I am making a game that has two scenes (menu scene and game scene). In the menu scene, I create an empty game object just for my music, which includes (audio source (music), button to mute the music, and my script.
Here's the script:
public class Music : MonoBehaviour
{
public static Music Instance;
public AudioSource mainMusic;
public GameObject musicOffImage;
// Keep The Muic Playing In Diffrent Scene
void Awake()
{
if (!Instance)
Instance = this;
else
Destroy(this.gameObject);
DontDestroyOnLoad(this.gameObject);
}
// Method Mute Button
public void MusicOnOff()
{
if (mainMusic.isPlaying)
{
mainMusic.Pause();
musicOffImage.SetActive(true);
}
else
{
mainMusic.UnPause();
musicOffImage.SetActive(false);
}
}
}
With that script, I can play music in different scenes without reloading the music, and the button is working too, but the problem is when I go to the game scene and I back up to the menu scene, somehow the button didn't work. I think it's about the Destroy game object, but I am not sure how to fix it. Any help would mean a lot to me. Thanks.
I assume that everything the Music scripts needs is a child of it so that it is always fine.
However, after Destroy of the instance from the new scene, your buttons from the new scene loose the reference to the Music instance.
Since you have a Singleton there anyway you could as well (ab)use it and have this attached to your button itself
public MusicButton : MonoBehaviour
{
public void MusicOn()
{
Music.Instance.MusicOnOff();
}
}
And reference that instead in your button.
Also the image could e.g. register itself to the Music.Instance like e.g.
public MusicImage : MonoBehaviour
{
private void Start()
{
Music.Instance.musicOffImage = gameObject;
gameObject.SetActive(Music.Instance.mainMusic.isPlaying);
}
}
Alternative
In your question you said all objects are child's of an empty object, however the only object that gets DontDestroyOnLoad is the Music one. The others will get destroyed and reloaded so all these references might get lost as well. You might probably rather DontDestroyOnLoad the entire empty object and only hide/show the button in certain scenes.
I made a pretty basic 2D game to learn. I have 2 Scenes, and switching between them worked great. I used empty gameObjects as Start/Exit point of the Scene, so that the game would know to put player on point X after exiting through point X (for example exit outside house if I walk out the door).
Then I added a "Scene0", to use for persistent general scripts like GameManager, Sounds, Music, etc. With just one object called "Controller" that I DontDestroyOnLoad().
After adding this Scene and then just switching Scenes right away to my MainScene, all of a sudden the game starts acting really strange;
the first time I move from my MainScene (Scene1), to my secondary Scene (Scene2), it works fine, but then when I leave Scene2 to go back to Scene1, the player spawns in the middle of nowhere.
And this ONLY happens if I launch the game from my Persistent Scene.
I have no idea what is wrong, I don't add anything that interferes with my scene transitions, all I've added so far is playerHealth, for testing.
Scripts attached to my (persistent) Controller:
DDOL:
public class DDOL : MonoBehaviour {
// Use this for initialization
void Awake () {
DontDestroyOnLoad (gameObject);
}
}
GameManager:
public class GameManager : MonoBehaviour {
public static GameManager manager;
public int playerMaxHealth;
public int playerCurrentHealth;
void Awake(){
if (manager == null) {
manager = this;
} else if (manager != this) {
Destroy (gameObject);
}
}
// Use this for initialization
void Start () {
SceneManager.LoadScene("test_scene");
}
// Update is called once per frame
void Update () {
}
}
Scripts attached to my StartPoint:
PlayerStartPoint:
public class PlayerStartPoint : MonoBehaviour {
private PlayerController thePlayer;
private CameraController theCamera;
public Vector2 startDir;
public string pointName;
// Use this for initialization
void Start () {
thePlayer = FindObjectOfType<PlayerController> ();
if (thePlayer.startPoint == pointName) {
thePlayer.transform.position = transform.position;
thePlayer.lastMove = startDir;
theCamera = FindObjectOfType<CameraController> ();
theCamera.transform.position = new Vector3(transform.position.x, transform.position.y, theCamera.transform.position.z);
}
}
}
And finally ExitPoint:
LoadNewArea:
public class LoadNewArea : MonoBehaviour {
public string levelToLoad;
public string exitPoint;
private PlayerController thePlayer;
// Use this for initialization
void Start () {
thePlayer = FindObjectOfType<PlayerController> ();
}
void OnTriggerEnter2D(Collider2D other){
if (other.gameObject.name == "Player")
{
SceneManager.LoadScene(levelToLoad);
thePlayer.startPoint = exitPoint;
}
}
}
EDIT:
After moving all my DDOL gameObject to the Pre-Scene, it worked. So, I can assume the fault is inside Player or Cameras Start() functions since when they start in Scene1 they get called every time I enter the Scene (only DDOL).
