Prefab | code generation tool | Generator Utils library
kandi X-RAY | Prefab Summary
kandi X-RAY | Prefab Summary
A code generation tool. Takes the busywork out of building strongly-typed, patterned HTTP applications.
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Top functions reviewed by kandi - BETA
- Adds a filter .
- Respond to the application .
- Validate filter query .
- Get the buildable directory map .
- Writes the configuration .
- Generates the project .
- Returns the full path to the discoverable directories .
- Generate supporting actors .
- Convert filters to query string .
- Returns the setter for a complex object .
Prefab Key Features
Prefab Examples and Code Snippets
table_name: mv1_user
identity_field: id
supporting_actor_group: complete
http_route: /mv1/users/{searchCriteria:}
http_verbs:
- get
- post
- put
- patch
- delete
constants:
SOME_CONSTANT: some value
NUMERIC_CONSTANT: 2.123
ARRAY_CONSTANT_WITH_K
# Place this file at the root of your application.
mv1/property: # The URI to the component Handler.
buildable_directories:
- MV1/Property # The relative path to the directory of the component.
welcome_baskets:
- Doctrine\DBAL
- PDO
"autoload": {
"psr-4": {
"Neighborhoods\\MyPrefabbedProject\\": [
"src",
"fab"
]
}
}
Community Discussions
Trending Discussions on Prefab
QUESTION
I'm trying to add a force to the Rigidbody
component of an instantiated projectile in Unity. I want to use this method as it is a simple throw mechanic and I just want the projectile to move in a small parabolic trajectory. The projectile prefab has already been attached to this script in the Unity editor and it does have a Rigidbody component.
Here's my code so far:
...ANSWER
Answered 2021-Jun-14 at 00:37private void ProjectileShoot()
{
if (Input.GetKeyDown(KeyCode.LeftShift) && !gameOver)
{
GameObject projectileGO = (GameObject) Instantiate(projectilePrefab, transform.position,
projectilePrefab.transform.rotation);
Rigidbody projectileRb = projectileGO.GetComponent();
projectileRb.AddForce(throwForce * Vector3.forward, ForceMode.Impulse);
}
}
QUESTION
I'm working on a 2D game in Unity and am using the A* Pathfinding Package from Aron Granberg.
Everything appears to be working fine. AIPaths are being generated and AI Agents are navigating from point to point and avoiding obstacles as expected. It's fine except for one thing.
The position.z
of the AI Agent is incorrect.
The spawn origin of the AI Agent has a z of 0, and the target point has a z of 0, yet the AI Agent's z fluctuates between -9 and -1 as it traverses the path. The path itself appears to have a z position of 0 at each waypoint.
I haven't modified the code in the package at all and just followed the documentation when setting it up for 2D.
Any ideas what could be causing this?
NOTE: I haven't included a screenshot of it, but the prefab that is being spawned in as the AI Agent has a transform position of (0,0,0).
The A-star pathfinder object:
The AI Agent object (note that the Z pos is not 0):
The spawn point object that sets the spawn for the AI agent:
The destination target object that the AI Agent is heading to:
...ANSWER
Answered 2021-Jun-14 at 02:09In case anyone else runs into this problem.
The fix was to add a Rigidbody2D to my AI Agent and set the gravity scale to 0.
Even though my game doesn't use Unity's physics system for movement and the Astar package can move AI agents by transform, for some reason it requires a Rigidbody to keep the Z position at 0.
I'm still not really sure why this solves the problem because, when I was debugging the third-party Astar code, it always returned nextPosition values with a Z position of 0 yet the actual position that the AI Agent was updated to had varying Z positions...
If you have more info, leave a comment and I'll add it to the answer.
QUESTION
My English skill is poor I'm not a native English speaker. Please understand.
I want to make the logic that detecting collision
For that, I make a character class. The Character class inherits the MonoBehaviour of the Unity system and has a feature as below.
- The class has the container to put the skill was collided with own.
- The class has the coroutine to show the status of the container. This coroutine starts when the Character class starts.
- The class overrides OnTriggerEnter2D function of the Unity system. In this function, the skill that collides with own is added to the container.
I made the above feature as below code.
