The question is very simple, I'm a beginner in unity and I'm having trouble creating two toggles for music and fx audio. At first I succeded with a simple script but the toggles encountered a NullReferenceException once the scene changed.
This is the AudioManager script:
using UnityEngine.Audio;
using System;
using UnityEngine;
using UnityEngine.UI;
[RequireComponent(typeof(Toggle))]
public class AudioManager : MonoBehaviour
{
public Sound[] sounds;
public static AudioManager instance;
private void Awake()
{
if (instance == null)
instance = this;
else
{
Destroy(gameObject);
return;
}
DontDestroyOnLoad(gameObject);
foreach (Sound s in sounds)
{
s.source = gameObject.AddComponent<AudioSource>();
s.source.clip = s.clip;
s.source.volume = s.volume;
s.source.pitch = s.pitch;
s.source.loop = s.loop;
}
}
private void Start()
{
Play("Music");
}
public void Play(string name)
{
Sound s = Array.Find(sounds, sound => sound.name == name);
s.source.Play();
}
}
do you have any suggestions about it?
Thanks in advance :)
What line is the NullReferenceException on? I don’t see anything wrong with your code as it is.
Awake doesnt work for second time.
Because it is singleton.
So you can create OnEnable method, and put that foreach to OnEnable method.
Related
I really need help, when I put Invoke in C#, I have this error:
The local function 'RestartGame' is declared but never used Assembly-CSharp
I really don't know why it is happening, but here is the code:
using UnityEngine;
using UnityEngine.SceneManagement;
public class GameManager : MonoBehaviour
{
bool gameHasEnded = false;
public float restartDelay = 2f;
public void EndGame()
{
if (gameHasEnded == false)
{
gameHasEnded = true;
Debug.Log("GAME OVER");
Invoke("RestartGame", restartDelay);
}
void RestartGame ()
{
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
}
}
}
unity manual: For better performance and maintability, use Coroutines instead.
https://docs.unity3d.com/ScriptReference/MonoBehaviour.Invoke.html
Try someting like this:
using System.Collections;
using UnityEngine;
using UnityEngine.SceneManagement;
public class GameManager : MonoBehaviour
{
bool gameHasEnded = false;
public float restartDelay = 2f;
private IEnumerator coroutine;
public void EndGame()
{
if (gameHasEnded == false)
{
gameHasEnded = true;
Debug.Log("GAME OVER");
coroutine = RestartDelayed(restartDelay);
StartCoroutine(coroutine);
}
void RestartGame()
{
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
}
IEnumerator RestartDelayed(float delay)
{
yield return new WaitForSeconds(delay);
RestartGame();
}
}
}
https://docs.unity3d.com/ScriptReference/MonoBehaviour.StartCoroutine.html
I upvoted flyingchris answer but just to explain your error message, I'm assuming its a yellow warning message, is that you are never calling the method RestartGame() directly anywhere in your code, you are invoking it however. Invoking is typically used for UnityEvents and coroutines are typically used for delaying a method.
I've been working on a solution for weeks now and I think it's time to reach out. I'm trying to make a button that plays a sound when pressed by a controller, everyone will hear that sound. Using VRTK and PlayoVR, I'm able to make a non-networked version where the player can put their hand through a cube, click the trigger from the controller, and it makes a sound.
This is the code for that cube:
namespace VRTK.Examples {
using UnityEngine;
public class Whirlygig : VRTK_InteractableObject
{
public GameObject AudioSource;
public AudioSource LeftSpeaker;
public override void StartUsing(VRTK_InteractUse currentUsingObject =
null)
{
AudioSource.GetComponent<AudioSource>().Play();
}
}
}
Where I get lost is how to network it with Photon Unity Networking. This is what I have:
namespace PlayoVR
{
using UnityEngine;
using VRTK;
using UnityEngine.Video;
using NetBase;
public class PlaySync : Photon.MonoBehaviour
{
public AudioSource LeftSpeaker;
public GameObject Whirlgig;
private bool StartUsing;
// Use this for initialization
void Awake()
{
GetComponent<VRTK_InteractableObject>().InteractableObjectUsed +=
new InteractableObjectEventHandler(DoPlay);
}
void DoPlay(object sender, InteractableObjectEventArgs e)
{
StartUsing = true;
}
// Update is called once per frame
void Update()
{
// Handle firing
if (StartUsing)
{
CmdPlay();
StartUsing = false;
}
}
void CmdPlay()
{
photonView.RPC("NetPlay", PhotonTargets.All);
}
[PunRPC]
void NetPlay()
{
LeftSpeaker.Play();
}
}
}
As you can probably see, I'm a beginner. With this code, when I put my hand in the cube and press the trigger, nothing happens. If anyone can provide any help or even an alternative, I'd be very grateful.
Kind regards,
TheMusiken
I'm developing a multiplayer game based on turns.
So I have an script named gameController which is the one who has the global timer to alter the turns and also choose which players are attacking and which players are defending in the current turn.
