I was following the outdated tutorial for unity engine and cant get my script do the intended thing Announcing the arrival of Valued Associate #679: Cesar Manara Planned maintenance scheduled April 17/18, 2019 at 00:00UTC (8:00pm US/Eastern) The Ask Question Wizard is Live! Data science time! April 2019 and salary with experienceUnity Game Engine Tutorial?increasing player's speed when entering booster and a speed upgrade systemIf statement in Unity C# false, but true in WatchMissing an assembly reference when using Mono.Data.SqliteHow can I find Xamarin.Android v4 Support in my Properties?Wandering AI in unity C#C# Coding Issue with Randomized Auto SpawnsOculus Go - Detect MovementCreate Event Manager (Messaging System) in Unity Using delegate and eventunity following tutorial helicopter cant fly
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I was following the outdated tutorial for unity engine and cant get my script do the intended thing
Announcing the arrival of Valued Associate #679: Cesar Manara
Planned maintenance scheduled April 17/18, 2019 at 00:00UTC (8:00pm US/Eastern)
The Ask Question Wizard is Live!
Data science time! April 2019 and salary with experienceUnity Game Engine Tutorial?increasing player's speed when entering booster and a speed upgrade systemIf statement in Unity C# false, but true in WatchMissing an assembly reference when using Mono.Data.SqliteHow can I find Xamarin.Android v4 Support in my Properties?Wandering AI in unity C#C# Coding Issue with Randomized Auto SpawnsOculus Go - Detect MovementCreate Event Manager (Messaging System) in Unity Using delegate and eventunity following tutorial helicopter cant fly
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using UnityEngine;
public class player_collision : MonoBehaviour
public playermovement movement;
private void OnCollisionEnter(UnityEngine.Collision collisionInfo)
if (collisionInfo.gameObject.tag == "obstacle")
GetComponent<playermovement>().enabled = false;
This is basically my script and every variable name is correct
but when I hit some obstacle, playermovement does not turn off somehow.
and before you write something like "why you haven't followed the tutorial strictly" its because original script have not worked for me and I have tried to help myself out with comments, but this haven't worked out as well :sademoji:
https://www.youtube.com/watch?v=gAB64vfbrhI&index=6&list=PLPV2KyIb3jR5QFsefuO2RlAgWEz6EvVi6
and heres the link for the tutorial I was using.
Current version of unity I am using is 2018.3.7f1
I am using Visual Studio for editing scripts.
c# unity3d
|
show 1 more comment
using UnityEngine;
public class player_collision : MonoBehaviour
public playermovement movement;
private void OnCollisionEnter(UnityEngine.Collision collisionInfo)
if (collisionInfo.gameObject.tag == "obstacle")
GetComponent<playermovement>().enabled = false;
This is basically my script and every variable name is correct
but when I hit some obstacle, playermovement does not turn off somehow.
and before you write something like "why you haven't followed the tutorial strictly" its because original script have not worked for me and I have tried to help myself out with comments, but this haven't worked out as well :sademoji:
https://www.youtube.com/watch?v=gAB64vfbrhI&index=6&list=PLPV2KyIb3jR5QFsefuO2RlAgWEz6EvVi6
and heres the link for the tutorial I was using.
Current version of unity I am using is 2018.3.7f1
I am using Visual Studio for editing scripts.
c# unity3d
1
Please read thevisual-studio
tag. It should only be used when your question is about VS, not just using VS.
– Amy
Mar 8 at 14:55
Have you checked to make surevoid OnCollisionEnter(UnityEngine.Collision collisionInfo)
is called, and that the tag is correct? And how have you definedplayermovement
?
– George
Mar 8 at 15:00
If you useGetComponent
why do you have a public variable? Now you are trying to access aplayermovement
component which is attached to the object which has this script. Trymovement.enabled = false
maybe?
