Unity is always throwing a Win32 Exception [duplicate] - unity3d

so I'm new to Unity and I've been trying to test the scene with the script attatched to a character. However, it keeps saying "The associated script cannot be loaded. Please fix any compile errors and assign a valid script." It also says that the name of the file could be different from the name in the code but it isnt, and also it says that the code could be missing MonoBehaviour Scripts. It wont even allow me to attach the script to characters because it cant find the script class.
I've copied and downloaded character movement codes from the internet but they didnt work either. I've also tried deleting and re-making the CS files but that didnt work either. Even adding empty scripts to characters didnt work unless i do it from "Add component"
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Movement : MonoBehaviour
{
SpriteRenderer sprite;
Rigidbody2D rigid;
// Start is called before the first frame update
void Start()
{
sprite = GetComponent<SpriteRenderer>();
rigid = GetComponent<Rigidbody2D>();
}
private void FixedUpdate()
{
if (Input.GetKey("d"))
rigid.velocity = new Vector2(2, 0);
else if (Input.GetKey("a"))
rigid.velocity = new Vector2(-2, 0);
}
}
There are also these errors in Unity if that helps

I think your class name is different from file name.

Unity apparently can't handle apostrophes (single-quote ') in the directory name of the editor. You need to get rid of the apostrophe in your directory name. Once you make that change, Unity should be able to build the scripts as intended.
Edit: This has been fixed in more recent versions - see https://issuetracker.unity3d.com/issues/scripts-do-not-get-compiled-if-the-unity-editor-path-contains-apostrophes for reference

First, it is recommended to use "Add component" to create a script, if you want to attach it to a GameObject, as it automatically imports necessary libraries. Implementing MonoBehaviour is necessary for adding a script to a GameObject.
Second, FixedUpdate() should not be set to private, it does not need an access modifier, just like Start(), see https://docs.unity3d.com/ScriptReference/MonoBehaviour.FixedUpdate.html.
Third, the errors in your first screenshot seem to imply that there is a problem with your Unity installation. Try reinstalling it and make sure that the Editor you install matches your operating system (64 or 32 bit?).
Fourth, the second screenshot is shown when you use any obsolete libraries or classes, which does not seem to be the case in the script you shared.
Hope that helps.

It's basically because you deleted some script or renamed it or degraded unity version. you might have to reassign the script at the required position/component.
Note: Make sure that class name is the same as the script name in unity.

Related

Best practice to to access components using scripts in Unity?

I am new to Unity so go easy on me. :)
I added an game object with a text field component (via TextMeshProUGUI) to my heads up display in my scene. I want to use this to display various statistics on it for debugging purposes during game play.
I then created a script which I added as a component to the same game object that holds my text component. Is this the best practice? Not sure how else I would get the script to execute.
Once I had my script created, I needed to find the text component as well as some other components in my scene so I could display the debug information. Below you can see how I did it... it feels a little dirty to be searching the entire scene to find these things. Would love some insight on how long-time Unity programmers go about this!
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
public class PlayerDebugStatistics:MonoBehaviour {
TextMeshProUGUI playerDebugStatisticsText;
PlayerCharacterController playerCharacterController;
Health playerHealth;
private void Start() {
// First find the object in the scene named "PlayerDebugStatisticsText" and then get it's TextMeshProUGUI component
this.playerDebugStatisticsText = GameObject.Find("PlayerDebugStatisticsText").GetComponent<TextMeshProUGUI>();
// Get the player character controller
this.playerCharacterController = GameObject.FindObjectOfType<PlayerCharacterController>();
// Get the player health from the player character controller
this.playerHealth = playerCharacterController.GetComponent<Health>();
}
void Update() {
// Update the text every frame
this.playerDebugStatisticsText.SetText(string.Format("{0:N2}", this.playerHealth.currentHealth));
}
}
3 ways
Create an inspector reference to the other object and access it from your script - a public or private (with [SerializeField]) attribute in your script - and drag the component in like in this video: https://youtu.be/dMgQOP7kdxg?t=425
Use the singleton pattern: https://www.youtube.com/watch?v=5p2JlI7PV1w
Use dependency injection - https://github.com/modesttree/Zenject
Your way isn't terrible if you don't do it in the Update() loop, and cache your objects (like it appears you are doing), but if you need that performance in Start(), the above options can help.

