For anyone having issues with the menuButton default not working, I just used the Xr Controller -> Left Hand -> start and that works for me, I'm guessing the names of some of these things have been moved around with the toolkit? Maybe I am just dumb idk
I had the same thing, and I gave up, BUT then I found a thing called EasyInputs (u write using EasyInputs;) and some yt tutorials showed me how it works:)
this is a great tutorial but looks like valem forgot to add the main camera to head. 12:54 if you have followed this and the canvas menu doesn't follow the camera, click XR Origin > Camera offset > Main Camera. drag and drop Main Camera to Game Menu Manager script in Game Menu Inspector > head
Amazing tutorial series. I spent an hour messing around with the UI so I can set smooth turn speed, snap increments and locomotion type! Always a sign of a great tutorial when you can take what you learn and apply it to other parts of the code!
Thank you Valem! This is awesome, cannot wait for the Pistol Whip clone tutorial. By the way, if someone caught a reference error for the Head variable in the Game Menu object, just drag a Main Camera there (not sure if I'm the only one who got that issue).
This one is on Patreon, its a sums up of everything we learned so far to recreate Super Hot in one hour ! :) www.patreon.com/posts/exclusive-how-to-71829155
Great tutorial, thanks! For anyone looking for a better method to position the menu, the more in this comment. This code will always follow the head, but stay in the same rotation. If the menu would rotate with the head, it would be hard to interact. public class GameMenuManager : MonoBehaviour { public Transform head; public float spawnDistance; public GameObject menu; public InputActionProperty showMenuButton; private Vector3 relativePosition; void Update() { if (showMenuButton.action.WasPerformedThisFrame()) { menu.SetActive(!menu.activeSelf); if (menu.activeSelf) { menu.transform.position = head.position + new Vector3(head.forward.x, 0, head.forward.z).normalized * spawnDistance; relativePosition = new Vector3(menu.transform.position.x - head.position.x, 0, menu.transform.position.z - head.position.z); } } menu.transform.position = head.position + relativePosition; menu.transform.LookAt(new Vector3(head.position.x, menu.transform.position.y, head.position.z)); menu.transform.forward *= -1; } }
@@martimneves2372 I would do something like this: When the head turns more than 30-45 degrees, just reset the position of the menu in front of the player.
After I implement the IsLeftRayHovering check, the grab ray is detected hitting the plane and it stops the teleport ray from activating. So I can only activate teleportation if I am not pointing straight to the ground(plane) How do I stop the grab ray from registering hits on the plane? Can I use Layers, tags, or raycast masks somehow? PS The plane is already set on the teleportation interaction layer. Thank you!
@@francopanigaia2425 Same problem here. Having the teleport not activate when the grab raycaster is pointing at the ground is so frustrating. It makes the whole experience completely unusable. I believe there is something else that has to be done to fix this but I have no idea. I can't seem to find the solution in the video.
I only have an issue if the grab ray is touching the floor. As the grab ray distance is set to 4 I can still teleport as long as I am pointing away from my feet which seems to work fine. You can reduce the grab distance to lower if you want to be able to teleport nearer to where you already are. It's not ideal though!
@@jstra yeah i did that too but its really annoying not having a real solution. Particularly I could not understand how to use the ishovering to detect only certain objects, instead of just any interactable in the scene.
Thank you Valem! I want to learn score board UI (GAMEGOLD) making! Like what hit the bull's-eye or basketball shot 😉 If there is a tutorial I will buy it
If you wanted to start the scene and activate the menu later, to the void Start code add in the brackets menu.SetActive(false); This way when doing Play, the menu appears only with the button set. At least it's working for me.
I have Quest 2 and it works for me. Are you sure you chose "menuButton [LeftHand XR Controller]"? When finding the button I wrote "menu" in search box and there was many different controllers to choose from, but [LeftHand XR Controller] is the correct one.
i have an issue with the right teleport ray, when i point to the UI and press the trigger it still shows and i can still teleport, but only with the right hand. it seems like the bool "isRightRayHovering" is never true. Anyone with the same issue?
Hey! Great Vid! I did encounter an issue with the first half of the "bug Ray and Teleport" section though. For me, the teleportation ray just disappears when I aim too close. This and also, won't the isLeftRayHovering return true even if the ray detected some else other than the UI like the floor? I belive that is what is causing the disappearing but I am not sure. But overall amazing tutorial!
