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
}
Related
I'm trying to learn Unity again and one of the many (seemingly easily) things I'm struggling with is trying to get my ButtonEvents script to fire when interacting with my Button UI component.
I'm trying to get my script to log to the console when either a PointerEnter, PointerExit or PointerClick event happens - but nothing gets logged to the Console when playing the scene.
I've noticed that if I placed this on a TextMeshPro canvas, the events work, but not when applied to by UI Button (created via UI -> Button - TextMeshPro)
This must be something simple that I'm missing not knowing about Unity Editor.
Thanks for any help!
Hierarchy (EventSystem component is included):
Inspector:
Scene:
Here is my ButtonEvents script:
using System;
using UnityEngine;
using UnityEngine.EventSystems;
namespace UI
{
public class ButtonEvents : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, IPointerClickHandler
{
public static event Action<GameObject, PointerEventData> OnPointerEnterEvent;
public static event Action<GameObject, PointerEventData> OnPointerClickEvent;
public static event Action<GameObject> OnPointerExitEvent;
public void OnPointerEnter(PointerEventData pointerEventData)
{
OnPointerEnterEvent?.Invoke(gameObject, pointerEventData);
Debug.Log("OnPointerEnter");
}
public void OnPointerExit(PointerEventData pointerEventData)
{
OnPointerExitEvent?.Invoke(gameObject);
Debug.Log("OnPointerExit");
}
public void OnPointerClick(PointerEventData pointerEventData)
{
OnPointerClickEvent?.Invoke(gameObject, pointerEventData);
Debug.Log("OnPointerClick");
}
}
}
OK, so after exhausting other options, I created a new version of the Button - the only thing different I can see is that the new Button uses the Image component and now everything works - the events all seem fine in the Unity Editor Console.
When I start to play , it can't jump to the next scene .It also pumps out many error ,one error repeats many times , Coroutine couldn't be started because the the game object 'FadeOut' is inactive!It made me confused since the rawimage is all black and must be inactive before the function onclick.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class ToLoading : MonoBehaviour
{
public Button toLoad;
public RawImage fadeOut;
public Text loading;
// Start is called before the first frame update
void Start() //need to SetActive(false); ? if I set it false already in unity
{
}
// Update is called once per frame
void Update()
{
ButtonClicked();
}
public void ButtonClicked() //
{
fadeOut.gameObject.SetActive(true);
loading.gameObject.SetActive(true);
StartCoroutine(ToNextScene());
}
//going to do: fade out> 2 secoonds > to next scene
private IEnumerator ToNextScene()
{
yield return new WaitForSeconds(2);
SceneManager.LoadScene("SceneForMovingAround");
}
}
My question is : Should I put this script ToLoading to the fadeout rawimage ,or create an empty gameobject then put the script to it .Also , how to solve the problem -fade out error.And last , will it a problem about the code of scene part ?all of your help is appreciated, thanks!
Your ButtonClicked() method is executed every frame, which causes the unwanted behaviour your describe.
Remove the entire Update() method with its body from your file and run your game again.
Add gameObject.SetActive(false); to your ButtonClicked() method to deactivate the button upon clicking.
If you have attached the ButtonClicked() method to the OnClick() event in the inspector as you show in your screenshot then it should work as you would expect.
So I have this script that has UnityEvent called on FixedUpdate. The idea is that I attach various methods to this OnFixedUpdate through the Editor like this:
This is the Brain script where this OnFixedUpdate resides:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using Sirenix.OdinInspector;
public class Brain : MonoBehaviour
{
[SerializeField, FoldoutGroup("Fixed Update")]
private UnityEvent OnFixedUpdate = null;
void FixedUpdate()
{
OnFixedUpdate.Invoke();
}
}
But the problem is that in the Performance tab I only see the Brain.OnFixedUpdate method called. I can't see what specific methods were called through this OnFixedUpdate:
Is there a simple way to see the methods that are being called through OnFixedUpdate?
Use:
for(int i=0;i<OnFixedUpdate.GetPersistentEventCount();i++){
Debug.Log(OnFixedUpdate.GetPersistentMethodName(i));
}
This is my first networking project. I tried to follow some tutorials and this is what I'm running into: I'm trying to simply change a boolean when a button is clicked. The button is in one scene and the text object down here is in another scene. So i'm running the same network manager in two separate scenes. I realize this isn't conventional but it has to be this way for my project. All I'm looking for right now is for it to change the text, once I understand how that happened, I'm sure I can figure out the rest.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Networking;
public class textChanger : NetworkBehaviour
{
Text text;
[SyncVar]
bool change = false;
// Use this for initialization
void Start ()
{
text = gameObject.GetComponent<Text>();
}
// Update is called once per frame
void Update ()
{
if(change)
{
text.text = "it worked";
}
}
[Command]
public void CmdChangeText()
{
change = true;
}
}
If I set "change" to true with a keypress, the code operates exactly as it should, the text changes. But it's not working when i click the button from the other scene. I'm using Networking Hud and the two scenes are in fact connected. But the variable is not updating.
In the first picture, the "Text" gameObject is running the "Text Changer" script. And in the second picture, the button has the generic "Game Object" object running it too. You can see it referenced in the buttons onClick area that's calling the "CmdChangeText" method on the "Text Changer" script.
So in my head, everything looks like it should be working, but it's not. Can someone help?
From the Unity Documentation:
These variables will have their values sychronized from the server to clients
So if you try to set in on a client it won't work. It only can be done using a [Command] like you already did.
You should also check your console output. As far as I know In order to be able to call a Command method, the holding NetworkIdentity has to be set to LocalPlayerAuthority. I always had to put a special class for all commands on the Player object itself in order to make it work.
I know this is maybe not an answer but atleast a workaround:
Instead of waiting for the [SyncVar] you could just directly set the value using a [ClientRpc]:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Networking;
public class textChanger : NetworkBehaviour {
Text text;
private bool change = false;
// Use this for initialization
void Start () {
text = gameObject.GetComponent<Text>();
}
// Update is called once per frame
void Update () {
if(change)
{
text.text = "it worked";
}
}
[Command]
public void CmdChangeText()
{
// sets the value on the server
change = true;
RpcChangeText();
}
// This is executed on ALL clients
// SyncVar is no longer needed
[ClientRpc]
private void RpcChangeText()
{
change = true;
}
}
I am relatively new to unity and I'm trying to make collectibles in a game but i need to keep a tally of how many items have been collected but still have the collected item disappear. So far I have this. And yes the collectables are hairspray :p
Collection.cs
using UnityEngine;
using System.Collections;
public class Collection : MonoBehaviour {
public control controlSrc;
void OnTriggerEnter () {
controlSrc.AddScore();
killHairSpray();
}
void killHairSpray () {
Destroy(gameObject);
}
}
control.cs
using UnityEngine;
using System.Collections;
public class control : MonoBehaviour {
public int hcTot = 0;
public void AddScore () {
hcTot = hcTot + 1;
Debug.Log("Working");
}
}
I'm not sure why it isn't working but the console says;
NullReferenceException: Object reference not set to an instance of an object
Collection.OnTriggerEnter () (at Assets/Collection.cs:10)
Thanks:) this has been driving me crazy!
You most likely haven't connected anything to the controlSrc variable so it's empty. Hence the null reference exception.
In the Unity editor select the GameObject with the Collection.cs script, then in the Inspector set the controlSrc (most likely listed as "Control Src") by assigning the game object containing the control.cs script.