I'm trying to implement a menu with some buttons in order to load different scenes based on the clicked button.
What I've tried
I created a total of 3 scenes : menu, main and secondary. The menu scene contains the buttons. On the first button I added Interactable, NearInteractionTouchable and LoadContentScene. I then selected the desired scene to load in LoadContentScene and added an OnClick event to the Interactable script which triggers LoadContentScene.LoadContent.
you can see it there
The problem
Now when I click on my button, the next scene isn't loading and I have those error messages in my Unity console :
Unable to find ISceneTransitionService service.
NullReferenceException: Object reference not set to an instance of an object
Microsoft.MixedReality.Toolkit.Extensions.SceneTransitions.LoadContentScene.LoadContent () ...
What did I do wrong ? I tried to find some solutions in the documentation or online but I couldn't find any tutorials
From the error message you are trying to use the Scene transition service, please check if this service is registered in MixedRealityToolkit->Extensions. To clarify, for scene loading, this service is not necessary, if you don't know what it does, you can disable the corresponding code.
Also, you can refer Scene system content loading - MRTK 2 | Microsoft Learn and this official sample - OpenXR-Unity-MixedReality-Samples/BasicSample at main · microsoft/OpenXR-Unity-MixedReality-Samples · GitHub.
I have been working on a project based on Lyra Framework and am currently trying to implement a Weapon Ability: Charge_Ability - like Halo energy pistol. Here is my issue:
In the GCNL, I am attempting to Bind the OnReleased Mouse Click Event to the OnLoopingStart. Doing so, I expect the OnReleased Mouse Click Event to be fired when the input broadcast its message so I can release my “Charge Ability Bolt Fx”.
However, when running debug printString, the OnLoopingStart is never called. Only the OnRecurring Event is fire.
How can I properly register the OnRelease Event from the GCNL to retrieve input released from mouse click?
Thanks!
I creating WEB GL game. Game menu is shown by the following code:
Input.GetKeyUp(KeyCode.Escape)
It works fine in unity and in the windows build. In the browser, escape pressing is intercepted by browser and the menu is not displayed.
Is it possible to make this code working in WEB GL build? What is the standart "meny button" for WEB GL games?
It should be working because
From Unity Manual webgl input : By default, Unity WebGL will process all keyboard input send to the page, regardless of whether the WebGL canvas has focus or not.
It could be that you disabled WebGLInput.captureAllKeyboardInput (Which is enabled by default) In that case just enable that and it should work.
The Escape Button is used by default for exiting fullscreen mode, maybe that's causing the issue. I would suggest to use the Input Manager ( https://docs.unity3d.com/Manual/class-InputManager.html ) and define a button using Escape as the positive button.
As #pasotee mentioned, the Escape key could be consumed already. By the Browser, as well as by the Unity Player, as for example the F1 key is used by Chrome to open the Help Tab. Escape is definitely used by the Unity Player to exit its Fullscreen mode.
So the short answer is. No, you can't.
Unity is listening to all key by default, true, but never gets the events when the upper lying application, like the browser, doesn't send it to the Canvas or the executing environment - aka the Unity3d Player doesn't send it down to your code. Or in this case, they should really fix the manual to "[..] all buttons, except Escape and browser related Hotkeys":
https://docs.unity3d.com/Manual/webgl-input.html
The long answer is, you might intercept the 'Escape' key event within JavaScript and pass a function call into the Unity Player like mentioned here:
jQuery
$(document).on('keyup',function(evt) {
if (evt.keyCode == 27) {
alert('Esc key pressed.');
}
});
https://jsfiddle.net/MQHVa/1/
Vanilla JS
var msg = document.getElementById('state-msg');
document.body.addEventListener('keypress', function(e) {
if(e.key == "Escape"){
msg.textContent += 'Escape pressed:'
}
});
https://jsfiddle.net/etcjwaf5/
And in the end you'll need this information, to call Unity from Javascript:
SendMessage('MyGameObject', 'MyFunction');
SendMessage('MyGameObject', 'MyFunction', 5);
SendMessage('MyGameObject', 'MyFunction', 'MyString');
https://docs.unity3d.com/Manual/webgl-interactingwithbrowserscripting.html
And the very last thing is to have a GameObject in your loaded Scene that provides the function for doing, whatever you desired to be done.
Bare in mind, that if you don't cancel distribution of the Escape key event it will be send to the UnityPlayer which triggers it to exit fullscreen mode! And you might not be able to prevent Unity from consuming this event anyway, so remember WebGLInput.captureAllKeyboardInput member.
I'm trying to use MATLAB to create a stand-alone application for an interactive fiction game (where the player is presented with a text prompt and responds by entering text, e.g. "You are being choked by a creepy squid. >> " "Stab squid" "The squid dies, leaving behind an inky pile of gold. >>" etc.).
When I compile the game and install it, everything works smoothly, but there's nowhere for the game's prompts to appear, and nowhere for the user to type in responses.
Who has a good solution for this? Do I use a GUI with text boxes, or is there a way just to have a text scroll with user inputs like this? The latter would be preferable.
Thanks!
i was trying to show an announcement in UDK using Unreal Kismet. I put the event "trigger used" (selecting my trigger) and when i press E i put an announcement which it has a text on it. The problem is that when i get close to my trigger and i press E(by default is E in UDK for the command "used) nothing happens!
Things to consider:
Aim to Interact is off.
Max trigger count is 0 (which is infinite)
The announcement has a text.
I have looking for an answer and i dont get what is wrong with my trigger. If someone could help please. Thanks!
Some game types don't show announcements.
I think that for sure UTGame does. So go to View>WorldInfo and check what game mode you are in.
Usually we make our own custom game types.