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Unity Update Method


By : Youssef Yacoub
Date : September 29 2020, 07:00 AM
I wish this helpful for you You can access the current time using Time.time
code :


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Is There A Consistent Method That's Not Fixed/Update() or OnGUI() in Unity?


By : Obaid
Date : March 29 2020, 07:55 AM
Does that help You can create the method that has to be executed X times per second, and call it using InvokeRepeating. Something like this:
code :
InvokeRepeating("methodName", 0.0, 1.0/X);
//Example (executing "methodName" 4 times per second).
void Start(){
   InvokeRepeating("methodName", 0.0, 0.25f);
}

unity spawning items using the update method c#


By : Aaron
Date : March 29 2020, 07:55 AM
seems to work fine As stated in the comment Color values are one byte wide and they are unsigned ( 0 to 255 ) meaning that the whole color is 4 bytes wide. If you want to decide your logic based on the alpha value you should check if it's equal to 0 instead of lower.
code :
// if ( move.tempColor.a < 0 ) // a will have values between 0 and 255
if ( move.tempColor.a == 0 )
{
    finishInterilize = false;
    // rest of your code...
}
if ( move.tempColor.a <= 0.001f ) // not the real 0.00 but still goood enought
if ( move.tempColor.a == 0 ) 

Is there a way to start a method from button click without using Update() function in unity


By : Dmitry Paradny
Date : March 29 2020, 07:55 AM
wish help you to fix your issue Below is my C# script. I added a button to my project with a On Click event and called the Rotate() method. But for some reason it is not working , The reason why it only works in Update currently is that
code :
public void Rotate()
{
    transform.RotateAround(sun.transform.position, Vector3.up, speed * Time.deltaTime);
}
private bool isRotating;

public void Rotate()
{
    // if aready rotating do nothing
    if(isRotating) return;

    // start the rotation
    StartCoroutine(RotateRoutine());

    isRotating = true;
}

private IEnumerator RotateRoutine()
{
    // whuut?!
    // Don't worry coroutines work a bit different
    // the yield return handles that .. never forget it though ;)
    while(true)
    {
         // rotate a bit
         transform.RotateAround(sun.transform.position, Vector3.up, speed * Time.deltaTime);

        // leave here, render the frame and continue in the next frame
        yield return null;
    }
}
private bool isRotating = false;

private void Update()
{
    // if not rotating do nothing
    if(!isRotating) return;

    // rotate a bit
    transform.RotateAround(sun.transform.position, Vector3.up, speed * Time.deltaTime);
}

public void Rotate()
{
    // enable the rotation
    isRotating = true;
}
// adjust in the inspector
// how long should rotation carry on (in seconds)?
public float duration = 1;

private bool isAlreadyRotating;

public void Rotate()
{
    // if aready rotating do nothing
    if(isAlreadyRotating) return;

    // start a rottaion
    StartCoroutine(RotateRoutine());
}

private IEnumerator RotateRoutine()
{
    // set the flag to prevent multiple callse
    isAlreadyRotating = true;

    float timePassed = 0.0f;
    while(timePassed < duration)
    {
         // rotate a small amount
         transform.RotateAround(sun.transform.position, Vector3.up, speed * Time.deltaTime);

         // add the time passed since last frame
         timePassed += Time.deltaTime;

         // leave here,  render the frame and continue in the next frame
         yield return null;
    }

    // reset the flag so another rotation might be started again
    isAlreadyRotating = false;
}
public float duration;

private bool isRotating;
private float timer;

private void Update()
{
    // if not rotating do nothing
    if(!isRotating) return;

    // reduce the timer by passed time since last frame
    timer -= Time.deltaTime;

    // rotate a small amount
    transform.RotateAround(sun.transform.position, Vector3.up, speed * Time.deltaTime);

    // if the timer is not 0 return
    if(timer > 0) return;

    // stop rottaing
    isRotating = false;
}

public void Rotate()
{
    // if already rotating do nothing
    if(isRotating) return;

    // start rotating
    isRotating = true;

