Noticed : XML Documentation Comments in Visual Code and Getter/Setter to Methods Shortcut

Two small things that I noticed today :

XML Style Documentation Comments in Visual Studio Code

If you want XML Style Documentation Comments in Visual Studio Code like in Visual Studio you have to enable them :

Go to File->Preferences->Settings

Then go to Formating and then turn on „Format on Type“ (its turned off by default)

  If you type then /// above a class or method definition, it will add the <summary> block for you and add the newline /// if you add a line inside it, just like it is default in Visual Studio Code ! I missed that so much.

    /// <summary>
    /// contains the written down notes and thoughs
    /// </summary>

Getter/Setter into Methods

If you need to use Getter/Setters (Properties) for any reason but you want to use actual methods, you can use Visual Code Actions to do that without writing.

First add a Getter/Setter with an action for your field. After that you can use a new action to convert the property from that syntax to actual methods ! (sorry for the german, „durch Methoden ersetzten“ means „replace with methods“)

After that you have neat real methods. I like that way more.

Hello from the Shadows

Long time no write. I am currently working on two game prototypes. One is a bird feeding simulator, the other is a simcity alike with tower defense elements.

The bird feeding sim is using Behavioural Trees to simulate realistic behaviour of birds that you can feed and befriend.

The simcity alike clone is for learning to use behavioural trees and AI generated graphics as game assets. It is done in 2.5D.

Both are using Unity3D.

I also got into generative AI image creation tools using Automatics1111 webgui and controlnet, which allows me to do my passion of creating surrealistic montages like I did before, but on a new level. I also started to train own custom Lora and Embeddings for Stable Diffusion.

I try to update and document all of these things here, mainly so I won’t forget them in the future. Stay tuned. 🙂

Changing the uss style sheet of a Visual Element during runtime.

I want to be able to use a default uxml as inventory for example. I need the structure of the inventory to be the same, but the uss changes per game or even per scene.

I used a game object that I called „Scene Configuration“. (could make it a scriptable object and integrate into game manager, but that is for the future).

The Scene Configuration has an entry

public StyleSheet inventoryUSSFile;

There I drag the custom uss file for the generic inventory uxml.

In the controller for the Inventory UI I read this value from the scene configuraton. This is the uss file asset I want to apply to the inventory on startup.

        private void SetSceneDependantInventoryUSS()
        {
            // get the style sheet list

            VisualElementStyleSheetSet styleSheets = m_Root.styleSheets;

            if (sceneConfiguration.GetSceneInventoryUSS() != null)
            {
                m_Root.styleSheets.Clear();

                m_Root.styleSheets.Add(sceneConfiguration.GetSceneInventoryUSS());
            }
        }

I get the list of style sheets attached to the uxml, but rather a VisualElementStyleSheetSet, that has the ability to add uss style sheet assets to the Visual Element. Thus you need to work directly with the styleSheets object from the Visual Element.

Then I clear all active stylesheets and add mine. Done. No refresh needed.

Thoughts and Insight Notes

Here I just write down thoughts and notes that came up during developing.

Finite State Machines vs. Behavioural Trees

So with FSM you have a dedicated class for one task. For example „Walk to Food“. You then can set the food object by casting the base class state class to the Walk ToFood class and access the member that holds the food object, thus its position.

With Behavioural Tress you need to pass a context, like a dictionary consisting of a Object/Unity.Object and a identifier string.

Not sure yet which is better in which situation.

A (very basic) Quest/Environment System for Unity (ongoing) #1

Questnodes

Questnodes are the trigger elements. They work closly together with the Game Scene Controller. After being triggerd once, a Questnode deactivates itself, if multipleTriggering is not set to true. If it is set to true, the Questnode will trigger again if the player leaves and enteres the trigger collider again.

„A (very basic) Quest/Environment System for Unity (ongoing) #1“ weiterlesen

Custom Editor Struggles in Unity Stories, Beginner, Volume 1

I am doing a world system for Unity, mainly to seperate GameObjects from WorldObjects, but that is another story for another post.

