how to check if an object is not in the scene - unity3d

I wanted this code to send a "no" when it doesn't find the object "Player_1" but when it finds it, it sends "yes" in the debug log but when I remove it simply
don't send "no"
{
public GameObject _objeto1;
public GameObject _objeto2;
public float _distancia1;
public
void Start()
{
_distancia1 = 0;
}
void Update()
{
_objeto1 = GameObject.Find("Player_1");
_distancia1 = Vector3.Distance(_objeto1.transform.position, _objeto2.transform.position);
if (_objeto1 == true)
{
Debug.Log("sim");
}
else
{
Debug.Log("nao");
}
}
}

Try this:
public GameObject _objeto1;
public GameObject _objeto2;
public float _distancia1;
void Start()
{
_distancia1 = 0;
}
void Update()
{
_objeto1 = GameObject.Find("Player_1");
if (_object1 != null)
{
_distancia1 = Vector3.Distance(_objeto1.transform.position, _objeto2.transform.position);
}
if (_objeto1 != null)
{
Debug.Log("sim");
}
else
{
Debug.Log("nao");
}
}

Thank you for question!
GameObject.Find() returns GameObject if it's exist on scene and returns "null" when there is no object. So you can use if statment to check if _objeto1 is null.
_objeto1 = GameObject.Find("Player_1");
if (_objeto1 == null)
{
Debug.Log("nao");
}
else
{
Debug.Log("Yes");
}
And don't use '_' for public fields. It's bad practice. You can use it for private fields.

Related

Unity Mirror - networked game object not showing up

I'm using Unity Mirror for networking my app so that a central server (not host) can send commands to the clients it is connected to.
On play, the "game" will make the program a client or server automatically on play, so i don't have to use the Client/Server only buttons provided by the NetworkManagerHUD.
Currently I'm facing 2 problems:
Client disconnects right after a connection with server is made. When I override the OnClientConnect function, I put the line base.OnClientConnect(conn). After stepping into the original function, I conclude it is the autoCreatePlayer set to true that is causing this problem. (the server and client are two instances of the program running on the same computer as I can only test using localhost).
public override void OnClientConnect(NetworkConnection conn)
{
base.OnClientConnect(conn); //This line causes the error message
clientConnected = true;
GameObject[] prefabs = Resources.LoadAll<GameObject>("NetworkingComponents");
foreach (var prefab in prefabs)
{
NetworkClient.RegisterPrefab(prefab);
}
GameObject[] gos = Resources.LoadAll<GameObject>("NetworkingComponents");
}
Perhaps the most critical issue. Referring to the previous problem, if i did remove the line
base.OnClientConnect(conn), client can connect, but all networked gameobjects (with NetworkIdentity) are still not showing up when connected as client, even though the NetworkManagerHUD says the program is connected as client. (Strangely, they are showing up if connected as Server.)
Here is the rest of the overriden NetworkManager code.
public class MyNetworkManager : NetworkManager
{
public GameObject dropdown;
public Canvas canvas;
//---------------------------Networking stuff----------------------------------
public List<NetworkNode> networkedNodes { get; } = new List<NetworkNode>();
public List<Settings> networkedSettings { get; } = new List<Settings>();
public List<NetworkedVisualisersDisplay> visualisersDisplays { get; } = new List<NetworkedVisualisersDisplay>();
public List<Visualiser> visualisers{ get; } = new List<Visualiser>();
public static MyNetworkManager instance = null;
public NetworkedVisualisersDisplay visDisplayPrefab;
public NetworkNode networkNode;
private string homeName;
public volatile bool clientConnected = false;
public bool IsClientConnected()
{
return clientConnected;
}
//the purpose of having a delay is that we need to determine if the call to StartClient() actually started the player as a client. It could fail if it’s the first player instance on the network.
public IEnumerator DelayedStart()
{
//base.Start();
StartClient();
yield return new WaitForSeconds(2);
print("conn count " + NetworkServer.connections.Count);
if (!IsClientConnected())
{
NetworkClient.Disconnect();
print(“starting as server”);
StartServer();
clientConnected = false;
}
else
{
print("starting as client");
}
visDisplayPrefab = Resources.Load<NetworkedVisualisersDisplay>("NetworkingComponents/NetworkedVisualisersDisplay");
if (instance == null)
{
instance = this;
print("instance = " + this);
}
else
{
print("manager destroyed");
Destroy(gameObject);
}
yield return null;
}
//-----------------------------------------------------------------------------
public override void Start(){
StartCoroutine(DelayedStart());
}
public override void OnStartServer()
{
GameObject[] prefabs = Resources.LoadAll<GameObject>("NetworkingComponents");
foreach (var prefab in prefabs)
{
spawnPrefabs.Add(prefab);
}
}
public override void OnServerChangeScene(string scenename)
{
if (scenename.Equals("Visualisers"))
{
for (int i = 0; i < visualisersDisplays.Count; i++)
{
var conn = networkedNodes[i].connectionToClient;
NetworkedVisualisersDisplay visSceneInstance = Instantiate(visualisersDisplays[i]);
NetworkServer.Destroy(conn.identity.gameObject);
NetworkServer.ReplacePlayerForConnection(conn, visSceneInstance.gameObject);
}
}
else if (Settings.Instance.sceneNames.Contains(scenename))
{
for (int i = 0; i < visualisersDisplays.Count; i++)
{
var conn = visualisers[i].connectionToClient;
var visInstance = Instantiate(visualisers[i]);
NetworkServer.Destroy(conn.identity.gameObject);
NetworkServer.ReplacePlayerForConnection(conn, visInstance.gameObject);
}
}
}
public override void OnServerAddPlayer(NetworkConnection conn)
{
NetworkNode n = Instantiate(networkNode);
NetworkServer.AddPlayerForConnection(conn, n.gameObject);
NetworkNode.instance.DisplayMessage();
}
public override void OnClientConnect(NetworkConnection conn)
{
base.OnClientConnect(conn);
//we are connected as a client
clientConnected = true;
GameObject[] prefabs = Resources.LoadAll<GameObject>("NetworkingComponents");
foreach (var prefab in prefabs)
{
NetworkClient.RegisterPrefab(prefab);
}
}
}
Any help will be greatly appreciated!