Bonjour Valem et bravo pour cette nouvelle série de vidéos. Pensez vous réaliser une vidéo sur la partie "build" car je réalise vos tutos, ils fonctionnent avec Unity et en oculus link mais je ne parviens pas à les compiler et les faire tourner sur le quest. Après intallation de l'apk (avec sidequest) j'ai une simple fenêtre 2D qui s'affiche devant l'interface oculus, aucun interaction possible. Je fais ça pour mes élèves et je voudrais vraiment leur faire tester quelque chose de fini. Merci d'avance.
I downloaded all the SDKs but for some reason the script tracked device graphic raycaster isn't there. Which SDK is it in, and why could it be missing.
Noticing odd behavior with the UI menu Slider. When placed in the upper half of the menu, it will not slide. Slides when in the lower half. only noticed this bug after switching from Unity 2019 LTS to Unity 2022 LTS.
hey i have a issue. my ray is interacting fine when i am on stationary ship but when i give speed to my ship and then interact with my UI in moving ship, ray gets shortened . i don't know why moving ship is causing my ray gets short.
Same for me, my guess is that because it is mapped already to the SteamVR and Oculus Home menus, so thats why it does not activates, however I don't really know why...
If you try to change the Reference used by Show Button to any other button like "LeftHand Interaction/Activate" (is the Trigger) then the menu will work as expected.
I have problems with the Dropdown(TMP), where i can open the dropdown but i can't close it back nor interact with any of the other options. Any help would be appreciated
Surely you wouldn't want the menu following the player position every frame, especially when it isn't visible. I think this can be much more optimised. But otherwise it is a good starter. Thank you.
yes, chatGPT suggested some alternatives.. menu follows player eyes while player holds menu button. menu appears at position where player was looking and stays till player clicks menu button again. Both functions checks for button actions and menu calculated in LateUpdate function.
Great tutorials! Actually if you would not make these i just could not make my dream VR game (which im still making off course). So i followed the tutorial, exept i do everything device-based cuz for some reason action based doesnt work, and it UI worked perfectly! [SOLVED] BUT, now the ray interactor just goes through the UI and doesnt even change the color, and well u cant interact with it. It just happend randomly, I didint do anything to UI or ray interactable, and I have no idea what can I do. It would be amazing if someone had this problem or knows what to do
I figured it out! the problem is actually really stupid, I just changed a tag on Main camera. (Im writing it cuz someone will probably have the same problem)
I want to make it so the UI appears or disappears depending on if you're hovering over an object or not. How would I go about doing that? I tried to edit the GameMenuManager script, but I keep getting compilation errors.
Hi! can you help me? i have some bug. When i grab item on the right arm and i want to move forward on the left controller this item move forward too (2x faster. Item is a far away from me).
I am getting an error on unity for the game menu script that says InputActionProperty Could not be found. how do I fix this I typed out exactly what he put in the script but it don't work.
I'm trying to make a hud that accompanies the character in VR, it can be activated and deactivated. However, when placing it in the camera hierarchy, the player is unable to interact with the hud, but if I leave it as a separate object, it works normally. So I'm using photon 2, and separating would make everything more complicated for me. :(
not sure if i you found a solution yet: using System.Collections; using System.Collections.Generic; using UnityEngine; public class VRMenuController : MonoBehaviour { [SerializeField] private float distanceFromHeadset = 2f; void Update() { // Get the VR headset's transform Transform headsetTransform = Camera.main.transform; // Calculate the position in front of the headset Vector3 menuPosition = headsetTransform.position + headsetTransform.forward * distanceFromHeadset; // Update the Canvas position to be in front of the user transform.position = menuPosition; // Make sure the Canvas always faces the headset transform.LookAt(headsetTransform); } } put this in your canvas and it shoud follow the player
I found the answer, it's because you haven´t activated on XR Origin, you have to add component Snap Turn Provider (action-based), later you can drag XR Origin into canvas.
May I ask a not so common question? I'm making a UI for joystick, which is a circle with some options(just like VRChat, the right hand ui for sending emoji). And now I want to 'highlight' the option which correspond to the current joystick position when play push joystick. I have done how to check which position the joystick is on, could anyone tell me how to 'highlight'(or some other effects) that option?
Maybe in background they just use invisible slider? That means each value is different emoji. previous emoji slight transparent, current emoji visible, next emoji slight transparent.