– Ali Kanat
Mar 8 at 15:01
Dont't use GetComponent in the frequeny called methods
– caxapexac
Mar 8 at 15:31
okay sogetcomponent
was actually bady implemented here and I have finally managed to do it. I do not know what happened really, but recreating both script AND an obstacle object was somehow a way to go. Anyway thank you all for your help and here is the actual code that is working for me nowusing UnityEngine; public class player_collision : MonoBehaviour public playermovement movement; void OnCollisionEnter(Collision collisionInfo) if (collisionInfo.collider.tag == "obstacle") movement.enabled = false;
– Shazbot Polska
Mar 8 at 15:37
|
show 1 more comment
using UnityEngine;
public class player_collision : MonoBehaviour
public playermovement movement;
private void OnCollisionEnter(UnityEngine.Collision collisionInfo)
if (collisionInfo.gameObject.tag == "obstacle")
GetComponent<playermovement>().enabled = false;
This is basically my script and every variable name is correct
but when I hit some obstacle, playermovement does not turn off somehow.
and before you write something like "why you haven't followed the tutorial strictly" its because original script have not worked for me and I have tried to help myself out with comments, but this haven't worked out as well :sademoji:
https://www.youtube.com/watch?v=gAB64vfbrhI&index=6&list=PLPV2KyIb3jR5QFsefuO2RlAgWEz6EvVi6
and heres the link for the tutorial I was using.
Current version of unity I am using is 2018.3.7f1
I am using Visual Studio for editing scripts.
c# unity3d
using UnityEngine;
public class player_collision : MonoBehaviour
public playermovement movement;
private void OnCollisionEnter(UnityEngine.Collision collisionInfo)
if (collisionInfo.gameObject.tag == "obstacle")
GetComponent<playermovement>().enabled = false;
This is basically my script and every variable name is correct
but when I hit some obstacle, playermovement does not turn off somehow.
and before you write something like "why you haven't followed the tutorial strictly" its because original script have not worked for me and I have tried to help myself out with comments, but this haven't worked out as well :sademoji:
https://www.youtube.com/watch?v=gAB64vfbrhI&index=6&list=PLPV2KyIb3jR5QFsefuO2RlAgWEz6EvVi6
and heres the link for the tutorial I was using.
Current version of unity I am using is 2018.3.7f1
I am using Visual Studio for editing scripts.
c# unity3d
c# unity3d
edited Mar 8 at 14:54
Amy
22k1976133
22k1976133
asked Mar 8 at 14:48
Shazbot PolskaShazbot Polska
135
135
1
Please read thevisual-studio
tag. It should only be used when your question is about VS, not just using VS.
– Amy
Mar 8 at 14:55
Have you checked to make surevoid OnCollisionEnter(UnityEngine.Collision collisionInfo)
is called, and that the tag is correct? And how have you definedplayermovement
?
– George
Mar 8 at 15:00
If you useGetComponent
why do you have a public variable? Now you are trying to access aplayermovement
component which is attached to the object which has this script. Trymovement.enabled = false
maybe?
– Ali Kanat
Mar 8 at 15:01
Dont't use GetComponent in the frequeny called methods
– caxapexac
Mar 8 at 15:31
okay sogetcomponent
was actually bady implemented here and I have finally managed to do it. I do not know what happened really, but recreating both script AND an obstacle object was somehow a way to go. Anyway thank you all for your help and here is the actual code that is working for me nowusing UnityEngine; public class player_collision : MonoBehaviour public playermovement movement; void OnCollisionEnter(Collision collisionInfo) if (collisionInfo.collider.tag == "obstacle") movement.enabled = false;
– Shazbot Polska
Mar 8 at 15:37
|
show 1 more comment
1
Please read thevisual-studio
tag. It should only be used when your question is about VS, not just using VS.
– Amy
Mar 8 at 14:55
Have you checked to make surevoid OnCollisionEnter(UnityEngine.Collision collisionInfo)
is called, and that the tag is correct? And how have you definedplayermovement
?
– George
Mar 8 at 15:00
If you useGetComponent
why do you have a public variable? Now you are trying to access aplayermovement
component which is attached to the object which has this script. Trymovement.enabled = false
maybe?
