Okay so I've been making a 2d platformer and had a terrible image/sprite for my player. Now I've got a better one and want to just replace the images but keep all the same values and data/scripts etc.
I've been trying to figure it out for awhile but to no avail. Thanks for any help
If you want to permanently change a sprite on your prefabs/objects you can drag the new sprite from your asset folder to into the "Sprite Renderer" Component of the object you want to change, replacing whatever is currently in the sprite box. Check out this image to see exactly where you want to drag the sprite:
O you can change it via script using a public variable:
public class ChangeSprite: MonoBehaviour
{
public Sprite newSprite;
private void ChangeSprite(){
gameObject.GetComponent<SpriteRenderer>().sprite == newSprite;
}
}
One way to do it, not sure it is the best way but it works, is to:
- import your new Sprite (let's call it SpriteB)
- select the GameObject where you have been using your first sprite (SpriteA)
- in the "Sprite Renderer" component of your selected GameObject, replace "Sprite=SpriteA" with your new sprite so that "Sprite=SpriteB"
Obviously you will have to repeat the operation for every GameObject where you may have used SpriteA.
Related
Desc:
There is a component with list data:
public class TestPrefab : MonoBehaviour
{
public List<string> DataList;
}
Then I create a prefab with this component like this:
Then I drag the prefab into scene, modify the component data like this ("Data1"=>"Data1_Modified") (I wont apply changes because I just wanna keep it as a prefab instance, which has some changes from the origin prefab):
Then back to the prefab stage, delete the first data:
Then the prefab instance in the scene comes to:
How does it happen?
unity save this modification like this:
so unity just change the first data in the list to "Data1_Modified", rather than change "Data1" to "Data1_Modified".
Question:
Is there any elegant method to avoid this unpredicted behavior?
you should apply this edits on prefabs so after you finish in inspector menu press on overrides then apply all
prefabs are prefabricated objects so to update them from Scene window you need to tell editor to apply your changes on prefabs.
I am building an AR app using AR Foundation but got stuck with changing the material of my model during runtime by pressing a button.
The script below works perfectly fine when I attach it to my model and then create buttons with OnClick() Events to access the specific material WHEN my model is in the hierarchy.
But I don't want it to stay in the hierarchy because otherwise it will constantly show up in AR. If I remove it from the hierarchy, the OnClick() is obviously missing a prefab.
So I need to have the possibility to still change materials from button clicks but without my model staying in the hierarchy. I think "AddListener" could be a solution, but I don't really know how to edit the script in order to make it work. With AddListener I wouldn't have to use OnClick().
Can anyone please show me the solution?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ChangeColor : MonoBehaviour
{
public Material[] material;
Material setMaterial;
Renderer rend;
void Start()
{
rend = GetComponent<Renderer>();
rend.enabled=true;
}
void Update()
{
}
public void GreyMaterial()
{
rend.sharedMaterial = material[0];
setMaterial = rend.material;
}
public void YellowMaterial()
{
rend.sharedMaterial = material[1];
setMaterial = rend.material;
}
public void RedMaterial()
{
rend.sharedMaterial = material[2];
setMaterial = rend.material;
}
}
You can out your prefab in folder called "Resources". And get your prefab using Resources.Load in script next way:
GameObject prefab = Resources.Load<GameObject>("Path"); // Path WITHOUT "Resources/"
Here prefab is... your prefab and you get change some components and values in it.
P.S.
It is very important to write Resources letter to letter without mistakes
You may put folders into (folders into folders...) into Resources, but here you must set the exact path to your file.
I believe the script is not referencing all the new instantiated objects, its needs to reference them. Either store those new objects in a list that the script can change, or try to search for every item of that material you want to change when you run the change material function(not very efficient, but might be easier)
i found this on youtube
I want to get spesific sprite like 'ArmL' from spritesheet with multiple mode.
I have lots of multiple sprites so I need to use like below;
How can i achieve that ?
Public Sprite[] itemArmors;
examplesprite.sprite=itemArmors[ArmL];
You need to drag and drop ArmL into the inspector
public Sprite[] itemArmors;
examplesprite.sprite=itemArmors[0]; // refers to the first element in the itemArmours sprite array
in the inspector make sure that the first element you add to itemArmours is ArmL. This is called indexing. If you just want to get ArmL don't use an array and just use:
public Sprite ArmL;
examplesprite.sprite = ArmL;
I want to create a blur effect similar to the picture below:
the picture is taken from this site:
https://forum.unity.com/threads/how-to-blur-specific-layers-only.555520/
I tried the post-processing profile and played around with the depth of field in the post-processing volume but it blurs all the scene.
I came across a YouTube Video that explains how to implement similar results to what I am looking for but things have changed drastically in the settings. For example, at 1:57 (minute and 57 seconds) he clicks on Add Additional Camera Data which I am struggling to find in the latest versions of LWRP.