I tried adjusting their Start()functions like follows:
Original camera:
void Start () {
Debug.Log("Starting camera");
if (!cameraExists) {
cameraExists = true;
DontDestroyOnLoad (gameObject);}
else{
Destroy (gameObject);
}
}
Changed Camera:
void Start () {
DontDestroyOnLoad (gameObject);
}
The exact same changes was made in Player.
Obviously this doesnt work because it creates a new Camera/Player every time I enter Scene1 (btw why does it not try to create them when I enter Scene2?, is it because they start in Scene1?). HOWEVER, the new player/camera do start at the correct position, and if I zoom out I can see the old player/camera at that same wrong position as before. So something weird happens when their Start() is called a second time it seems.
You've now mentioned that you had code something like this,
void Start () {
Debug.Log("Starting camera");
if (!cameraExists) {
cameraExists = true;
DontDestroyOnLoad (gameObject);}
else{
Destroy (gameObject);
}
}
Note that this is unfortunately just "utterly incorrect", heh :)
The issues you mention in the question (preload scenes etc) are just totally unrelated to the problem here.
In Unity if you have a character C that persists between scenes a, b, c as you load those scenes, you must kick-off C in it's own (perhaps otherwise empty) scene, you can not use "a" as a matter of convenience to kick off C.
The pattern is, in each of a, b, c just have a line of code like p = FindObjectOfType<Player>(); which runs when the scene loads, and position C as you wish.
Now, regarding your specific puzzle about the unusual behavior you are seeing.
I understand that you want to know why you are observing what you do.
It is a combination of confusion over the following issues: 1 - difference between Awake and Start, 2 - confusion over script execution order {but see below1} 3 - confusion about Destroy versus DestroyImmediate 4 - Not using Debug.Log enough, and not using gameObject.name in there (it's a common in Unity to be wildly confused about which object is talking in Debug.Log) 5 - where you mention you see the other object "off to the side", it's common to drastically confuse which one is which in such situations 6 - confusion between the computer programming concept of "instantiation" (ie, of a class or object) and "instantiating" (confusingly, it's the same word - utterly unrelated) game objects in nity.
If you fiddle around with all those issues, you'll discover an explanation for the behavior you're seeing!
But it doesn't amount to much; in Unity in the "C .. a b c" example you have to create C separately beforehand.
1 {aside, never fiddle with the script execution ordering system in Unity in an effort to solve problems; it's only there for R&D purposes; however it could in fact help you investigate the behavior at hand in this problem, if you are particularly keen to fully understand why you're seeing what you're apparently seeing}
Use the debugger. Have breakpoints at the relevant spots, like PlayerStartPoint.Start() and LoadNewArea.OnTriggerEnter2D() and check that they are executed
At the right time
The right number of times
With the expected values
This should make you see where things get out of hand.
If you use Visual Studio, install https://marketplace.visualstudio.com/items?itemName=SebastienLebreton.VisualStudio2015ToolsforUnity to be able to debug Unity from within Visual Studio.
If you are not using Visual Studio, you probably should.
Is player persistent between scenes (does he have DontDestroyOnLoad)? If no then this might be the reason - you can either try loading the scenes by using the additive mode or by instantiating the player on scene load in correct position.