Unity3D Text not changing after being set in Start()

I have a Canvas (World Space Render mode) with a Text and a Button component displayed in a tridimensional space (it's a VR app). The canvas instantiated at runtime using a prefab.
I get a reference to the Text object using:
_codeTextLabel = canvasPrefab.transform.Find("CodeTextLabel").gameObject.GetComponent<Text>();
I want to update the text at run-time using:
void Update()
{
_codeTextLabel.text = _codeText;
}
where _codeText is just a variable I update based on specific events.
The problem is that the Text gets updated only the first time, but if I try to change the variable nothing happens. I have tried several combinations and also the method _codeTextLabel.SetAllDirty() but it doesn't work.
The only way to update the text is to re-instantiate the prefab.
Are you instantiating your prefab before setting the values. If you are storing the _codeTextLabel reference before instantiating then your reference will point to the prefab not the runtime object. I can't see the rest of your code, so I can't say for sure. (I would have asked as a comment, but as I'm new I don't have the reputation to do so)
edit: I did a test to try and recreate your problem. I made the following script and it appears to work as expected. CanvasPrefab is a worldspace canvas with a UnityEngine.UI.Text component attached. (The script is attached on an empty game object in the scene btw)
public class ChangeText : MonoBehaviour
{
public GameObject CanvasPrefab;
private GameObject runtimeCanvas;
public string runtimeText = "something";
private Text textRef;
// Start is called before the first frame update
void Start()
{
runtimeCanvas = GameObject.Instantiate(CanvasPrefab);
textRef = runtimeCanvas.GetComponentInChildren<Text>();
}
// Update is called once per frame
void Update()
{
textRef.text = runtimeText;
}
}
as long as you did something wrong, It works absolutely so I guess there are several cases
Failed to do "_codeTextLabel = canvasPrefab.transform.Find("CodeTextLabel").gameObject.GetComponent();"
'_codeTextLabel' lost reference from 'GameObject.
Doesn't change runtimeText' change at all
Subscription of events failed I mean, your updating scripts doesn't get proper event to update that text.
Without codes, this is only thing I can guess for yours so please check above I hope there is case among above.

UNITY 2D - Can't change Child's position

I have created a project and put a character in it, a Ninja. I drew every part of his body and put them together into one organized gameObject. It is organized as this.
Ninja Organization
NOTE : The Left_Arm GameObject has a parent so it can be rotated by the shoulder like a real arm
Now here comes the problem. I've searched and searched for hours and haven't found a solution to something that is surely so simple and dumb. In a script, I try to move the Left_Arm parent for a little animation. Here's the script :
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NinjaShooting : MonoBehaviour {
[Header("GameObjects")]
public Transform leftArm;
public Transform rightArm;
[Header("Other")]
public bool shooting = false;
// Update is called once per frame
void Update () {
Debug.Log(leftArm.localPosition);
leftArm.localPosition = new Vector3(100, 100, 100);
Debug.Log(leftArm.localPosition);
shooting = false;
}
}
The public variables are all assigned and everything, there are no errors in the console, but the line leftArm.localPosition = new Vector3(100, 100, 100); doesn't seem to do a thing to my character.
Here's is the Console after running it : Image
The console seems alright. The start position is (-0.3, 0.2, 0) and after leftArm.localPosition = new Vector3(100, 100, 100); the position is debugged as (100, 100, 100) as it should be. But the position changes in the inspector, nor in the game window...
Additionnally, the starter position is debugged every frame, but it shouldn't. So I assume that my position isn't taken into account or something.
I've done this so many times, and always has worked.
I even tried with a new project and recreated it, and there, mysteriously, it worked. So there is someting wrong with my organization or something. Sorry if this is a stupid question.
Thank you in advance
PS : Here is an image of the script in the editor, just in case there something wrong with that : Image
PS : The script is a it weird because I simplified it :). But this doesn't work too
This issue is likely caused by an Animator controller "locking" properties that are not actually part of its Motion. In this case, it is "locking" the Transform's position. Unity does not report any warnings or errors when you try to modify those properties, even if they are being controlled by an animation.
The typical offender is the Write Defaults property being set to true for your Animation States in your animation controller. Have a look here at the documentation for what Write Defaults does, and it will make more sense to you. I suggest changing it to false for all animation states that do not need it.

