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Official John Lemon’s Haunted Jaunt: 3d Beginner Official Thread

Discussion in 'Community Learning & Teaching' started by Woolley_Kat, Apr 15, 2019.

  1. Johnscaban

    Johnscaban

    Joined:
    May 9, 2020
    Posts:
    23
    In the last tutorial of John Lemon's Haunted Jaunt: 3D Beginner, it says that I need to enable the display resolution dialog, but when I go to the PC, Mac & Linux Standalone settings in the player settings, the display resolution dialog button doesn't appear. Why?, Where is it? or I should skip it? PS: I'm using Unity 2020.1.3f1
     
    Last edited: Aug 28, 2020
  2. mustiej70

    mustiej70

    Joined:
    Aug 31, 2020
    Posts:
    1
    Hi guys, I have an issue. I'm trying to do this tutorial to have some knowledge for a schoolproject but when I try to import the 3d beginner resource assets as written in the tutorial, I get a parameters got modified during import error in the console. I do believe that the import went through but when I try to import again to see what it does, it wont let me tick in the boxes anymore. The unity version is the latest which is 2020.4 I believe. Do I really have to install a super old 2019.1 version or does this have another cause?

    EDIT: I forgot to say, I did check the import list to see what it needs to be imported, and It seems to have imported everything in my Assets. The error is still bugging me :(
     
    Last edited: Sep 7, 2020
    overduelibrarybook likes this.
  3. EmpireStudios

    EmpireStudios

    Joined:
    Oct 23, 2018
    Posts:
    23
    I finished the tutorial and got everything working but when I tried swapping out the John Lemon character for my own generic character and updated the animations with my characters animations. My character animates but does not actually move forward. Is there something in the move code that forces humanoid character only?
     
  4. the_keels

    the_keels

    Joined:
    Sep 14, 2020
    Posts:
    1
    I was working on the camera part of the tutorial - the color grading and ambient occlusion effects cause the game screen to go black. Is that because my monitor does not support HDR? When I set the color grading mode to Low Definition Range the scene shows up and is not black anymore.
     
  5. HKS3316

    HKS3316

    Joined:
    Apr 10, 2020
    Posts:
    3
    upload_2020-10-15_16-0-30.png


    when i import this file from unity asset store it showing so many error
    upload_2020-10-15_16-3-38.png
     
    overduelibrarybook likes this.
  6. maxtotaljunk

    maxtotaljunk

    Joined:
    Oct 16, 2020
    Posts:
    1
    My Gargoyle model always disappears as soon as I add an Animator component to it and connect the idle animation. Help!! Windows 10, Unity 2020 (same problem happens in 2019 releases)
     
  7. Captsnuggles

    Captsnuggles

    Joined:
    Oct 19, 2020
    Posts:
    1
    Good morning Everyone. So i am getting a transform error on the observer Scrpit.

    Assets\Scripts\Observer.cs(32,52): error CS1061: 'Transform' does not contain a definition for 'postition' and no accessible extension method 'postition' accepting a first argument of type 'Transform' could be found (are you missing a using directive or an assembly reference?)

    Here is the coding below. I am seriously lost on this one.

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;

    public class Observer : MonoBehaviour
    {
    public Transform player;
    public GameEnding gameEnding;

    bool m_IsPlayerInRange;

    void OnTriggerEnter (Collider other)
    {
    if (other.transform == player)
    {
    m_IsPlayerInRange = true;
    }
    }

    void OnTriggerExit (Collider other)
    {
    if (other.transform == player)
    {
    m_IsPlayerInRange = false;
    }
    }

    void Update ()
    {
    if(m_IsPlayerInRange)
    {
    Vector3 direction = player.position - transform.postition + Vector3.up;
    Ray ray = new Ray(transform.position, direction);
    RaycastHit raycastHit;

    if(Physics.Raycast(ray, out raycastHit))
    {
    if (raycastHit.collider.transform == player)
    {
    gameEnding.CaughtPlayer ();
    }
    }
    }
    }
    }
     
  8. Valjuin

    Valjuin

    Joined:
    May 22, 2019
    Posts:
    481
    Typo

    Line 32: Change transform.postition to transform.position
     
  9. gforster67

    gforster67

    Joined:
    Apr 20, 2017
    Posts:
    10
    Thank you for the wonderful project. I have one issue though. When I press play my screen is black I can see anything. I can see everything inside the scene with no issue. It is only when I press play that it goes black in the game window. Can anyone help me to resolve this?
     
