Questions tagged [monobehaviour]

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How to call every method with a certain name from a set of classes in C#

I have the following case: I have a class called App.cs and here I have a function called Render, that runs once every frame: ...
Bogdan's user avatar
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1 answer
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Does MonoBehaviour have a method that is called in editor when the object is created?

I'm coming from Unreal, and in Unreal you can use the constructor to make logic that is called in editor (as well as when beginning play). This is useful for some things, but Unity documentation says ...
Alexandre Marcati's user avatar
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Unity Thought There Was No MonoDevelop In Scripts in My Code

Weird Unity thinks that the code that I've checked already has a MonoDevelop inside of it, but unity doesn't think so, can you help find what I wrote wrong in these two scripts? ...
INDO_GEMENG's user avatar
-1 votes
1 answer
44 views

MonoBehaviour Wouldn't Work [duplicate]

I was writing the character controller for my player character, but Unity said that there was no mono behavior script in the file I'd written the file right and I included the mono behavior ...
INDO_GEMENG's user avatar
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2 answers
344 views

Initializing Monobehaviour in Unity

I have three scritps and one plain C# class. EnemyMonobehaviour, EnemyAttackMonobehaviour and UnitState plain class. In enemyMono I have Initialize function that initializes unitState. ...
Taras Fityo's user avatar
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1 answer
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Pattern for scripts that should only update when in trigger range

I have a script that triggers when the enemies are in range of my objective, but it also contains an Update method for its the damage. I noticed that Update is being called even when the enemies are ...
Doug Ray's user avatar
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1 answer
3k views

Gameobject does not derive from MonoBehaviour

I am trying to put a gameobject into a prefab. Unity says "You are trying to save a Prefab that contains the script 'NPCDebugInfo', which does not derive from MonoBehaviour. This is not allowed. ...
tmighty's user avatar
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How to connect the Data Layer (Models) with the Visual/Interactive Layer (MonoBehaviours)?

I have been struggling with this dilemma for quite a while already. Our game is complex enough that we have tons of logic in normal C# scripts that function very independently of any Unity specific ...
fguillen's user avatar
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131 views

How to create same paradigm of monobehaviour and processing in C++

Having worked with monobehaviour and processing before, is it possible to create the same paradigm both frameworks use which basically is writing all code in two main functions, start/setup and update/...
Fudge Racoon's user avatar
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1 answer
991 views

Two Colliders on the same GameObject for different purposes

I'm somewhat new to Unity and am trying to build a battle system. Right now, I have an attack that checks collisions with enemy objects like this: ...
G_hi3's user avatar
  • 111
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1 answer
413 views

How to call StartCourotine in abstract class?

Bellow is my code. I have an abstract class and a inheriting class. This keeps giving me an NullReferenceException, on the ...
ManoTech's user avatar
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2 votes
1 answer
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How to subscribe for events for easy unit testing?

I've run into the same problem multiple times that is begging for a solution. I try to write a lot of decoupled code to make my MonoBehaviour scripts as reusable as possible. This means that I end up ...
Adam B's user avatar
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725 views

Unity - Which is more optimal persisting between scenes? `DontDestroyOnLoad` or `LoadSceneMode.Additive` [duplicate]

User philip previously marked this as a duplicate question of this, but failed to actually read either question it seems. The question that this was marked as a duplicate of, does not address the ...
Dan_'s user avatar
  • 101
2 votes
1 answer
1k views

How to reference nameof private serialized field in unity custom inspector

I'm running into a problem that I think will seriously affect maintainability down the road, so I'd like to figure it out now before it becomes a problem. I've been starting to use private [...
Adam B's user avatar
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-1 votes
1 answer
45 views

Public MonoBehavior string fields empty

This is bizarre enough that it has to be me being an idiot. I have a MonoBehaviour with some public fields and public methods: ...
BanksySan's user avatar
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1 vote
1 answer
162 views

Unity, WaitUntil in a self-made message box class

I managed to make a simple message box prefab with a Text and a Button through Canvas, and ...
PiggyChu001's user avatar
-1 votes
1 answer
441 views

How do I convert an interface into a MonoBehavior in Unity?