How can i make a split type.... I mean a mobile phone vr type but display in monitor... I mean Iam using a raspberry pi to create a vr. For that i need a deployable software how can I create OS type can anyone help me!!
Same for me, my guess is that because it is mapped already to the SteamVR and Oculus Home menus, so thats why it does not activates, however I don't really know why... If you try to change the Reference used by Show Button to any other button like "LeftHand Interaction/Activate" (is the Trigger) then the menu will work as expected.
I have successfully added to the game menu to change from teleportation movement to smooth movement, but when I press the trigger, the teleportation ray still shows, even though I set it's SetActive to false. How can I disable this on smooth movement?
I noticed a bug where the deactivating of the teleport when interacting with the UI works until your off hand hovers over an interactable object, then it reverts back to teleport being active when interacting with the UI. Anyone have a fix for this?
can someone tell me why my code is wrong? using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.InputSystem; public class GameMenuManager : MonoBehaviour {
public GameObject menu; public InputActionProperty showButton; void Start() {
} { if (showButton.action.WasPerformedThisFrame()) { menu.SetActive(!menu.activeSelf); }
this all works but when i try to build it it has an error that says Assets\GameMenuManager.cs(25,59): error CS1729: 'Vector3' does not contain a constructor that takes 5 arguments
Why the hell everyone youtuber who makes tutorials for Unity always takes a dump on optimization. Guys, never make scripts permanently update something if it's obsolete to do so.
can someone Check what i did wrong in my Game Menu Manager Script From User Interface Video Here is it using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.InputSyetem; public class GameMenuMaganer : MonoBehaviour { public GameObject menu; public InputActionProperty showButton; // Start is called before the first frame update void Start() { } // Update is called once per frame void Update() { if(showButton.action.WasPressedThisFrame()) { menu.SetActive(!menu.ActiveSelf); } } }
Drag: XR Origin>Camera Offset>Main Camera to head (Only thing Valem didn't show in the awesome video list!)
thank you!!!
For anyone having issues with the menuButton default not working, I just used the Xr Controller -> Left Hand -> start and that works for me, I'm guessing the names of some of these things have been moved around with the toolkit? Maybe I am just dumb idk
I had the same thing, and I gave up, BUT then I found a thing called EasyInputs (u write using EasyInputs;) and some yt tutorials showed me how it works:)
good looking out!
you are a HEROOOOO
this is a great tutorial but looks like valem forgot to add the main camera to head. 12:54 if you have followed this and the canvas menu doesn't follow the camera, click XR Origin > Camera offset > Main Camera. drag and drop Main Camera to Game Menu Manager script in Game Menu Inspector > head
wtdm drag and drop main camera to game menu manager script you cant
nevermind got it now
Amazing tutorial series. I spent an hour messing around with the UI so I can set smooth turn speed, snap increments and locomotion type! Always a sign of a great tutorial when you can take what you learn and apply it to other parts of the code!
Been waiting all day for this haha
This means a lot to have you guys following this series thanks Mart
@@ValemTutorials no worries Valem! Just keep creating those high quality tutorials and I’m there!
@@ValemTutorials Just wanted to ask if you already have the superhot tutorial on your patreon yet? if so i'll sign up.. cheers
@@SwordOfShaolin I'm finishing the edit it will be released this sunday :)
@@ValemTutorials Awesome thanks!
Oh i bought your friends VR course on your recommendation too. He had around 100 people in the session
Please continue the series it’s been very useful
For anyone on Quest2, the binding for the menu button is start, not menuButton! Spent a lot of time debugging this lol.
what is the start button
hero of the day!
Thank you Valem! This is awesome, cannot wait for the Pistol Whip clone tutorial. By the way, if someone caught a reference error for the Head variable in the Game Menu object, just drag a Main Camera there (not sure if I'm the only one who got that issue).
thanks, he forgot to mention that you had to do that.
Thank youu!
fantastic tutorial series. got me acquainted with just playing with this 1 hour every day for a week.
Waiting for the next episode!
This one is on Patreon, its a sums up of everything we learned so far to recreate Super Hot in one hour ! :) www.patreon.com/posts/exclusive-how-to-71829155
Big Thankyou for the awesome step by step tutorial
This is great. I was able to get everything to work. Moving on to enemy AI and escape room set up.
Great tutorial, thanks! For anyone looking for a better method to position the menu, the more in this comment.
