Implementing a point system on 3d GameObjects in Unity - unity3d

So I want to create a script where you click on a GameObject and collect a point/+1 score, while the GameObject gets deleted. Sounds simple but I just don't know where to start as I am fairly new to coding, I have created the Destroy(gameobject) function but can not seem to implement a point system like how I had in mind as every tutorial on the internet does it with a ui button. Haven't coded anything on this topic yet but I'm hoping to get some explanations on this topic, Thank you for taking your time to read this and have a good day:),

Update: I found that making a PointManager script and AddPointOnClick script, and using it on the GameObject works!
Watch this for more detail: https://youtu.be/YUcvy9PHeXs

Related

how do i make a 3d character move in unity with WASD?

I am new to Unity, and I want to make a 3d character movement. Please help me. I have tried tutorials, but they don't work.
You first have to choose what kind of movement you want to accomplish i.e: 1st person, 3rd person etc. And saying that YouTube tutorials don't work definitely means you are missing something. Here are some good tutorials for different 3d movement. Please follow them thoroughly.
1st Person:
https://www.youtube.com/watch?v=_QajrabyTJc
https://www.youtube.com/watch?v=XAC8U9-dTZU
3rd Person:
https://www.youtube.com/watch?v=4HpC--2iowE
You can find a ton more movement systems on Google.
Your movement depends on your usage. You have to use a different approach if you want it to be Character Controller based than Rigidbody based. So learn the basics, and then experiment on your own until you are happy with it.
There are tons of ways to make a player move in 3D, and there are just as many tutorials that explain it. If you need a place to start, see the character controller component.
If you have a 3d model of the character, just add this component and it will start moving right away.
the gameobject does not have to have rigidbody or collider components, because it takes care of the whole character controller.
If I gave you a hand to get started, you can mark my answer as accepted, and vote it positively :)

How can i save and load Anchorpoints using Unity

Every time I make the Select gesture, a new instance of the Cube prefab is created and placed in the Room. I would like to save the position of all the instances for example every 10 seconds. Furthermore I would like to load the saved instances when the app restarts.
I created a C# skript attached to the MainCamera with the following Content that i found on the Unity manual site https://docs.unity3d.com/Manual/windowsholographic-persistence.html. I do not know if that is more or less the right way or if its completly the wrong idea. the content of the LoadSave skript
I am completly new to unity and mixedreality and would be very thankfull if someone could help me.

Right way of handling mouse input

I was playing around with navmesh agent and im pretty happy about the results i get. But i am a liitle bit concerned about the code getting complicated.
I want to organize my code in a way that allows me to edit it later without trying to figure it out what i did there.
what i need is basically is this:
Handle mouse click on ground, enemies, objects, skill / spell targeting, gui
Handle mouse over objects, enemies, gui
my approach was:
in update function raycast mouse position
check if the mouse was clicked
if clicked check the target tag : enemy, ground, object (loot) and
call a related function
if not clicked check the target tag again for hover effects.
so what would be the best way to handle all of these listed above? any code examples in any language would be appreciated.
thanks for your time
its been a while that i asked this question. i ended up using state design pattern explained here.

How can I make my code control the keyboard to play another game?

There's a puzzle game called Zen Puzzle Garden, and I just wrote a program that solves the puzzles in the game. Right now, it does a brute force search for a solution, then spits out the necessary moves to solve the puzzle: up, down, left, and right.
But what I want is to run the game on my computer, and feed those moves from my program into the game, so I watch the game being solved automatically.
What is the easiest way to do this?
I should mention probably that my code is written in C.
System.Windows.Forms.SendKeys.SendWait("String you want");
Or
System.Windows.Forms.SendKeys.SendWait(Keys.Up.ToString());
Note that if you enter a string it will send the whole string. So you should probably make a switch/case to see what Key you want to compute.

Unity: Third Person Collision with Animated Platforms

first time posting on stack and everything looks promising so far! I had a bit of a complicated question here so I'll do my best to provide exact details of what I'd like to get accomplished. I'm working with a third person controller in unity, so far everything is going great. I've dabbled with basic up and down platforms, a little glitchy but things work. Anytime my player runs through a mesh I make sure the mesh collider is working and a 'rigid-body' is attached set to Kinematic. Here's the kicker, in my game I have turning gears which the player can jump on. This is great except for the player doesn't turn with my gear, which would make sense according to my game-play. What would be the process for getting my character to interact with this animated mesh? I imagine some sort of script which my nooby mind cannot fathom at this point in my unity career. If anyone out there knows the solution to this, I would love to have any assistance, either way I'll plugging away at a solution. Thanks again!!
This is assuming that you're using the packages that ship with Unity3D, which it sounds like you are. After importing the Character Controllers package, you'll have a bunch of scripts in the Standard Assets\Character Controllers\Sources\Scripts folder, in the project hierarchy view. There's a script in there called CharacterMotor.js, attach that to the same GameObject you're running ThirdPersonController on.
Essentially this script adds more interactivity between the character and the scene. There's several methods inside this script that automatically move the character when in contact with a moving object (as long as it has a collision mesh) basically by inheriting the object's velocity.
If your gear/cog wheel has a proper collision mesh set up, adding this script to your character should be all that you require.