...ANSWER
Answered 2021-Jun-12 at 19:27Most likely everything you are doing is working as intended. The one mistake would be unexpected behavior with TryAdd
, where the value added can be null
.
Inside of your OnTriggerEnter2D
function, add a check to determine what you collided with to only check for spells. The easiest way to do this is check the tag
of the object. For all of your spells, add a tag that you can check against, then change your collision code to look something like
QUESTION
So, i have List
.
If I try to do:
...ANSWER
Answered 2021-Jun-04 at 12:31There is a default interface method implemetation in the newest version of C#, but I don't know if unity implemented it yet. If they did you potentially could define a method in you interface and return the prefab you want to insantiate. Something like:
QUESTION
ANSWER
Answered 2021-Jun-01 at 05:14AudioClip word is set to normal with Overrides option.
Rotation and Scale words can be set to normal text with right click on the word and choose Apply to prefab or Revert
QUESTION
I'm trying to make a basic FPS game in Unity and I'm having an issue where the projectiles I shoot won't instantiate in the right place. From what I can tell, the projectile instantiates in roughly the same position relative to the player regardless of where I look (that position being a little to the left of the starting angle of the player).
Here's a 20 second video demonstration of what I'm talking about.
Even when I'm facing the exact opposite direction of where the projectile usually instantiates it still spawns in the same place, which means the projectile ends up spawning behind the player and hitting the player.
I tried using Debug.DrawRay() to see if maybe the firepoint itself is wrong (which would be shown by the ray starting somewhere other than the gun barrel). However it seems like the starting point of the ray is correct every time.
I'm not sure if this is related to the issue above, but I have noticed that the ray direction is wrong if I'm looking a little below the horizon. It seems like the projectile's direction is correct regardless though.
Ray directions when looking slightly above the horizon vs. lower
Here's my code for intantiating/shooting the projectile. I think the most relevant parts are probably shootProjectile() and instantiateProjectile(). This script is attached to the player character.
...ANSWER
Answered 2021-Jun-02 at 15:05To solve one first confusion: The method Debug.DrawRay
takes as paramters
- a start position
- a ray direction(!)
You are passing in another position which is not what you want.
This might only work "accidentally" as long as you stand on 0,0,0
so maybe it wasn't that notable but the debt ray definitely points into a wrong direction.
Rather do e.g.
QUESTION
In my game, my main character is a cube and if press space it's jumping depending on how much you press the button but I want to rotate my cube 90 degrees when pressing the space button. I am unsure of how to achieve this.
Here is what I am currently trying
...ANSWER
Answered 2021-May-28 at 14:42As I mentioned, the example code you posted has one main issue
QUESTION
I have a problem. In a scene I have a list and when I click on it shows me with some clones prefab the contents of the database. The point is that once generated, no matter how much I select another item from the list, the prefabs do not update me and show the contents of the first selection. I've tried to destroy them. But the most I've managed to do is destroy the original prefab and don't believe me anymore. How can I fix this?
...ANSWER
Answered 2021-May-27 at 08:30Before instantiating the new items you could destroy them all like e.g.
QUESTION
I've had trouble searching around and may be critically misunderstanding how Unity wants you to structure your project, but here is my situation:
I have characters in my game and would like to configure them in the editor. I have made classes that represent different behavior types and actions that can be performed. Is there a way for me to make a field on a script typed for these classes so that I can drag and drop using the inspector to configure different prefabs?
Here is some code demonstrating the situation:
Unit.cs
...ANSWER
Answered 2021-May-26 at 19:22I would guess and say you do not want these scripts exposed except in editor, so you can use an attribute called SerializeField
. It will expose the field to the editor so you are able to drag in references, but other scripts will not be able to access the fields you drop in.
If you want a specific script to appear in the editor, simply write
QUESTION
I want to shoot a bullet prefab towards a target. I want it to just go towards the target current location. If the target changes position the bullets should still go to the old target position, instead of the current position the target is at.
...ANSWER
Answered 2021-May-25 at 21:28Simply cache the previous position that the object was at and MoveTowards
that instead of the player as that will go to the current position. Instead of continually updating the pos.x
and pos.y
, set them initially when the bullet is fired and not again.
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