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 razcasar · Apr 29, 2013 at 11:09 AM · collisionguitexturefollowtarget

Space ship UI, multiple pointer that follow individual targets.

i have been searching for days trying to solve this.

What I want is to detect all objects with specific tags within triger check, and then I want a guiTexture to appear, follow and scale accordingly to distance (follow and scale is done) so all I need now is for the guiTexture to appear AND follow the right object.

The detection works. "targetArrow" is the name of the guiTexture (which got an attached script(UIFollowTarget).

sensorDetectionGUI.js

 #pragma strict
 var distanceToPlayer : float; 
 var graf : GUITexture;
 var nameN : String;
 var namnet : Transform;
 
 
 
 function OnTriggerEnter(trigger : Collider){
 
 
 Debug.Log("something");
 
 if (trigger.tag != "Player"){
 Debug.Log("not me");}
 
 
   if (trigger.tag == 'HOSTILE') 
       {
         
         Debug.Log("hostile");
         
         //attempts to find and give name and transform
         nameN = trigger.transform.name;
         namnet = trigger.transform;
         
         //find the script name n give it to variable
         var script: UIFollowTarget = targetArrow.GetComponent(UIFollowTarget);
         
         
         //do stuff to other script
         script.targetName = nameN;
         script.target = namnet;
         
         
         //this one gives error
         Debug.Log(nameN);
         
         //i dont know what im doing
         var pointer : GUITexture;                
         pointer = Instantiate(graf.guiTexture);  
       }
 }

UIFollowTarget.js

 var target: Transform;        //found in other script
 var targetName : String;    //found in other script
 var color : Color;
 
 function Update()
     {
       // place the GUITexture at the targets position:
       transform.position = Camera.main.WorldToViewportPoint(target.position);
       
       if (target.gameObject.tag == 'HOSTILE')
           {
               //give color
               guiTexture.color = Color.red;
           }
             
       //distance
       distanceToPlayer = Vector3.Distance(target.transform.position, Camera.main.transform.position);
       //scale to distance
       guiTexture.pixelInset.width = 100-distanceToPlayer;
     
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

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by nadilas · Dec 29, 2013 at 12:42 PM

If this is still a question. We resolved this by instantiating additional clones of a (you called them) UIFollowTarget prefab. So we have multiple clones in the scene as many as targets. Although you'll have problem with targets leaving the viewport, because these will not render in the main camera, only when the object reenters the field of view of your camera.

Comment
Add comment · Share
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

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

13 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

Related Questions

Weird collision error when using waypoint script... 1 Answer

Question about pop up boxes during the game 0 Answers

The name 'Joystick' does not denote a valid type ('not found') 2 Answers

Firing at a target 1 Answer

Static target in the srcipt for my Prefab 2 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