Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 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 Hamilcar-games · Jun 07, 2017 at 06:47 AM · disableenableimage effectsblurmain camera

how enable / disable blur effect using script attached to another game object

this script compile but dont work in the game so when i press F the blur effect dontt works

i tryed to disable in the start method it works bur when i press F it dont works

if someone can help me solving this !!!!!!!!!

using UnityEngine; using UnityEngine.UI; using UnityStandardAssets.ImageEffects;

public class read_sheet : MonoBehaviour {

 public Image photo;

 public Camera fpscam;

 public float range =2;

 public Blur blureffect;




 void Start()
 {
     //fpscam.GetComponents<Blur>() ;
 //    blureffect.enabled = false;

 }
 void Update () {

         RaycastHit hitinfo;


         if (Physics.Raycast (fpscam.transform.position, fpscam.transform.forward, out hitinfo, range)) 
         {

             if ((hitinfo.transform.name == "sheet1"))
             {
                 if (Input.GetKeyDown(KeyCode.F)) {

                     photo.gameObject.SetActive(true);


                 blureffect.enabled = true;


                 }
             }
             else 
                 photo.gameObject.SetActive(false);
                 blureffect.enabled = false;


 }

} }

Comment
Add comment · Show 2
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
avatar image Namey5 · Jun 07, 2017 at 09:30 AM 0
Share

And you've made sure when you are hitting F that you are within a certain distance from and looking at an object named "sheet1" with a collider attached and not in the ignoreraycast layer?

avatar image Woltus · Jun 07, 2017 at 09:37 AM 0
Share

Try to debug this, f.e.

 if ((hitinfo.transform.name == "sheet1"))
              {
                  **print("Sheet1 reached");**
                  if (Input.Get$$anonymous$$eyDown($$anonymous$$eyCode.F)) {
                      photo.gameObject.SetActive(true);
                  blureffect.enabled = true;
                  }
              }

1 Reply

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by Garazbolg · Jun 07, 2017 at 10:54 AM

You're just missing some brackets :

 using UnityEngine; using UnityEngine.UI; using UnityStandardAssets.ImageEffects;
 
 public class read_sheet : MonoBehaviour {
 
  public Image photo;
  public Camera fpscam;
  public float range =2;
  public Blur blureffect;
  void Start()
  {
         blureffect = fpscam.GetComponents<Blur>() ;
         blureffect.enabled = false;
  }
  void Update () {
          RaycastHit hitinfo;
          if (Physics.Raycast (fpscam.transform.position, fpscam.transform.forward, out hitinfo, range)) 
          {
              if ((hitinfo.transform.name == "sheet1"))
              {
                  if (Input.GetKeyDown(KeyCode.F)) {
                      photo.gameObject.SetActive(true);
                      blureffect.enabled = true;
                  }
              }
              else 
              {             // There
                  photo.gameObject.SetActive(false);
                  blureffect.enabled = false;
              }           // And there
  }
 } }

Because you didn't have those, your script would always disable your blur effect at the end of each Update.

Comment
Add comment · Show 2 · 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
avatar image Hamilcar-games · Jun 10, 2017 at 10:16 PM 0
Share

thank you so much sometimes little things turn me crazy ^ ^

avatar image Garazbolg Hamilcar-games · Jun 12, 2017 at 11:16 AM 0
Share

Don't worry we all have are moments when we are so deep that we can't see past our nose. ^^

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

5 People are following this question.

avatar image avatar image avatar image avatar image avatar image

Related Questions

Enable/Disable Game Object With GUI Button 1 Answer

Enabling loop and disabling loop 1 Answer

Enable/Disable a Static object 1 Answer

image not enabling 0 Answers

Gui.Enable transperancy 4 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