unity3D timeline and cinemachine - unity3d

as i am new to unity i am having difficulty with timelining, i created an empty object using that i created a camera and placed it in timeline cinemachine used a few objects and VM camears and created a trailer, now i want that animation to play when player enters a trigger, my game is a 3d game with 2 cameras first person and third person camera to when i start my game with that timeline object active it starts to play but all i can hear it voices as my main camera is on player! anybody who can help me with how to use timeline on trigger? that would be of great help.

You could achieve that by multiple ways one of them would be:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Timeline;
public class TimelineController : MonoBehaviour {
public List<PlayableDirector> playableDirectors;
public List<TimelineAsset> timelines;
public void Play()
{
foreach (PlayableDirector playableDirector in playableDirectors)
{
playableDirector.Play ();
}
}
public void PlayFromTimelines(int index)
{
TimelineAsset selectedAsset;
if (timelines.Count <= index)
{
selectedAsset = timelines [timelines.Count - 1];
}
else
{
selectedAsset = timelines [index];
}
playableDirectors [0].Play (selectedAsset);
}
}
For further details see this video
https://www.youtube.com/watch?v=cmExSYI2yd0&feature=youtu.be
For more detailed about how timeline works you can visit:
https://learn.unity.com/tutorial/timeline?signup=true

Related

Why the sound effect does not work in unity

Why the sound effect does not work in unity?
when I try to add a sound effect, it doesn't work
This is my script to move to the next scene using buttons:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class LevelLoader : MonoBehaviour
{
public Animator transition;
public float transitionTime = 1f;
public void LoadNextLevel()
{
StartCoroutine(LoadLevel(SceneManager.GetActiveScene().buildIndex + 1));
}
public AudioClip impact;
IEnumerator LoadLevel(int LevelIndex)
{
transition.SetTrigger("Start");
yield return new WaitForSeconds(transitionTime);
SceneManager.LoadScene(LevelIndex);
AudioSource.PlayClipAtPoint(impact, transform.position);
}
}
You're making the audio play, and then immediately loading in a different scene. The object that is playing the audioclip also unloads.
You could offset the two by making NewGame() a coroutine instead, with a small timed offset between the PlayClipAtPoint() call and the LoadScene() call.
As Alex Leest said, you are loading new scene right after audio play.
When unity scene loading started, all gameobject except DontDestroyOnLoad Object are destroyed.
So, you may add code below to your Audio Manage class.
(Also, you should ensure that your Audio Manager class always has only one instance in your whole program for not cause bugs)
private void Awake()
{
DontDestroyOnLoad(this);
}

TryGetFeatureValue always 0 for Unity XR Input's CommonUsages.trigger

I am developing a VR game in Unity (2020.3.15f2) using the XR Interaction Toolkit package (1.0.0-pre.5) for my Oculus Quest 2. At this stage in my development, I am trying to recognize presses to the trigger and grip buttons on the controllers respectively in order to animate some 3D hand models. Here's the script I've written to accomplish this:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR;
public class HandPresence : MonoBehaviour {
public InputDeviceCharacteristics controllerCharacteristics;
public GameObject handModelPrefab;
private InputDevice targetDevice;
private GameObject spawnedHandModel;
private Animator handAnimator;
void Start() {
TryInitialize();
}
void TryInitialize() {
List<InputDevice> devices = new List<InputDevice>();
InputDevices.GetDevicesWithCharacteristics(controllerCharacteristics, devices);
if (devices.Count > 0) {
targetDevice = devices[0];
spawnedHandModel = Instantiate(handModelPrefab, transform);
handAnimator = spawnedHandModel.GetComponent<Animator>();
}
}
void UpdateHandAnimation() {
if (targetDevice.TryGetFeatureValue(CommonUsages.trigger, out float triggerValue)) {
handAnimator.SetFloat("Trigger", triggerValue);
} else {
handAnimator.SetFloat("Trigger", 0);
}
if (targetDevice.TryGetFeatureValue(CommonUsages.grip, out float gripValue)) {
handAnimator.SetFloat("Grip", gripValue);
} else {
handAnimator.SetFloat("Grip", 0);
}
}
void Update()
{
if (!targetDevice.isValid) {
TryInitialize();
} else {
spawnedHandModel.SetActive(true);
UpdateHandAnimation();
}
}
}
The issue I'm experiencing is that the values of both triggerValue and gripValue are always 0. The value of targetDevice looks fine. I also tried using triggerButton, gripButton, primaryButton, etc. and they are always 0/false as well. The hand models show up just fine and their movement is in sync with the movement of the controllers, but they just don't seem to want to register any button presses.
I've been stuck on this one for hours and would very much appreciate any insight, thank you!
Is your project setup with the (new) Input System? I have no problem detecting there trigger and grip values.
Also make sure the targetDevice actually uses trigger and grip features, maybe it is another device such as the HMD.

