Check if a gameobject is visble on the current camera - unity3d

I've been searching stack overflow and the internet for a bit trying to search for a solution to this issue, everytime i try to use OnBecameVisible() or OnBecameInvisible() or TestPlanesAABB to check if the object is not visible through the wall, the camera can still see the object through a solid wall.
Video of the problem here:
https://youtu.be/3HiEugm6On8
As you can see, if i'm looking at him he stops moving, if i turn around and he "unloads" or "becomes invisible" he moves closer, but if i go around a corner still looking in his direction he stops moving as if i can see him and there is no wall there, this is what i'm looking to solve
it's an enemy that roams around, and i want him to only move if i cannot see him, which i thought would be fairly simple, but alas it seems not to be as simple as i thought
my current code is basic:
public bool IsSeen = false;
public void OnBecameVisible()
{
Debug.Log("I can now see you");
IsSeen = true;
}
public void OnBecameInvisible()
{
Debug.Log("I can't see you");
IsSeen = false;
}
this is attatched to the object that i wish to detect / not detect through walls, which i do believe checks if the object is viewable by the camera that i choose.
does anyone have any ideas as to how i can fix / achieve this?

As already mentioned the general "problem" with Renderer.OnBecameVisible is
Note that object is considered visible when it needs to be rendered in the Scene. It might not be actually visible by any camera, but still need to be rendered for shadows for example. Also, when running in the editor, the Scene view cameras will also cause this function to be called.
So its not really usable for you.
is there a simple way to raycast the whole screen?
Unfortunately not really :/
You can a bit avoid this using GeometryUtility.CalculateFrustumPlanes in order to get the four planes of the camera frustrum. Then you can check whether the object is actually inside the frustrum using GeometryUtility.TestPlanesAABB
var cam = Camera.main;
var planes = GeometryUtility.CalculateFrustumPlanes(cam);
var objCollider = GetComponent<Collider>();
if (GeometryUtility.TestPlanesAABB(planes, objCollider.bounds))
{
Debug.Log("I am inside the camera frustrum!");
}
else
{
Debug.Log("I am out of sight...");
}
However, this still does not cover any other object being in front of the target object and therefore actually covering it.
You would need to define exactly what visible means (e.g. any portion of the mesh? Is the center of the object enough to test? etc).
For e.g. testing only the center of the object you could use a Physics.Linecast like e.g.
if (GeometryUtility.TestPlanesAABB(planes, objCollider.bounds))
{
Debug.Log("I am inside the camera frustrum!");
if(Physics.LineCast(cam.transform.position, objCollider.GetComponentInChildren<Renderer>().bounds.center, out var hit)
{
if(hit.gameObject != objCollider.gameObject)
{
Debug.Log("..but something else is in the way..");
}
else
{
Debug.Log("Now you see me, muhaha!");
}
}
}
If you want it to be more precise and track of any part of the mesh is visible then it actually gets tricky. You would need to raycast multiple key points of the bounding box (e.g. each corner, centers of the edges etc) depending on your needs.

Related

Unity Hand tracking issue on the quest with UI raycasting

I'm working on a Unity project, trying to test the UI interaction on the Quest II with hand tracking and ray casting.
I've set up a very basic scene with all the default assets (OVRCameraRig, UIHelper) and added just a button to test the UI interaction.
This is what my scene looks like:
The issue I have is, when I run the scene, the Ray is rotated 90 degrees, and it's attached to the wrist for some reason. I made a video here to show what I mean :
https://www.youtube.com/watch?v=5f12yfpugB8
It's still interacting with the UI though.
Then after watching some online tutorials, I commented out these lines in the HandInputSelector.cs, which was attached to the UIHelper:
void SetActiveController(OVRInput.Controller c)
{
/*
Transform t;
if(c == OVRInput.Controller.LTouch)
{
t = m_CameraRig.leftHandAnchor;
}
else
{
t = m_CameraRig.rightHandAnchor;
}
m_InputModule.rayTransform = t;
*/
}
and instead added a 2nd script to the UI helper, with these lines only:
public OVRHand hand;
public OVRInputModule inputModule;
private void Start()
{
inputModule.rayTransform = hand.PointerPose;
}
Now the ray is at least attached to the correct position, but it still doesn't rotate properly with the hand movement. I made another video of it here :
Now the ray is at least attached to the correct position, but it still doesn't rotate properly with the hand movement. I made another video of it here :
https://youtu.be/q3d0eG2LwY0
My Unity version is 2021.3.1f1
Can someone please tell me what I'm doing wrong?

