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GameObjects will not load after game Restarts


GameObjects will not load after game Restarts

By : Mike Fairhurst
Date : October 20 2020, 08:10 AM
I hope this helps . Explenation
The exception you get is not talking about the MazeKey object but rather the MazeDirectives component.
code :
private void Awake() 
{ 
    MazeGenerator.OnMazeReady += StartDirectives; 
}
MazeGenerator.OnMazeReady += StartDirectives;
private void OnDestroy()
{
     MazeGenerator.OnMazeReady -= StartDirectives;
}
private void Awake() 
{ 
    MazeGenerator.OnMazeReady = StartDirectives; 
}
private void OnDestroy()
{
     MazeGenerator.OnMazeReady = null;
}
 MazeGenerator.instance.mazeGoalPosition
private void Awake()
{
    MazeGenerator.instance.OnMazeReady += startDirectives;
}


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Re load UIImage after game restarts

Re load UIImage after game restarts


By : Carlos Cortes
Date : March 29 2020, 07:55 AM
may help you . When the user chooses the photo you could save the data from the UIImage out to file with a known file name, and just load it up next time the game restarts. To save a UIImage to file:
code :
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString *filePath = [[paths objectAtIndex:0] stringByAppendingPathComponent:@"gameImage.png"];
[UIImagePNGRepresentation(image) writeToFile:filePath atomically:YES];
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString *filePath = [[paths objectAtIndex:0] stringByAppendingPathComponent:@"gameImage.png"];
NSData *imageData = [NSData dataWithContentsOfFile:filePath];            
UIImage *img = [UIImage imageWithData:imageData];
Does adding many game GameObjects in scene (not rendered) inefficient for performance? [Unity]

Does adding many game GameObjects in scene (not rendered) inefficient for performance? [Unity]


By : Puneetha B M
Date : March 29 2020, 07:55 AM
I hope this helps . Depends on whether or not the objects have visible components. If they do, the engine will draw them even if they are 'off-camera'. A game object by itself has a pretty light load - a tile based game could have thousands in memory. You'll want to toggle the visibility of sprites if you plan on drawing a large number to the scene off-camera. This is where a SpriteManager comes in. It'll check to see if the sprite is in the camera's rectangle and disabled sprites that aren't. There is a semi-offical exmaple here that is good if a little complicated:
http://wiki.unity3d.com/index.php?title=SpriteManager
Is it efficient to use Node objects as GameObjects in a JavaFX game?

Is it efficient to use Node objects as GameObjects in a JavaFX game?


By : André Paganuchi
Date : March 29 2020, 07:55 AM
To fix this issue If you want to display something on the screen you have no other possibility than using Node.
The for sentence from the documentation of Node:
Hiding countdown when game is paused restarts it when game is resumed

Hiding countdown when game is paused restarts it when game is resumed


By : Kevin
Date : March 29 2020, 07:55 AM
Hope that helps Than you are starting a new Coroutine in OnEnable so everytime the GameObject is set to active again.
You should rather check if your countdown was finished before or not and only restart it if it was finished before.
code :
public Color color3;     
public Color color2;
public Color color1;

private Text countdown; 

// moved this to outer scope in order to
// "share" it among routines   
int count = 3;
// flag to control whether the last countdown was finished
private bool countdownFinished = true;    

private void Awake()
{
    // do this only once
    countdown = GetComponent<Text>();
}

private void OnEnable()
{
    countdown.text = count.ToString();        
    StartCoroutine(Countdown());
}

private void OnDisable()
{
    // just to be sure cancel all running Coroutines
    // should be done anyway automatically
    StopAllCoroutines();
}

private IEnumerator Countdown()
{
    // only restart the countdown if it was finished before
    // otherwise continue the last one
    if (countdownFinished) count = 3;

    countdownFinished = false;

    // inverting that for loop would make things a lot
    // easier for you
    while (count > 0)
    {
        countdown.text = count.ToString();

        // better use a switch for that         
        switch (count)
        {
            case 3:
                countdown.color = color3;
                break;

            case 2:
                countdown.color = color2;
                break;

            case 1:
                countdown.color = color1;
                break;
        }

        yield return new WaitForSecondsRealtime(1);
        count--;
    }

    countdownFinished = true;
    StartRound();
}
private void StartRound()
{
    countdown.text = "GO!";
}
public List<Color> colors = new List<Color>();
countdown.color = colors[count -1];
How to organize your scripts and GameObjects in game developement?

How to organize your scripts and GameObjects in game developement?


By : Rilakkuma
Date : March 29 2020, 07:55 AM
this one helps. The short answer is: no, there are no rules.
Here you have a good answer explaining about the folder structure: Is there a standard/recommended directory structure for Unity projects?
code :
Cameras
├── ... 
UI
├── ...  
Managers
├── ...
Scenery
├── Static
│   └── ...
└── Non-static
    └── ...
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