Wednesday, March 23, 2022

Instantiate Object Inside Of Object Unity

We are instantiating the player prefab locally first. This is necessary because we need the reference to the object's PhotonView component. If we have successfully allocated an ID for the PhotonView, we are collecting all the data we want to send to the other clients and store them in an array of objects. In this example we are sending the position and the rotation of the instantiated object and - most important - the allocated ViewID. Afterwards we are creating the RaiseEventOptions and the SendOptions. With the RaiseEventOptions we make sure, that this event is added to the room's cache and only send to the other clients, because we already have instantiated our object locally.

instantiate object inside of object Unity - We are instantiating the player prefab locally first

With the SendOptions we just define, that this event is sent reliable. Finally we are using PhotonNetwork.RaiseEvent(...) to send our custom event to the server. In this case we are using CustomManualInstantiationEventCode, which is simply a byte value representing this certain event.

instantiate object inside of object Unity - This is necessary because we need the reference to the object

If allocating an ID for the PhotonView fails, we log an error message and destroy the previously instantiated object. While relying on BinaryFormatter can be convenient, it isn't possible to just serialize a game object hierarchy using a BinaryFormatter and deserialize it later. The game object hierarchy has to be recreated manually.

instantiate object inside of object Unity - If we have successfully allocated an ID for the PhotonView

Also, writing every bit of data ourselves gives us total control and understanding. Besides that, manually writing data requires less space and memory, is quicker, and makes it easier to support an evolving save file format. Sometimes, games that have already been released drastically change what's stored after an update or expansion. Some of those games can then no longer load a player's old save files. Ideally, a game remains backwards-compatible with all its save file versions.

instantiate object inside of object Unity - In this example we are sending the position and the rotation of the instantiated object and - most important - the allocated ViewID

Suppose you're making a role-playing video game and you need an easier way to assign statistics, properties, and much more to various items. While you could use Unity prefabs to do this and then change the values of each individual copy of the prefab, this is an inconvenient way to go about the task. For starters, this method uses up more of your memory, something you may need to conserve if you plan on making a large game. In addition, if you must make any changes to the in-game objects, it's simply not as efficient to do so when there are several copies of prefabs lying around. This especially becomes an issue if you have a larger team to work with, so you'll want to make things easier to change for other team members. Even if you're not in a team, this method would just be harder on you as you work.

instantiate object inside of object Unity - Afterwards we are creating the RaiseEventOptions and the SendOptions

RandomizeStats, the second method, does exactly as the name suggests. It changes the values of the Scriptable Object to a random number between 1 and 20. Later on, you will program the project to update the user interface with the new values automatically. Data in a Scriptable Object is persistent, meaning that they'll remain the same for the session up until the game is closed.

instantiate object inside of object Unity - With the RaiseEventOptions we make sure

This is especially helpful if you're making a game that consists of multiple scenes since ordinarily old objects are deleted, and new ones are reloaded as a new scene is opened. However, Scriptable Object data is untouched in the transition between scenes. In addition, the data remains the same while working in the Unity editor until the editor itself is closed. It's always helpful to see these things in action, create a new project. This project shows off Scriptable Objects and how they can help you. The project consists of three game objects meant to represent three characters.

instantiate object inside of object Unity - With the SendOptions we just define

Each character inherits some values from a Scriptable Object. Those values are maximum health, attack, defense, speed, and a name and color for the character. A simple user interface displays these values so you can easily see the results of applying Scriptable Objects.

instantiate object inside of object Unity

Now that you have an end goal, it's time to get creating. To make things easier in a situation like this, you have Scriptable Objects at your disposal. The Unity developer creates a basic template for these containers, defining what information each object should contain. Then the Scriptable Objects are created from that template, which are then used by Unity game objects.

instantiate object inside of object Unity - In this case we are using CustomManualInstantiationEventCode

In the above example, a single Scriptable Object can be used to define what the different properties of an item are. Then that Scriptable Object is referenced by all copies of the item. Before if you wanted to change an item's stats, you'd have to change the values of every single copy of the item. Now with Scriptable Objects, you only need to change one object and all objects getting data from that Scriptable Object change at the same time.

