Unity clone objects don't include scripts - unity3d

Does anybody know how can I include scripts when my objects clone. In my game, I need to make that when my ball hit moving wall, then there is need to show new wall including my moving scripts. MY CASE: new wall is shown, but it is not moving.
Please help.
Kind regards

Well it is very easy.
First case: if you are using the prefab to instantiate, be sure to assign on the prefab your scripts.
Second case: if you are taking the template to instantiate directly from GameObject of wall, it should create the GameObject with exatly same scripts.
If it is still not moving, check in Inspector the cloned wall, if the scripts are enabled, and double check how the scripts work (maybe needs some initializing or whatever)

If your script is not on your prefab (for any reason), you can add via a script:
void CreateWall(){
GameObject obj = (GameObject)Instantiate(wallPrefab);
NewScript ns = obj.AddComponent<NewScript>();
}
The only advantage I could think about that way is that you can add specific components based on a specific situation. Say you want to add Script A if condition A or Script B if condition B:
void CreateWall(){
GameObject obj = (GameObject)Instantiate(wallPrefab);
switch(condition){
case A:
obj.AddComponent<ScriptA>();
break;
case B:
obj.AddComponent<ScriptB>();
break;
}
}

Related

Unity scaling an object when duplicating (not wanted)

I'm making a mining game, where you have a rest area, and a mine area (all of this stuff works well) but when I "hire a new worker" the main miner clones, and is put in the starting area. When I clone the main miner, the cloned miner's size goes to 6k something something.
public void moreMiners(){
if (gm.Diamonds >= gm.mmcost){
gm.Diamonds -= gm.mmcost;
GameObject newplr = GameObject.Instantiate(plr);
newplr.gameObject.transform.localPosition = plr.transform.position;
}
}
duplicating code ^
help is appreciated
Make sure that "plr" reference is the original Prefab from your assets folder and not from your scene, then what you can do is to check your original prefab inside your assets folder and see if the scale is the one that you want to have.
Also when you Instantiate an object you can parse the position too as a parameter like this:
GameObject.Instantiate(plr,position);

How to control the placement of GameObject in a scene programmatically in Unity

I have created a code file in Unity and assigned it to an empty GameObject I have placed in the scene:
var obj = new GameObject("Sample");
obj.transform.position = new Vector3(0, 0, 0);
var text = obj.AddComponent<TextMesh>();
text.text = "Hello world";
When I run the scene, I can see the text. And that is my problem: I did not specify anywhere in code to add obj to the scene, but it gets placed automatically apparently.
This can be a problem if I want to introduce an object later than instantiation time.
What am I doing wrong? How can this be achieved? What are the patterns/best-practices here?
Immediate fix:
Use obj.SetActive(false) to temporarily disable the object and then use obj.SetActive(true) when you need the object to be active.
Other solutions / best practices:
Create the object you desire in the scene, save it as a prefab (prefabricated object) and then only instantiate it when you need it. Here's a link for further reading into the prefab system. https://docs.unity3d.com/Manual/Prefabs.html
Object pooling is typically used when you will have a bunch of the same objects (like lasers, bullets, etc). Watching this video may be of help: https://www.youtube.com/watch?v=tdSmKaJvCoA

Change motion using script in Unity Editor

Hi how do we change motion in an AnimatorController using script in Unity Editor?
The red highlight is the one I'd like to change, but using script
My use case is to copy animations from one object, process the animation e.g. adding offset rotation, then add to another object. Since my object has many child objects, I need to create a script to automate this.
Changing the AnimatorController via editor scripts is always quite tricky!
First of all you need to have your AnimationClip from somewhere
// somewhere get the AnimationClip from
var clip = new AnimationClip();
Then you will have to cast the runtimeAnimatorController to an AnimatorController which is only available in the Editor! (put using UnityEditor; at the top of the script!)
var controller = (AnimatorController)animator.runtimeAnimatorController;
Now you can get all its information. In your case you can probably use the default layer (layers[0]) and its stateMachine and according to your image retrieve the defaultState:
var state = controller.layers[0].stateMachine.defaultState;
or find it using Linq FirstOrdefault (put using System.Linq; at the top of the script) like e.g.
var state = controller.layers[0].stateMachine.states.FirstOrDefault(s => s.state.name.Equals("SwimmingAnim")).state;
if (state == null)
{
Debug.LogError("Couldn't get the state!");
return;
}
Finally assign the AnimationClip to this state using SetStateEffectiveMotion
controller.SetStateEffectiveMotion(state, clip);
Note however that even though you can write individual animation curves for an animation clip using SetCurve unfortunately it is not possible to read them properly so it will be very difficult to do what you want
copy animations from one object, process the animation e.g. adding offset rotation, then add to another object.
You will have to go through AnimationUtility.GetCurveBindings which gets quite complex ;)
Good Luck!

Can 1 gameobject (screw) detect another gameobject (screw nut) and then create animation?

I'm building an engineer Augmented reality app,.
Basically I want 1 game object which is the screw, detect another game object which is the screw nut, then if the two detected each other they will connect. (create animation that it is connecting like the screw is rotates through the hole).
So the questions are:
1) how will the one object (active) will detect the another object (passive)?
2) how can i set it to real time size detection like if this screw is not fitted then it will not connect to each other.
Add a proper tags to your objects, e.g. tag diameter_5mm. Add a collider with isTrigger enabled to one kind of items and attach a script with something like that:
void OnTriggerEnter(Collider other){
if (other.tag == transform.tag){
//let the magic begin!
}
}

How to disable a collider when the trigger of another collider has been entered?

I am building a game where the player runs on a path. When the player triggers a collider, 2 enemy objects will spawn.
What I want is when the first collider trigger has been entered, I want the second collider, which is at a certain distance from the first collider, to get disabled for a certain time. How to achieve this?
If you'd like to disable the colliders so they won't hit or rebound off the wall, for example, then you can change your collider's "isTrigger" variable to true, to change it into a trigger volume instead of a solid collider. This has the effect of disabling it - in that it won't cause other objects to stop or rebound if they hit it.
For example:
function Update() {
if (Input.GetKeyDown(KeyCode.X)) {
collider.isTrigger = true;
}
}
Note that things like MouseOver still work.
If you want to disable that completely, you can try collider.enabled = false. I'm not sure if that works or not. If it doesn't, you can always scale down your collider:
var myOldSize:Vector3;
function DisableBoxCollider(myCollider:BoxCollider)
{
//actually just resizes it
myOldSize=myCollider.size;
myCollider.size=Vector3(0,0,0);
}
function EnableBoxCollider(myCollider:BoxCollider)
{
if(myOldSize!=Vector3(0,0,0))
myCollider.size=myOldSize;
}
You can use the above code to integrate it in your own project. I'm not going to spill out all of the code for you because else we'd miss the point of learning to program and post on Stackoverflow in general. But it should help you to get on your way. Try and play some with the code, and if you have questions, get back here and ask them, providing the question with some code to show what you have tried.