I wanted to implement a spawn method of my own in NetworkManager. The code for spawning players is shown below. Can someone tell me how to implement this in NetworkManager by overriding the normal spawn function.
public void Spawn()
{
int i = 1;
foreach (Transform child in PlayerFormation)
{
var player = ObjectPooler.GetPooledObject(PLAYER_PREFAB_PATH);
player.name = "Player ("+i+")";
player.transform.SetParent(child);
player.SetActive(true);
i++;
}
i=0;
}
The position to be spawned are shown in screenshot.
The function "OnServerAddPlayer()" is virtual and can therefore be overridden. Just make a class derive from NetworkManager, override the method, and put your custom NetworkManager in the script slot in the NetworkManager component in unity.
To see the base method see the following unity documentation.
Related
I have made a scriptable object which has a one property a public sprite. I want to have one version of sprite added everywhere I want.
With the possibility that if I ever want to change it I will just pin another sprite to scriptable object and in every place where it is pinned the sprite will change.
Is there any way to walk thought this problem or any other idea to make one object where I will store one Sprite and pin it to multiple objects.
Finally is this concept possible in Unity?
I have already thought about:
Deriving prom Sprite Renderer but the class is sealed, so i cannot make my own version of it this way
Creating my own custom version of Sprite Render cause if an any update come I would have to make yet again another version.
I think you can use prefabs to achieve the same thing as you need:
You can create prefab by dragging and object to your assets.(Your prefab will be just an object with transform and e.g. Sprite Renderer)
After creating prefab you can copy it as many times as you want.
Than when you decide to change the sprite just simply go to your prefab and edit sprite there. Now every instance of your prefab will have sprite changed.
It is possible with C# events. First, make your ScriptableObject call event whenever sprite is set. Allow Sprite to be set only using property (or method), so that you could track the change, like this:
public sealed class SpriteObject : ScriptableObject
{
public event Action SpriteChanged;
[SerializeField]
private Sprite _sprite;
public Sprite Sprite
{
get { return _sprite; }
set
{
if(_sprite == value)
return;
_sprite = value;
SpriteChanged?.Invoke();
}
}
}
Then, you need script, that will react to changed and assign the changed sprite to SpriteRenderer. So, something like this:
NOTE: name is purely for example. Do NOT name your classes like this!
[RequireComponent(typeof(SpriteRenderer))]
public class ScriptThatUsedSpriteObject : MonoBehaviour
{
public SpriteObject spriteObject;
private SpriteRenderer spriteRenderer;
/// Called once the script is created.
private void Awake()
{
spriteRenderer = GetComponent<SpriteRenderer>();
if(spriteObject != null)
{
spriteRenderer.sprite = spriteObject.Sprite;
spriteObject.SpriteChanged += HandleSpriteChanged;
}
}
/// Called whenever sprite is changed inside SpriteObject.
private void HandleSpriteChanged()
{
spriteRenderer.sprite = spriteObject.Sprite;
}
}
Now, if some script changes sprite in SpriteObject, every ScriptThatUsedSpriteObject will automatically update their sprites.
public class PublicSprite : MonoBehaviour {
public Sprite publicSprite;
#region Singelton
public static PublicSprite instance;
private void Awake()
{
if (instance != null)
{
Debug.LogWarning("More than one instance found");
return;
}
instance = this;
}
}
get the sprite like this:
PublicSprite.instance.publicSprite;
as Mentioned here, you probably want to use a Singelton. It is best to avoid the use of them only if its necessary as its a very bad programming practice. (you can learn more on why to avoid them here: What is so bad about singletons?
However, I can't think of another way of doing what you seek for.
I made a pretty basic 2D game to learn. I have 2 Scenes, and switching between them worked great. I used empty gameObjects as Start/Exit point of the Scene, so that the game would know to put player on point X after exiting through point X (for example exit outside house if I walk out the door).
Then I added a "Scene0", to use for persistent general scripts like GameManager, Sounds, Music, etc. With just one object called "Controller" that I DontDestroyOnLoad().