Using admob rewarded ad in unity singleton pattern

I am using admob ads in my app and they are working fine. But when i try to do something after a ad close or reward earned call back my code breaks. Following is my adMob script
public class AdMobScript : MonoBehaviour
{
...
public event Action OnReviveRewardEarned;
public event Action OnReviveAdLoaded;
public event Action OnReviveAdClosed;
private void LoadReviveRewardedAd()
{
reviveRewardedAd = new RewardedAd(adReviveRewardedId);
reviveRewardedAd.OnAdLoaded += ReviveAdLoaded;
reviveRewardedAd.OnUserEarnedReward += ReviveEarnedReward;
reviveRewardedAd.OnAdClosed += ReviveAdClosed;
AdRequest request = new AdRequest.Builder().Build();
reviveRewardedAd.LoadAd(request);
}
private void ReviveAdClosed(object sender, EventArgs e)
{
LoadReviveRewardedAd();
if (isRewardErned)
{
isRewardErned = false;
OnReviveRewardEarned.Invoke();
}
else
OnReviveAdClosed.Invoke();
}
private void ReviveEarnedReward(object sender, Reward e)
{
isRewardErned = true;
}
private void ReviveAdLoaded(object sender, EventArgs e)
{
//reviveButton.interactable = true;
OnReviveAdLoaded.Invoke();
}
public void ShowAdToRevive()
{
if (reviveRewardedAd.IsLoaded())
{
reviveRewardedAd.Show();
}
}
...
}
In the callbacks i am calling my adManager script which is in term using adMob script. Here is the code for it.
public class AdManager : MonoBehaviour
{
...
private void Start() {
AdMobScript.instance.OnReviveAdClosed += ReviveAdClosed;
AdMobScript.instance.OnReviveAdLoaded += ReviveAdLoaded;
AdMobScript.instance.OnReviveRewardEarned += ReviveReward;
}
#region ReviveAds
private void ReviveReward() {
//game crash here
backButton.gameObject.SetActive(true);
reviveButton.gameObject.SetActive(false);
noThanksButton.gameObject.SetActive(false);
manager.Revive();
}
private void ReviveAdLoaded() {
reviveButton.interactable = true;
}
private void ReviveAdClosed() {
//game crash here
reviveButton.interactable = false;
}
public void ShowAdToRevive() {
AdMobScript.instance.ShowAdToRevive();
}
...
}
After either ad close or reward earned my game crashes (error log says
get_gameObject can only be called from the main thread
). There must be something i am doing wrong. Can anyone please point me to the right direction?
The reason for the problem - you trying to manipulate with MonoBehaviors, not in main thread.
Just write simple scheduler which calls the events in the Unity thread, like this:
Scheduler:
using System;
using UnityEngine;
public class Scheduler : MonoBehaviour
{
public static Scheduler instance;
public event Action secondTick = delegate { };
private float seconds = 0;
private void Awake()
{
instance = this;
}
private void Update()
{
seconds += Time.unscaledDeltaTime;
if (seconds >= 1.0f)
{
seconds -= 1.0f;
secondTick.Invoke();
}
}
}
Updated AdMobScript:
public class AdMobScript : MonoBehaviour
{
...
private bool onRewardEarnedCall = false;
private bool onRewardAdLoaded = false;
private bool onRewardAdClosed = false;
public event Action OnReviveRewardEarned;
public event Action OnReviveAdLoaded;
public event Action OnReviveAdClosed;
private void LoadReviveRewardedAd()
{
reviveRewardedAd = new RewardedAd(adReviveRewardedId);
reviveRewardedAd.OnAdLoaded += ReviveAdLoaded;
reviveRewardedAd.OnUserEarnedReward += ReviveEarnedReward;
reviveRewardedAd.OnAdClosed += ReviveAdClosed;
AdRequest request = new AdRequest.Builder().Build();
reviveRewardedAd.LoadAd(request);
Scheduler.instance.secondTick += OnSecondTick;
}
private void OnSecondTick()
{
if(onRewardAdClosed)
{
onRewardAdClosed = false;
OnReviveAdClosed.Invoke();
}
if(onRewardEarnedCall)
{
OnReviveRewardEarned.Invoke();
onRewardEarnedCall = false;
}
if(onRewardAdLoaded)
{
OnReviveAdLoaded.Invoke();
onRewardAdLoaded = false;
}
}
private void ReviveAdClosed(object sender, EventArgs e)
{
LoadReviveRewardedAd();
if (isRewardErned)
{
isRewardErned = false;
onRewardEarnedCall = true;
}
else
onRewardAdClosed = true;
}
private void ReviveEarnedReward(object sender, Reward e)
{
isRewardErned = true;
}
private void ReviveAdLoaded(object sender, EventArgs e)
{
//reviveButton.interactable = true;
onRewardAdLoaded = true;
}
public void ShowAdToRevive()
{
if (reviveRewardedAd.IsLoaded())
{
reviveRewardedAd.Show();
}
}
...
}
This is a very simple and not optimize solution but this will solve your problem.