This code will always follow the head, but stay in the same rotation. If the menu would rotate with the head, it would be hard to interact.
public class GameMenuManager : MonoBehaviour
{
public Transform head;
public float spawnDistance;
public GameObject menu;
public InputActionProperty showMenuButton;
private Vector3 relativePosition;
void Update()
{
if (showMenuButton.action.WasPerformedThisFrame())
{
menu.SetActive(!menu.activeSelf);
if (menu.activeSelf)
{
menu.transform.position = head.position + new Vector3(head.forward.x, 0, head.forward.z).normalized * spawnDistance;
relativePosition = new Vector3(menu.transform.position.x - head.position.x, 0, menu.transform.position.z - head.position.z);
}
}
menu.transform.position = head.position + relativePosition;
menu.transform.LookAt(new Vector3(head.position.x, menu.transform.position.y, head.position.z));
menu.transform.forward *= -1;
}
}
it works a little bit better for small head movements but doesn't work when I rotate my head, the menu just gets left behind. Any advice for that?
@@martimneves2372 I would do something like this:
When the head turns more than 30-45 degrees, just reset the position of the menu in front of the player.
Nice! Thank you! Please make a lesson about sound design and sound coding for VR in Unity and VR rendering for distribution!
perfect as always
Nice Tutorial!!
Prefab the whole thing at the end so you can use it in any project then delete/unactivate what you don't need.
Keep it up! Thank you!
After I implement the IsLeftRayHovering check, the grab ray is detected hitting the plane and it stops the teleport ray from activating. So I can only activate teleportation if I am not pointing straight to the ground(plane) How do I stop the grab ray from registering hits on the plane? Can I use Layers, tags, or raycast masks somehow? PS The plane is already set on the teleportation interaction layer. Thank you!
@@francopanigaia2425 Same problem here. Having the teleport not activate when the grab raycaster is pointing at the ground is so frustrating. It makes the whole experience completely unusable. I believe there is something else that has to be done to fix this but I have no idea. I can't seem to find the solution in the video.
@@videospopcorns5499 good to hear someone else is in the same position. I thought I was going crazy :)
I only have an issue if the grab ray is touching the floor. As the grab ray distance is set to 4 I can still teleport as long as I am pointing away from my feet which seems to work fine. You can reduce the grab distance to lower if you want to be able to teleport nearer to where you already are. It's not ideal though!
@@jstra yeah i did that too but its really annoying not having a real solution. Particularly I could not understand how to use the ishovering to detect only certain objects, instead of just any interactable in the scene.
same problem😔
Socket system content with hand tracking would be awesome!
I want to make a UI that the player can always see something but this doesn't seem to do that. Like a HUD i guess
Thank you Valem! I want to learn score board UI (GAMEGOLD) making! Like what hit the bull's-eye or basketball shot 😉 If there is a tutorial I will buy it
If you wanted to start the scene and activate the menu later, to the void Start code add in the brackets menu.SetActive(false); This way when doing Play, the menu appears only with the button set. At least it's working for me.
tysm you are godlike
Which headset are you using? The menu button doesn't seem to work for Quest 2, apparently we have to use the "pause" button mapping for Quest.
I have Quest 2 and it works for me. Are you sure you chose "menuButton [LeftHand XR Controller]"? When finding the button I wrote "menu" in search box and there was many different controllers to choose from, but [LeftHand XR Controller] is the correct one.
@@jussi81 it is not work for me😅,why?
i have an issue with the right teleport ray, when i point to the UI and press the trigger it still shows and i can still teleport, but only with the right hand. it seems like the bool "isRightRayHovering" is never true. Anyone with the same issue?
Hey! Great Vid! I did encounter an issue with the first half of the "bug Ray and Teleport" section though. For me, the teleportation ray just disappears when I aim too close. This and also, won't the isLeftRayHovering return true even if the ray detected some else other than the UI like the floor? I belive that is what is causing the disappearing but I am not sure. But overall amazing tutorial!
Hey mate how did you learn perfect use of this program and how long did it take you to master it and be able to create anything you want
could you please a vr unity tutrioal on how to make a enemy that can shoot a gun i have been trying to figure that out for the longest time
This is a great tutorial! Thank you! Is this works for HTC Vive?
very useful tutorial, what is the best way to use controller buttons in XR ?
