Detect mouse clicked on GUI - unity3d

I got a problem in my project. I want to know that mouse cliked happend on GUI or on any game object.
I have tried this but it is showing null reference exception
EventSystem eventSystem = EventSystem.current;
if (eventSystem.IsPointerOverGameObject())
Debug.Log("left click over a gui element");
how to detect?? Is there any event available or else?

IsPointerOverGameObject() is fairly broken on mobile and some corner cases. We rolled our own for our project and it works like a champ on all platforms we've thrown it at.
private bool IsPointerOverUIObject() {
PointerEventData eventDataCurrentPosition = new PointerEventData(EventSystem.current);
eventDataCurrentPosition.position = new Vector2(Input.mousePosition.x, Input.mousePosition.y);
List<RaycastResult> results = new List<RaycastResult>();
EventSystem.current.RaycastAll(eventDataCurrentPosition, results);
return results.Count > 0;
}
Source:
http://forum.unity3d.com/threads/ispointerovereventsystemobject-always-returns-false-on-mobile.265372/

There is some approaches that you can use to detect if your mouse is over a legacy GUI element here I'll show you one that I hope will work fine for you, if not research a little about "mouse over GUI" and you'll find a lot of different ways to do it (this one is what I use on my legacy GUI projects and usually works fine with touch):
Create an easily accessible behaviour (usually a singleton) to hold your MouseOverGUI "status":
if you are using GUILayout.Button you need to catch the last drawn rect, if you are GUI.Button just use the same rect you passed as button's param like this:
// GUILayout
( Event.current.type == EventType.Repaint &&
GUILayoutUtility.GetLastRect().Contains( Event.current.mousePosition ) ) {
mouseOverGUI = true;
}
} // you need call it in your OnGUI right after the call to the element that you want to control
// GUI
( Event.current.isMouse &&
yourRect.Contains( Event.current.mousePosition ) ) {
mouseOverGUI = true;
}
}
after that you just need to test if your mouseOverGUI is true or false to allow or not your desired click actions before execute them. (a good understanding of unity loops will help you to catch and test the flag in correct timing to avoid problems expecting to get something that already changed)
edited: also remember to reset mouseOverGUI to false when it is not over GUI ;)

Finally got my answer here:
There are three ways to do this, as demonstrated in this video tutorial. this video save me:).
Use EventSystem.current.IsPointerOverGameObject
Convert your OnMouseXXX and Raycasts to an EventSystem trigger. Use a physics raycaster on the camera
Implement the various handler interfaces from the EventSystems namespace. Use a physics raycaster on the camera.

Related

How to get info about completion of one of my animations in Unity?

I have monster named Fungant in my 2D platform game.
It can hide as mushroom and rise to his normal form.
I try to handle it in code, but I don't know how to get information about finished animation (without it, animation of rising and hiding always was skipped).
I think the point there is to get info about complete of the one of two animations - Rise and Hide.
There is current code:
if (
fungantAnimator.GetCurrentAnimatorStateInfo(0).IsName("Fungant Rise")
)
{
fungantAnimator.SetBool("isRising", false);
isRisen = true;
fungantRigidbody.velocity = new Vector2(
walkSpeed * Mathf.Sign(
player.transform.position.x - transform.position.x),
fungantRigidbody.velocity.y
);
}
if (fungantAnimator.GetCurrentAnimatorStateInfo(0).IsName("Fungant Hide"))
{
fungantAnimator.SetBool("isHiding", false);
isRisen = false;
}
I try this two ways:
StateMachineBehaviour
I would like to get StateMachineBehaviour, but how to get it?
No idea how to process this further.
AnimationEvents
Tried to do with animation event but every tutorial have list of functions to choose (looks easy), but in my Unity I can write Function, Float, Int, String or select object (what I should do?).
I decided to write test() function with Debug only inside, and create AnimationEvents with written "test()" in function field, but nothing happens.
Same as above, no more ideas how to process this further.
I personally would use animation events for this. Just add an event to the animation and then the event plays a function after the animation transition is finished.
For more information on how to use animation events you can click here.
This post may also help you to add an event when the animation is finished.
I hope this answer helps you to solve this problem.

Unity: Trying to load and run an fbx animation

I am trying to load an animation from an fbx file and have it play on a GameObject:
TestObject.AddComponent<Animation>();
animation_handler = TestObject.GetComponent<Animation>();
walking_anim = Resources.Load("fbx_anims/walking_anim_test", typeof(AnimationClip)) as AnimationClip;
if(walking_anim == null)
{
Debug.Log("walking anim not found");
}
walking_anim.legacy = true;
animation_handler.AddClip(walking_anim, "walking");
animation_handler.wrapMode = WrapMode.Loop;
In the game loop, I tried using this:
if (Input.GetKeyDown(KeyCode.W))
{
if (!(animation_handler.IsPlaying("walking")))
{
animation_handler.clip = walking_anim;
animation_handler.Play("walking");
}
}
It doesnt give any errors, yet it doesn't work either. Anything I'm missing?
EDIT: For clarification: The model stays in the default T-Pose, after pressing 'W'. After inserting Debug.Logs at different points, I can confirm that the Play function is getting called only once, after which IsPlaying always returns true. Yet the "playing" animation causes no visual changes in the model (yes, the bone names are the same).
You don't want to use the Animation component, it is an old legacy component that has been replaced by the much improved Animator component. There are a lot of good posts on the Internet on how to use it - no need to repeat it here. The important steps are:
Add the Animator (not Animation) component to the model.
Create an "Animator Controller" in your project and add the clips (like the "walking_anim"). Here you can have a lot of different clips and tell Unity how to interpolate between them by using different parameters.
Add the "Animator Controller" to your "Animator" component.
Add an "avatar" of your model (usually created when the model is imported).
By code alter the parameters of the Animator Controller to tell it which animation clips to play.
It may look like a lot of steps, but it is not so hard and you will quickly have a walking, running, jumping creature on your screen. Good luck!

Check if a gameobject is visble on the current camera

I've been searching stack overflow and the internet for a bit trying to search for a solution to this issue, everytime i try to use OnBecameVisible() or OnBecameInvisible() or TestPlanesAABB to check if the object is not visible through the wall, the camera can still see the object through a solid wall.
Video of the problem here:
https://youtu.be/3HiEugm6On8
As you can see, if i'm looking at him he stops moving, if i turn around and he "unloads" or "becomes invisible" he moves closer, but if i go around a corner still looking in his direction he stops moving as if i can see him and there is no wall there, this is what i'm looking to solve
it's an enemy that roams around, and i want him to only move if i cannot see him, which i thought would be fairly simple, but alas it seems not to be as simple as i thought
my current code is basic:
public bool IsSeen = false;
public void OnBecameVisible()
{
Debug.Log("I can now see you");
IsSeen = true;
}
public void OnBecameInvisible()
{
Debug.Log("I can't see you");
IsSeen = false;
}
this is attatched to the object that i wish to detect / not detect through walls, which i do believe checks if the object is viewable by the camera that i choose.
does anyone have any ideas as to how i can fix / achieve this?
As already mentioned the general "problem" with Renderer.OnBecameVisible is
Note that object is considered visible when it needs to be rendered in the Scene. It might not be actually visible by any camera, but still need to be rendered for shadows for example. Also, when running in the editor, the Scene view cameras will also cause this function to be called.
So its not really usable for you.
is there a simple way to raycast the whole screen?
Unfortunately not really :/
You can a bit avoid this using GeometryUtility.CalculateFrustumPlanes in order to get the four planes of the camera frustrum. Then you can check whether the object is actually inside the frustrum using GeometryUtility.TestPlanesAABB
var cam = Camera.main;
var planes = GeometryUtility.CalculateFrustumPlanes(cam);
var objCollider = GetComponent<Collider>();
if (GeometryUtility.TestPlanesAABB(planes, objCollider.bounds))
{
Debug.Log("I am inside the camera frustrum!");
}
else
{
Debug.Log("I am out of sight...");
}
However, this still does not cover any other object being in front of the target object and therefore actually covering it.
You would need to define exactly what visible means (e.g. any portion of the mesh? Is the center of the object enough to test? etc).
For e.g. testing only the center of the object you could use a Physics.Linecast like e.g.
if (GeometryUtility.TestPlanesAABB(planes, objCollider.bounds))
{
Debug.Log("I am inside the camera frustrum!");
if(Physics.LineCast(cam.transform.position, objCollider.GetComponentInChildren<Renderer>().bounds.center, out var hit)
{
if(hit.gameObject != objCollider.gameObject)
{
Debug.Log("..but something else is in the way..");
}
else
{
Debug.Log("Now you see me, muhaha!");
}
}
}
If you want it to be more precise and track of any part of the mesh is visible then it actually gets tricky. You would need to raycast multiple key points of the bounding box (e.g. each corner, centers of the edges etc) depending on your needs.

