Unity Visual Scripting Variable - unity3d

I have a scene that has 3 buttons, one for each level. I made buttons 2 and 3 uninteractable and I want to make it so when you win the 1st you can start the 2nd etc... So I have unchecked the interactable box from the options of button2. Then I went to the script of my player and I have connected the following parts so when he completes the 1st level the button 2 gets to be interactible. But there seems to be an issue.

(This answer only applies if you were loading new scenes.)
Perhaps, the problem is that you can’t save a variable telling which levels are allowed. (Unless you do it through, an actual save mechanic.) this is because unity destroys all objects in a scene when loading a new scene. This removes all data stored in variables. You could get around this from using
DontDestroyOnLoad(gameObject);
this saves the gameObect variable you put in the parentheses through scene loading. You can attach a script that would store the variables to this, to save information.
If you can’t figure out how to get the variables from other scripts, use this:
var newVariable = GameObjectVariable.GetComponent<scriptName>().variableName;
I see you were using visual coding, so if you can try and figure out how to find these methods in there, it should work.
If you want to use actual save mechanics, go to this link:
https://docs.unity3d.com/ScriptReference/PlayerPrefs.html/

Set Variable need to receive a flow input.

Related

No function dropdown in AnimationEvent in Unity

I try to handle some events during animations, but everywhere I look, every tutorial have access to AnimatorEvent Inspector like this:
A nice simple field, where you can select a function, I want this!
But instead of this, I always getting this sick 5 fields view, and don't have any idea how to handle animation event in this case!
I tried to create function test() with debug log, but it didn't work anyway. Why I can't get access to this simple window where I can choose an function?
You will need to add this animation into a State in Animator Controller (via Animator Window).
In the object which contains Animator component, attach your script component to it.
Open the Animation window, select the object above, you will see a dropdown of animations (top left) which Animator Controller of this object contains. Choose and add event to the animation you want to.
Select the event in Animation Window, in the Inspector, you should see the dropdown of public functions of your script component attached above.
Answer by Aluminium18
Sometimes it doesn't work even if you do all things according to tutorials or advices in internet. I often leave Unity editor launched for a long time without any interactions with it. After several gibernations and several days it can get buggy - various errors appear, you can't see some functions from scripts and so on. So, just reloading the Unity editor solves many of such issues for me. And it continues to happen so for several years no matter what Unity version you have. I tried versions from 2019.x.x to 2022.x.x - all this time Unity behaves itself the same.

Why aren't UIViewAnimationsOptions available in the drop down menu?

I'm working through the Code With Chris card matching game and when setting up the animation, he presses "." to bring up a list of options to select from. When I do the same thing my list of things to select from is different. I tried putting in the text manually but Xcode doesn't recognize it. What am I doing incorrectly?
Because the tutorial is calling UIView.animate but you are calling UIView.animateKeyFrames. Those are different methods and take a different set of options.
(There have also been some changes in the code completion interface since that tutorial was created.)

Should I add the information in both side

I am new to unity ,plz forgive me asking these questions
It bumps out : default reference will only be applied in edit mode
Is it important, what is that?
Should I need to add the information(food and border ) to both sides?
The second image are default references. If you set them they are automatically applied after adding this script to an object.
They are not required. And only apply to a script added via the Editor (not by script!). What matters later on runtime are only the values on the GameObject.
Further you can only reference assets from the Assets folder here. They make sense e.g. if you have a button script that uses a certain Click sound, a texture and e.g. a prefab. For these three you now could already define default values so someone using your component doesn't have to assign everything everytime but already has the default references as a kind of fallback.
So in your case it would only make sense, if the borders are prefabs from the Assets that are spawned by this script. The FoodPrefab is even called like this and makes sense to have as a default reference so you don't have to drag it into each and every instance of SpawnFood you create.
And btw just by looking at your settings you should probably directly make your fields of type RectTransform so you can't accidentally reference another object there.