  10. gforster67

    gforster67

    Joined:
    Apr 20, 2017
    Posts:
    10
    Below is a copy of my code that I know works, it looks just like your's. Have tried to clear the error in the console, by pressing the clear button?

    public class Observer : MonoBehaviour
    {
    public Transform player;
    public GameEnding gameEnding;

    bool m_IsPlayerInRange;

    void OnTriggerEnter (Collider other)
    {
    if(other.transform == player)
    {
    m_IsPlayerInRange = true;
    }
    }

    void OnTriggerExit(Collider other)
    {
    if (other.transform == player)
    {
    m_IsPlayerInRange = false;
    }
    }

    void Update ()
    {
    if (m_IsPlayerInRange)
    {
    Vector3 direction = player.position - transform.position + Vector3.up;
    Ray ray = new Ray(transform.position, direction);
    RaycastHit raycastHit;

    if (Physics.Raycast(ray, out raycastHit))
    {
    if (raycastHit.collider.transform == player)
    {
    gameEnding.CaughtPlayer();
    }
    }
    }
    }
    }
     
  11. xenoatlee

    xenoatlee

    Joined:
    Oct 5, 2020
    Posts:
    2
    I think you have to click on him, look in the inspector window, and in the tutorial where it says "animator" select the animation controller you make in the tutorial in controller.
     
  12. xenoatlee

    xenoatlee

    Joined:
    Oct 5, 2020
    Posts:
    2
    New
    I think you have to click on him, look in the inspector window, and in the tutorial where it says "animator" select the animation controller you make in the tutorial in controller.
     
  13. streetlightbeny

    streetlightbeny

    Joined:
    Nov 29, 2014
    Posts:
    1
    OK I am at a loss, step 13 of ending the game. JL is not getting detected when I playtest, so i am not getting the ExitImageBackground fade or the Application.Quit(); when i built it. can some one help me narrow done the list of possible culprits
     
  14. Flapman

    Flapman

    Joined:
    Aug 15, 2010
    Posts:
    73
    Hello, I am doing Part 8: Creating a Game Ending Trigger. I followed the steps for adding the collider then the script. I completed the script but get compiler errors when I try to run it.

    "
    Assets/Scripts/Observer.cs(40,32): error CS1061: 'GameEnding' does not contain a definition for 'CaughtPlayer' and no accessible extension method 'CaughtPlayer' accepting a first argument of type 'GameEnding' could be found (are you missing a using directive or an assembly reference?)"

    There is no call for a CaughtPlayer definition in the GameEnding Script.

    I deleted the script and tried to start over with this step but now get this error when I try to add the GameEnding script the GameEnding empty.

    "Can't add script: The script don't inherit a native class that can manage a script."

    Any thoughts?

    I have copied my GameEnding Script below.


    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;

    public class GameEnding : MonoBehaviour
    {
    public float fadeDuration = 1f;
    public float displayImageDuration = 1f;
    public GameObject player;
    public CanvasGroup exitBackgroundImageCanvasGroup;

    bool m_IsPlayerAtExit;
    float m_Timer;

    void OnTriggerEnter (Collider other)
    {
    if (other.gameObject == player)
    {
    m_IsPlayerAtExit = true;
    }
    }

    void Update ()
    {
    if (m_IsPlayerAtExit)
    {
    EndLevel ();
    }
    }

    void EndLevel ()
    {
    m_Timer += Time.deltaTime;

    exitBackgroundImageCanvasGroup.alpha = m_Timer / fadeDuration;

    if(m_Timer > fadeDuration + displayImageDuration)
    {
    Application.Quit ();

    }
    }
    }

    For now, I commented the reference in the Observer Script the error is referencing (see below). It seemed to solve the problem temporarily so I could continue with Step 8.

    void Update ()
    {
    if (m_IsPlayerInRange)
    {
    Vector3 direction = player.position - transform.position + Vector3.up;
    Ray ray = new Ray(transform.position, direction);
    RaycastHit raycastHit;

    if (Physics.Raycast (ray, out raycastHit))
    {
    if (raycastHit.collider.transform == player)
    {
    // gameEnding.CaughtPlayer();
    }
    }
    }
    }
    }
     
    Last edited: Jan 31, 2021
  15. Flapman

    Flapman

    Joined:
    Aug 15, 2010
    Posts:
    73
    I was able to figure out that the answer was in Enemies Part 1: Static Observers

    The additional code was explained in this step. I would recommend mentioning that id you are using all the assets for this project, the scripts could create problems. lol :)

     
    GregoryLane likes this.
  16. Magic-Thor

    Magic-Thor

    Joined:
    Mar 31, 2020
    Posts:
    15
    The Camera - 9. Add the Color Grading Effect

    Dear Community, we have the problem that as soon as we add "Color Grading" there is only a black image and the error messages below!