So I have this structure which uses ConventionOverConfiguration and it works nicely.

But I did not want to do the same steps over and over, so I wrote a custom editor that just takes an active GameObject in the scene. Then it should add all the needed scripts, which itself where taken from other existing scripts or just the World Object / WorldGameObject base classes.

That is easy. But I ran into little troubles after I created these scripts.

I could not add them via script as components to the GameObject, which then I wanted to turn into a prefab.

So I write down the solution here, Stand Unity 2019.6.1.

Lets assume you used System.IO to create the new class for the GameObject. Then you want to add the class to the GameObject with inside the custom editor after the „Create World Object“ Button e.g.

sceneObjectToTurnIntoPrefab.AddComponent<"WorldObject sceneObjectToTurnIntoPrefab">();

You only have the name of the new class at this time as string.

Here is where the problems begin.

In this blog entry Unity3D said that AddComponent can not be used with a string anymore. You have to use the type or a generic class identifier. (You can do that with UnityObjects like GameObject or Renderer, though.)

Since the new class is not yet compiled, it is not availabe, so

sceneObjectToTurnIntoPrefab.AddComponent<Type.GetType(WorldObject sceneObjectToTurnIntoPrefab)>();

brings a error message, since this type does not exist in the assembly.

But you can not just give the new class name as string, even if the class would have been compiled. You need to also give the assembly full qualifier !

If you do not use an own namespace for your e.g. world system (which I did first), I just took a compiled class and got the full assembly qualifier so.

"WorldObject sceneObjectToTurnIntoPrefab, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null"

First, I did the error not to import the new script as asset. This I did then with

    AssetDatabase.ImportAsset(MakePathRelative(pathAndNameOfFileToCreate), ImportAssetOptions.ForceUpdate);

    AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);

Now Unity3D knew about it, and started to compile it ! But, the compiling is asynchron ! So when I called

objectToConvertToAsset.AddComponent(Type.GetType(componentClassNameToAdd + ", Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null"));

the class script that I wanted to add as component to the GameObject in the scene which I wanted to turn into a prefab was not availabe yet in the assembly.

I digged deep into the compiling process and the AssetManager, but in the end, after learning quite a few things, I found this Stackoverflow Post, which was exactly what I had been looking for and it works perfectly now.

I will write this down in detail later. (To be continued …)

Unity, the Terrain and me, Part 2

After having the basics for this, see part 1, I created a plane and subdivided it a few times in Blender to have enough vertices in the mesh. I probably could use ProBuilder and do the subdivide there, but I try it first this way.

I imported the mesh as fbx into Unity3D and scaled it and moved it over the terrain. Now I want that every vertics of the mesh has the same y-axis height than the terrain at its x/z position.

Since I want to change vertices in the mesh, I have to set it to Read/Write Enabled in its importing settings on the model file.

First thing is to get the mesh data. But, and here I stucked last time I was trying this, the imported plane mesh asset only has a MeshFilter. What is a MeshFilter ?

„The Mesh Filter takes a mesh from your assets and passes it to the Mesh Renderer for rendering on the screen.“ (Unity3D – Documentation)

Since it is an instance, I am still not sure if I can change it at all. This is a basic flaw in my understanding of Unity3D. Please be patient with me here. 😀

But after reading the documentation, I noticed that last time I was trying this, I did it in editor mode. And there you are advised to use the sharedMesh field of the MeshFilter. And using that, you actually change the asset itself ! Unity3D clearly states, that you should not use sharedMesh for changing the mesh verticies.

If you use the mesh field of MeshFilter durching Run-Time, it creates a duplicate and every time you use mesh, this duplicate is returned. Also sharedMesh then points to this duplicate. So I will do that then. Here I only use one mesh, but for the planed used this is important, since there I will change a lot of instances of the same mesh.

