I have a problem with getting a video texture to show up in unity 5.2 personal edition. I have applied a material with unlit shader and assigned it as a video texture. I also call the specific video texture through a script attached to the object with the video texture.
using UnityEngine;
using System.Collections;
[RequireComponent(typeof(AudioSource))]
public class CallMovie : MonoBehaviour {
public MovieTexture myMovie;
// Use this for initialization
void Start () {
Debug.Log ("start intro");
GetComponent<Renderer>().material.mainTexture = myMovie;// get movie
myMovie.Play ();// shall play movie
}
void Update(){
myMovie.loop =true;
}
}
When I hit the play button in unity the video texture stays black and nothing happens om screen although the program says it ran the video when checked with debug log.
Since I cant post questions in comment on your initial the following is an attempt to answer with what I know.
In your first statement after the debug call you are setting the maintexture component of the instanced material to myMovie, depending on shader this may or may not work as 'mainTexture' may not be referencing the texture you expect.
You can insure you hit the desired texture using the following method
//Note the diffrence between a material instance and the shared material
//... dont forget to clean up instances if you make them which hapens when you call .material
Material instancedMaterial = gameObject.GetComponent<Renderer>().material;
Material sharedMaterial = gameObject.GetComponent<Renderer>().sharedMaterial;
//_MainTex is the name of the main texture for most stock shaders ... but not all
//You can select the shader by clicking the gear in the inspector of the material
//this will display the shader in the inspector where you can see its properties by name
instancedMaterial.SetTexture("_MainTex", movie);
The following code is from a working class object I use to set a Unity UI object RawImage to render a movie. From what I see in your example you have the movie part correct I suspect your issue is with the shader parameter.
using UnityEngine;
using System.Collections;
public class RawImageMovePlayer : MonoBehaviour
{
public UnityEngine.UI.RawImage imageSource;
public bool play;
public bool isLoop = true;
public MovieTexture movie;
// Use this for initialization
void Start ()
{
movie = (MovieTexture)imageSource.texture;
movie.loop = isLoop;
}
// Update is called once per frame
void Update ()
{
if (!movie.isPlaying && play)
movie.Play();
}
public void ChangeMovie(MovieTexture movie)
{
imageSource.texture = movie;
this.movie = (MovieTexture)imageSource.texture;
this.movie.loop = isLoop;
}
public void OnDisable()
{
if (movie != null && movie.isPlaying)
movie.Stop();
}
}
Related
Why the sound effect does not work in unity?
when I try to add a sound effect, it doesn't work
This is my script to move to the next scene using buttons:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class LevelLoader : MonoBehaviour
{
public Animator transition;
public float transitionTime = 1f;
public void LoadNextLevel()
{
StartCoroutine(LoadLevel(SceneManager.GetActiveScene().buildIndex + 1));
}
public AudioClip impact;
IEnumerator LoadLevel(int LevelIndex)
{
transition.SetTrigger("Start");
yield return new WaitForSeconds(transitionTime);
SceneManager.LoadScene(LevelIndex);
AudioSource.PlayClipAtPoint(impact, transform.position);
}
}
You're making the audio play, and then immediately loading in a different scene. The object that is playing the audioclip also unloads.
You could offset the two by making NewGame() a coroutine instead, with a small timed offset between the PlayClipAtPoint() call and the LoadScene() call.
As Alex Leest said, you are loading new scene right after audio play.
When unity scene loading started, all gameobject except DontDestroyOnLoad Object are destroyed.
So, you may add code below to your Audio Manage class.
(Also, you should ensure that your Audio Manager class always has only one instance in your whole program for not cause bugs)
private void Awake()
{
DontDestroyOnLoad(this);
}
I'm making a 2D game in Unity that plays a video when the game begins. The problem is that the UI is above the video and because this is my first time using Unity, I have no idea of how to fix this.
I've tried to set the video player's render mode to "camera near plane", but the UI is still above the video.
Is there any way to set the UI elements beneath the video player, or to hide the UI elements until the video stops playing?