I am using Unity version 2019.2.9f1
How can I achieve the result in the picture above? (Blurring all the scene except for one object)
Your guidance will be appreciated.
NOTE: My project is in VR using SteamVR and VRTK
Though your question is a bit broad I took some time to show you how it can be done.
First of all you will need to import the Post Processing package via the PackageManager
Window → PackageManager
Make sure to be in the All Packages view, search for post, find the Post Processing package and hit Install
Now first of all go to the Layer settings (Layers → Edit Layers)
and add two additional Layers: e.g. PostProcessing and Focused
Now to the cameras. Afaik it makes no difference whether you are in VR or not, usually you have one MainCamera that is moved along with your headset. If there should be two of them in your project setup just repeat the same steps for the second camera.
Make sure the MainCamera doesn't render the two added Layers → remove them from the Culling Mask
Add a new Camera FocusCamera as child to the existing MainCamera. This way it is automatically moved along with the main Camera.
RightClick on MainCamera &rightarrow Camera
It should have all the settings equal to the MainCamera except:
Clear Flags : Don't Clear
If you set it to Depth Only the focused object will always be rendered on top of everything, even if it is actually behind other objects in 3D space. You decide which effect you want here ;)
CullingMask : only Focused
Depth : Anything higher than the MainCamera so this camera is rendered on top of it
Make sure to remove the AudioListener component.
Finally add a new PostProcessingVolume to the scene. I would add it as child to the FocusCamera! Why? - Because this way it is automatically disabled together with the FocusCamera!
RightClick on FocusCamera → 3D Object → Post Processing Volume
Set its Layer to the added PostProcessing
enable Is Global so the distance to the volume doesn't matter and add a new profile by hitting new → Unity → Depth of field
In your case you want to overwrite the Focus Distance so check the box on the left and set a value close to the camera like e.g. 0.5
Until now nothing has really changed in your scene.
Now go to the MainCamera and, a component PostProcessingLayer and set the Layer to our added layer PostProcessing
Now everything should be blurred in your scene!
Almost ready to go! Now Disable the FocusCamera and add this script to it
using UnityEngine;
public class FocusSwitcher : MonoBehaviour
{
public string FocusedLayer = "Focused";
private GameObject currentlyFocused;
private int previousLayer;
public void SetFocused(GameObject obj)
{
// enables this camera and the postProcessingVolume which is the child
gameObject.SetActive(true);
// if something else was focused before reset it
if (currentlyFocused) currentlyFocused.layer = previousLayer;
// store and focus the new object
currentlyFocused = obj;
if (currentlyFocused)
{
previousLayer = currentlyFocused.layer;
currentlyFocused.layer = LayerMask.NameToLayer(FocusedLayer);
}
else
{
// if no object is focused disable the FocusCamera
// and PostProcessingVolume for not wasting rendering resources
gameObject.SetActive(false);
}
}
// On disable make sure to reset the current object
private void OnDisable()
{
if (currentlyFocused) currentlyFocused.layer =previousLayer;
currentlyFocused = null;
}
}
This will allow you to focus a certain GameObject on runtime by changing its layer to the Focused layer we added, the only one that is rendered by the FocusCamera. So this object will be rendered on top of the image without any blur effect!
For demonstration I just added this simple script to every cube object in order to enable focus on mouse enter and disable it on mouse exit:
using UnityEngine;
public class FocusMe : MonoBehaviour
{
[SerializeField] private FocusSwitcher focus;
private void OnMouseEnter()
{
focus.SetFocused(gameObject);
}
private void OnMouseExit()
{
// reset the focus
// in the future you should maybe check first
// if this object is actually the focused one currently
focus.SetFocused(null);
}
}
And here is what it looks like
as said I don't know exactly what your VR setup looks like. If you have to MainCameras simply add two child cameras to them. You still will need only one PostProcessingVolume and only one FocusSwitcher so you would probably move them to another object and handle the camera disabling etc differently but I hope the idea gets clear enough.
Use a separate camera for objects you don't want to blur and set a higher depth value.
Set the ClearFlags to depth only and in the CullingMask select the layer of that one object(or more objects). Obviously you would require to have a different layer for unblurred objects.
I have a player prefab that is spawned when the game starts via Network Manager, the player prefab has a script(Player Health) attached to it which takes 2 UI element as input(DamageImage, HealthSlider) present in the hierarchy.The problem i face is that I cant add these inputs in the prefab which results in Object reference not set to an instance of an object error.
Tried to add them by placing the prefab in hierarchy and then saving it but it did not help.
If the UI elements aren't in the prefab itself or in one of its children then you will lose the reference once you make the prefab.
What you can do is set the tag of those elements to something like "DamageImage" and "HealthSlider" and then in the Awake() function of a your PlayerHealth script attached to your prefab do this:
void Awake(){
DamageImage = GameObject.FindWithTag("DamageImage").GetComponent<Image>();
HealthSlider = GameObject.FindWithTag("HealthSlider").GetComponent<Slider>();
}