SceneManager.LoadScene(string) doesn't recognize scene name

I've seen similar questions all over the internet, but none seem to apply to my situation.
I have a very simple project with two scenes: MainMenuScene and OtherScene. OtherScene is nothing but a blank canvas, and MainMenuScene just has a button which is meant to be used to navigate to OtherScene. The Main Camera has the following script attached to it:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class LaunchScene : MonoBehaviour {
public void LaunchSceneOnButtonClick(int index)
{
SceneManager.LoadScene(index);
}
public void LaunchSceneOnButtonClick(string sceneName)
{
SceneManager.LoadScene(sceneName);
}
}
and in the OnClick() of the button, this script is called. I have made sure to add both levels to the Build Settings.
If I call the version of the LanchSceneOnButtonClick which takes an integer argument (and specify the appropriate value in the OnClick() method) then the desired scene loads.
However, if I call the version which takes a string argument and use the exact name of the scene I want to load (and I've quadruple checked that it is indeed the exact string, that the string name has no spaces or hidden characters, and have copy pasted the scene name into the OnClick() argument field) the scene does not load and instead I get the error message
Scene "OtherScene" couldn't be loaded because it has not been added to
the build settings or the AssetBundle has not been loaded.
Since using the scene index works, we know it was added to the Build Settings properly, so I reason that there is some issue with the scene name. But I've copied it exactly. I want to avoid using the full path of the scene in case I later decide to move scenes around to different folders, so what are my options here?
Thanks in advance.
EDIT:
Adding screenshots.
Scene in folder structure:
Scenes in build settings:
OnClick() input:
Keep in mind I've also tried the input to OnClick() with and without quotation marks.
The only possible problems are these:
The string passed is different from the scene name; bear in mind, the string used in LoadScene is not case sensitive, i.e. you can use OtherScene, OTHERscene, etc.
The scene in the build settings is not active (i.e. with the checkmark on the left disabled).
The scene isn't present at all in the build settings.
The full path of the scene is irrelevant btw, you can have OtherScene inside any dir/subdir in the Assets, and you'll need only the name of the scene. You need the full path of the scene only if you have more than scene with the same name in different paths (and anyway you shouldn't, it's such an obvious terrible practice).
EDIT: You say that you tried even without " (as you should do, when entering string fields in the inspector you don't need them), what happens if you modify the method body to:
public void LaunchSceneOnButtonClick(string sceneName)
{
SceneManager.LoadScene("OtherScene");
}
Try this and report back what happens please.
I had also the problem that
public void loadScene(string scene)
{
SceneManager.LoadScene(scene);
}
did not work for me in the first place. What did I do? I'm saving the names of my scenes in a List (read from a file) and from that List I choose the scene I need.
But somehow the reading progress seems to give me some unwanted characters so the scene loading does not work as intended. When I added .Trim() it started to work.
For a better understanding, here's an example:
string s = sceneList[1].Trim();
this.loadScene(s);
public void loadScene(string scene)
{
SceneManager.LoadScene(scene);
}
So make sure that you get rid of unwanted characters.

Assigning multiple assets to multiple variables on inspector

Is there a way to assign multiple assets to multiple variables on the inspector???
My case is this, I have 5 objects, those objects have a script wich have around 1200 variables used to play SFXs. When Unity compile the script I have to manually drag and drop the SFX from the assets to the variable on the inspector, or go to the inspector, scrol to the variable, click the dot and then select the SFX file from the window.
Is there a way to speed this up?
You should create a public List of Audio Sources which will appear in inspector. Lock the inspector by clicking look in right top.
Now select all the files from Project and drag on list. All files will be added to list. Now if you want a specific file you can find the file by its name for example:
AudioSource GetAudioSource(string SourceName)
{
return audioSourceList.Find(item => item.Name == SourceName);
}
Use the Resources.LoadAll method to access all the assets from the path parameter via scripting. Probably put that method call in Start. Might have to rename the files to pull the right order from the LoadAll method if they result in some alternate order.
EDIT: Here's some example code...
(NOTE: Loads from Resources/Sound/SFX folder)
For reference: http://docs.unity3d.com/ScriptReference/Resources.LoadAll.html
public class YourClassNameGoesHere : MonoBehaviour
{
Public AudioClip[] BA;
void Start ()
{
BA = (AudioClip[]) Resources.LoadAll("Sound/SFX");
}
}
I found a solution for this problem. I must say, it's not perfect, in fact, it should not be used unless is absolutely necessary.
To speed up the assign you could do this:
Create a variable
public AudioClip ma, me, mi, mo, mu;
At Start() add
ma = Resources.Load("Sound/SFX/MA") as AudioClip;
me = Resources.Load("Sound/SFX/ME") as AudioClip;
mi = Resources.Load("Sound/SFX/MI") as AudioClip;
mo = Resources.Load("Sound/SFX/MO") as AudioClip;
mu = Resources.Load("Sound/SFX/MU") as AudioClip;
After compile the public variables will be available on the Inspector as empty variables, but, on runtime the variables will be filled with the content of the folder Resources/Sound/SFX (Assets\Resources\Sound\SFX).
Why shouldn't be use unless necessary?, first, it's a bad practice; second, it's a cheap trick that comes at a price (on mobile devices it load all the resources so will consume RAM fast). In my test, all my sound clips take as much as 169 MB. On PC it's not much of a problem, but if your target is Mobile games, this is something to take into consideration. And third, on web player, ALL resources will be streamed first.
On a side note, this cheap trick ignores the way Unity handles assets. Unity force you to assign assets manually because if the asset is not use, it will not be integrated into the build. This trick force everything to be loaded and be integrated into the final build, used or no. On the other hand, if you are assign it, you will use it... right?
The answer and example given by #Jayson Ash lead me to the right direction.