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Need help at how and where should these functions be used

Discussion in 'Assets and Asset Store' started by SonicTheHedgiehog, Dec 4, 2020.

  1. SonicTheHedgiehog

    SonicTheHedgiehog

    Joined:
    Nov 15, 2020
    Posts:
    20
    The following Functions are Cinema Director API which does not exist on the web anymore (they shutdown the server).

    The following photo is the only way you can still access the functions(even the wayback machine didn't archived that page at the time) . Now.. for some reason the built in camera director's "On Trigger" doesn't function. so i have this script↓ attached to a cube with a box collider only (as Is Trigger). when the Player(object tagged as player) enters the box collider, i want the cutscene to start, and (already written in the script) the collider object disables.:

    Code (CSharp):
    1. using UnityEngine;
    2.  
    3. public class trigger1 : MonoBehaviour
    4. {
    5.     [SerializeField] private GameObject objectToDeactivate;
    6.     [SerializeField] private string objectTagName;
    7.     [SerializeField] private string objectName;
    8.    // [SerializeField] private bool deactivateThisObject = false;
    9.    // private void Start()
    10.    // {
    11.  
    12.        // if (deactivateThisObject)
    13.         //{
    14.            // Debug.Log("die1");
    15.  
    16.             //objectToDeactivate = gameObject;
    17.             ///////////important/////////////gameObject is the objcet this script is attached yto.
    18.        // }
    19.     //}
    20.    // private void OnCollisionEnter(Collision collision)
    21.   //  {
    22.  
    23.         //if (collision.gameObject.CompareTag ("cubecol") ) //collision.gameObject.name == objectName)
    24.         //{
    25.          //   Debug.Log("die2");
    26.          //   objectToDeactivate.SetActive(false);
    27.        // }
    28.     //}
    29.     private void OnTriggerEnter(Collider collider)
    30.     {
    31.         if (collider.gameObject.CompareTag(objectTagName))
    32.         {
    33.             Debug.Log("die3");
    34.  
    35.             objectToDeactivate.SetActive(false);
    36.         }
    37.  
    38.         //A.GetComponent<Renderer>().enabled = false;
    39.  
    40.     }
    41. }
    This will print the die3 successfully. but the internal one doesn't. so i now just need to start the scene as the player collides with this script. how should i according to the below blueprint??(it is the same but upsampled).please click to see in full size. size of image is 116kb. Thanks in advance.
     
    Last edited: Dec 4, 2020