MRTK V2 - Enable/Disable Spatial Mapping at Runtime

I know that this question has already been asked here twice, but the answers did not fix my problem. I need to enable spatial mapping on runtime. After scanning my environment I want to disable it, or hide at least the visualization of polygons, so I can save some fps. But by disabling spatial mapping I still want to have the colliders of my environment.
What I tried:
1. This example from this post did nothing.
if (disable){
// disable
MixedRealityToolkit.SpatialAwarenessSystem.Disable();
}
else
{
// enable
MixedRealityToolkit.SpatialAwarenessSystem.Enable()
}
2. Trying to disable the visualization gives me every time a nullreference. I guess GetObservers is giving null back or maybe meshOserver is null:
foreach(var observer in MixedRealityToolkit.SpatialAwarenessSystem.GetObservers())
{
var meshObserver = observer as IMixedRealitySpatialAwarenessMeshObserver;
if (meshObserver != null)
{
meshObserver.DisplayOption = SpatialAwarenessMeshDisplayOptions.None;
}
}
3. The example given by mrtk in there SpatialAwarenessMeshDemo scene, shows how to start and stop the observer. By starting everything starts fine but after suspending and clearing the observers the whole spatial map disappears, so my cursor does not align to my environment. So this is not what I need.
SpatialAwarenessSystem.ResumeObservers(); //start
SpatialAwarenessSystem.SuspendObservers();//stop
SpatialAwarenessSystem.ClearObservations();
What I have right now:
My Spatial Awareness Profile looks like this:
My code starts the spatial mapping with ResumeObservers, the foreach-loop gives me a nullreference and SuspendObserver is comment out, because it disables the whole spatial map thing:
if (_isObserverRunning)
{
foreach (var observer in SpatialAwarenessSystem.GetObservers())
{
var meshObserver = observer as IMixedRealitySpatialAwarenessMeshObserver;
if (meshObserver != null)
{
meshObserver.DisplayOption = SpatialAwarenessMeshDisplayOptions.None;
}
}
//SpatialAwarenessSystem.SuspendObservers();
//SpatialAwarenessSystem.ClearObservations();
_isObserverRunning = false;
}
else
{
SpatialAwarenessSystem.ResumeObservers();
_isObserverRunning = true;
}
Question: How do I start and stop spatial mapping the right way, so that I can save some performance and still have the colliders of the spatial map to interact with.
My specs:
MRTK v2.0.0
Unity 2019.2.0f1
Visual Studio 2017
!--Edit--inlcuding-Solution--!
1. With option #1 I was wrong. It does what its meant for, but I used it the wrong way. If you disable for example SpatialAwarenessSystem while running the spatial mapping process, it disables the whole process including the created spatial map. So after that you cant interact with the invironment.
2. What worked for me was using for the start ResumeObservers() in combination with setting display option to visible and for stopping spatial mapping the method SuspendObservers() in combination with display option none.
3. The Nullreference if fixed by rewritting and casting to IMixedRealityDataProviderAccess:
if (CoreServices.SpatialAwarenessSystem is IMixedRealityDataProviderAccess provider)
{
foreach (var observer in provider.GetDataProviders())
{
if (observer is IMixedRealitySpatialAwarenessMeshObserver meshObs)
{
meshObs.DisplayOption = option;
}
}
}
4. Performance: To get your fps back after starting an observer, you really need to disable the system via MixedRealityToolkit.SpatialAwarenessSystem.Disable();, but this will of course disable also the spatial map, so you cant interactive with it anymore.
#Perazim,
The recommendation is based on your option #3. Call ResumeObservers() to start and SuspendObservers() to stop. There is no need to call ClearObservations() unless you wish to have them removed from your scene.
The example calls ClearObservations() to illustrate what was, at the time, a new feature added to the Spatial Awareness system.
Please file an issue on GitHub (https://github.com/microsoft/MixedRealityToolkit-Unity/issues) for #1 (failure of Enable() and Disable() to impact the system). Those methods should behave as advertised.
Thank you!
David

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.