Get the object or renderer displayed (rendered on top)

Is it possible to know I a mesh renderer is not visible due to the fact its being occluded by another gameObject? Up to what I researched, Rederer.isVisible responds to "isRendered" and scene params needs to be baked. So I wonder if there could be a simple way to know if an scene element is rendered on top of other in a simple manner. Larger explanation below.
Consider a simplified use case, with a camera (with occlusion culling activated), an occluder and an occludee such as this:
With the shadows options disabled (for both occluder and occludee. I would think disabling this is only needed for the ocludee but disabled for both just in case):
And a simple script to check visibility options:
using UnityEngine;
public class RenderCheck : MonoBehaviour
{
MeshRenderer mr;
private void Start()
{
mr = GetComponent<MeshRenderer>();
}
void Update()
{
if (Input.GetKeyDown(KeyCode.Space)) {
bool isVisible = mr.isVisible;
Debug.Log($"cube visible: {isVisible}");
}
}
void OnBecameVisible() {
Debug.LogError($"{this.GetHashCode()} VISIBLE!!");
}
void OnWillRenderObject() {
Debug.LogError($"{this.GetHashCode()} VISIBLE!!");
}
}
The result I expected is that the ocludee .isVisible would return false, and that OnWillRenderObject() would be executed constantly after OnBecameVisible() is executed on the event of the occludee been moved out the occluders back, so into the sight of the camera. However I get .isVisible = true and the log thrown by the OnWillRenderObject().
I am aware of the fact that the Scene view cameras will also cause this value to be true. The explained outcome considers no scene camera and only the gamePlay camera (with occlusion culling activated).
I got this approach to work baking the scene occlusion options following the documentation steps. But my question here more if its rendered or not regarding the oclussion settings, is to know if a gameobject or a mesh is rendered "on top" of other (in the case of culling not being applied). Unity needs to handle that as it is how the render takes place in the scene.
There seem to be a bunch of useful options here for what I am after, however, for .isVisible to work I need to set and bake the occusion scene options (afaik). So .isVisible responds more to "isRendered"
fact. According to the documentation shouldn't Renderer.isVisible be giving the result I expected in a direct/simple manner and not be influenced by the fact of being rendered or not by dynamic occlusion?
Edit: As far as I checked, seems that only a raycast can address blocking by geometry. All these other things mean "visible" in the sense that the camera's rendering pipeline has to consider the object in some way.
With a raycast I can get the "physical" block, determined by a collision. Isn't there any way to determine the "graphical" block? As I said, that is figured out somewhere soas to be renedered accordingly in the display screen, so is that info available somehow?

Unity A* graph won't scale with canvas

I am using the A* graph package that I found here.
https://arongranberg.com/astar/download
it all works well in scene view and I was able to set the graph to treat walls like obstacles.
However once I start the game the canvas scales and the graph's nodes no longer align with the walls.
this is really messing up my path finding. If anyone has any ideas how to fix this that would be much appreciated. I tried parenting the graph to the canvas but it still doesn't scale.
Kind regards
For anyone struggling with this what we did is edited the script of the A* code, in the update function we just got it to rescan once. This means that once the game started and all the scaling had taken place the graph re adjusted its bounds. This is probably not the most proper way but it only took four lines and worked for us.
private bool scanAgain = true;
private void Update () {
// This class uses the [ExecuteInEditMode] attribute
// So Update is called even when not playing
// Don't do anything when not in play mode
if (!Application.isPlaying) return;
navmeshUpdates.Update();
// Execute blocking actions such as graph updates
// when not scanning
if (!isScanning) {
PerformBlockingActions();
}
// Calculates paths when not using multithreading
pathProcessor.TickNonMultithreaded();
// Return calculated paths
pathReturnQueue.ReturnPaths(true);
if (scanAgain)
{
Scan();
scanAgain = false;
}