    -> Lut3DBaker.compute: Kernel at index (0) is invalid UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)
    -> Shader error in 'Lut3DBaker': failed to open source file: '../StdLib.hlsl' at kernel KGenLut3D_AcesTonemap at Lut3DBaker.compute(1) (on d3d11)
    -> Shader error in 'Lut3DBaker': failed to open source file: '../StdLib.hlsl' at kernel KGenLut3D_NoTonemap at Lut3DBaker.compute(1) (on d3d11)
    -> Lut3DBaker.compute: Kernel at index (1) is invalid UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)


    We use via project installed and recommend Version 2020.1.17f1 Unity-JackLemon-Err-ColorGrading.jpg

    Best regards
    Thor and Kids :)
     
    Magic-Sunny likes this.
  17. Magic-Thor

    Magic-Thor

    Joined:
    Mar 31, 2020
    Posts:
    15
  18. jayanth_jay

    jayanth_jay

    Joined:
    Mar 17, 2021
    Posts:
    1
    how to make john lemon jump
     
  19. baobosir

    baobosir

    Joined:
    Jun 18, 2021
    Posts:
    1
    Hi!
    Where the Main Scene in the project? I could not found it?
     
  20. Valjuin

    Valjuin

    Joined:
    May 22, 2019
    Posts:
    481
    See post by oiramsch on page 1 of this thread.
     
  21. andrespenagos649

    andrespenagos649

    Joined:
    Aug 28, 2021
    Posts:
    2
    porque no funciona hice lo que dice el tuto exacto ya lo revise
     
  22. andrespenagos649

    andrespenagos649

    Joined:
    Aug 28, 2021
    Posts:
    2
    pasen carpeta
     
  23. themegajack

    themegajack

    Joined:
    May 14, 2021
    Posts:
    2
    Hey, I am totally stuck on the Gargoyle section of this tute. Everything seems to be built, but I can't get the gargoyle to actually catch me. I am assuming I have done something wrong in the Observer script, maybe I didn't get the last part where you add the "gameEnding.CaughtPlayer();" section.
    This is my entire script, could I get someone to look over it?

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    public class Observer : MonoBehaviour
    {
    public Transform player;
    public GameEnding gameEnding;
    bool m_IsPlayerInRange;
    void OnTriggerEnter (Collider other)
    {
    if (other.transform == player)
    {
    m_IsPlayerInRange = true;
    }
    }
    void OnTriggerExit (Collider other)
    {
    if (other.transform == player)
    {
    m_IsPlayerInRange = false;
    }
    }
    void update ()
    {
    if (m_IsPlayerInRange)
    {
    Vector3 direction = player.position - transform.position + Vector3.up;
    Ray ray = new Ray(transform.position, direction);
    RaycastHit raycastHit;
    if(Physics.Raycast(ray, out raycastHit))
    {
    if(raycastHit.collider.transform == player)
    {
    gameEnding.CaughtPlayer();
    }
    }
    }
    }
    }
     
  24. Valjuin

    Valjuin

    Joined:
    May 22, 2019
    Posts:
    481
    Line 23: void update () should read void Update()
     
    themegajack likes this.
  25. themegajack

    themegajack

    Joined:
    May 14, 2021
    Posts:
    2
    Wow, that fixed it. You are amazing!
     
  26. UnicronGaming

    UnicronGaming

    Joined:
    Sep 10, 2021
    Posts:
    3
    It says In the last if statement of the Update method, add the following code:
    gameEnding.CaughtPlayer ();
    I cant figure out where to add it
     
  27. UnicronGaming

    UnicronGaming

    Joined:
    Sep 10, 2021
    Posts:
    3
    Are you using a Windows Mac or Linux device
     
  28. Valjuin

    Valjuin

    Joined:
    May 22, 2019
    Posts:
    481
    upload_2021-9-11_11-30-10.png
     
  29. gtorres26

    gtorres26

    Joined:
    Apr 29, 2020
    Posts:
    10
    Hi, I started to learn Unity with this tutorial one year ago and, once I completed it, I started to modify the scripts and to create some of my own. At this point, both the gameplay and the game feel have drastically changed. The project is the same one I started with, but right now has became an action RPG with some doses of platforming. I have replaced all the 3D models for my own ones and all scripts that came with it have been modified or erased. With all this information, does anyone know if I would get in trouble if I keep working with this project and end up publishing my own game? I know I could start a new project and import everything into it, but that would take a lot of time and also there are some adjustments in the project itself I am afraid I would not be able to repliacte if I start a new project, since it´s not just a matter of re importing all the elements but the actual relation and conexions between them that have been established manually during the development. Also, does somebody know how to get rid of the initial text that appears in the inspector when you open the project? Hopefully someone will be able to give a hand with this. Thank you everyone.
     