After adding this Scene and then just switching Scenes right away to my MainScene, all of a sudden the game starts acting really strange;
the first time I move from my MainScene (Scene1), to my secondary Scene (Scene2), it works fine, but then when I leave Scene2 to go back to Scene1, the player spawns in the middle of nowhere.
And this ONLY happens if I launch the game from my Persistent Scene.
I have no idea what is wrong, I don't add anything that interferes with my scene transitions, all I've added so far is playerHealth, for testing.
Scripts attached to my (persistent) Controller:
DDOL:
public class DDOL : MonoBehaviour {
// Use this for initialization
void Awake () {
DontDestroyOnLoad (gameObject);
}
}
GameManager:
public class GameManager : MonoBehaviour {
public static GameManager manager;
public int playerMaxHealth;
public int playerCurrentHealth;
void Awake(){
if (manager == null) {
manager = this;
} else if (manager != this) {
Destroy (gameObject);
}
}
// Use this for initialization
void Start () {
SceneManager.LoadScene("test_scene");
}
// Update is called once per frame
void Update () {
}
}
Scripts attached to my StartPoint:
PlayerStartPoint:
public class PlayerStartPoint : MonoBehaviour {
private PlayerController thePlayer;
private CameraController theCamera;
public Vector2 startDir;
public string pointName;
// Use this for initialization
void Start () {
thePlayer = FindObjectOfType<PlayerController> ();
if (thePlayer.startPoint == pointName) {
thePlayer.transform.position = transform.position;
thePlayer.lastMove = startDir;
theCamera = FindObjectOfType<CameraController> ();
theCamera.transform.position = new Vector3(transform.position.x, transform.position.y, theCamera.transform.position.z);
}
}
}
And finally ExitPoint:
LoadNewArea:
public class LoadNewArea : MonoBehaviour {
public string levelToLoad;
public string exitPoint;
private PlayerController thePlayer;
// Use this for initialization
void Start () {
thePlayer = FindObjectOfType<PlayerController> ();
}
void OnTriggerEnter2D(Collider2D other){
if (other.gameObject.name == "Player")
{
SceneManager.LoadScene(levelToLoad);
thePlayer.startPoint = exitPoint;
}
}
}
EDIT:
After moving all my DDOL gameObject to the Pre-Scene, it worked. So, I can assume the fault is inside Player or Cameras Start() functions since when they start in Scene1 they get called every time I enter the Scene (only DDOL).
I tried adjusting their Start()functions like follows:
Original camera:
void Start () {
Debug.Log("Starting camera");
if (!cameraExists) {
cameraExists = true;
DontDestroyOnLoad (gameObject);}
else{
Destroy (gameObject);
}
}
Changed Camera:
void Start () {
DontDestroyOnLoad (gameObject);
}
The exact same changes was made in Player.
Obviously this doesnt work because it creates a new Camera/Player every time I enter Scene1 (btw why does it not try to create them when I enter Scene2?, is it because they start in Scene1?). HOWEVER, the new player/camera do start at the correct position, and if I zoom out I can see the old player/camera at that same wrong position as before. So something weird happens when their Start() is called a second time it seems.
You've now mentioned that you had code something like this,
void Start () {
Debug.Log("Starting camera");
if (!cameraExists) {
cameraExists = true;
DontDestroyOnLoad (gameObject);}
else{
Destroy (gameObject);
}
}
Note that this is unfortunately just "utterly incorrect", heh :)
The issues you mention in the question (preload scenes etc) are just totally unrelated to the problem here.
In Unity if you have a character C that persists between scenes a, b, c as you load those scenes, you must kick-off C in it's own (perhaps otherwise empty) scene, you can not use "a" as a matter of convenience to kick off C.
The pattern is, in each of a, b, c just have a line of code like p = FindObjectOfType<Player>(); which runs when the scene loads, and position C as you wish.
Now, regarding your specific puzzle about the unusual behavior you are seeing.
I understand that you want to know why you are observing what you do.