How do you fix the unity engine dot input system
Thanks for your tutorials!! Making my own game thanks to you and others like you
the ui doesent work for me,
when i point at it, nothing happens
Did you solve?
Been having troubles
My quest 2 headset is not showing me what am doing in unity pls how can I address this being stagnant in ur first video
Make sure you launch "Quest link" inside your oculus before pressing play. it's in your quick settings
Bonjour Valem et bravo pour cette nouvelle série de vidéos. Pensez vous réaliser une vidéo sur la partie "build" car je réalise vos tutos, ils fonctionnent avec Unity et en oculus link mais je ne parviens pas à les compiler et les faire tourner sur le quest. Après intallation de l'apk (avec sidequest) j'ai une simple fenêtre 2D qui s'affiche devant l'interface oculus, aucun interaction possible. Je fais ça pour mes élèves et je voudrais vraiment leur faire tester quelque chose de fini. Merci d'avance.
I downloaded all the SDKs but for some reason the script tracked device graphic raycaster isn't there. Which SDK is it in, and why could it be missing.
Noticing odd behavior with the UI menu Slider. When placed in the upper half of the menu, it will not slide. Slides when in the lower half. only noticed this bug after switching from Unity 2019 LTS to Unity 2022 LTS.
Hey bro can you tell me how can we check the battery status of oculus controllers and device in unity?
Why can I not see the set turn type index?
hey i have a issue. my ray is interacting fine when i am on stationary ship but when i give speed to my ship and then interact with my UI in moving ship, ray gets shortened . i don't know why moving ship is causing my ray gets short.
what would i put in the public transform head
Can someone explain me how does the ray show up only on the UI?
Hi, just one thing.
Both the interaction rays, and the UI only show up on my left eye. They do not appear on my right. How do I fix this?
i want to make a portable user interface,but it always occluded by other game object. how to fix it
The menu button doesn't work for me can someone help?
I get the same. whether I enter "menu Button" (XR Left Hand Controller) or "start" (Oculus Left Hand Controller).
Same for me, my guess is that because it is mapped already to the SteamVR and Oculus Home menus, so thats why it does not activates, however I don't really know why...
If you try to change the Reference used by Show Button to any other button like "LeftHand Interaction/Activate" (is the Trigger) then the menu will work as expected.
All the legends who made it to the last tutorial
I have problems with the Dropdown(TMP), where i can open the dropdown but i can't close it back nor interact with any of the other options. Any help would be appreciated
Surely you wouldn't want the menu following the player position every frame, especially when it isn't visible. I think this can be much more optimised. But otherwise it is a good starter. Thank you.
yes, chatGPT suggested some alternatives..
menu follows player eyes while player holds menu button.
menu appears at position where player was looking and stays till player clicks menu button again.
Both functions checks for button actions and menu calculated in LateUpdate function.
could you make a cardboard version? i really would love a cardboard version of this
physically not possible
if I press the Menu Button the Menu does not appear.
Great tutorials! Actually if you would not make these i just could not make my dream VR game (which im still making off course). So i followed the tutorial, exept i do everything device-based cuz for some reason action based doesnt work, and it UI worked perfectly! [SOLVED] BUT, now the ray interactor just goes through the UI and doesnt even change the color, and well u cant interact with it. It just happend randomly, I didint do anything to UI or ray interactable, and I have no idea what can I do. It would be amazing if someone had this problem or knows what to do
I figured it out! the problem is actually really stupid, I just changed a tag on Main camera. (Im writing it cuz someone will probably have the same problem)
I want to make it so the UI appears or disappears depending on if you're hovering over an object or not. How would I go about doing that? I tried to edit the GameMenuManager script, but I keep getting compilation errors.
Input System doesn't work in new version(((
Hi! can you help me? i have some bug. When i grab item on the right arm and i want to move forward on the left controller this item move forward too (2x faster. Item is a far away from me).
I am getting an error on unity for the game menu script that says InputActionProperty Could not be found. how do I fix this I typed out exactly what he put in the script but it don't work.
How would I make a health bar
menuButton doesn't work for me at all!
XRI Default Input Actions > Actions > Menu > Bindings > Path > No XR Controllerz
When more videos?
