How to make a 3rd person Controller in Unity 3D continuously run - unity3d

I am making a racing game in unity like Temple Run where the player needs to constantly run and collect fruits/ power ups. I am using the 3rd person default construction worker to make this work. But can't figure out what to tweak in the script to make it run continuously.. Help me where exactly I need to change this.

I believe you should look in this script: Standard Assets\Character Controllers\Sources\Scripts\CharacterMotor.js.
The easy part would be to set var sprint : boolean = false; to true instead.
If you don't need the walking code, you have to clean up some more code in that script to avoid using unnessecary code lines.

Ok first of all you need animations. Then change them to loop and call them run or turn. then for part of the script.
function Update ()
{
animation.Play("run");
}

Just have a look at similar question.

Related

ROBLOX Studio ScreenGui score display

How do I make a TextLabel's text update to a variable?
I have tried setting the text to "score: ", _G.score
but it won't update with the variable, and yes I do set the text after the variable has updated.
Code:
script.Parent.mouseClick:connect(function()
_G.score = _G.score + 1
game.StarterGui.ScreenGui.TextLabel.Text = _G.score
end)
game.StarterGui is actually a template GUI, and every time a player joins the game, a copy of it is made and given to the new player. Thus, if you try to modify it, you will not be actually modifying the copies of it that were given to all the players.
There are two solutions to this problem:
Only use relative paths—that being, only use paths to GUI objects that begin with "script." just like you said script.Parent.mouseClick:connect(…).
Iterate through all the copies that have been given out to the players. This can be found under each Player object's .PlayerGui.
You should almost never do the latter. Here's how you can decide:
If you have code that is found within the StarterGui (rather than in the Workspace or something), then you should use the former. This is because when the StarterGui gets copied into a new player's GUI (called a PlayerGui), that script will get copied along with it since it was inside of the StarterGui. Thus, a relative path like script.Parent.Something.SomethingElse.Text = "hi" will be valid; it will affect that PlayerGui.
If you have some code that is not within the StarterGui (like if it's in the Workspace), then you must use the latter. This is because such a script will not get copied into each player's PlayerGui. As a result, you must go through each player's PlayerGui in a for loop or something similar. This scenario is very rarely the case, and if it ever is, consider trying to make it not the case if possible because this is a very hairy situation to try to deal with; you have to account for special circumstances like the possibility that a player hasn't gotten a copy of the StarterGui yet.
Please let me know if this explanation was in any way confusing; I'll try my best to explain it better.
You can find some visuals to go along with this explanation and some further reading on the official ROBLOX Wiki's explanation of this topic here: "Player vs. Starter GUIs".

Execute an script's Start() after another script's Start() Unity C#

I would like to run the Start() from one script just before the Start() of another Script. Is it possible? Can you choose the order of the executions of the scripts?
I am not totally sure about Start() but you can configure the Script Execution Order of Awake, OnEnable and Update. Go to menu Edit / Project Settings and set your preferences like described in the manual section. So you might want to investigate further if Start is affected too - I believe it is as it is kind of related to Update
In general I would recommend to use this feature carefully. If you run nto the situation of having too many scripts in this list, this indicates some design issues.
If you have one script (A) meant to run after another (B), I guess it means A depends on B. In that case, you should get B to call for A passing the needed data.
public class A : MonoBehaviour
{
public void Init(State state){}
}
public class B : MonoBehaviour
{
private State state;
void Start()
{
this.state = SetState();
this.gameObject.GetComponent<A>().Init(this.state);
}
}
This might be the only way in the long run preventing long debugging hours. In fact, if you use the script execution order, it is fine until you have a lot of classes and you have been working on the project for 6 months or more. Worst, you give the project to another coder. Then you have "invisible" dependencies with new bugs you can hardly debug since they are not in the code.
What you may be able to do is normally do the script that you are wanting first however you would like it. However lets say your wanting to run the other script at the end of the first script, You may be able to reference a function by using this (Replacing SecondScriptName with the script you want to go after the first one then replacing FunctionFromSecondScript with the Function from that script)
<SecondScriptName>().FunctionFromSecondScript();
You can then call all of the functions in turn in whatever order you wish.
If i make a mistake, Please forgive me as this is my first comment to help another programmer and I am currently a budding one myself.
Hope this helps :)

Starting AnyLogic experiment programmatically

I need to run a large number of experiments and would like to do so over night as to waste as little time as possible. I have some output that I can export using PrintWriter, but I need to be able to start the next experiment programmatically after the other.
So something like
After experiment:
Experiment63.start().run();
If a parameter variation experiment doesn't do what you need and you really need to run mulitple sensitivity analyses, try this:
Create a new Custom Experiment
Delete everything in the properties window
Use YourExperimentClass.main(new String[] {}) to start each experiment.
For example, lets say you have three sensitivity analyses to run:
SensitivityToHeatExperiment.main(new String[] {});
SensitivityToSpeedExperiment.main(new String[] {});
SensitivityToFrictionExperiment.main(new String[] {});
These calls bring up a window for each experiment. Since experiments don't start automatically, you'll need to add that logic if you don't want to click "run" a bunch of times! In each Experiment's Initial experiment setup section, put run();. This automatically starts the simulation for you.
I haven't quite figured out how to close the windows automatically using this approach: system.exit(0) and experiment.close() shut all windows opened by the experiment, so you'll need a way to tell if all experiments are done running. One option is to use a common file and a FileLock to ensure the simulations don't encounter concurrency problems. Note that FileLock might be handy if all sensitivity experiments need to write to common files.

Unity script execution order and Start()

Unity's documentation has this line:
By default, the Awake, OnEnable and Update functions of different scripts are called in the order the scripts are loaded (which is arbitrary).
So I have two questions here:
What does "Arbitrary" mean in this context? Is it random?
Does this also include Start() alongside Awake(), or does Start() have its own special behaviour that doesn't follow the script execution order, even if that order has been altered in the project settings?
I've wondered for a while how Unity "decides" how it behaves when it runs, especially since it seems like something will work some of the time but the rest of the time it causes a crash or something with little to no explanation, but the documentation doesn't really mention it much and I can't seem to find much info elsewhere.
That statement is somehow confusing.
Awake, OnEnable and Update will always be called in order.
1.What does "Arbitrary" mean in this context? Is it random?
Yes, its random. Although, it is not talking about the Awake, OnEnable and Update functions. It is talking about scripts. The scripts are randomly chosen to execute.
2.Does this also include Start() alongside Awake(), or does Start() have its own special behaviour that doesn't follow the script
execution order, even if that order has been altered in the project
settings?
Answer #1 should also answer question #2.
This does not affect the callback functions such as Start() Awake(), or OnEnable().
I've wondered for a while how Unity "decides" how it behaves when it
runs, especially since it seems like something will work some of the
time but the rest of the time it causes a crash or something with
little to no explanation
Yes, this is true. This has happened to me in the past too. This is more prone to happen when you have large project with many scripts. The scripts are called randomly. Sometimes, you can get null exception error because GetComponent failed to work. This is why the Script Execution Order Settings is made so that you can always set the order in which your scripts execute.
What I do to fix problems like this is to perform GetComponent in a coroutine function. After that, I check if it is null. If it is null, wait for one frame then try GetComponent again.
Again, this applies to the order in which your scripts are executed not order in which callback functions are invoked/called.
Question 1
According to https://docs.unity3d.com/Manual/class-ScriptExecution.html you can set the order the scripts load manually. If you don't set an order my guess is that Unity uses some predefined order (random, alphabetical or something)
Question 2
Awake() allways runs before Start() and is called when the script is loaded https://docs.unity3d.com/ScriptReference/MonoBehaviour.Awake.html.
To load the scripts in a specific order you need to use the script execution order. To make sure you run the Start() function of each object in a specific order you need to make a "Manager" object that instantiates the objects in the order you wish.

Unity2d - Destroying Object using Destroy(gameObject) // it will destroy the object with which the script is attached to

I am Creating Unit2D game & i am new to it , where i have written code for Destroying Player Bullete when it hits to Meteorite(or enemy).
I have one Bullete PREFAB. to which Destroybullete script is attached. where i have written normal code under TRIGGER function (C# script).
void OnTriggerEnter2D(Collider2D col)
{
if(col.gameObject.tag == "meteorite") // have given meteorite tag to meteorite PREFAB
{
Destroy(gameObject)
}
}
I want to know is it correct way to destroy any object. because it keeps showing me msg that "Avoid destroying object to avoid data loss".
AND THE MAIN THING.
This code works well in Unity Editor ( Build Settings set to android).
But if i build and create APK of it .......... on my android mobile(redmi 1s) , it is not working.Bullete starts firing automatically ( as required) but as any bullete hits meteorite than game lags for miliseconds and bulletes stops firing....AND THE SAME CODE WORKS FINE UNDER UNITY.
DOES TO MEAN I HAVE KILLED bullete prefab for ever by writing Destroy(gameObject).
need Explanation and solution for correct way destroying objects.
The correct way to destroying objects is not destroying them :).
The msg you are getting in console inside Unity is just a warning to try avoiding destroying objects, main reason is being that Destroy and Instantiate are VERY expensive commands and they are often used a lot (like your example, instantiating every bullet then destroying it).
Reason why it works well on PC is because you have much higher processing power of hardware compared to mobile and the lag you are getting on mobile is the time it takes to finish Destroy command (or Instantiate).
The way you can avoid using Instantiating and Destroying objects is by using object pooling, it is a simple way to reuse small pool of objects.
Here is a simple way how you would implement it:
1. Instantiate let's say 5 bullets at start and hide them inside barrell or something like that.
2. Fire the first bullet from barrel and when it hits something just move it back to barrel at the end of array.
3. Keep reusing the bullets
You have good in-depth explanation about object pooling here : https://unity3d.com/learn/tutorials/modules/beginner/live-training-archive/object-pooling
But you can get away with much less understanding of object pooling, if this is too long try searching online something like "Unity3D object pooling" and find simpler tuorial.