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Bubu Bhat

Unity
Basic Srcipting help in unity

11 posts in this topic

Hello all,  I'm just beginning to learn unity scripting. I'm trying to implement them as I learn some very basic functions along the way.

 

This link from unity taught me the basics of OnCollisionEnter() - which, as far as I understand, executes some piece of code whenever it detects collisions with a gameobject (there they named it as prop_powerCube). 

 

Now I tried to implement it in C# and I had something like:

using UnityEngine;
using System.Collections;

public class Mine : MonoBehaviour {

	// Use this for initialization
	void Start () { 
		int health=10;
	
	}
	
	// Update is called once per frame
	void Update () {
		

//public class DestroyCubes : MonoBehaviour
{
     OnCollisionEnter (Collision col)
    {
        if(col.gameObject.name == "Sphere")
        {
            //Destroy(col.gameObject); 
            health-=5;
        }
    }
}
   Debug.Log("Health=", health);
    }
	
	


In short, it would detect collisions with 'Sphere' and decrease the health of the player by 5. The problem I understand is with "col". 

 

It is a variable of type Collison. But how do I explicitly declare it in this case? 

 

MY AIM: WHENEVER MY PLAYER COLLIDES WITH A SPHERE, HIS HEALTH DECREASES BY 5 UNITS.

 

Please guide me where am I missing it...

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Thanks for the help. I'm having some real trouble with scripts. I don't know why, but what I did as an experiment was put a cube and then whenever I collide with the cube, I'd like to display a message..

 

I wrote this code, applied it to my player character, and yet on collision with the cube nothing happens :(

function OnCollisionEnter(theCollision : Collision){
 if(theCollision.gameObject.name == "Cube"){
  Debug.Log("I hit it");
 }else {
  Debug.Log("Hit the wall");
 }
}
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Things to check:

- Make sure at least one object has a Rigidbody/Rigidbody2D.
- Make sure you aren't mixing 2D and 3D components.
- If you are using 2D components instead of 3D components, change to "OnCollisionEnter2D" and "Collision2D" in your function (this caught me off guard for a while myself).
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Somehow the Debug.Log function has stopped working, it seems.

 

I deleted my entire scene, created a very elementary plane and placed a cube (A 3D RIGID BODY) on top of it.

 

Then I applied the following script on the cube:

using UnityEngine;
using System.Collections;

public class debug : MonoBehaviour {

	void Example() {
        Debug.Log("Hello", gameObject);
       
    }
} 

I hoped to see a 'Hello Cube' on my console screen. Well nothing really happened.

I have checked  clicking the three buttons on the top right of the console screen - up to no avail.

 

On another note: Is there a 'beginner' way to print things right on the game window? Like, if you collide with an object a pop-up will display something like: "Game over" etc. 

Perhaps then, I can do away with this debug.log not working, this has left me quite frustrated after trying to sort it out for almost a couple of hours by now.. 

Edited by Bubu Bhat
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Thanks for all of this.

 

Just a request: can you kindly give me the full code of the C# file to simply output a message via Debug.Log once my player character collides with a cube in 3D? One such instance of the full code will be of great help. Thanks..

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Thanks a ton. It's working almost the way I want it to. Added a rigidbody component to the cube and suddenly it began to fall through the terrain, so searched in google and applied a mesh collider  with the 'convex' option ticked, and the cube stayed on the terrain.

 

Just a small tweak, the game starts with printing the statement: "3D Collision with another object named: Terrain" even tough the y-coordinate of both the player and the terrain are the same. PRoblem is when I collide with the cube, it says nothing.... So I changed the code to

void OnCollisionEnter(Collision collision)
	
		{ if (collision.gameObject.name=="Cube")
		{
        Debug.Log("3D Collision with another object named: "+collision.gameObject.name);
		}
		}
	

Even this does not output anything upon collision with the cube..

I also tried experimenting with the Collision Detection options - but to no avail sad.png

 

Somehow the cube is not detecting collision, even though I can't directly pass through the cube.

Edited by Bubu Bhat
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Attached is a screenshot of my Unity Window with the Cube selected..

 

[attachment=20560:Untitled.jpg]

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OK, I see what's up. Your cube has the "Is Trigger" flag enabled.

http://docs.unity3d.com/Documentation/ScriptReference/Collider-isTrigger.html

IsTrigger changes the behavior of the collider in the following ways:

- It participates in collision detection, but doesn't participate in rigid-body physics. In other words, stuff can pass right through it.
- When another collider enters it, Unity calls OnTriggerEnter instead of OnCollisionEnter.
- When another collider exits it, you get OnTriggerExit instead of OnCollisionExit.
- You can use this to script things that happen when you move inside the trigger zone, like a proximity-sensitive door or a laser tripwire.

If you want it to act as a physical cube that you can collide with, just disable the IsTrigger flag. If you want to use it as a trigger zone, add OnTriggerEnter and OnTriggerExit methods. Edited by Nypyren
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Also i believe the enter is only called once, so if it enters but never leaves you won't get multiple calls. If you need to do something while the objects are colliding use OnTriggerStay or OnCollisionStay.

 

It sounds like your objects might be in contact the first frame and so its printing to the log. But since they don't move away no more enter events are generated.

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