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Question by M1Z4 · Mar 22, 2020 at 10:27 PM · uieditorbuild-errorweapon systemprefab connection

GameObject doesn't load ammocounter prefab from FPS microgame (Unity 2018.4.18)

So I have created an FPS game using the FPS Microgame kit by Unity as a starting point. However, I have come across a problem with their ammocounter prefab. The idea is to have a weapons HUD manager that can load ammocounter prefab clones based on the number of weapons the player has. Each weapon has a custom icon attached to their ammo counter. Now, this ammocounter shows in the editor (sometimes doesn't, but when I delete the "GameManagerMainLevel" prefab and put it in the scene again it starts working properly) but it doesn't work at all when the game is build. I think its because "WeaponHUDManager" can't seem to load the ammocounter for the secondary weapon.

Here's what it looks like with the missing prefab (only one ammocounter for the primary weapon under the weaponHUDManager): alt text

Here's what it looks like when working properly (see the two ammo counters under the weaponHUDManager): alt text Here is the code for the weapon HUD manager that's attached to GameHUD and is responsible for loading the various ammocounters based on the number of weapons:

 using System.Collections.Generic;
     using UnityEngine;
     
     public class WeaponHUDManager : MonoBehaviour
     {
         [Tooltip("UI panel containing the layoutGroup for displaying weapon ammos")]
         public RectTransform ammosPanel;
         [Tooltip("Prefab for displaying weapon ammo")]
         public GameObject ammoCounterPrefab;
     
         PlayerWeaponsManager m_PlayerWeaponsManager;
         List<AmmoCounter> m_AmmoCounters = new List<AmmoCounter>();
     
         void Start()
         {
             m_PlayerWeaponsManager = FindObjectOfType<PlayerWeaponsManager>();
             DebugUtility.HandleErrorIfNullFindObject<PlayerWeaponsManager, WeaponHUDManager>(m_PlayerWeaponsManager, this);
     
             WeaponController activeWeapon = m_PlayerWeaponsManager.GetActiveWeapon();
             if (activeWeapon)
             {
                 AddWeapon(activeWeapon, m_PlayerWeaponsManager.ActiveWeaponIndex);
                 ChangeWeapon(activeWeapon);
             }
     
             m_PlayerWeaponsManager.onAddedWeapon += AddWeapon;
             m_PlayerWeaponsManager.onRemovedWeapon += RemoveWeapon;
             m_PlayerWeaponsManager.onSwitchedToWeapon += ChangeWeapon;
         }
     
         void AddWeapon(WeaponController newWeapon, int weaponIndex)
         {
             GameObject ammoCounterInstance = Instantiate(ammoCounterPrefab, ammosPanel);
             AmmoCounter newAmmoCounter = ammoCounterInstance.GetComponent<AmmoCounter>();
             DebugUtility.HandleErrorIfNullGetComponent<AmmoCounter, WeaponHUDManager>(newAmmoCounter, this, ammoCounterInstance.gameObject);
     
             newAmmoCounter.Initialize(newWeapon, weaponIndex);
     
             m_AmmoCounters.Add(newAmmoCounter);
         }
     
         void RemoveWeapon(WeaponController newWeapon, int weaponIndex)
         {
             int foundCounterIndex = -1;
             for (int i = 0; i < m_AmmoCounters.Count; i++)
             {
                 if(m_AmmoCounters[i].WeaponCounterIndex == weaponIndex)
                 {
                     foundCounterIndex = i;
                     Destroy(m_AmmoCounters[i].gameObject);
                 }
             }
     
             if(foundCounterIndex >= 0)
             {
                 m_AmmoCounters.RemoveAt(foundCounterIndex);
             }
         }
     
         void ChangeWeapon(WeaponController weapon)
         {
             UnityEngine.UI.LayoutRebuilder.ForceRebuildLayoutImmediate(ammosPanel);
         }
     }
     


error2.jpg (137.4 kB)
error3.jpg (152.0 kB)
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avatar image M1Z4 · Mar 22, 2020 at 10:29 PM 0
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The ammocounter works perfectly fine for the primary weapon both in editor and in build. Which makes it weird that it only loads in the prefab for the primary weapon and not the secondary weapon. It must be that something is wrong with the script i am using.

ammocounter for primary weapon: alt text

ammo.jpg (132.0 kB)

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