instantiate object inside of object Unity - If allocating an ID for the PhotonView fails

Our cubes are simple objects, without any custom components attached. So the only thing that's to save is the transform component. Let's create a PersistableObject component script that knows how to save and load that data.

instantiate object inside of object Unity - While relying on BinaryFormatter can be convenient

It simply extends MonoBehaviour and has a public Save method and Load method with a GameDataWriter or GameDataReader parameter respectively. Have it save the transform position, rotation, and scale, and load them in the same order. To support saving and loading during a single play session, it would be sufficient to keep a list of transformation data in memory. Copy the position, rotation, and scale of all cubes on a save, and reset the game and spawn cubes using the remembered data on a load.

instantiate object inside of object Unity - The game object hierarchy has to be recreated manually

However, a true save system is able to remember the game state even after the game is terminated. This requires the game state to be persisted somewhere outside the game. The most straightforward way is to store the data in a file. To create these primitive game objects at runtime, we use the method GameObject.CreatePrimitive. This method creates the primitive object that is given as a parameter. The primitive geometric object will be created at the center of the scene.

instantiate object inside of object Unity - Also

Therefore, you need to set its position or rotation if you would like to change its transform right after the object is created. We set its parent to be the object pulling manager, and finally we store it in the bullet's array, in the bullet's list. And after we do this, we type return prefab instance. And back in the player, instead of using this instantiate method call here, we're going to use the get bullet from the object pool manager.

instantiate object inside of object Unity - Besides that

We have now set the entire ground work for making the object pooling to fully work. So now we need to go to the object pooling manager, and we have to make the get bullet method to work. And how we're going to do this, let's take off these two lines. We want to iterate over all of the prefab instances that we have loaded here, and we need to check if any of them are inactive, because if it is then that's the bullet that we're going to use. So to do this, we're going to type for each game object bullet in bullets.

instantiate object inside of object Unity - Sometimes

We're simply going to check that list for all of the bullets that we have. Prefabs allow us to prepare an object for the scene and thus, we can create instances of these prefabs during runtime or directly in the editor. They are useful especially when we want to modify these objects. Just modifying the prefab properties will affect each game object that is created from this prefab. So if we go to look at the object pooling manager, we have two bullets.

instantiate object inside of object Unity - Some of those games can then no longer load a player

If I shoot one, you see that it got active and then deactivated. But then if I click again, the bullet quickly blinks in the screen. If you go to the bullet script, you're going to see that the live timers is only set in the start method. And very important to know is the start method is only called when the object is instantiated. But since this is going to be pooled, we're going to change the start to OnEnable. There's a lot of different approaches to ensure this.

instantiate object inside of object Unity - Ideally

A good starting point is the Unity component system itself. Complications may appear when particular components need to communicate with other systems of the application. For this, you can use interfaces to make parts of your system more abstract and reusable. It should be exclusively its controller's responsibility. In this article, I will continue with another beginner topic. In the previous article, we talked about finding game objects at runtime.

instantiate object inside of object Unity - Suppose youre making a role-playing video game and you need an easier way to assign statistics

This time, I will write about how we create new game objects at runtime in Unity3D. In games, we always instantiate new game objects. These could be enemies, coins, obstacles, bullets, etc. Therefore, it is important to understand how these objects are created or in other words instantiated. Everyone dreamt about creating a shooter game once. Unity instantiate helps us to create projectiles.

instantiate object inside of object Unity - While you could use Unity prefabs to do this and then change the values of each individual copy of the prefab

It's very similar to the previous chapter, but this time let's increase the difficulty instantiating prefabs instead of cloning objects already in the scene. This is extremely useful because we don't have a bullet in the scene before the player shot. In void Update, I can simply type Instantiate, which then requires the name of the prefab I want to bring it into the game scene. I then reference the position of the transform, which will instantiate the prefab at the current position of the player, being that's the object this script is attached to. Finally I type Quaternion.identity, which is Unity's way of saying no rotation.