How to render VideoPlayer beneath UI
You can render your video player on a RawImage by referencing a Render Texture on your VideoPlayer and then referencing it on the RawImage you wish to render it on. This way your video player essentially becomes an another UI element which you can sort around however you want with the other UI - place it below the other UI elements in the Hierarchy to render it on top of the other ones.
Example
Here's how things might look in the Inspector for the VideoPlayer, RawImage and the Hierarchy.
How to hide UI while VideoPlayer is playing
You can disable your Canvas element that contains all of your UI by using .SetActive() method. All you need to do is attach the necessary behavior by subscribing to VideoPlayer events - started and loopPointReached.
Example
using UnityEngine;
using UnityEngine.Video;
public class HideTargetWhilePlayingVideo : MonoBehaviour
{
[SerializeField]
private GameObject target = null;
[SerializeField]
private VideoPlayer videoPlayer = null;
private void Start()
{
videoPlayer.started += OnVideoStarted;
videoPlayer.loopPointReached += OnVideoStopped;
}
private void OnVideoStarted(VideoPlayer source)
{
target.gameObject.SetActive(false);
}
private void OnVideoStopped(VideoPlayer source)
{
target.gameObject.SetActive(true);
}
private void OnDestroy()
{
if (videoPlayer)
{
videoPlayer.started -= OnVideoStarted;
videoPlayer.loopPointReached -= OnVideoStopped;
}
}
}
I am making a game now, it's almost done. now I am trying to control the audio on and off by button or toggle button.
The problem is, I put my audio source gameobject in the splashscreen that is in the 1st scene. and I put the audio or music button in the Setting scene which is inside the 3rd scene. I already make the c# script to control the audio but when I've tried to insert the AudioSource, but it can't since it's from a different scene. I've tried to put the AudioSource in the same scene but the audio didn't start except I go to settings scene first.
Here is the script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Music : MonoBehaviour
{
static Music instance = null;
public AudioSource Backsound;
private void Awake()
{
if (instance != null)
{
Destroy(gameObject);
}
else
{
instance = this;
GameObject.DontDestroyOnLoad(gameObject);
}
}
public void backsoundOnOff()
{
AudioSource bgsound = Backsound.GetComponent<AudioSource>();
if (bgsound.mute = true){
bgsound.mute = false;
}
else {
bgsound.mute = true;
}
}
}
You have already solved half the problem by using GameObject.DontDestroyOnLoad
The object does indeed exist in both scenes. Now you just need to fetch it.
In the first scene where the created the object, Change the tag of the object. Instead of using one of the exiting tags, create a new tag for it called something such as "MenuMusic". Make sure you assign it after creating it, unity does not assign it automatically
Now, in the 3rd scene, in the game object that needs to access it, create a private field "_music"
in your Start function, add
void Start() {
_music = GameObject.FindGameObjectsWithTag("MenuMusic");
}
You will now have the same instance of Music from scene 1
I would highly recommend referencing the sound script that you have into some sort of game manager. Usually how i work is i have one generic script that controls a multitude of options that i usually call the GameManager. This sets player controls, visual options and sound. From here you can simply set bool whether the player wants the music on and off. If this option wants to change you can reference the GameManager at any point in any script.
//Game Manager code
public void SoundControl(bool soundOff)
{
If(soundOff == true)
{
//Sound Off Control
}else
{
//Sound on Control
}
}
//Reference to game Manager
GameManager manager;
public void TurnOffSound()
{
//Turn sound off through manager
manager =
GameObject.FindGameObjectWithTag("Manager").GetComponent<GameManager>
().SoundControl(true);
}
I find this to be the easiest way to control any options through one script that you can reference anywhere.
I have the code exact from a tutorial I copied, and the webcam is inserted and works. But when I load the Unity game (In Unity Editor) there is no "No Device connected" error or incorrect scripts. I'm confused as to why it isn't working.
Why isn't it being displayed?