It is a combination of confusion over the following issues: 1 - difference between Awake and Start, 2 - confusion over script execution order {but see below1} 3 - confusion about Destroy versus DestroyImmediate 4 - Not using Debug.Log enough, and not using gameObject.name in there (it's a common in Unity to be wildly confused about which object is talking in Debug.Log) 5 - where you mention you see the other object "off to the side", it's common to drastically confuse which one is which in such situations 6 - confusion between the computer programming concept of "instantiation" (ie, of a class or object) and "instantiating" (confusingly, it's the same word - utterly unrelated) game objects in nity.
If you fiddle around with all those issues, you'll discover an explanation for the behavior you're seeing!
But it doesn't amount to much; in Unity in the "C .. a b c" example you have to create C separately beforehand.
1 {aside, never fiddle with the script execution ordering system in Unity in an effort to solve problems; it's only there for R&D purposes; however it could in fact help you investigate the behavior at hand in this problem, if you are particularly keen to fully understand why you're seeing what you're apparently seeing}
Use the debugger. Have breakpoints at the relevant spots, like PlayerStartPoint.Start() and LoadNewArea.OnTriggerEnter2D() and check that they are executed
At the right time
The right number of times
With the expected values
This should make you see where things get out of hand.
If you use Visual Studio, install https://marketplace.visualstudio.com/items?itemName=SebastienLebreton.VisualStudio2015ToolsforUnity to be able to debug Unity from within Visual Studio.
If you are not using Visual Studio, you probably should.
Is player persistent between scenes (does he have DontDestroyOnLoad)? If no then this might be the reason - you can either try loading the scenes by using the additive mode or by instantiating the player on scene load in correct position.
I'm currently learning how this whole networking thing works in unity. In my code I'm creating a spaceship made from multiple prefabs.
It all starts with a single Hardpoint. A Hardpoint can hold a single object, which will be instantiated later on in the loop.
In the PlayerController (the starting point) i have this code to spawn the first object, the cockpit:
[Command]
void CmdOnConnect() {
string json = GameObject.Find("TestPlayer").GetComponent<ComponentObject>().ToJSON();
CompressedComponent compressedComponent = JsonUtility.FromJson<CompressedComponent>(json);
gameObject.GetComponent<Hardpoint>().Hold(GameObject.Find("Component Repository").GetComponent<ComponentRepository>().cockpit[compressedComponent.componentNumber]);
gameObject.GetComponent<Hardpoint>().SpawnComponent();
gameObject.GetComponent<Hardpoint>().RollThroughDecompression(compressedComponent);
Camera.main.GetComponent<PlayerCamera>().player = gameObject;
}
Next up is the SpawnComponent() code, located in the Hardpoint script:
public void SpawnComponent() {
Clear();
CmdSpawn();
}
CmdSpawn, also located in Hardpoint:
[Command]
public void CmdSpawn()
{
Debug.Log("[COMMAND] Spawning " + holds.name);
heldInstance = Instantiate(holds, transform.position, transform.rotation) as GameObject;
heldInstance.transform.SetParent(transform);
NetworkServer.SpawnWithClientAuthority(heldInstance, transform.root.gameObject);
}
And finally RollThroughDecompression, which just calls the Decompress() function:
public void RollThroughDecompression(CompressedComponent c) {
heldInstance.GetComponent<ComponentObject>().Decompress(c);
}
And just to leave no information out, Decompress():
public void Decompress(CompressedComponent c) {
componentType = (Type)Enum.Parse(typeof(Type), c.componentType);
componentNumber = c.componentNumber;
UpdateHardPoints();
GameObject[] typeRepository = GetRepository(componentType);
//update children
int point = 0;
foreach (Transform child in transform)
{
Hardpoint hardpoint = child.GetComponent<Hardpoint>();
if (hardpoint != null) {
if (c.hardpoints[point] != null) {
//get the hardpoint's repository
GameObject[] hardpointRepo = GetRepository((Type)Enum.Parse(typeof(Type), c.hardpoints[point].componentType));
//set the hardpoint to hold this object
hardpoint.Hold(hardpointRepo[c.hardpoints[point].componentNumber]);
hardpoint.SpawnComponent();
hardpoint.RollThroughDecompression(c.hardpoints[point]);
point++;
}
}
}
}
Sorry the code's a little messy/confusing but I've been driven up the walls trying to figure out why newly spawned objects don't have client authority with the exception of the first object spawned (likely because it's called from the PlayerController). I've been stuck on this problem for days now. Newly spawned objects are being set as children of the local player object and are even spawned with NetworkServer.SpawnWithClientAuthority yet when testing:
Trying to send command for object without authority. when calling CmdSpawn().