instantiate object inside of object Unity - For starters

Naturally, you can create multiple types of Scriptable Objects for many types of objects. This example demonstrated their use via character classes, but there's also the aforementioned items example. It can even be used for much smaller objects, such as power-ups reminiscent of those found in arcade games. In using Scriptable Objects, you create a clean, easy system where you can change and load data with a few keystrokes and see the results almost instantly. Using Scriptable Objects also means fewer scripts to create, as you can use one template for multiple objects. Regardless of whether your project is big or small, or whether your team has many members or just yourself, Scriptable Objects can make everyone's development a little easier.

instantiate object inside of object Unity - In addition

Now that we have a persistent object type, let's also create a PersistentStorage class to save such an object. It contains the same saving and loading logic as Game, except that it only saves and loads a single PersistableObject instance, provided via a parameter to public Save and Load methods. Make it a MonoBehaviour, so we can attach it to a game object and it can initialize its save path. Prototyping and implementation of functionality in Unity is quite easy. You can easily drag and drop any references to other objects, address every single object in the scene, and access every component it has.

instantiate object inside of object Unity - This especially becomes an issue if you have a larger team to work with

However, this can also be potentially dangerous. On top of noticeable performance issues , there is also great danger in making parts of your code entirely dependent on each other. Or being dependent on other systems and scripts unique to your application, or even on the current scene, or current scenario. Try to take a more modular approach and create reusable parts which can be used in other parts of your application, or even shared across your whole application portfolio.

instantiate object inside of object Unity - Even if youre not in a team

Build your framework and libraries on top of Unity API the same way you are building your knowledge base. In the constructor of AMyActor, we have set the default property values for the class. Note the use of the CreateDefaultSubobject function.

instantiate object inside of object Unity - RandomizeStats

We can use it to create components and assign default properties to them. All the subobjects we create using this function act as a default template, so we can modify them in a subclass or Blueprint. Instead of calling destroy game object, instead of removing the bullet from the game entirely, we're going to type GameObject.SetActive false.

instantiate object inside of object Unity - It changes the values of the Scriptable Object to a random number between 1 and 20

Otherwise the bullet would disappear after it has been instantiated. Okay, so we're going to make a new list that can store up to 20 bullets, which is good, okay. And for the getBullet, we have to worry about something, we need to store the references for the bullets, before we try to use the getBullet. So here, when we instantiate the prefabs, I'm going to type bullets.Add, in between parentheses, I'm going to pass prefabInstance, just like that, okay.

instantiate object inside of object Unity - Later on

And if you go to Unity, well you're not going to see the changes yet, we're simply going to preload the bullets, they're going to be stored internally in the list, in a generic list. If we press play, and we look at the Hierarchy, you see that the ObjectPoolingManager has an arrow, because it contains several objects inside it. If you open, you're going to see the 20 bullets in there sleeping, in their dormant state. What we have to do, is we have to store all of the references for the bullets that we have here somewhere.

instantiate object inside of object Unity - Data in a Scriptable Object is persistent

So here, I'm going to type private List of type GameObject and it's going to be named bullets, simple as that. Now we can loop through the list in BeginNewGame and destroy all the game objects that were instantiated. This works the same as for array, except that the length of the list is found via its Count property. Our game can spawn an arbitrary number of randomized cubes, which all get added to the scene. In order to destroy the cubes, we first need to find them.

instantiate object inside of object Unity - This is especially helpful if youre making a game that consists of multiple scenes since ordinarily old objects are deleted

To make this possible, we'll have Game keep track of a list of references to the objects it instantiated. You can create scenes in the Unity editor and populate them with object instances. This allows you to design fixed levels for your game.

instantiate object inside of object Unity - However

The objects can have behavior attached to them, which can alter the state of the scene while in play mode. Often, new object instances are created during play. Bullets are fired, enemies spawn, random loot appears, and so on. It might even be possible for players to create custom levels inside the game.

instantiate object inside of object Unity - In addition

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