var compp = old_obj.GetComponent();
Debug.LogError("get component");
//new_obj.AddComponent(comp.GetType());
System.Type type = compp.GetType();
Component copy = new_obj.AddComponent(compp.GetType());
System.Reflection.FieldInfo[] fields = type.GetFields();
foreach (System.Reflection.FieldInfo field in fields)
{
field.SetValue(copy, field.GetValue(compp));
Debug.LogError("get component 1" + field.ToString());
}
Debug.LogError("get component 2");
Trying to pass component value from original gameobject to clone object. It did pass the value successful. But thrown error FieldAccessException : Cannot set a constant field in the end, and stop running the function, really need help here, cant seems to find the solution anywhere.
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FieldAccessException : Cannot set a constant field
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Unity APK doesn't start - Logcat Debug
Really lost at the moment. My apk builds, installs but does not start. I'm using Unity 2018.4.1f1 with UnityIAP, GoogleAds, GooglePlayServices, Firebase plugins. I don't get any error messages on build or any error messages when I use the playservicesresolver.![alt text][1]
I have included the Logcat messages of me trying to start the game three times.
Any advise welcome!
[1]: /storage/temp/145277-logcat.png
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Leaf textures not transparent
I have a model of a tree that I got from a model site (.obj but the problem occurs with both .fbx and .3ds as well) and when I try to apply the textures that it came with, they load but they are not transparent like they are supposed to be. I'm guessing something is wrong with the alpha channels?
![alt text][1]
Anyway, I'm new and would appreciate someone telling me what I am doing wrong. xD
Thanks!
[1]: /storage/temp/146651-error-textures.jpg
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Can't create scripts in unity and visual studio? DLL issues
Hi all, I have a very basic scene in Unity 2019.2.3f1 and I'm trying to rotate an object using the following command in the Update method.
transform.Rotate(0, 10 * Time.deltaTime, 0);
However there is something wrong and Unity won't let me run the project. I read somewhere that this might be the antivirus blocking the configurations between the two software but that not the case for me I think..
----------
Errors:
Copying assembly from 'Temp/UnityEngine.TestRunner.dll' to 'Library/ScriptAssemblies/UnityEngine.TestRunner.dll' failed
Copying assembly from 'Temp/Assembly-CSharp.dll' to 'Library/ScriptAssemblies/Assembly-CSharp.dll' failed
Any help would be great.
Thanks.
![alt text][1]
[1]: /storage/temp/146813-untitled.png
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Error when creating scripts & installation problems
I get the following error message as soon as I create a new script:> Win32Exception:> ApplicationName='C:\Program> Files\Unity\Editor\Data\Tools\RoslynScripts\unity_csc.bat',> CommandLine='/noconfig> @Temp/UnityTempFile-8d9c55fba22a3064283cb535b5dbd608',> CurrentDirectory='', Native error= The> system cannot find the file specified.>> System.Diagnostics.Process.StartWithCreateProcess> (System.Diagnostics.ProcessStartInfo> startInfo) (at><9f8c4786222746238eb929db40bf8dd1>:0)> System.Diagnostics.Process.Start ()> (at><9f8c4786222746238eb929db40bf8dd1>:0)> (wrapper remoting-invoke-with-check)> System.Diagnostics.Process.Start()> UnityEditor.Utils.Program.Start> (System.EventHandler exitCallback) (at> C:/buildslave/unity/build/Editor/Mono/Utils/Program.cs:44)> UnityEditor.Utils.Program.Start () (at> C:/buildslave/unity/build/Editor/Mono/Utils/Program.cs:28)> UnityEditor.Scripting.Compilers.MicrosoftCSharpCompiler.StartCompilerImpl> (System.Collections.Generic.List`1[T]> arguments, System.String argsPrefix)> (at> C:/buildslave/unity/build/Editor/Mono/Scripting/Compilers/MicrosoftCSharpCompiler.cs:106)> UnityEditor.Scripting.Compilers.MicrosoftCSharpCompiler.StartCompiler> () (at> C:/buildslave/unity/build/Editor/Mono/Scripting/Compilers/MicrosoftCSharpCompiler.cs:141)> UnityEditor.Scripting.Compilers.ScriptCompilerBase.BeginCompiling> () (at> C:/buildslave/unity/build/Editor/Mono/Scripting/Compilers/ScriptCompilerBase.cs:51)> UnityEditor.Scripting.ScriptCompilation.CompilationTask.QueuePendingAssemblies> () (at> C:/buildslave/unity/build/Editor/Mono/Scripting/ScriptCompilation/CompilationTask.cs:286)> UnityEditor.Scripting.ScriptCompilation.CompilationTask.Poll> () (at> C:/buildslave/unity/build/Editor/Mono/Scripting/ScriptCompilation/CompilationTask.cs:186)> UnityEditor.Scripting.ScriptCompilation.EditorCompilation.CompileScriptAssemblies> (UnityEditor.Scripting.ScriptCompilation.ScriptAssembly[]> scriptAssemblies,> UnityEditor.Scripting.ScriptCompilation.ScriptAssemblySettings> scriptAssemblySettings, System.String> tempBuildDirectory,> UnityEditor.Scripting.ScriptCompilation.EditorScriptCompilationOptions> options,> UnityEditor.Scripting.ScriptCompilation.CompilationTaskOptions> compilationTaskOptions,> UnityEditor.Scripting.ScriptCompilation.EditorCompilation