This script is a singleton attached to a gameObject with a network identity on it (This network identity has no checkboxes marked to be controller by the server). I tried to have this game object spawned to all the clients when the server connects and also to have the game object already in the scene (booth cases aren't working).
Well, the main problem is that in the gameController script I have a checker in the update function to check if any new player is connected. In case is connected, it should call a syncEvent named EventOnNewPlayerAddedDelegate (I tried to call it directly, also using [command] and using [ ClientRpc]) to let the players know that they have to call their function named "OnRegisterPlayer", which is a function in their own player script that calls a function on gameController script, passing the player object (I tried via command and rpc also), something like this: GameController.instance.RegisterPlayer(this);
So anyone knows how can I trigger this SyncEvent to register the player to a non-player object controlled by the server?
Thank you very much.
I attach here a brief of booth scripts to make it easier to understand:
GameController:
public class GameController : NetworkBehaviour
{
public delegate void OnNewPlayerAddedDelegate();
[SyncEvent]
public event OnNewPlayerAddedDelegate EventOnNewPlayerAddedDelegate;
List<GamePlayerManager> players = new List<GamePlayerManager>();
public static GameController instance { get; private set; }
float timePerTorn = 30f;
bool isCountdown = false;
[System.NonSerialized]
public float countdownTime;
int roundNumber = 0;
int NumberOfPlayers;
int NumberOfPlayersChanged;
void Awake()
{
Debug.Log("Awaking ");
if (instance != null)
{
Debug.Log("Destoring ");
DestroyImmediate(this);
return;
}
instance = this;
}
// Use this for initialization
void Start()
{
if (!isServer)
{
return;
}
players = new List<GamePlayerManager>();
StartCountdown(5f);//20
}
void Update()
{
if (isServer)
{
if (isCountdown)
{
countdownTime -= Time.deltaTime;
if (countdownTime <= 0)
{
AlterGlobalTurns();
}
}
}
NumberOfPlayers = NetworkManager.singleton.numPlayers;
if (NumberOfPlayersChanged != NumberOfPlayers)
{
Debug.Log("num of players changed ---> " + NumberOfPlayers);
NumberOfPlayersChanged = NumberOfPlayers;
EventOnNewPlayerAddedDelegate();
//RpcNewPlayerAdded();
//CmdNewPlayerAdded();
}
}
[ClientRpc]
void RpcNewPlayerAdded()
{
Debug.Log("---------------- RpcNewPlayerAdded ------------");
EventOnNewPlayerAddedDelegate();
}
[Command]
void CmdNewPlayerAdded()
{
Debug.Log("---------------- CmdNewPlayerAdded ------------");
EventOnNewPlayerAddedDelegate();
}
public void RegisterPlayer(GamePlayerManager player)
{
Debug.Log("player ---> " + player.name);
if (players.Contains(player))
{
return;
}
Debug.Log("players ---> " + players);
players.Add(player);
}
}
PlayerScript:
public class GamePlayerManager : NetworkBehaviour
{
[System.NonSerialized]
public bool isPlayingOnTorn = true;
void Awake()
{
GameController.instance.EventOnNewPlayerAddedDelegate += OnRegisterPlayer;
}
private void Start()
{
if (!isLocalPlayer)
{
return;
}
}
public override void OnStartServer()
{
GameObject gc = (GameObject)Instantiate(NetworkManager.singleton.spawnPrefabs[2], transform.position, transform.rotation);
NetworkServer.Spawn(gc);
}
void OnRegisterPlayer(){
if (isLocalPlayer)
{
//GameController.instance.RegisterPlayer(this);
//RpcRegisterPlayer();
CmdRegisterPlayer();
}
}
[Command]
void CmdRegisterPlayer(){
Debug.Log("-------------Command Register player -------------");
GameController.instance.RegisterPlayer(this);
}
[ClientRpc]
void RpcRegisterPlayer()
{
Debug.Log("------------- RPC REgister Player -------------");
GameController.instance.RegisterPlayer(this);
}
}
I think I already saw the problem here.
The problem is that GameController is spawned by the playerScript(just if the player is also the host) in the function OnStartServer(). So the first problem is that the GameController doesn't detect the host player because it is not a new connections. And the second problem is when a second client is connected, the GameController detect the client connection and send the event signal faster than the client wakeup, so when the client is already working the signal is gone.
I solved the problem deleting this signal and checking directly in the playerScript if the GameController exists then check if the player is already registered.
My question now is that if there is anyway to instance and awake the server objects before the player(Host), which I understand that the answer is "no" because as the player is the host it needs to be running to have the server.
And the second question is if there is anyway or any signal to know that a new player is connected, and wait until it is awaked.
Thank you very much.