Inner Workings of Unity3d's GUI.Button

I'm still pretty new to scripting in Unity3D, and I'm following along with a tutorial that uses GUI.Button() to draw a button on the screen.
I am intrigued by how this function works. Looking through the documentation, the proper use of GUI.Button is to invoke the function in an if statement and put the code to be called when the button is pushed within the if statement's block.
What I want to know is, how does Unity3D "magically" delay the code in the if statement until after the button is clicked? If it was being passed in as a callback function or something, then I could understand what was going on. Perhaps Unity is using continuations under the hood to delay the execution of the code, but then I feel like it would cause code after the if statement to be executed multiple times. I just like to understand how my code is working, and this particular function continues to remain "magical" to me.
I don't know if it's the right term, but I usually refer to such system as immediate mode GUI.
how does Unity3D "magically" delay the code in the if statement until
after the button is clicked?
GUI.Button simply returns true if a click event happened inside the button bounds during last frame. Basically calling that function you are polling: every frame for every button asking the engine if an event which regards that button (screen area) is happened.
If it was being passed in as a callback function or something, then I
could understand what was going on
You are probably used to an MVC like pattern, where you pass a controller delegate that's called when an UI event is raised from the view. This is something really different.
Perhaps Unity is using continuations under the hood to delay the
execution of the code, but then I feel like it would cause code after
the if statement to be executed multiple times.
No. The function simply returns immediately and return true only if an event happened. If returns false the code after the if won't be executed at all.
Side notes:
That kind of system is hard to maintain, especially for complex structured GUI.
It has really serious performance implications (memory allocation, 1 drawcall for UI element)
Unless you are writing an editor extension or custom inspector code, I'd stay away from it. If you want to build a menu implement your own system or use an external plugin (there are several good ones NGUI, EZGUI,..).
Unity has already announced a new integrated UI System, it should be released soon.
Good question. The unity3d gui goes through several event phases, or in the documentation
Events correspond to user input (key presses, mouse actions), or are UnityGUI layout or rendering events.
For each event OnGUI is called in the scripts; so OnGUI is potentially called multiple times per frame. Event.current corresponds to "current" event inside OnGUI call."
In OnGUI you can find out which event is currently happening with >Event.current
The following events are processed link:
Types of UnityGUI input and processing events.
-MouseDown
-MouseUp,mouse button was released
-MouseMove,Mouse was moved (editor views only)
-MouseDrag,Mouse was dragged
-KeyDown, A keyboard key was pressed
-KeyUp A keyboard key was released.
-ScrollWheel The scroll wheel was moved.
-Repaint A repaint event. One is sent every frame.
-Layout A layout event.
-DragUpdated Editor only: drag & drop operation updated.
-DragPerform Editor only: drag & drop operation performed.
-DragExited Editor only: drag & drop operation exited.
-Ignore Event should be ignored.
-Used Already processed event.
-ValidateCommand Validates a special command (e.g. copy & paste).
-ExecuteCommand Execute a special command (eg. copy & paste).
-ContextClick User has right-clicked (or control-clicked on the mac).
Unity GUI has much improved lately and is quite usefull if you want to handle things programmatically. If you want to handle things visually, i recommend looking at the plugins heisenbug refers to.
If you decide to use unity gui, i recommend using only one object with ongui, and let this object handle all your gui.

kineticjs drag & drop - no release inconsistency

First of all drag and drop works correctly in my stages in version 4.3.0, so I just want to understand why I get the following problem with 4.3.3.
I have three stages. One sits in a container in a document in an iframe. The others sit in containers in the iframe's parent document, one displaying a complex layout of shapes and the other a single simple shape for testing. The document in the iframe which controls all the action has a viewfinder overlay that drags and drops correctly. However the shapes in the layout and test stages do not release on mouseup.
Any idea about what's going on would be appreciated ... I like to try and keep up to date.
Well, since I can't see any of your code I can only help so much, try doing the following.
For each shape that you have, add this attribute:
dragOnTop: false
example:
Kinetic.Rect({
fill: 'blue',
dragOnTop: false
});
Let me explain how I found an answer by first amending the structure. There is a holding file which contains shared files and two iframes - one for a machine-like index and one for a display each with its own scripts. The main shared file is nameset.json which lists all the objects and their key/value couplets. These are sent to 'fill out' the machine and display frameworks. I thought I could do the same with the Kinetic Global object, referring to the Global.stages array. It seems obvious now that each of the iframes needs its own Kinetic link (rather than pointer) and these need to be used to marry machine/display interactions like the map shown here. Anyway all the dragging and dropping works smoothly as promoted. Thanks for that!
Will mark as answered but if anyone has any comments would be pleased to read them.