+CompileScriptAssembliesOptions> compileScriptAssembliesOptions) (at> C:/buildslave/unity/build/Editor/Mono/Scripting/ScriptCompilation/EditorCompilation.cs:1467)> UnityEditor.Scripting.ScriptCompilation.EditorCompilation.CompileScripts> (UnityEditor.Scripting.ScriptCompilation.ScriptAssemblySettings> scriptAssemblySettings, System.String> tempBuildDirectory,> UnityEditor.Scripting.ScriptCompilation.EditorScriptCompilationOptions> options,> UnityEditor.Scripting.ScriptCompilation.EditorBuildRules+TargetAssembly[]&> notCompiledTargetAssemblies,> System.String[]& notCompiledScripts)> (at> C:/buildslave/unity/build/Editor/Mono/Scripting/ScriptCompilation/EditorCompilation.cs:1370)> UnityEditor.Scripting.ScriptCompilation.EditorCompilation.CompileScripts> (UnityEditor.Scripting.ScriptCompilation.EditorScriptCompilationOptions> options, UnityEditor.BuildTargetGroup> platformGroup, UnityEditor.BuildTarget> platform) (at> C:/buildslave/unity/build/Editor/Mono/Scripting/ScriptCompilation/EditorCompilation.cs:1263)> UnityEditor.Scripting.ScriptCompilation.EditorCompilation.TickCompilationPipeline> (UnityEditor.Scripting.ScriptCompilation.EditorScriptCompilationOptions> options, UnityEditor.BuildTargetGroup> platformGroup, UnityEditor.BuildTarget> platform) (at> C:/buildslave/unity/build/Editor/Mono/Scripting/ScriptCompilation/EditorCompilation.cs:1699)> UnityEditor.Scripting.ScriptCompilation.EditorCompilationInterface+c__AnonStorey5.<>m__0> () (at> C:/buildslave/unity/build/Editor/Mono/Scripting/ScriptCompilation/EditorCompilationInterface.cs:371)> UnityEditor.Scripting.ScriptCompilation.EditorCompilationInterface.EmitExceptionAsError[T]> (System.Func`1[TResult] func, T> returnValue) (at> C:/buildslave/unity/build/Editor/Mono/Scripting/ScriptCompilation/EditorCompilationInterface.cs:97)> UnityEditor.Scripting.ScriptCompilation.EditorCompilationInterface:TickCompilationPipeline(EditorScriptCompilationOptions,> BuildTargetGroup, BuildTarget)
I also had trouble downloading Unity via the Hub. I had to use the manual downloader from the archive. I then pointed towards the Editor's location from within the Hub and it allowed me to create a Project.
I tried uninstalling & deleting everything, registry cleanup, Windows updates, driver updates.
Can someone point me in the right direction?
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Problem with Instantiate in my Game.
Hello everybody,
my english is bad but i try it anyway.
My problem is that when I buy a character in the shop and go into the game my character is not activated.
In the ShopManager the character is bought the button deactivated and stored in the Inventory script.
Can someone help me please
ShopManager:
public class ShopManager : MonoBehaviour
{
public int Kontostand;
public Text KontostandText;
public Inventory myInventory;
// Start is called before the first frame update
void Start()
{
KontostandAktualisieren();
}
public void buyJoli(int shopPrice)
{
if (Kontostand >= shopPrice)
{
Debug.Log("Character wurde gekauft");
// Dodgie hinzufügen
myInventory.buyNewJoli();
// Kontostand neu berechnen
Kontostand = Kontostand - shopPrice;
Debug.Log("Kontostand:" + Kontostand);
//Kontostand aktualisieren
KontostandAktualisieren();
// Button deaktivieren
GameObject.Find("Joli").GetComponent
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How to solve error CS1503: Argument 1: cannot convert from 'System.Collections.IEnumerable' to 'string',
I am almost a complete beginner to Unity and C#. I am trying to make my dialogue scroll across the screen one letter at a time by using a coroutine. I am faced with " error CS1503: Argument 1: cannot convert from 'System.Collections.IEnumerable' to 'string'" What can I do to fix this?
public class DialogueManager : MonoBehaviour
{
public Text nameText;
public Text dialogueText;
public Animator animator;
private Queue sentences;
// Start is called before the first frame update
void Start()
{
sentences = new Queue();
}
public void StartDialogue (Dialogue dialogue)
{
animator.SetBool("IsOpen", true);
nameText.text = dialogue.name;
sentences.Clear();
foreach (string sentence in dialogue.sentences)
{
sentences.Enqueue(sentence);
}
DisplayNextSentence();
}
public void DisplayNextSentence()
{
if (sentences.Count == 0)
{
EndDialogue();
return;
}
string sentence = sentences.Dequeue();
StopAllCoroutines();
StartCoroutine(TypeSentence(sentence));
}
IEnumerable TypeSentence (string sentence)
{
dialogueText.text = "";
foreach (char letter in sentence.ToCharArray())
{
dialogueText.text += letter;
yield return null;
}
}
void EndDialogue()
{
animator.SetBool("IsOpen", false);
}
}
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why does building my game get stuck at unity legacy shaders/vertex lit - pass 1:stripping vertex programs
when in unity the game works just fine, it was built a few times before but now the building gets always stuck on this : unity legacy shaders/vertex lit - pass 1:stripping vertex programs
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I can't import project tiny in Unity 2019
I am using Unity version 2019.2.6f1.