    // enable timer
    timer = duration;
}
private bool isRotating;

public void ToggleRotation()
{
    // if rotating stop the routine otherwise start one
    if(isRotating)
    {
        StopCoroutine(RotateRoutine());
        isRotating = false;
    }
    else
    {
        StartCoroutine(RotateRoutine());
        isRotating = true;
    }
}

private IEnumerator RotateRoutine()
{
    // whuut?!
    // Don't worry coroutines work a bit different
    // the yield return handles that .. never forget it though ;)
    while(true)
    {
        // rotate a bit
        transform.RotateAround(sun.transform.position, Vector3.up, speed * Time.deltaTime);

        // leave here, render the frame and continue in the next frame
        yield return null;
    }
}
private bool isRotating;

private void Update()
{
    // if not rotating do nothing
    if(!isRottaing) return;

    // rotate a bit
    transform.RotateAround(sun.transform.position, Vector3.up, speed * Time.deltaTime);
}

public void ToggleRotation()
{
    // toggle the flag
    isRotating = !isRotating;
}
public void Rotate()
{
    transform.RotateAround(sun.transform.position, Vector3.up, speed * 
    Time.deltaTime);
}
[RequireComponent(typeof(Button))]
public class HoldableButton : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IPointerExitHandler
{
    // reference the same way as in onClick
    public UnityEvent whilePressed;       

    private Button button;
    private bool isPressed;

    private void Awake()
    {
        button = GetComponent<Button>();

        if(!button)
        {
            Debug.LogError("Oh no no Button component on this object :O",this);
        }
    }

    // Handle pointer down
    public void OnPointerDown()
    {
        // skip if the button is not interactable
        if(!button.enabled || !button.interactable) return;

        // skip if already rotating
        if(isPressed) return;

        StartCoroutine(PressedRoutine());
        isPressed= true;

    }

    // Handle pointer up
    public void OnPointerUp()
    {
        isPressed= false;
    }

    // Handle pointer exit
    public void OnPointerExit()
    {
        isPressed= false;
    }

    private IEnumerator RotateRoutine()
    {
        // repeatedly call whilePressed until button isPressed turns false
        while(isPressed)
        {
            // break the routine if button was disabled meanwhile
            if(!button.enabled || !button.interactable)
            {
                isPressed = false;
                yield break;
            }

            // call whatever is referenced in whilePressed;
            whilePressed.Invoke();

            // leave here, render the frame and continue in the next frame
            yield return null;
        }
    }
}
[RequireComponent(typeof(Button))]
public class HoldableButton : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IPointerExitHandler
{
    public UnityEvent whilePressed;

    private bool isPressed;
    private Button button;

    private void Awake()
    {
        button = GetComponent<Button>();

        if(!button)
        {
            Debug.LogError("Oh no no Button component on this object :O",this);
        }
    }


    private void Update()
    {
        // if button is not interactable do nothing
        if(!button.enabled || !button.interactable) return;

        // if not rotating do nothing
        if(!isPressed) return;

        // call whatever is referenced in whilePressed;
        whilePressed.Invoke();
    }

    // Handle pointer down
    public void OnPointerDown()
    {
        // enable pressed
        isPressed= true;
    }

    // Handle pointer up
    public void OnPointerUp()
    {
        // disable pressed
        isPressed= false;
    }

    // Handle pointer exit
    public void OnPointerExit()
    {
        // disable pressed
        isPressed= false;
    }
}

How to modify Start method variables in the Update method : Unity


By : user3401538
Date : March 29 2020, 07:55 AM
fixed the issue. Will look into that further Anything you declare inside of a method - or to be exact in general a code block - is a "local variable" and only exists within this method's (code block's) scope.
(See e.g. c# variable scopes for more information.)
code :
// You also can directly define fields with a default value.
int max = 1000;
int min = 1;

int guess;

private void Start ()
{
    guess = (min + max) / 2;
}

In Unity, what type of method is Update()? And how to make my own?


By : Alécio Paschoalino
Date : March 29 2020, 07:55 AM
fixed the issue. Will look into that further The BuiltIn SendMessage component: http://docs.unity3d.com/ScriptReference/Component.SendMessage.html
And this might help you for something, I guess: http://answers.unity3d.com/questions/676625/creating-my-own-custom-unity-messages.html
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