– Ali Kanat
Mar 8 at 15:01
Dont't use GetComponent in the frequeny called methods
– caxapexac
Mar 8 at 15:31
okay sogetcomponent
was actually bady implemented here and I have finally managed to do it. I do not know what happened really, but recreating both script AND an obstacle object was somehow a way to go. Anyway thank you all for your help and here is the actual code that is working for me nowusing UnityEngine; public class player_collision : MonoBehaviour public playermovement movement; void OnCollisionEnter(Collision collisionInfo) if (collisionInfo.collider.tag == "obstacle") movement.enabled = false;
– Shazbot Polska
Mar 8 at 15:37
1
1
Please read the
visual-studio
tag. It should only be used when your question is about VS, not just using VS.– Amy
Mar 8 at 14:55
Please read the
visual-studio
tag. It should only be used when your question is about VS, not just using VS.– Amy
Mar 8 at 14:55
Have you checked to make sure
void OnCollisionEnter(UnityEngine.Collision collisionInfo)
is called, and that the tag is correct? And how have you defined playermovement
?– George
Mar 8 at 15:00
Have you checked to make sure
void OnCollisionEnter(UnityEngine.Collision collisionInfo)
is called, and that the tag is correct? And how have you defined playermovement
?– George
Mar 8 at 15:00
If you use
GetComponent
why do you have a public variable? Now you are trying to access a playermovement
component which is attached to the object which has this script. Try movement.enabled = false
maybe?– Ali Kanat
Mar 8 at 15:01
If you use
GetComponent
why do you have a public variable? Now you are trying to access a playermovement
component which is attached to the object which has this script. Try movement.enabled = false
maybe?– Ali Kanat
Mar 8 at 15:01
Dont't use GetComponent in the frequeny called methods
– caxapexac
Mar 8 at 15:31
Dont't use GetComponent in the frequeny called methods
– caxapexac
Mar 8 at 15:31
okay so
getcomponent
was actually bady implemented here and I have finally managed to do it. I do not know what happened really, but recreating both script AND an obstacle object was somehow a way to go. Anyway thank you all for your help and here is the actual code that is working for me now using UnityEngine; public class player_collision : MonoBehaviour public playermovement movement; void OnCollisionEnter(Collision collisionInfo) if (collisionInfo.collider.tag == "obstacle") movement.enabled = false;
– Shazbot Polska
Mar 8 at 15:37
okay so
getcomponent
was actually bady implemented here and I have finally managed to do it. I do not know what happened really, but recreating both script AND an obstacle object was somehow a way to go. Anyway thank you all for your help and here is the actual code that is working for me now using UnityEngine; public class player_collision : MonoBehaviour public playermovement movement; void OnCollisionEnter(Collision collisionInfo) if (collisionInfo.collider.tag == "obstacle") movement.enabled = false;
– Shazbot Polska
Mar 8 at 15:37
|
show 1 more comment
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1
Please read the
visual-studio
tag. It should only be used when your question is about VS, not just using VS.– Amy
Mar 8 at 14:55
Have you checked to make sure
void OnCollisionEnter(UnityEngine.Collision collisionInfo)
is called, and that the tag is correct? And how have you definedplayermovement
?– George
Mar 8 at 15:00
If you use
GetComponent
why do you have a public variable? Now you are trying to access aplayermovement
component which is attached to the object which has this script. Trymovement.enabled = false
maybe?– Ali Kanat
Mar 8 at 15:01
Dont't use GetComponent in the frequeny called methods
– caxapexac
Mar 8 at 15:31
okay so
getcomponent
was actually bady implemented here and I have finally managed to do it. I do not know what happened really, but recreating both script AND an obstacle object was somehow a way to go. Anyway thank you all for your help and here is the actual code that is working for me nowusing UnityEngine; public class player_collision : MonoBehaviour public playermovement movement; void OnCollisionEnter(Collision collisionInfo) if (collisionInfo.collider.tag == "obstacle") movement.enabled = false;
– Shazbot Polska
Mar 8 at 15:37