Use bluetooth game controller to play/stop video in unity vr

I have created a vr app in unity using google vr sdk. Currently i could click on the screen to start the video. When i use the vr headset, i need to use the bluetooth controller to play/stop the video. Can someone help me do this?
You need to identify how unity map your controller buttons, once you identify what button do you want to press and how unity mapped in his Input Manager (Edit->Project Settings->Input) you just need to call you function from the Update like this:
void Update()
{
if(Input.GetButtonUp("Fire1"))
{
playVideoFuncion();
}
}
Where playVideoFunction() is your own fuction.
In this example I used "Fire1" but maybe in your case is different.
For example for the Xbox Controller you have this configuration explained in Xbox 360 Controller Input on Unity
If you can't find anything related on your controller you can do something like:
void Update()
{
if(Input.GetButtonUp("Fire1"))
{
Debug.Log("Fire 1 Pressed");
}
if(Input.GetButtonUp("Fire2"))
{
Debug.Log("Fire 1 Pressed");
}
if(Input.GetButtonUp("0"))
{
Debug.Log("Button 0 pressed");
}
// Add more buttons and logs
}
There are maybe other ways to identify the input from random controllers but I don't know how. I needed the mapping for the Xbox controller and that page was useful.
You can create a script and attach to the video player so that when a user clicks on the player the commands are run. I assume you already have the unity package for Google VR(GVR). Add the following sample script and modify to suit your need.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class VideoPlayer : MonoBehaviour {
private bool _isPlaying;
// Use this for initialization
void Start () {
_isPlaying = false
}
// Update is called once per frame
void Update () {
if (GvrController.ClickButtonUp && _isPlaying) {
PlayVideo();
}
else if (GvrController.ClickButtonUp && !_isPlaying){
StopVideo ();
}
}
public void PlayVideo{
//Logic to Play Video
}
public void StopVideo{
//Logic to Stop Video
}
}

Cannot call IVirtualButtonEventHandler Vuforia 5.0.10

Im using Unity 4.7.0 and Vuforia 5.0.10, i cannot call the IVirtualButtonEventHandler.
using UnityEngine;
using System.Collections;
public class VBEventHandler : MonoBehaviour, IVirtualButtonEventHandler
{
}
I just came across this, hope you're still using Unity & Vuforia. You need to add using Vuforia to make the call.
using UnityEngine;
using System.Collections;
using Vuforia;
Register the Virtual Button:
To add a virtual button to an image target, add the VirtualButton element and its attributes to the ImageTarget element in the .xml file.
XML Attributes:
Name - a unique name for the button
Rectangle - defined by the four corners of the rectangle in the
target's coordinate space
Enabled - a boolean indicating whether the button should be enabled
by default
Sensitivity - HIGH, MEDIUM, LOW sensitivity to occlusion
After Registering Virtual Button Code is simple then:
using UnityEngine;
using System.Collections;
using Vuforia;
public class Custom_VirtualButton : MonoBehaviour, IVirtualButtonEventHandler
{
// Use this for initialization
void Start () {
// here it finds any VirtualButton Attached to the ImageTarget and register it's event handler and in the
//OnButtonPressed and OnButtonReleased methods you can handle different buttons Click state
//via "vb.VirtualButtonName" variable and do some really awesome stuff with it.
VirtualButtonBehaviour[] vbs = GetComponentsInChildren<VirtualButtonBehaviour>();
foreach (VirtualButtonBehaviour item in vbs)
{
item.RegisterEventHandler(this);
}
}
// Update is called once per frame
void Update () {
}
#region VirtualButton
public void OnButtonPressed(VirtualButtonAbstractBehaviour vb)
{
Debug.Log("Helllllloooooooooo");
}
public void OnButtonReleased(VirtualButtonAbstractBehaviour vb)
{
Debug.Log("Goooooodbyeeee");
}
#endregion //VirtualButton
}

Video texture Unity 5

I have a problem with getting a video texture to show up in unity 5.2 personal edition. I have applied a material with unlit shader and assigned it as a video texture. I also call the specific video texture through a script attached to the object with the video texture.
using UnityEngine;
using System.Collections;
[RequireComponent(typeof(AudioSource))]
public class CallMovie : MonoBehaviour {
public MovieTexture myMovie;
// Use this for initialization
void Start () {
Debug.Log ("start intro");
GetComponent<Renderer>().material.mainTexture = myMovie;// get movie
myMovie.Play ();// shall play movie
}
void Update(){
myMovie.loop =true;
}
}
When I hit the play button in unity the video texture stays black and nothing happens om screen although the program says it ran the video when checked with debug log.
Since I cant post questions in comment on your initial the following is an attempt to answer with what I know.
In your first statement after the debug call you are setting the maintexture component of the instanced material to myMovie, depending on shader this may or may not work as 'mainTexture' may not be referencing the texture you expect.
You can insure you hit the desired texture using the following method
//Note the diffrence between a material instance and the shared material
//... dont forget to clean up instances if you make them which hapens when you call .material
Material instancedMaterial = gameObject.GetComponent<Renderer>().material;
Material sharedMaterial = gameObject.GetComponent<Renderer>().sharedMaterial;
//_MainTex is the name of the main texture for most stock shaders ... but not all
//You can select the shader by clicking the gear in the inspector of the material
//this will display the shader in the inspector where you can see its properties by name
instancedMaterial.SetTexture("_MainTex", movie);
The following code is from a working class object I use to set a Unity UI object RawImage to render a movie. From what I see in your example you have the movie part correct I suspect your issue is with the shader parameter.
using UnityEngine;
using System.Collections;
public class RawImageMovePlayer : MonoBehaviour
{
public UnityEngine.UI.RawImage imageSource;
public bool play;
public bool isLoop = true;
public MovieTexture movie;
// Use this for initialization
void Start ()
{
movie = (MovieTexture)imageSource.texture;
movie.loop = isLoop;
}
// Update is called once per frame
void Update ()
{
if (!movie.isPlaying && play)
movie.Play();
}
public void ChangeMovie(MovieTexture movie)
{
imageSource.texture = movie;
this.movie = (MovieTexture)imageSource.texture;
this.movie.loop = isLoop;
}
public void OnDisable()
{
if (movie != null && movie.isPlaying)
movie.Stop();
}
}