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Question help with instantiating nonmoving object to a specific beat

Discussion in '2D' started by borzoic, Sep 12, 2023.

  1. borzoic

    borzoic

    Joined:
    Jun 13, 2023
    Posts:
    2
    I'm working on a less traditional mobile rhythm game in Unity 2D with static circles fading in from the background just before they need to be hit. Tap notes only have one animation and never move from their spawning positions. I'm also using an object pool.

    I've set up a functioning audio manager with a beat tracker, and my intention is to place the notes on a grid via Vector3Int position during a specific beat float (integers for 8th notes, halves for 16ths and so on). However since the point where the note is supposed to be hit is in the halfway point of the animation I have no idea how to effectively time the spawning of the notes.

    visualization below
    https://imgur.com/a/uhR6AmW
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,752
    There's nothing anyone can type in this little box that could solve that!

    Start with rhythm action tutorials, or simple spawning tutorials.

    Be sure you do the tutorial correctly or you will complete it without learning a thing. There are two steps:

    Tutorials and example code are great, but keep this in mind to maximize your success and minimize your frustration:

    How to do tutorials properly, two (2) simple steps to success:

    Step 1. Follow the tutorial and do every single step of the tutorial 100% precisely the way it is shown. Even the slightest deviation (even a single character!) generally ends in disaster. That's how software engineering works. Every step must be taken, every single letter must be spelled, capitalized, punctuated and spaced (or not spaced) properly, literally NOTHING can be omitted or skipped.

    Fortunately this is the easiest part to get right: Be a robot. Don't make any mistakes.
    BE PERFECT IN EVERYTHING YOU DO HERE!!


    If you get any errors, learn how to read the error code and fix your error. Google is your friend here. Do NOT continue until you fix your error. Your error will probably be somewhere near the parenthesis numbers (line and character position) in the file. It is almost CERTAINLY your typo causing the error, so look again and fix it.

    Step 2. Go back and work through every part of the tutorial again, and this time explain it to your doggie. See how I am doing that in my avatar picture? If you have no dog, explain it to your house plant. If you are unable to explain any part of it, STOP. DO NOT PROCEED. Now go learn how that part works. Read the documentation on the functions involved. Go back to the tutorial and try to figure out WHY they did that. This is the part that takes a LOT of time when you are new. It might take days or weeks to work through a single 5-minute tutorial. Stick with it. You will learn.

    Step 2 is the part everybody seems to miss. Without Step 2 you are simply a code-typing monkey and outside of the specific tutorial you did, you will be completely lost. If you want to learn, you MUST do Step 2.

    Of course, all this presupposes no errors in the tutorial. For certain tutorial makers (like Unity, Brackeys, Imphenzia, Sebastian Lague) this is usually the case. For some other less-well-known content creators, this is less true. Read the comments on the video: did anyone have issues like you did? If there's an error, you will NEVER be the first guy to find it.

    Beyond that, Step 3, 4, 5 and 6 become easy because you already understand!

    Finally, when you have errors, don't post here... just go fix your errors! Here's how:

    Remember: NOBODY here memorizes error codes. That's not a thing. The error code is absolutely the least useful part of the error. It serves no purpose at all. Forget the error code. Put it out of your mind.

    The complete error message contains everything you need to know to fix the error yourself.

    The important parts of the error message are:

    - the description of the error itself (google this; you are NEVER the first one!)
    - the file it occurred in (critical!)
    - the line number and character position (the two numbers in parentheses)
    - also possibly useful is the stack trace (all the lines of text in the lower console window)

    Always start with the FIRST error in the console window, as sometimes that error causes or compounds some or all of the subsequent errors. Often the error will be immediately prior to the indicated line, so make sure to check there as well.

    Look in the documentation. Every API you attempt to use is probably documented somewhere. Are you using it correctly? Are you spelling it correctly?

    All of that information is in the actual error message and you must pay attention to it. Learn how to identify it instantly so you don't have to stop your progress and fiddle around with the forum.
     
    bugfinders likes this.
  3. Cornysam

    Cornysam

    Joined:
    Feb 8, 2018
    Posts:
    1,343
    Kurt is correct: Here are just a few

    upload_2023-9-13_12-15-12.png
     
  4. borzoic

    borzoic

    Joined:
    Jun 13, 2023
    Posts:
    2
    I'll respond to both you and Cornysam in this. I've looked and perused the aforementioned rhythm game-specific tutorials many times in the past few months. The first one (as well as several others) belongs to the classic vertically scrolling sub-genre, which behaves differently from what i'm trying to accomplish. The other big one with the similar mechanic of spheres spawning in simply documents a game jam process and isn't really meant to be a tutorial on how to replicate it since details are skimmed over. I'd really like to know how this person specifically implemented the timing windows and spawning but that simply isn't a part of the video.

    And as for coding habits and error codes, I'm obviously learning them through practice and trial and error. There just doesn't seem to be a clear cut answer for the specific issue i'm having which is why I turned to forums. If I was making a vertically scrolling rhythm game I'd absolutely have enough material to make it work with tutorials alone
     
  5. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,752
    Tutorials rarely implement exactly what you need. The point is to learn from them.

    That's great but the computer only know time, so start thinking about how you want to encode the data. It could be as simple as a text file with timecodes for each thing:

    0.00 - bass
    0.60 - bass
    1.20 - bass
    1.80 - bass
    2.40 - bass
    2.40 - hihat
    2.50 - hihat
    2.60 - hihat
    2.70 - hihat
    2.80 - hihat
    2.90 - hihat
    3.00 - bass
    3.00 - hihat
    ...etc


    Whatever data you end up with (Remember, ONLY data matters!!!!), it will look something like that.

    Write something that parses a stream like the above and creates the moving objects heading towards a line. That's just math and movement, we have tweeners (DOTween, leanTween, or write your own), get it working.

    Now start reading input and figuring out what kind of lag you're dealing with. That's just not going to be in a tutorial. You will need to construct your own experiments that visualize the above timecode stream alongside the input event stream you are parsing.

    Get them to line up as best you can. Compute the time difference between an event and the input, develop a score forumula that "grades" the player on how well they did: within 0.05s? 100 points! within 0.02s? 1000pts! etc.

    Author more data, more tracks, try authoring different notes and putting it through.

    Now you've got the start of a rhythm action game!
     
    Last edited: Sep 14, 2023