  30. bagrigsb

    bagrigsb

    Joined:
    Sep 1, 2021
    Posts:
    10
     
  31. bagrigsb

    bagrigsb

    Joined:
    Sep 1, 2021
    Posts:
    10
    Try re-baking the Nav Mesh. I had the same problem until I Baked the Nav Mesh again.
     
  32. bagrigsb

    bagrigsb

    Joined:
    Sep 1, 2021
    Posts:
    10
     
  33. bagrigsb

    bagrigsb

    Joined:
    Sep 1, 2021
    Posts:
    10
    It sounds to me like the animator may not be attached to the John Lemon Prefab Game Object or the name in the Animator IsWalking does not match the name used in the PlayerMovement script.
     
    Last edited: Nov 1, 2021
  34. bagrigsb

    bagrigsb

    Joined:
    Sep 1, 2021
    Posts:
    10
    That sounds to me like the UI portion of the tutorial. It covers the whole screen (the Scene window) with Black as a
    background, then draws either "You were caught" or "You made it!" over the top of that background. Check the color
    portion of the UI tutorial for the Alpha values. If those are correct, double-check the GameEnding script in the method
    void EndLevel(CanvasGroup imageCanvasGroup, bool doRestart) { }. The alpha of the CanvasGroups
    caughtBackgroundImageCanvasGroup and exitBackgroungImageCanvasGround should be 0, as EndLevel gradually
    increases the Alpha (transparency) value from 0 (invisible) to 1 (fully opaque). Because you have neither been caught
    or escaped, it is simply displaying the black background.
     
  35. bagrigsb

    bagrigsb

    Joined:
    Sep 1, 2021
    Posts:
    10
    This is where the tutorial is referring to (in bold):
    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;

    public class Observer : MonoBehaviour
    {
    public Transform player;
    public GameEnding gameEnding;
    bool m_IsPlayerInRange;

    private void OnTriggerEnter(Collider other)
    {
    if (other.transform == player)
    {
    m_IsPlayerInRange = true;
    }
    }
    private void OnTriggerExit(Collider other)
    {
    if (other.transform == player)
    {
    m_IsPlayerInRange = false;
    }
    }
    void Update()
    {
    if (m_IsPlayerInRange)
    {
    Vector3 direction = player.position - transform.position + Vector3.up;
    Ray ray = new Ray(transform.position, direction);
    RaycastHit raycastHit;
    if (Physics.Raycast(ray, out raycastHit))
    {
    if (raycastHit.collider.transform == player)
    {
    gameEnding.CaughtPlayer();
    }

    }
    }
    }
    }
     
  36. bagrigsb

    bagrigsb

    Joined:
    Sep 1, 2021
    Posts:
    10
     
  37. bagrigsb

    bagrigsb

    Joined:
    Sep 1, 2021
    Posts:
    10
    First of all, congratulations on finishing the tutorial and understanding
    it enough to make the modifications that you have made! As far as being
    able to sell your game when it still contains Game Objects that were
    part of the tutorial, you would have to contact Unity because the license
    for John Lemon's Haunted Jaunt is not listed anywhere in the package.
    As far as the text that appears in the Inspector, once you build the game
    into an executable (.exe) that will never be visible to the end user.
     
  38. bagrigsb

    bagrigsb

    Joined:
    Sep 1, 2021
    Posts:
    10
    Unity 2019.4.30f1 has cinemachine on the menu. I think it is the version of Unity that
    you are using. Update it in the Unity Hub.
     
  39. bagrigsb

    bagrigsb

    Joined:
    Sep 1, 2021
    Posts:
    10
    That would require creating the animation yourself of John jumping, adding it
    to the John Lemon Animator state machine, and adding the transitions between
    states. Also, you would have to change the Condition variable to something
    other than bool because now you will 3 states. Likewise, you will have to make
    changes to the Player Movement script because the condition is no longer bool.
     