NetworkManager:
The result i'm getting:
As you can see, the cockpit (very first part) gets spawned as expected. but parts mounted on those Hardpoints don't. To clarify, the EmptyHardpoint is just that. A hardpoint with no children, just an empty game object with the hardpoint script and playercontroller attached to it. The cockpit prefab also includes the img and hardpoints
I guess you have forget to add your child Spawn in the Spawn list of NetworkManager.
I recently tried asking this question but I realized it was not a sufficient question. In my game the player is a fire fighter learner and i want to broke out fire randomly in my game (like not predictable by player), but i did not know how to implement this.
So far i have done this but nothing goes good.(I have a empty object called t in unity which have 3 to 5 particles systems, and all are set to dont awake at start)
code is here :
using UnityEngine;
using System.Collections;
public class Example : MonoBehaviour {
public ParticleSystem[] particles;
public int numOn = 3;
public int j;
void Start() {
for (int i = 0; i < particles.Length - 1; i++) {
j = Random.Range(i + 1, particles.Length - 1);
ParticleSystem t = particles[j];
particles[j] = particles[i];
particles[i] = t;
}
for (j = 0; j < numOn; j++ )
{
particles[j].Play();
}
}
}
help will be appreciated :-)
You could try using prefabs. Create a game object in the editor that has any particle systems and scripts your fire objects need. Once it's good, drag the object from the hierarchy into your project. This will create a prefab (you can now remove it from the scene). Now, on your spawning script, add a field of type GameObject and drag the prefab you made before into it. Now, when you need to create one, just call Instantiate(prefabVar) to create a copy of your prefab.
Edit:
For your specific case, since you only want one fire to be instantiated in a random location, you could have your spawning script look something like this:
public Transform[] SpawnPoints;
public GameObject FirePrefab;
void Start() {
Transform selectedSpawnPoint = SpawnPoints[(int)Random.Range(0, SpawnPoints.Count - 1)];
Instantiate(FirePrefab, selectedSpawnPoint.position, selectedSpawnPoint.rotation);
}
This solution would allow for you to potentially spawn more than one fire object if you needed. An alternative would be if you will only ever have exactly one fire object in the scene at all. Instead of instantiating from a prefab, the object is already in the scene and you just move it to one of your spawn points at the start of the scene. An example script on the fire object itself:
public Transform[] SpawnPoints;
void Start() {
Transform selectedSpawnPoint = SpawnPoints[(int)Random.Range(0, SpawnPoints.Count - 1)];
transform.position = selectedSpawnPoint.position;
transform.rotation = selectedSpawnPoint.rotation;
}
I have a player object who can equip multiple weapons. When a weapon is equipped, its transform's parent is set to its hand. I have messed around with this for some time and cannot get this to work for both the host and the client. Right now I am trying to equip the weapon on the server, and tell all the clients to set their parents transforms.
public NetworkInstanceId weaponNetId;
[Command]
void Cmd_EquipWeapon()
{
var weaponObject = Instantiate (Resources.Load ("Gun"),
hand.position,
Quaternion.Euler (0f, 0f, 0f)) as GameObject;
weaponObject.transform.parent = hand;
NetworkServer.Spawn (weaponObject);
//set equipped weapon
var weapon = weaponObject.GetComponent<Weapon> () as Weapon;
weaponNetId = weaponObject.GetComponent<NetworkIdentity> ().netId;
Rpc_SetParentGameobject (weaponNetId);
}
[ClientRpc]
public void Rpc_SetParentGameobject(NetworkInstanceId netID)
{
weaponNetId = netId;
}
And in the update I am updating the weapons transform
void Update () {
// set child weapon tranform on clients
if (!isServer) {
if (weaponNetId.Value != 0 && !armed) {
GameObject child = NetworkServer.FindLocalObject (weaponNetId);
if (child != null) {
child.transform.parent = hand;
}
}
}
I know this isn't the most optimized way to do this..but right now I am just trying to get this to work any way possible and then work on tweaking it. Seems like it should be a simple task.
