I have a variable on the server, I simply increase it according to deltatime. How can the client when connecting can synchronize that variable and show the text?
sorry for my english, and i'm new to mirror research. many thank :)
Note that updating a SyncVar on each update may led to performance issues.
Add this Component to an object in the scene:
public class MyComponent: NetworkBehaviour
{
[SyncVar(hook=nameof(OnMyVarChanged))]
public float myVar;
void Update(){
if(IsServer){
myVar+=Time.deltaTime;
}
}
public void OnMyVarChanged(float oldVal,float newVal){
//DISPLAY myvar on a text field
}
}
Reference: https://mirror-networking.com/docs/Guides/Sync/SyncVarHook.html
Related
As the title says i'm getting the UnassignedReferenceException error for a variable already set. Using ScriptableObjects im working on an inventory system(partially from scratch) and im trying to access the EquipmentUi in another class using a GameObject to hold the prefab containing the Character script. There is no issue with this working to access the Character script as shown in the picture because i can access the name. However, when i try and access the EquipmentUI of that character it gives the error. This isnt the last part i need access to but i have figured out that the UI is the part i cant access, i need the script held in it(which has worked before in another class).
The variable is already assigned, there is no other object in my scene with the same script attached, and the code can access other parts of the script i want access to which is why i made a new post after seeing the other posts and not seeing one that had quite the same issue.
using System.Collections;
using System.Collections.Generic;
using UnitEngine;
[CreateAssetMenu(fileName = "New Character Equipment", menuName = "Inventory/Character/CharacterEquipment)]
public class CharacterEquipmentObject : ScriptableObject
{
[SerializeField]
protected Player user;
[SerializeField]
private GameObject equipmentUser; // Only used to get the user because SOs cant getObject<>
[SerializeField]
public EquipmentObject[] equipment = new EquipmentObject[8];
[SerializeField]
EquipmentDisplay equipmentUI;
//private string[] SlotList = new string[8]{"Helmet", "Shoulders", "Chest", "MainHand", "OffHand", "Ring", "Legs", "Feet"}; may need later
public void start() // must be called in display
{
user = equipmentUser.GetComponent<Player>(); // set the user to be used in other classes\
Debug.Log("user in CEO: " + user.characterName); // this displays fine
Debug.Log("user " + user.characterName + "'s equipment: " + user.EquipmentUI.name); // This is what the editor says is empty when the slot has it assigned
equipmentUI = user.EquipmentUI.GetComponentInChildren<EquipmentDisplay>();
Debug.Log("equipmentUI: " + equipmentUI.name);
}
Thanks for any help in advance.
Player class:
public class Player : Character
{
[SerializeField]
protected Character[] companions = new Character[3];
[SerializeField]
GameObject InventoryUI;
public GameObject EquipmentUI;
bool isSelling = false;
public string characterName;
protected override void Start()
{
InventoryUI.SetActive(false);
EquipmentUI.SetActive(false);
Debug.Log("Player Equipment UI: " + EquipmentUI.GetComponentInChildren<EquipmentDisplay>().name);
base.Start();
}
private void OnTriggerEnter(Collider other)
{
var item = other.GetComponent<InteractItem>();
if(item)
{
characterInventory.addItem(item._item, 1);
useItem(item._item);
}
Destroy(other.gameObject);
}
private void Update()
{
if(Input.GetKeyDown(KeyCode.I))
{
InventoryUI.SetActive(!InventoryUI.activeSelf);
}
if(Input.GetKeyDown(KeyCode.C))
{
EquipmentUI.SetActive(!EquipmentUI.activeSelf);
if(EquipmentUI.activeSelf == true)
{
EquipmentUI.GetComponentInChildren<EquipmentDisplay>().updateEquipmentSlots();
}
}
}
Thanks for all the help on here but i figured out it is a ScriptableObjects issue as i went in and changed the way it is run, even putting the function to edit the users InventoryObject into the player itself it still gave the same issue.
In the player function Update() that does not have the InventoryObject(ScriptableObject) the update runs fine but as soon as the player function EmptySlot() is called from the InventoryObject it sends the same error.
Not entirely sure why this is but SOs are unable to access the GameObject that holds the script for the inventory display in them whatsoever. If anyone has a reason as to why this is I would love to know, but i am going to move on from this particular part and change how it works.