I'm trying to make a hud that accompanies the character in VR, it can be activated and deactivated. However, when placing it in the camera hierarchy, the player is unable to interact with the hud, but if I leave it as a separate object, it works normally. So I'm using photon 2, and separating would make everything more complicated for me. :(
not sure if i you found a solution yet:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class VRMenuController : MonoBehaviour
{
[SerializeField] private float distanceFromHeadset = 2f;
void Update()
{
// Get the VR headset's transform
Transform headsetTransform = Camera.main.transform;
// Calculate the position in front of the headset
Vector3 menuPosition = headsetTransform.position + headsetTransform.forward * distanceFromHeadset;
// Update the Canvas position to be in front of the user
transform.position = menuPosition;
// Make sure the Canvas always faces the headset
transform.LookAt(headsetTransform);
}
}
put this in your canvas and it shoud follow the player
4:10
i cant drag XR Origin to Canvas > Set Turn Type
x2
I found the answer, it's because you haven´t activated on XR Origin, you have to add component Snap Turn Provider (action-based), later you can drag XR Origin into canvas.
May I ask a not so common question? I'm making a UI for joystick, which is a circle with some options(just like VRChat, the right hand ui for sending emoji). And now I want to 'highlight' the option which correspond to the current joystick position when play push joystick. I have done how to check which position the joystick is on, could anyone tell me how to 'highlight'(or some other effects) that option?
Maybe in background they just use invisible slider?
That means each value is different emoji.
previous emoji slight transparent, current emoji visible, next emoji slight transparent.
How do i export the game as a .apk file so i can sideload it onto my oculus quest?
Build settings
How can i make a split type.... I mean a mobile phone vr type but display in monitor... I mean Iam using a raspberry pi to create a vr. For that i need a deployable software how can I create OS type can anyone help me!!
My Canvas is not hiding even after doing all the process.
Same for me, my guess is that because it is mapped already to the SteamVR and Oculus Home menus, so thats why it does not activates, however I don't really know why...
If you try to change the Reference used by Show Button to any other button like "LeftHand Interaction/Activate" (is the Trigger) then the menu will work as expected.
I have successfully added to the game menu to change from teleportation movement to smooth movement, but when I press the trigger, the teleportation ray still shows, even though I set it's SetActive to false. How can I disable this on smooth movement?
Did you find a fix for this?
@@Dennis_KK Yeah, man - Valem actually covers it in the next video 👍
@@Arashi256 Oh nice!
I noticed a bug where the deactivating of the teleport when interacting with the UI works until your off hand hovers over an interactable object, then it reverts back to teleport being active when interacting with the UI. Anyone have a fix for this?
Maybe i have same bug, resolve this by changing "ActivateTeleportationRay" script:
void Update()
{
if (menu.activeInHierarchy)
{
isMenuActive = true;
}
else
{
isMenuActive = false;
}
leftTeleportation.SetActive(!isMenuActive && leftCancel.action.ReadValue() == 0 && leftActivate.action.ReadValue() > 0.1f);
rightTeleportation.SetActive(!isMenuActive && rightCancel.action.ReadValue() == 0 && rightActivate.action.ReadValue() > 0.1f);
}
The script doesnt work
2:58
can someone tell me why my code is wrong?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
public class GameMenuManager : MonoBehaviour
{
public GameObject menu;
public InputActionProperty showButton;
void Start()
{
}
{
if (showButton.action.WasPerformedThisFrame())
{
menu.SetActive(!menu.activeSelf);
}
}
}
Instead of if (showButton.action.WasPerformedThisFrame()), use if (showButton.action.WasPressedThisFrame())
this all works but when i try to build it it has an error that says Assets\GameMenuManager.cs(25,59): error CS1729: 'Vector3' does not contain a constructor that takes 5 arguments
same did u find a soulution
@@Kali996 no sadly
ok thank you
@@RWNTK
hi
Helloo
Bru does thr world record.you
Why the hell everyone youtuber who makes tutorials for Unity always takes a dump on optimization. Guys, never make scripts permanently update something if it's obsolete to do so.
UI turn off
can someone Check what i did wrong in my Game Menu Manager Script From User Interface Video Here is it
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSyetem;
public class GameMenuMaganer : MonoBehaviour
{
public GameObject menu;
public InputActionProperty showButton;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
if(showButton.action.WasPressedThisFrame())
{
menu.SetActive(!menu.ActiveSelf);
}
}
}
menu.SetActive(!menu.ActiveSelf) should be menu.SetActive(!menu.activeSelf). Lowercase a.
@@hoojianli8014 tbh youre stupid