Unity: Google Play Games crashes on login

I'm trying to save a variable using google play games cloud save. However it crashes when it signs in. I've definitely enabled it on the developer console. I never had this problem before I added the cloud save feature and it was just doing achievements and scoreboards. Also, when I'm not connected to the internet, it doesn't crash and locally saving the data works fine. Can any one help?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using GooglePlayGames;
using GooglePlayGames.BasicApi;
using GooglePlayGames.BasicApi.SavedGame;
using System.Text;
public class playgamesscript : MonoBehaviour {
public static playgamesscript Instance { get; private set; }
const string SAVE_NAME = "Test";
bool isSaving;
textEdit textEditScript;
control controlScript;
bool isCloudDataLoaded;
// Use this for initialization
void Start () {
Instance = this;
textEditScript = GameObject.FindGameObjectWithTag("UIControl").GetComponent<textEdit>();
controlScript = GameObject.FindGameObjectWithTag("Control").GetComponent<control>();
if (!PlayerPrefs.HasKey(SAVE_NAME))
PlayerPrefs.SetString(SAVE_NAME, "0");
if (!PlayerPrefs.HasKey("IsFirstTime"))
PlayerPrefs.SetInt("IsFirstTime", 1);
LoadLocal();
PlayGamesClientConfiguration config = new PlayGamesClientConfiguration.Builder().EnableSavedGames().Build();
PlayGamesPlatform.InitializeInstance(config);
PlayGamesPlatform.Activate();
if (control.signInAttempt == false)
{
SignIn();
}
}
void SignIn()
{
control.signInAttempt = true;
Social.localUser.Authenticate(success => { LoadData(); });
}
#region Saved Games
string GameDataToString()
{
return control.Highscore.ToString();
}
void StringToGameData(string cloudData, string localData)
{
if (PlayerPrefs.GetInt("IsFirstTime") == 1){
PlayerPrefs.SetInt("IsFirstTime", 0);
if (int.Parse(cloudData) > int.Parse(localData)){
PlayerPrefs.SetString(SAVE_NAME, cloudData);
}
}
else if (int.Parse(localData) > int.Parse(cloudData))
{
control.Highscore = int.Parse(localData);
AddScoreToLoeaderBoard(textEdit.leaderboardStat, control.Highscore);
isCloudDataLoaded = true;
SaveData();
return;
}
control.Highscore = int.Parse(cloudData);
isCloudDataLoaded = true;
}
void StringToGameData (string localData)
{
control.Highscore = int.Parse(localData);
}
void LoadData()
{
if (Social.localUser.authenticated)
{
isSaving = false;
((PlayGamesPlatform)Social.Active).SavedGame.OpenWithManualConflictResolution(SAVE_NAME, DataSource.ReadCacheOrNetwork, true, ResolveConflict, OnSavedGameOpened);
}
else {
LoadLocal();
}
}
private void LoadLocal()
{
StringToGameData(PlayerPrefs.GetString(SAVE_NAME));
}
public void SaveData()
{
if (!isCloudDataLoaded)
{
SaveLocal();
return;
}
if (Social.localUser.authenticated)
{
isSaving = true;
((PlayGamesPlatform)Social.Active).SavedGame.OpenWithManualConflictResolution(SAVE_NAME, DataSource.ReadCacheOrNetwork, true, ResolveConflict, OnSavedGameOpened);
}
else
{
SaveLocal();
}
}
private void SaveLocal()
{
PlayerPrefs.SetString(SAVE_NAME, GameDataToString());
}
private void ResolveConflict(IConflictResolver resolver, ISavedGameMetadata original, byte[] originalData, ISavedGameMetadata unmerged, byte[] unmergedData)
{
if (originalData == null)
{
resolver.ChooseMetadata(unmerged);
} else if (unmergedData == null)
{
resolver.ChooseMetadata(original);
} else
{
string originalStr = Encoding.ASCII.GetString(originalData);
string unmergedStr = Encoding.ASCII.GetString(unmergedData);
int originalNum = int.Parse(originalStr);
int unmergedNum = int.Parse(unmergedStr);
if (originalNum > unmergedNum)
{
resolver.ChooseMetadata(original);
return;
} else if (unmergedNum> originalNum)
{
resolver.ChooseMetadata(unmerged);
}
resolver.ChooseMetadata(original);
}
}
private void OnSavedGameOpened(SavedGameRequestStatus status, ISavedGameMetadata game)
{
if (status == SavedGameRequestStatus.Success)
{
if (!isSaving)
{
LoadGame(game);
} else
{
SaveGame(game);
}
}
else
{
if (!isSaving)
{
LoadLocal();
}else
{
SaveLocal();
}
}
}
private void LoadGame(ISavedGameMetadata game)
{
((PlayGamesPlatform)Social.Active).SavedGame.ReadBinaryData(game, OnSavedGameDataRead);
}
private void SaveGame(ISavedGameMetadata game)
{
string stringToSave = GameDataToString();
PlayerPrefs.SetString(SAVE_NAME, stringToSave);
byte[] dataToSave = Encoding.ASCII.GetBytes(stringToSave);
SavedGameMetadataUpdate update = new SavedGameMetadataUpdate.Builder().Build();
((PlayGamesPlatform)Social.Active).SavedGame.CommitUpdate(game, update, dataToSave, OnSavedGameDataWritten);
}
private void OnSavedGameDataRead(SavedGameRequestStatus status, byte[] savedData)
{
if (status == SavedGameRequestStatus.Success)
{
string cloudDataString;
if (savedData.Length == 0)
{
cloudDataString = "0";
} else
cloudDataString = Encoding.ASCII.GetString(savedData);
string localDataString = PlayerPrefs.GetString(SAVE_NAME);
StringToGameData(cloudDataString, localDataString);
}
}
private void OnSavedGameDataWritten(SavedGameRequestStatus status, ISavedGameMetadata game)
{
}
#endregion /Saved Games
///
JNI DETECTED ERROR IN APPLICATION: can't call void com.google.android.gms.common.api.PendingResult.setResultCallback(com.google.android.gms.common.api.ResultCallback) on null object'