You might be experiencing a bug I have been facing where the element variable info does not update to show variable changes.
To force it to update, cause an error in your code. Switch to unity, when it shows you the error go back and fix it, and see if the variable value changes then.
I’m making a HoloLens 2 app using Unity and MRTK, I need to instantiate a gameObject in the coordinates of the user hand when the user performs an Air-tap gesture, I was trying to achieve this using IMixedRealityInputHandler, but the problem is that in order to detect the air-tap gesture, the user need to be pointing towards the gameObject that has the script to implements that interface attached,
Any idea about how can I detect the air-tap mid-air without the need of pointing something directly?
To listens for input events and disregarding what GameObject in focus, you can create a component registered global input handlers, more information please see:Register for global input events
To provide a more specific answer, I've provided test code below. This is based on the answer by Hernando.
...you can create a component registered global input handlers, more
information please see:Register for global input events
using Microsoft.MixedReality.Toolkit;
using Microsoft.MixedReality.Toolkit.Input;
using UnityEngine;
public class AirTapper : MonoBehaviour, IMixedRealityGestureHandler
{
private void OnEnable()
{
// Instruct Input System that we would like to receive all input events of type IMixedRealityGestureHandler
CoreServices.InputSystem?.RegisterHandler<IMixedRealityGestureHandler>(this);
}
private void OnDisable()
{
// Instruct Input System to disregard all input events of type IMixedRealityGestureHandler
CoreServices.InputSystem?.UnregisterHandler<IMixedRealityGestureHandler>(this);
}
public void OnGestureStarted(InputEventData eventData)
{
Debug.Log("Gesture started: " + eventData.MixedRealityInputAction.Description);
}
public void OnGestureUpdated(InputEventData eventData)
{
}
public void OnGestureCompleted(InputEventData eventData)
{
Debug.Log("Gesture completed: " + eventData.MixedRealityInputAction.Description);
}
public void OnGestureCanceled(InputEventData eventData)
{
}
}
I'm trying to add a healthbar which is affected by the choices made and link the two but am unable to do so. Any help would be appreciated.
I will recommend you that before you go any further with your game development process, you research a bit more about general OOP programming (no offense or anything, it will just make things waaay easier, trust me).
That being said, here's an example to steer you to the right direction:
You can create a script with a global variable called health and subtract it every time the player makes a decision that would "punish" them, here's an example of how that could work:
PlayerManager.cs (put this script on your player)
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerManager : MonoBehaviour {
public float health = 100f;
private void Update() {
if (health < 0)
Die();
}
private void Die () {
//Fancy animations and text can be added on this method
Destroy(gameObject);
}
}
And on your dialogue script, once they choose a wrong answer, then you can just decrease health on the proper player manager instance, like this:
DialogueSystem.cs
public PlayerManager playerManager;
public float damage = 10f;
private void Start() {
//You can initialize other stuff here as well
//This line is assuming you have the dialogue system script attach to your player as well
playerManager = GetComponent<PlayerManager>();
}
private void Update () {
//This is obviously going to change depending on how your system is built
if (wrongChoice) {
playerManager.health -= damage;
wrongChoice = false;
}
}
Basically, I want to figure out how I can:
Save string (or any) variables in a custom editor window (inheriting
from EditorWindow) when they are changed in that window.
Display strings in a format like a TextArea while still allowing
saving changes as mentioned above.
Display strings from a string array by index, rather than individually defined strings (I've had trouble with this before)
If you know how to do the above in a custom inspector too
(inheriting from Editor, not EditorWindow), that'd be great too.
I've run into this issue a few times with different classes inheriting from Editor, and previously solved by using a PropertyField rather than a TextArea/TextField, but that gets rid of the TextArea-style formatting that I want.
Also, classes inheriting from EditorWindow don't seem to allow it in the same way (t = (script type)target; doesn't work, and PropertyField needs it)..?
I'm pretty new to custom inspectors and this stuff, so code examples would be super helpful if possible.
Thanks!
Before starting a general note because you mentioned it in your question:
Whenever possible I strongly recommend to avoid using target at all! In particular do not set any fields directly. this makes things like marking your scene direty and thus saving changes and also Undo/Redo functionality pretty complicated as you will have to implement it by yourself!