We do a similar thing in our multiplayer game. There are a few things you need to do to get this working. Firstly, the concept:
Setting the weapon's parent on the server is trivial, as you have found. Simply set the transform's parent as you would normally in Unity. However, after spawning this object on the server with NetworkServer.Spawn, it will later be spawned on clients in the root of the scene (hierarchy outside of the spawned prefab is not synchronised).
So in order to adjust the hierarchy on the client I would suggest that you:
Use a SyncVar to synchronise the netID of the parent object between the server and client.
When the object is spawned on the client, find the parent using the synchronised netID and set it as your transform's parent.
Therefore, I would adjust your code to look something like this. Firstly, set the weapon's parent netId before you spawn it. This will ensure that when it is spawned on clients, the netId will be set.
[Command]
void Cmd_EquipWeapon()
{
var weaponObject = Instantiate (Resources.Load ("Gun"),
hand.position,
Quaternion.Euler (0f, 0f, 0f)) as GameObject;
weaponObject.parentNetId = hand.netId; // Set the parent network ID
weaponObject.transform.parent = hand; // Set the parent transform on the server
NetworkServer.Spawn (weaponObject); // Spawn the object
}
And then in your weapon class:
Add a parentNetId property.
Mark it as [SyncVar] so that it synchronises between server and client copies.
When spawned on a client, find the parent object using the netId and set it to our transform's parent.
Perhaps something like:
[SyncVar]
public NetworkInstanceId parentNetId;
public override void OnStartClient()
{
// When we are spawned on the client,
// find the parent object using its ID,
// and set it to be our transform's parent.
GameObject parentObject = ClientScene.FindLocalObject(parentNetId);
transform.SetParent(parentObject.transform);
}
I found this post really useful but I have a small addendum.
The netId will be on the root of the hierarchy so its useful to know that you can traverse down the hierarchy using transform.Find.
Something like this ..
GameObject parentObject = ClientScene.FindLocalObject(parentNetId);
string pathToWeaponHolder = "Obj/targetObj";
transform.SetParent(parentObject.transform.Find(pathToWeaponHolder));
After reading Andy Barnard's solution, I came up with this slightly modified solution. Instead of a SyncVar, there is a Client RPC for the server to call any time a NetworkIdentity needs to change parents. This does require the parent to also have a NetworkIdentity (though it need not be a registered prefab).
public void Server_SetParent (NetworkIdentity parentNetworkIdentity) {
if (parentNetworkIdentity != null) {
// Set locally on server
transform.SetParent (parentNetworkIdentity.transform);
// Set remotely on clients
RpcClient_SetParent (parentNetworkIdentity.netId, resetTransform);
}
else {
// Set locally on server
transform.SetParent (null);
// Set remotely on clients
RpcClient_SetParent (NetworkInstanceId.Invalid, resetTransform);
}
}
[ClientRpc]
void RpcClient_SetParent (NetworkInstanceId newParentNetId) {
Transform parentTransform = null;
if (newParentNetId != NetworkInstanceId.Invalid) {
// Find the parent by netid and set self as child
var parentGobj = ClientScene.FindLocalObject (newParentNetId);
if (parentGobj != null) {
parentTransform = parentGobj.transform;
}
else {
Debug.LogWarningFormat ("{0} Could not find NetworkIdentity '{1}'.", gameObject.name, newParentNetId.Value);
}
}
transform.SetParent (parentTransform);
}
These two are part of a NetworkBehavior, which obviously RequiresComponent(typeof(NetworkIdentity)). If you really need this behavior on a client to server, I'd suggest creating a command that passed the NetworkIdentity to the server, which would just call the server's public method. It's one set of network messages more than optimal, but meh.