My webCamScript
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class webCamScript : MonoBehaviour {
public GameObject webCameraPlane;
// Use this for initialization
void Start () {
if (Application.isMobilePlatform) {
GameObject cameraParent = new GameObject ("camParent");
cameraParent.transform.position = this.transform.position;
this.transform.parent = cameraParent.transform;
cameraParent.transform.Rotate (Vector3.right, 90);
}
Input.gyro.enabled = true;
WebCamTexture webCameraTexture = new WebCamTexture ();
webCameraPlane.GetComponent<MeshRenderer> ().material.mainTexture = webCameraTexture;
webCameraTexture.Play ();
}
// Update is called once per frame
void Update () {
Quaternion cameraRotation = new Quaternion (Input.gyro.attitude.x, Input.gyro.attitude.y, -Input.gyro.attitude.x, -Input.gyro.attitude.y);
this.transform.localRotation = cameraRotation;
}
}
Solved
I found the problem, I had a custom texture on the plane which was stopping the camera texture from being inserted.
I presume it has something to do with the fact that you have your code wrapped in an if statement that is checking to see if you are running on a mobile platform. The editor will not be classed as a mobile platform and hence that code will be ignored
In my game, I have two scene.
What I want to achieve is if user navigates from one scene to another, background audio specific to each should be played from start(audio length=0)
But all my efforts are in vain.
I tried using 'Pause' Method of audioSound
I tried
create a new game object and assign this scene background score to it and play
destroy gameObject created for another scene if there was any
But it doesn't give the result that I want.
I searched for finding how to play audioClip from start and stop other audioClip playing but didn't find any.
I know I'm not supposed to ask for code on stack overflow but if anyone has achieved this or has some pseudo code request you to provide it
I'm not sure I understand your question properly, since it seems the simplest scenario for background music.
If you really want a change of audioclip in every scene, let's say Scene A must play Clip A and Scene B must play Clip B, and both clips should be played as soon as a scene is loaded, you just need to create a game object in both scenes with an Audio Source component, with the Play On Awake flag active, and then just assign the appropriate clip for the scene (i.e.: assign Clip A in the Audio Clip field of the Audio Source component of Scene A game object, and do the same with Clip B for Scene B).
That's pretty much it.
If you looking at the detail code then you can try this code.
First : Make a script "SoundFxScript.cs" // You can modified as you want
Insert this code :
public class SoundFxScript : MonoBehaviour {
//Background Music
public AudioSource Scene1_Sound;
public AudioSource Scene2_Sound;
// Use this for initialization
void Start () {
PlayBackgroundMusic ();
}
// Update is called once per frame
void Update () {
}
public void PlayBackgroundMusic() {
if (UnityEngine.SceneManagement.SceneManager.GetActiveScene ().name == "Scene1") {
Scene1_SoundPlay();
} else if (UnityEngine.SceneManagement.SceneManager.GetActiveScene ().name == "Scene2") {
Scene2_SoundPlay();
}
}
public void Scene1_SoundPlay() {
Scene1_Sound.Play ();
Scene2_Sound.Stop ();
}
public void Scene2_SoundPlay() {
Scene1_Sound.Stop ();
Scene2_Sound.Play ();
}
// Step Fifth
public void LoadTheScene (string Scenename) {
UnityEngine.SceneManagement.SceneManager.LoadScene (Scenename);
sf.PlayBackgroundMusic ();
}
}
Second : Make Gameobject name = "SoundMusic" at the first scene and add component script SoundFxScript.cs. In gameobject "SoundMusic" you can add you background music for scene1 and scene2.
Third : Make a singleton file Singleton.cs
Insert this code :
public class Singleton : MonoBehaviour {
static Singleton instance = null;
void Start ()
{
if (instance != null)
{
Destroy(gameObject);
return;
}
DontDestroyOnLoad(gameObject);
instance = this;
}
}
Fourth : at gameobject "SoundMusic" add component script "Singleton.cs"
Fifth : How To Call In Another Scene (Load Scene). This method is inside SoundFxScript.cs
Example You have a method to call a load scene. Try this method :
Call it with : LoadTheScene("Scene2") // Call scene2
In here you can call your SoundFxscript.cs Component from any script you have.
Example :
SoundFxScript sf;
sf = GameObject.Find ("SoundMusic").GetComponent<SoundFxScript> ();
And you can use method LoadTheScene to load a new scene and the background music will RePlay again according to the what Scene is it.
That's All.