In my method iTest.doStuff(), I try to convert interface testInterf _ti into a MonoBehavior. This gives me "error CS0246: The type or namespace name 'MonoBehavior' could not be found", but in the ...
Tom Titanium Lento's user avatar
1 vote
0 answers
20 views

Unity, weird error appearing after playing in editor

got a bit of a weird error, hopefully someone here can help. So I have created a custom class (does not derive from Monobehavior). Then I have a variable for the class, in the Start() method I set ...
John Smith's user avatar
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1 answer
836 views

Is it efficient to have a only-data MonoBehaviours on lots of game objects?

I'm working on a voxel based game and this solution would make the implementation of networking and other features a lot more easier, it is less error-prone, easier to edit in the Editor, etc. So the ...
Tudvari's user avatar
  • 731
0 votes
3 answers
66 views

Public value null after assigning it from a different script

Hello I am a beginner in Unity and still currently exploring with scripts. So I ran into a problem. In FetchAndAssign.cs Script ...
Addy Pete's user avatar
1 vote
1 answer
2k views

Waiting for object's Awake() after loading a new scene synchronously

I have a GameScene with an initially active GameObject in it, which has a singleton component: ...
Jacob's user avatar
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8 votes
1 answer
4k views

Unity Hybrid ECS with "old way"

Is it possible to use Hybrid ECS with some components and the standard MonoBehaviour with all your old code? I want to know because I already have some game ...
Marc Rasmussen's user avatar
-1 votes
1 answer
216 views

Unity3D MonoBehaviour in .dll loses serialized data when dll is updated

I have a MonoBehaviour class in a compiled DLL that I have included in my Unity project. It automatically serializes public field data as expected. However, whenever I update the dll (by overwriting ...
GorillaOne's user avatar
0 votes
0 answers
102 views

Capture Video without Third Party SDK's

I am trying to capture the game play and store it on local memory without using any third party sdk's. I tried This Video Capture Script but i didn't get the recorded file even i don't know whether it'...
Manoj Balaji M's user avatar
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1 answer
156 views

few button image are not updating

I am working on a game that contain 1000+ buttons starts from 0 - 999 with 3 decimals like 0-9, 00-99 and 000-999. if the user click the button the button image want to change. it working fine for me ...
Manoj Balaji M's user avatar
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0 answers
283 views

Best practice to define fields scope in C# script of Unity in regard to serialization?

I know from Object Oriented Design perspective that in order to provide encapsulation, we should avoid defining ...
Emad's user avatar
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2 votes
2 answers
3k views

How can I give a MonoBehaviour field a default value that depends on the object?

In Unity3D, I have a MonoBehaviour which gets added to game objects. I'm adding a string "name" field to it. I'd like the ...
Dan Hulme's user avatar
  • 187
0 votes
2 answers
9k views

How to make Lists (and Arrays) in Unity only take GameObjects of a certain "type"

If I were coding in generic C# I can create a list that only stores a certain type of object. If I accidentally try to add anything other than that type to the list I will be promptly told and can fix ...
Francis's user avatar
  • 149
1 vote
1 answer
692 views

StartCoroutine from other MonoBehaviour is not working

I am trying to replicate the model of Unity documentation about coroutines, but I want to partition it in another class: I have these two: ...
JamesB's user avatar
  • 279
1 vote
1 answer
1k views

What is the difference between a game object being disabled and it made inactive?

I am looking over a script that has a particular function called to disable the script and mark a list for re-structuring: ...
Gnemlock's user avatar
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1 answer
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Have several classes with a common interface, but still able to access MonoBehaviour methods through that interface?

In our project we used to have a PlayerObject class and then Unit and Building derived from that class. We recently started taking a look at Bolt, which requires classes that define objects that may ...
Douglas Gaskell's user avatar