Cannot access array of a custom class

In unity I keep getting the error message "NullReferenceException: Object reference not set to an instance of an object" on this:
listOfBanks[0].Deposit(50);
and
accntBlnce.text = "Account Balance:\n" + listOfBanks[curBank].GetBalance().ToString("c");
I have 3 options listed in the drop down menu and when I Debug.Log the number of items in the array I get 3 as my count. But I can't do anything with them. The banks variable is set as the Dropdown object in the inspector as well as the accntBlnce as the text object in my panel.
The code is below.
Banks.cs
public class Banks : MonoBehaviour {
public Dropdown banks;
public Text accntBlnce;
public Bank[] listOfBanks;
public int curBank = 0;
void Start() {
listOfBanks = new Bank[banks.options.Count];
listOfBanks[0].Deposit(50);
}
void Update() {
curBank = banks.value;
accntBlnce.text = "Account Balance:\n" + listOfBanks[curBank].GetBalance().ToString("c");
}
}
Bank.cs
public class Bank{
public Bank() { }
public Bank(string orgn, float amntToRprt, float blnce) {
origin = orgn;
amountToReport = amntToRprt;
balance = blnce;
}
public string origin { get; set; }
public float amountToReport { get; set; }
public float balance { get; set; }
public bool Deposit(float amnt) {
if (amnt > 0) {
balance += amnt;
if(amnt > amountToReport) {
FlagForReport();
}
return true;
}
else
return false;
}
private void FlagForReport() {
throw new NotImplementedException();
}
public float GetBalance() {
return balance;
}
public bool Withdraw(float amnt) {
if (amnt > 0) {
if (balance >= amnt) {
balance -= amnt;
return true;
}
else
return false;
}
else
return false;
}
public bool Transfer(float amnt, Bank bank) {
if (amnt > 0) {
if (balance >= amnt) {
if(bank.Deposit(amnt))
balance -= amnt;
return true;
}
else
return false;
}
else
return false;
}
}
This is the fourth time array question is asked this week with the-same problem and the-same solution.
You declared the array here:
listOfBanks = new Bank[banks.options.Count];
but you did not create new instance of each Bank script before calling
listOfBanks[0].Deposit(50); and listOfBanks[curBank].GetBalance().ToString("c").
Declaring array and setting the size is NOT the-same as creating new instance of a script.
The solution is to loop through the array and create new instance of each one.
In your Banks.cs, replace the code in your Start() function with the one below:
void Start()
{
//Declare how much Bank array should be created
listOfBanks = new Bank[banks.options.Count];
//Now Create instance of each bank
for (int i = 0; i < listOfBanks.Length; i++)
{
//Create new instance of each Bank class
//listOfBanks[i] = new Bank();
listOfBanks[i] = new Bank("", 50, 50);
}
listOfBanks[0].Deposit(50);
}

Unity HostData array issues

So my problem is that whenever i try and call the hostData array with a button it returns null, but I know its not null. I even put a debug.log calling the the first member of the HostData array in update() and get when hostData != null it returns every frame but whenever i call it from the button it says its null, i even used if(hostData == null) to verify it. What could possibly cause this?
private HostData[] hostData;
private bool refreshing = false;
private Text joinServerText;
private GameObject joinServerButton;
private GameObject startServerButton;
private GameObject refreshServerButton;
void Awake()
{
joinServerButton = GameObject.Find ("JoinServerButton");
joinServerText = GameObject.Find("JoinServerText").GetComponent<Text>();
startServerButton = GameObject.Find ("StartServerButton");
refreshServerButton = GameObject.Find ("RefreshServerButton");
}
void Start()
{
joinServerButton.SetActive (false);
}
void StartServer()
{
bool useNat = !Network.HavePublicAddress();
Network.InitializeServer(2,25000, !useNat);
MasterServer.RegisterHost(gameName,"Tutorial Game Name","This is a tutorial game");
}
void refreshHostList()
{
MasterServer.RequestHostList(gameName);
refreshing = true;
}
void Update()
{
if (refreshing)
{
if(MasterServer.PollHostList().Length > 0)
{
refreshing = false;
Debug.Log (MasterServer.PollHostList().Length);
hostData = MasterServer.PollHostList();
}
}
if(hostData != null)
{
joinServerButton.SetActive (true);
joinServerText.text = hostData[0].gameName;
Debug.Log ("hostData[0].gameName");
}
}
//Messages
void OnServerInitialized()
{
Debug.Log ("Server Initialized!");
}
void OnMasterServerEvent(MasterServerEvent mse)
{
if(mse == MasterServerEvent.RegistrationSucceeded)
{
Debug.Log ("Registered Server");
}
}
//UI
public void StartSeverButton()
{
Debug.Log ("Starting Server...");
StartServer();
}
public void RefreshHostsButton()
{
Debug.Log ("Refreshing Hosts...");
refreshHostList();
}
public void JoinServerButton()
{
//for(int i=0; i<hostData.Length; i++)
//{
if (hostData == null) <--------- My problem
{
Debug.Log("hostData is null");
//Debug.Log (hostData[0].gameName);
//Network.Connect (hostData[0]);
}
}
}
I usually solve problems of mysterious bad value assignment by replacing this:
private HostData[] hostData;
With this:
private HostData[] _hostData;
private HostData[] hostData { get { return _hostData; } set { _hostData=value; Debug.Log("Host data set. Is null?: "+(_hostData == null), this); } }
Run it, and you'll immediately see when the variable is being set to null. And maybe you'll discover that the problem isn't what you thought--for example, maybe it's never set, and there are actually multiple instances of that class, and the one that prints the host count isn't the same instance that has the null variable.