  40. UnityMaru

    UnityMaru

    Community Engagement Manager Unity Technologies

    Joined:
    Mar 16, 2016
    Posts:
    1,227
    Please keep your posts to a single reply. The space is for group discussions. The constant posting is going to alert users to new posts, which would be more beneficial to be from other users.
     
  41. xercesPasta83

    xercesPasta83

    Joined:
    Dec 8, 2021
    Posts:
    4
    Greetings to all-

    I've just completed the section "Write a script for character movement" in the John lemon tutorial. All is well other than the fact that my player's movement is inverted. Pushing "W" or up on my controller moves the character towards the screen, pushing "A" moves him right, "D" moves him left, etc. There are no errors.

    What I did do is position the Main Camera in front of the player, so that in "Game" view the player is facing the screen (see attached image) - might this be the issue?
     

    Attached Files:

  42. gtorres26

    gtorres26

    Joined:
    Apr 29, 2020
    Posts:
    10
    Thank you so much for your answer! I´m sorry for the late response but I forgot to check the forum for a while. Again big thanks!
     
  43. ettelcar

    ettelcar

    Joined:
    Dec 5, 2021
    Posts:
    1
    This tutorial was great, I learned a lot of things on the camera and characters animation.

    One small remark though, for cleaning and moving things, the advised method of using Ctrl+click is not very effective. I would recommend mentioning the alternative approach with the Shift+click to select a range of objects instead. (this was natural for me, but I feel pain when only thinking of selecting all elements on by one)

    On point 3 and 6 in :
    https://learn.unity.com/tutorial/en...65ddedbc2a08d53c7acb#5caf9c67edbc2a0f5d7f7c62
     
  44. Geitenkaas

    Geitenkaas

    Joined:
    Mar 18, 2020
    Posts:
    1
    Magic-Thor likes this.
  45. wechat_os_Qy05VlijVtdAdi9aw6xVZV6RM

    wechat_os_Qy05VlijVtdAdi9aw6xVZV6RM

    Joined:
    Mar 10, 2021
    Posts:
    1
    upload_2022-2-9_22-16-57.png
    Hello, thx for your tutorial. It's really helpful:). But I found a small error here. The return type is not a part of a method's signature probably.
     
  46. governatorz

    governatorz

    Joined:
    Feb 20, 2022
    Posts:
    2
    Hello,

    I've been having errors since I added the global post camera and attempting to add effects. I can add effects but they do nothing. I tripped checked settings and they all match up. The camera and effects have added over 999 errors.
     
  47. originaljeff

    originaljeff

    Joined:
    Apr 11, 2022
    Posts:
    1
    can anyone get this working with 2020.3..33f1? Literally nothing from Unity Learn works out of the box, *nothing*. Basically you guys need to add a learn tutorial for fixing packages you don't even need in a tutorial. sign me up for that one please.

    anyway, Ads, Analytics, and Cinemachine have unresolved versions (clearly the got *deprecated since they don't even exist anymore, lol.) Also, why are these included in a tutorial? Laziness. That's why.

    Anyway, I used Package Manager to update everything, including a script upgrade that broke itself. restarted Unity 3 times, and now things seem to work. As a veteran Unity programmer this seems unacceptable for "learn" process, and I just cant imagine Learn engagement numbers justifying the resources. A better name at this point is Unity "giveup" because it is frustrating for a pro, what will a beginner think?

    Also, Learn should work with 2021.x, or did Unity realize this is all true and drop Learn altogether?
     
  48. flow_flaw

    flow_flaw

    Joined:
    Apr 14, 2022
    Posts:
    1
    I second the reply above. There is small inconsistencies with the tutorial and the editor, with one of them being that in Step 9 #2, there is no Idle/Walk when you expand it. You see John_Idle and John_Walk and I'm just supposed to guess? I'm a beginner and this doesnt help me at all.

    Also when getting to the end of the "Get Started ..." portion the character just stands there. Is it right or wrong (I'm heavily sure it's wrong but I followed the steps)? There should be a section at the end which says something like "if you go into play mode at the end, you should see x if everything is correct"

    I am using 2020.3.33f1
     
    Last edited: Apr 14, 2022
  49. stephanovallejom

    stephanovallejom

    Joined:
    May 19, 2022
    Posts:
    4
    Hey thanks a lot I was having this problem on my mac computer but the only thing I had to do different was:
    Add at "Edit" -> "Project Settings" -> "Player" -> "Other Settings" -> "Rendering" -> "Auto Graphics API for Mac" -> DISABLE! Than press "+" and add "OpenGLCore"...
    No need for restart!
     
    Magic-Thor likes this.