Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Viwo04 · May 08 at 08:29 PM · unity 2dsoundssound effects

I can't add a second soundtrack in unity

I can't add a second soundtrack in unity. When I put in the second soundtrack, it immediately pops up the restart button in the game and when I delete it, the error disappears . why is this happening? to my script:

     using UnityEngine;
     
     public class KnifeScript : MonoBehaviour
     {
     
         [SerializeField]
         private Vector2 throwForce;
     
         //knife shouldn't be controlled by the player when it's inactive 
         //(i.e. it already hit the log / another knife)
         private bool isActive = true;
     
         //for controlling physics
         private Rigidbody2D rb;
         //the collider attached to Knife
         private BoxCollider2D knifeCollider;
     
         private void Awake()
         {
             rb = GetComponent<Rigidbody2D>();
             knifeCollider = GetComponent<BoxCollider2D>();
         }
     
         void Update()
         {
             //this method of detecting input also works for touch
             if (Input.GetMouseButtonDown(0) && isActive)
             {
                 //"throwing" the knife
                 rb.AddForce(throwForce, ForceMode2D.Impulse);
                 //once the knife isn't stationary, we can apply gravity (it will not automatically fall down)
                 rb.gravityScale = 1;
                 //Decrement number of available knives
                 GameController.Instance.GameUI.DecrementDisplayedKnifeCount();
             }
         }
         public AudioClip impact;
         public AudioClip impact2;
         private void OnCollisionEnter2D(Collision2D collision)
         {
             //we don't even want to detect collisions when the knife isn't active
             if (!isActive)
                 return;
     
             //if the knife happens to be active (1st collision), deactivate it
             isActive = false;
     
             //collision with a log
             if (collision.collider.tag == "Log")
             {
                 //play the particle effect on collision,
                 //you don't always have to store the component in a field...
                 AudioSource.PlayClipAtPoint(impact, transform.position);
                 GetComponent<ParticleSystem>().Play();
     
                 //stop the knife
                 rb.velocity = new Vector2(0, 0);
                 //this will automatically inherit rotation of the new parent (log)
                 rb.bodyType = RigidbodyType2D.Kinematic;
                 transform.SetParent(collision.collider.transform);
     
                 //move the collider away from the blade which is stuck in the log
                 knifeCollider.offset = new Vector2(knifeCollider.offset.x, -0.4f);
                 knifeCollider.size = new Vector2(knifeCollider.size.x, 1.2f);
     
                 //Spawn another knife
                 GameController.Instance.OnSuccessfulKnifeHit();
             }
             //collision with another knife
             else if (collision.collider.tag == "Knife")
              AudioSource.PlayClipAtPoint(impact2, transform.position); 
     
             {
                 //start rapidly moving downwards
                 rb.velocity = new Vector2(rb.velocity.x, -2);
                 //Game Over
                 GameController.Instance.StartGameOverSequence(false);
             }
         }
     }

mainly it's about:

  AudioSource.PlayClipAtPoint(impact2, transform.position);
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

148 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

playclipatpoint set default 2d (default audio is 3d) 0 Answers

Problem with sound 0 Answers

Making Enemy Audio quieter 1 Answer

The problem is that when I copy an enemy mob, I lose the sounds of this enemy 1 Answer

3D sound is not working. 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges