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Post by cyber2016 on Jul 2, 2016 20:57:34 GMT
Ok.. next issue is "Despawning when Invisible".. Well, been trying so many different ways to Accomplish my next goal.. I've figured out how to Spawn when Visible making sure that there's a "Component Renderer" on my GameObject.. So using the same methods I've figured wouldn't this Apply to the "Invisible Despawn" as well? No such luck lol.. O.k. so what pointers would point me into the right direction, than I can problem solve rather than play the guessing game.. A tutorial on the Despawner Trigger would be Awesome (Video), even more Kewl.. Ty // so my ultimate goal is to: 1/ run around the Maze Spawning kewl stuff when Visible in the Camera view, Done! 2/ Now, after my player character turns around or walking in another corridor, the Objects or Particle effects will "Despawn when Invisible" in Camera view (And scene view lol).. Yup I'm learning. 3/ Now, yes I could use Colliders and I have done some of the game that way; but I'm having fun with this awesome Asset.. I hope that as I'm benefiting from this learning curve, that other people will 2...
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Post by DarkTonic Dev on Jul 2, 2016 21:58:14 GMT
Again OnBecameInvisible will not fire if you game object is visible in Scene view. Try that and it will work.
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Post by cyber2016 on Jul 3, 2016 1:43:11 GMT
Not sure if I'm using the right Trigger, /Despawners/Triggered Despawner/ ?
Also there's no option for the "Invisible Event" Tab.. Again no luck so far no matter what I try.. Lol.. Definately I need more info on the Usage of this Trigger Despawner. Also, I make sure always that the area isn't Visible in Scene View during Play. When you mentioned "OnBecameInvisible" did you mean this by using the Triggered Despawner Script? attached to the Desired Object that I want Despawned when Invisible?
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Post by DarkTonic Dev on Jul 3, 2016 1:48:38 GMT
So it looks like the UI is a little weird for Triggered Despawner, I'll fix it up for the next version. If you want to use options with "No Additional properties for this event type" such as Invisible event, just keep it expanded so you can read that text. Yes, that's weird. I'll change them to a checkbox for the next version.
However, Killables have the same feature if you're already using Killables. It's under a section called "Despawn & Death Triggers". In most cases Triggered Despawners are useless because Killable will do what you want.
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Post by cyber2016 on Jul 3, 2016 2:18:28 GMT
Yes, I was wondering about the Triggered Despawner having no Check box to click onto.. Thought something was weird about that. As far as the "Despawn & Death Triggers" I haven't tried those yet; wasn't sure if they applied to my usage as I'm not Killing any objects Lol! Just My PC..
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Post by cyber2016 on Jul 3, 2016 3:29:41 GMT
Tried the Despawn Invisible under /Killables.. Still getting more Spawned objects when Visible with Error "iGetIsActive()" popping up in Console after each Spawned item.. This only happens if I'm trying to Despawn object when InVisible...
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Post by DarkTonic Dev on Jul 3, 2016 3:46:22 GMT
Sorry but I'm not sure what you're saying. You might want to post a screen shot of the error from the console.
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Post by cyber2016 on Jul 3, 2016 3:52:43 GMT
It's k, I think I'll just use the "Despawn with Collision" as this works Flawless.. Not sure whats up with the Invisible issues I'm having.. Anyhow I will post a screenshot soon..
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Post by DarkTonic Dev on Jul 3, 2016 5:50:59 GMT
Ok, that error you mentioned I don't think I've ever seen before...
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Post by cyber2016 on Jul 3, 2016 6:14:40 GMT
Correction I spelled wrong it's Error "!GetIsActive()", that shows up when using Either 1/ Triggered Spawner/Event Visible 2/ Triggered Spawner/Event Invisible However the "Triggered Spawner/Event Visible" works Now great..
Not sure myself but it's the only Error "!GetIsActive()" that shows up in Console, with no Description whatsoever.. So no point I figure in taking a snapshot of 1 word lol.. Again the only problem so far, is I can't get my chosen GameObject to Despawn when Invisible.. I know it's just a matter of time, before I get this sorted out.. Never can tell? If there are any suggestions (Tips).. Maybe it's just the Asset Feature I need is slightly broken? or I'm having a crummy Day.. K thanks.
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Post by cyber2016 on Jul 3, 2016 7:01:15 GMT
[SOLVED] Wow! Looks like I did everything right, Except I needed both Objects to have "Mesh Renderer" And "Rigidbody", I checked off Constraints position X,Y,Z.. Tested with 10 Pooled Objects in PoolBoss, Tested to see if 1 Spawns & 1 Despawns when Visible or Invisible.. Again Thank You for the Awesome Dev Support!
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Post by DarkTonic Dev on Jul 3, 2016 16:35:37 GMT
Well that's weird, but ok.
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Post by cyber2016 on Jul 3, 2016 18:58:22 GMT
Ya, its definitely weird for sure.. I'll test later on today to see which object needs rigidbody, or if both.. when I tried on both it worked right away, made me very happy no doubt! I have 1 static object that spawns another 1 when its Visible, than that object is Despawned when Invisible.. All is kewl Now.. I noticed some very cool features on the /Killable Despawner, maybe I'll try that one as well.. : )
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Post by DarkTonic Dev on Jul 4, 2016 0:01:16 GMT
Sounds good.
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Post by cyber2016 on Aug 13, 2016 16:42:35 GMT
----- Update ----- Spawn when Visible/Despawn when Invisible Well, seems like using just the Renderer with the usual collider is all that's Needed... I think that when I had been using Unity 5.4 beta, must have been something offish there somewhere. And, I sometimes forgot to hide the Scene view but all is better Now, Especially with the New Unity 5.4 ...
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