And actually, this worked on the spot :

  MeshFilter meshFilter;
    Mesh mesh;

    meshFilter = terrainCoveringMesh.GetComponent<MeshFilter>();
    mesh = meshFilter.mesh;

    Vector3[] verts = mesh.vertices;

    Debug.Log("Found " + verts.Length + " Vertices for Tile " + terrainCoveringMesh.name);


    for (int i = 0; i < verts.Length; i++)
    {

        Vector3 vertPos = terrainCoveringMesh.transform.TransformPoint(verts[i]);

        Vector3 pos = vertPos;
        pos.y = Terrain.activeTerrain.SampleHeight(vertPos);

        vertPos.y = pos.y;

        Vector3 backToLocal = terrainCoveringMesh.transform.InverseTransformPoint(vertPos);

        verts[i] = backToLocal;

    }

    mesh.vertices = verts;

    meshFilter.sharedMesh = mesh;

    meshFilter.sharedMesh.RecalculateBounds();
    meshFilter.sharedMesh.RecalculateNormals();
I made the covering mesh smaller so you can see the underlaying structure.

Important here is that you convert the vertices position from local space to world space and then back to localspace, using the transform of the mesh you want to lay over the terrain.

So this is done. Now how to get this working in Editor Mode is another question and the final problem.

Unity, the Terrain and me, Part 1

This is a very naive approach to the wonderfull world of Unity3D Terrain System.

I played around with it for a long time, did some cool things with it, like on-the-fly bomb craters via script and stuff.

It actually is time now to do this a bit more focused, since I am planing to use it in my game Tanks with Legs. For doing so, I started a laboratory session with Unity3D 2019.

First thing I want and need to do : Take a Mesh and put it on the terrain surface like a coat. I need this for my procedural level generator streetmap generator to make the streets or paths align to the height of the terrain.

But I ran into some problems while doing so and noticed I have to fresh up on a few things. I will do this very slowly and document it here.

Put a grid on the terrain

First thing I want to do is to put a grid of sphers on the terrain, on the same height as their world position on the terrain.

I setup a new GameObject and put a script on it which I named TerrainGridder.

First thing I need to know is which terrain to use, which is done by a public Terrain field so it can be assigned in the inspector.

Now I need to get the pivot world location of the terrain and then the dimensions of the terrain. Since the dimensions in the transform of a terrain is (1/1/1), this is not really usefull.

On a normal GameObject you would use the bounds of the Renderer Component, but since a terrain has no renderer (at least not by default or as component), you can use the size field of the terrainData field of the terrain. This field holds a vector with the dimensions of the terrain in worldScale.

With the method getHeight of the terrainData object of the terrain I can get easily the height of the terrain at a (x/z) world position.

So after using this code :

   for (int y = 0; y < gridSize; y++)
    {
        float ypos = (terrainDimensionsInWorldScale.y / gridSize) * y;

        for (int x = 0; x < gridSize; x++)
        {
            GameObject sphere = GameObject.CreatePrimitive(PrimitiveType.Sphere);

            float xpos = (terrainDimensionsInWorldScale.x / gridSize) * x;


            sphere.transform.position = new Vector3(xpos, terrainToGrid.terrainData.GetHeight((int)xpos, (int)ypos), ypos);
        }
    }

I have this grid on the terrain :

Grid on Terrain made with my little TerrainGridder script.

But if I change the height of the spheres using the retrieved y height with the terrainData method, it is nor working as excepted :

So what am I doing wrong here ? Let me investigate.

So first of all, it seems that I should use terrain.SampleHeight and not terrain.terrainData.GetHeight.

So with this code :

    for (int y = 0; y < gridSize; y++)
    {
        float ypos = (terrainDimensionsInWorldScale.z / gridSize) * y;

        for (int x = 0; x < gridSize; x++)
        {
            GameObject sphere = GameObject.CreatePrimitive(PrimitiveType.Sphere);

            float xpos = (terrainDimensionsInWorldScale.x / gridSize) * x;

            sphere.transform.position = new Vector3(xpos, terrainToGrid.SampleHeight(new Vector3(xpos,0,ypos)), ypos);
        }
    }

I get the result I wanted as first step.

The grid of spheres is now perfectly aligned on the y-axis according to the terrain height. With this I can start part two of the TerrainGridder : Taking a mesh and changing the height of its vertices to the height of the terrain.