Unity: OnCollisionEnter fires only on NEW entry, but not on NEW entry on different object with same name

I am building a platformer with appearing boxes. The box gets rendered as soon as the player hits it hitbox. This works just fine like so:
public class AppearingBoxes : MonoBehaviour
{
public GameObject Block, RageFace;
bool showBlock = false;
void Start()
{
showBlock = false;
}
void OnCollisionEnter(Collision2D col)
{
if (col.gameObject.name == "Birdy")
{
showBlock = true;
}
}
void FixedUpdate()
{
Block.GetComponent<Renderer>().enabled = showBlock;
RageFace.GetComponent<Renderer>().enabled = showBlock;
}
}
This script is attached to all of those boxes. Each box is an individual box but all with the same script and properties and name:
But here comes the issue. Only the first HIT triggers a box. As you can imagine, the player jumps on top of those invisble boxes and then triggers the one he hits. The player now moves forward over the other boxes that are still invisble and enters there hitboxes. However they dont appear. I believe this is due to the fact that the player is still in the "same" hitbox even though it is a different prefab object. If I jump ontop of the invisible platform and then fall back down to it (i left and then reentered the trigger) the box on which I land immeadiately appears as it should.
So what can I do to get the box to appear as soon as the player touched it even though he is has not left the hitbox of the box before?
Thank you! :)
Try to change the boxes colliders to isTrigger and use instead OnTriggerEnter2D
Or maybe it's because you use OnCollisionEnter instead of OnCollisionEnter2D ?
There is a problem in your code. I don't know if you missed that or it is a typo but you can not use OnCollisionEnter with a Collision2D parameter. Your game would run but it must be giving you this error message:
Script error: OnCollisionEnter
This message parameter has to be of type: Collision
The message will be ignored.
Use OnCollisionEnter2D instead
void OnCollisionEnter2D(Collision2D col)
{
if (col.gameObject.name == "Birdy")
{
showBlock = true;
}
}
Everyone, I did find a "workaround" It sill doesnt really explain the issue but alreast works...
What I did was to increase the size of the BoxCollider for every box just a little bit more. Like 3 pixels bigger than the actual box the player stands on. This solved the issue but makes me wonder: If the player didnt "really" collide with the collider in the first place he wouldve fallen through. But he didnt. Now the colliders a slightly bigger and everything gets triggered just perfect. Maybe a bug in the engine?
Thanks for all your help
He didn't fall because the collider isn't Trigger that's all.

How to disable a collider when the trigger of another collider has been entered?

I am building a game where the player runs on a path. When the player triggers a collider, 2 enemy objects will spawn.
What I want is when the first collider trigger has been entered, I want the second collider, which is at a certain distance from the first collider, to get disabled for a certain time. How to achieve this?
If you'd like to disable the colliders so they won't hit or rebound off the wall, for example, then you can change your collider's "isTrigger" variable to true, to change it into a trigger volume instead of a solid collider. This has the effect of disabling it - in that it won't cause other objects to stop or rebound if they hit it.
For example:
function Update() {
if (Input.GetKeyDown(KeyCode.X)) {
collider.isTrigger = true;
}
}
Note that things like MouseOver still work.
If you want to disable that completely, you can try collider.enabled = false. I'm not sure if that works or not. If it doesn't, you can always scale down your collider:
var myOldSize:Vector3;
function DisableBoxCollider(myCollider:BoxCollider)
{
//actually just resizes it
myOldSize=myCollider.size;
myCollider.size=Vector3(0,0,0);
}
function EnableBoxCollider(myCollider:BoxCollider)
{
if(myOldSize!=Vector3(0,0,0))
myCollider.size=myOldSize;
}
You can use the above code to integrate it in your own project. I'm not going to spill out all of the code for you because else we'd miss the point of learning to program and post on Stackoverflow in general. But it should help you to get on your way. Try and play some with the code, and if you have questions, get back here and ask them, providing the question with some code to show what you have tried.