Rather always go through SerializedProperty combined with SerializedObject.Update and SerializedObject.ApplyModifiedProperties (examples will be below). This handles all this stuff like marking dirty and thus saving the scene changes and Undo/Redo automatically for you!
Then to the TextArea.
Lets say you have a class like
public class Example : MonoBehaviour
{
[SerializeField] private string _exampleString;
public string AnotherExampleString;
}
Basically there are three main options. I will do the Editor (custom Inspector) script first since there you are a bit more flexible.
The EditorWindow will be below.
Editor Attribute [TextArea]
Actually you wouldn't even need an Editor script at all! Simply tag the according field(s) as [TextArea] like this:
public class Example : MonoBehaviour
{
[SerializeField] [TextArea] private string _exampleString;
// You can also directly configure the min and max line count here as well
// By default it is 3 lines
[TextAre(3,7)] public string AnotherExampleString;
}
This already looks like this
EditorGUILayout.PropertyField
Then if you still need the Editor script the good thing about a EditorGUILayout.PropertyField is it automatically uses the correct drawer for the according type ... and it also applies all editor attributes! Isn't this great?
So simply having and Editor like
[CustomEditor(typeof(Example))]
public class ExampleEditor : Editor
{
private SerializedProperty _exampleString;
private SerializedProperty AnotherExampleString;
private void OnEnable()
{
// Link in the serialized properties to their according fields
_exampleString = serializedObject.FindProperty("_exampleString");
AnotherExampleString = serializedObject.FindProperty("AnotherExampleString");
}
public override void OnInspectorGUI()
{
DrawScriptField();
// load the real target values into the serialized properties
serializedObject.Update();
EditorGUILayout.PropertyField(_exampleString);
EditorGUILayout.PropertyField(AnotherExampleString);
// write back the changed properties into the real target
serializedObject.ApplyModifiedProperties();
}
// Little bonus from my side so you have the script field on top
private void DrawScriptField()
{
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.ObjectField("Script", MonoScript.FromMonoBehaviour((Example)target), typeof(Example), false);
EditorGUILayout.Space();
EditorGUI.EndDisabledGroup();
}
}
The result looks basically exactly the same:
EditorGUILayout.TextField
Using a EditorGUILayout.TextArea you can display any string as a multi-line text area. This also applies to an EditorWindow.
Lets say again we didn't tag our string fields
public class Example : MonoBehaviour
{
[SerializeField] private string _exampleString;
public string AnotherExampleString;
}
But we can make them appear just as before using this Editor script:
[CustomEditor(typeof(Example))]
public class ExampleEditor : Editor
{
private SerializedProperty _exampleString;
private SerializedProperty AnotherExampleString;
private Vector2 scroll1;
private Vector2 scroll2;
private void OnEnable()
{
// Link in the serialized properties to their according fields
_exampleString = serializedObject.FindProperty("_exampleString");
AnotherExampleString = serializedObject.FindProperty("AnotherExampleString");
}
public override void OnInspectorGUI()
{
DrawScriptField();
// load the real target values into the serialized properties
serializedObject.Update();
EditorGUILayout.PrefixLabel(_exampleString.displayName);
scroll1 = EditorGUILayout.BeginScrollView(scroll1,GUILayout.MaxHeight(3 * EditorGUIUtility.singleLineHeight));
_exampleString.stringValue = EditorGUILayout.TextArea(_exampleString.stringValue, EditorStyles.textArea);
EditorGUILayout.EndScrollView();
EditorGUILayout.PrefixLabel(AnotherExampleString.displayName);
scroll2 = EditorGUILayout.BeginScrollView(scroll2, GUILayout.MaxHeight(7 * EditorGUIUtility.singleLineHeight));
AnotherExampleString.stringValue = EditorGUILayout.TextArea(AnotherExampleString.stringValue);
EditorGUILayout.EndScrollView();
// write back the changed properties into the real target
serializedObject.ApplyModifiedProperties();
}
// Little bonus from my side so you have the script field on top
private void DrawScriptField()
{
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.ObjectField("Script", MonoScript.FromMonoBehaviour((Example)target), typeof(Example), false);
EditorGUILayout.Space();
EditorGUI.EndDisabledGroup();
}
}
Though you can see we already had to fake it a bit using the additional EditorGUILayout.BeginScrollView
This same thing you can also do in an EditorWindow. Most of the times it makes not much sense to go through SerializedProperty for EditorWindow
public class ExampleWindow : EditorWindow
{
private string exampleString;
private Vector2 scroll;
[MenuItem("Example/Show ExampleWindow")]
private static void Initialize()
{
var window = GetWindow<ExampleWindow>();
window.Show();
}
private void OnGUI()
{
EditorGUILayout.PrefixLabel("Example String");
scroll = EditorGUILayout.BeginScrollView(scroll,GUILayout.MaxHeight(3 * EditorGUIUtility.singleLineHeight));
exampleString = EditorGUILayout.TextArea(exampleString, EditorStyles.textArea);
EditorGUILayout.EndScrollView();
}
}
which results in
I have my own custom UnityEvent and am trying to add a listener.
I have used AddListener on numerous other UI objects, such as buttons, dropdowns, toggles, etc. so I understand the process. However, when I Invoke my UnityEvent, it simply doesn't fire.
I'm receiving no error messages, and after doing reading and research, everything looks correct. So, not sure what to do further.
This is an object that emits when it's rotated.
This is the basics of my code:
using UnityEngine.Events;
public class Rotator: MonoBehaviour
{
public UnityEvent OnRotate;
int angle = 0;
int newAngle = 0;
void Start()
{
OnRotate = new UnityEvent();
}
void Update()
{
newAngle = (int)transform.rotation.eulersAngles.z;
if (newAngle != angle)
{
print ("Actual Instance ID: " + GetInstanceID());
print ("Invoking!");
OnRotate.Invoke();
angle = newAngle;
}
}
}
and
public class Owner: MonoBehaviour
{
public Rotator rotator;
void Start()
{
print ("Rotator Instance ID: " + rotator.GetInstanceID());
rotator.OnRotate.AddListener(
() => UpdateRotation()
);
}
void UpdateRotation()
{
print ("Invoked!");
}
}
When the Rotator has it's angle changed, I get this in the console:
Actual Instance ID: 11234
Rotator Instance ID: 11234
Invoking!
The instance ID is to make sure I'm working with the same objects and not going in circles for nothing. They match, so I'm listening to the object that's firing.
However, the listener isn't firing. I've tried different combinations with delegates, etc. but it's all the same. No errors. It just doesn't invoke.
Obviously, I'm doing something wrong, but what is it?
Thanks for any help.
Somehow your answered your new edited version of the question with exactly the code you previously provided in the First Version of your Question!
As I tried to tell you ... if you anywhere in your code do OnRotate = new UnityEvent() of course you thereby erase any persistent callbacks and any runtime callbacks added before that moment!
In short
Simply leave it as
public UnityEvent OnRotate;
and you don't even have to think about it anymore.
For understanding why it also works if you put it in Awake please simply have a look at the Order of Execution for Event Functions
→ First Awake and OnEnabled is called for every GameObject/Component. Then all Start methods are called as soon as the GameObject/Component is active.
Within each of these blocks (Awake + OnEnable) and (Start) the order of execution between different component types is not guaranteed unless you explicitly configure it via the Script Execution Order Settings where you could define that Owner is simply run before Rotator .. then having both in Start would also work again.
Why does it also work if you do it on the public field?
→ Because this field is serialized. That means it is initialized automatically in the Inspector and then stored together with the Scene or prefab asset including any persistent callbacks.
And then Later Unity re-uses the serialized Version of the field so actually you can completely remove the new UnityEvent(); since it doesn't have any effect on a serialized field! It will always be initialized automatically anyway!
Ok, I found out what the issue was.
My question now is "why?".
I changed my code from:
public UnityEvent OnRotate;
void Start() {
OnRotate = new UnityEvent();
}
to
public UnityEvent OnRotate = new UnityEvent();
void Start() {
}
And now it works.
Although, now that I think about it, Awake() is the method where they all fire before initialization, whereas Start() is when the object is created. So the Start() of the Rotator is probably getting called after the Owner is adding a listener.