You can check the hole thread at Unity forums: https://forum.unity.com/threads/multiplayer-syncevent-problem-with-non-player-objects.589309/
Please look at the code below, if I use this structure for Tap, Hold and Navigation in Unity for Hololens, it works as expected. But Manipulation does not even get called. I looked at Holokit but I could not understand how holoKit is firing them. I also do not want to import this heavy Holokit on my simple, light project. I am really thankful, anybody can tell me how I can use a simple Gesture Recognizer Manipulation delegate.
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.XR.WSA.Input;
namespace Assets.Scripts
{
public class GestureRecognizerManager : MonoBehaviour
{
private GestureRecognizer _recognizer;
private void Awake()
{
_recognizer = new GestureRecognizer();
_recognizer.ManipulationStarted += RecognizerOnManipulationStarted;
_recognizer.ManipulationUpdated += RecognizerOnManipulationUpdated;
_recognizer.StartCapturingGestures();
}
private void RecognizerOnManipulationUpdated(ManipulationUpdatedEventArgs obj)
{
Debug.Log("D");
}
private void RecognizerOnManipulationStarted(ManipulationStartedEventArgs obj)
{
Debug.Log("K");
}
private void OnApplicationQuit()
{
_recognizer.ManipulationStarted -= RecognizerOnManipulationStarted;
_recognizer.ManipulationUpdated -= RecognizerOnManipulationUpdated;
_recognizer.StopCapturingGestures();
_recognizer.Dispose();
}
}
}
Ok, it works by this line of code in initialization stage:
_recognizer.SetRecognizableGestures(GestureSettings.ManipulationTranslate);
Has anyone got multiple player prefabs working (eg different character classes with different prefabs) on the new Unity UNET Networking?
Finally got it working!
Massive thank you to #ClausKleber for their answer at
http://forum.unity3d.com/threads/how-to-set-individual-playerprefab-form-client-in-the-networkmanger.348337/#post-2256378
Edited working version below, Works with the Network Manager HUD to create and join.
using UnityEngine;
using System.Collections;
using UnityEngine.Networking;
using UnityEngine.UI;
public class NetManagerCustom : NetworkManager
{
// in the Network Manager component, you must put your player prefabs
// in the Spawn Info -> Registered Spawnable Prefabs section
public short playerPrefabIndex;
public override void OnStartServer()
{
NetworkServer.RegisterHandler(MsgTypes.PlayerPrefab, OnResponsePrefab);
base.OnStartServer();
}
public override void OnClientConnect(NetworkConnection conn)
{
client.RegisterHandler(MsgTypes.PlayerPrefab, OnRequestPrefab);
base.OnClientConnect(conn);
}
private void OnRequestPrefab(NetworkMessage netMsg)
{
MsgTypes.PlayerPrefabMsg msg = new MsgTypes.PlayerPrefabMsg();
msg.controllerID = netMsg.ReadMessage<MsgTypes.PlayerPrefabMsg>().controllerID;
msg.prefabIndex = playerPrefabIndex;
client.Send(MsgTypes.PlayerPrefab, msg);
}
private void OnResponsePrefab(NetworkMessage netMsg)
{
MsgTypes.PlayerPrefabMsg msg = netMsg.ReadMessage<MsgTypes.PlayerPrefabMsg>();
playerPrefab = spawnPrefabs[msg.prefabIndex];
base.OnServerAddPlayer(netMsg.conn, msg.controllerID);
Debug.Log(playerPrefab.name + " spawned!");
}
public override void OnServerAddPlayer(NetworkConnection conn, short playerControllerId)
{
MsgTypes.PlayerPrefabMsg msg = new MsgTypes.PlayerPrefabMsg();
msg.controllerID = playerControllerId;
NetworkServer.SendToClient(conn.connectionId, MsgTypes.PlayerPrefab, msg);
}
// I have put a toggle UI on gameObjects called PC1 and PC2 to select two different character types.
// on toggle, this function is called, which updates the playerPrefabIndex
// The index will be the number from the registered spawnable prefabs that
// you want for your player
public void UpdatePC ()
{
if (GameObject.Find("PC1").GetComponent<Toggle>().isOn)
{
playerPrefabIndex = 3;
}
else if (GameObject.Find("PC2").GetComponent<Toggle>().isOn)
{
playerPrefabIndex= 4;
}
}
}
Create a new class that derives from the built-in NetworkManager script. In there, just add a few supporting fields and an override for OnServerAddPlayer().
[SerializeField] Vector3 playerSpawnPos;
[SerializeField] GameObject character1;
[SerializeField] GameObject character2;
// etc.
GameObject chosenCharacter; // character1, character2, etc.
// Instantiate whichever character the player chose and was assigned to chosenCharacter
public override void OnServerAddPlayer(NetworkConnection conn, short playerControllerId) {
var player = (GameObject)GameObject.Instantiate(chosenCharacter, playerSpawnPos, Quaternion.identity);
NetworkServer.AddPlayer(conn, player, playerControllerId);
}
Reference: http://docs.unity3d.com/Manual/UNetManager.html