This is the error that I get when I import Project Tiny:
Library\PackageCache\com.unity.tiny@0.16.1-preview\Unity.Serialization.Properties\SerializedObjectViewPropertyBag.cs(192,33): error CS0246: The type or namespace name 'ICollectionElementGetter<>' could not be found (are you missing a using directive or an assembly reference?)
![alt text][1]
![alt text][2]
[1]: /storage/temp/146981-tiny-error.png
[2]: /storage/temp/146982-tiny-error-2.png
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Hi guys! I'm working at a clicker game for android. I added a piece of code and when I'm entering playmode and click an upgrade button, entire unity freeze and I need to close it!
,using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Buy : MonoBehaviour {
public Button CPU;
public Button CPUC;
public Button GPU;
public Button GPUC;
public Button RAM;
public Button RAMC;
public Button PSU;
public Button PSUC;
public Button FAN;
public Button FANC;
public GameObject Error;
public int CPUPRICE = 200;
public int GPUPRICE = 300;
public int RAMPRICE = 100;
public int PSUPRICE = 100;
public int FANPRICE = 50;
public int CPUMaxUpgrade = 5;
public int GPUMaxUpgrade = 5;
public int RAMMaxUpgrade = 5;
public int PSUMaxUpgrade = 5;
public int FANMaxUpgrade = 5;
public int CPUUpgrade = 1;
public int GPUUpgrade = 1;
public int RAMUpgrade = 1;
public int PSUUpgrade = 1;
public int FANUpgrade = 1;
public void BuyCPU(){
BitcoinGlobal.BitcoinCount -= CPUPRICE;
CPUPRICE = CPUPRICE + 300;
if (CPUUpgrade == CPUMaxUpgrade) {
CPU.interactable = false;
CPUC.interactable = false;
} else
++CPUUpgrade;
if (BitcoinGlobal.BitcoinCount <= CPUPRICE) {
Error.GetComponent ().text = "You don't have " + CPUPRICE + " for buying this upgrade";
//this is the code that is freezing unity
while (BitcoinGlobal.BitcoinCount <= CPUPRICE) {
CPU.interactable = false;
CPUC.interactable = false;
}
}
}
public void BuyGPU(){
BitcoinGlobal.BitcoinCount -= GPUPRICE;
GPUPRICE = GPUPRICE + 400;
if (GPUUpgrade == GPUMaxUpgrade) {
GPU.interactable = false;
GPUC.interactable = false;
} else
++GPUUpgrade;
if (BitcoinGlobal.BitcoinCount <= GPUPRICE) {
Error.GetComponent ().text = "You don't have " + GPUPRICE + " for buying this upgrade";
//this is the code that is freezing unity
while (BitcoinGlobal.BitcoinCount <= GPUPRICE) {
GPU.interactable = false;
GPUC.interactable = false;
}
}
}
public void BuyRAM(){
BitcoinGlobal.BitcoinCount -= RAMPRICE;
RAMPRICE = RAMPRICE + 200;
if (RAMUpgrade == RAMMaxUpgrade) {
RAM.interactable = false;
RAMC.interactable = false;
} else
++RAMUpgrade;
if (BitcoinGlobal.BitcoinCount <= RAMPRICE) {
Error.GetComponent ().text = "You don't have " + RAMPRICE + " for buying this upgrade";
//this is the code that is freezing unity
while (BitcoinGlobal.BitcoinCount <= RAMPRICE) {
RAM.interactable = false;
RAMC.interactable = false;
}
}
}
public void BuyPSU(){
BitcoinGlobal.BitcoinCount -= PSUPRICE;
PSUPRICE = PSUPRICE + 200;
if (PSUUpgrade == PSUMaxUpgrade) {
PSU.interactable = false;
PSUC.interactable = false;
} else
++PSUUpgrade;
if (BitcoinGlobal.BitcoinCount <= PSUPRICE) {
Error.GetComponent ().text = "You don't have " + PSUPRICE + " for buying this upgrade";
//this is the code that is freezing unity
while (BitcoinGlobal.BitcoinCount <= PSUPRICE) {
PSU.interactable = false;
PSUC.interactable = false;
}
}
}
public void BuyFAN(){
BitcoinGlobal.BitcoinCount -= FANPRICE;
FANPRICE = FANPRICE + 100;
if (FANUpgrade == FANMaxUpgrade) {
FAN.interactable = false;
FANC.interactable = false;
} else
++FANUpgrade;
if (BitcoinGlobal.BitcoinCount <= FANPRICE) {
Error.GetComponent ().text = "You don't have " + FANPRICE + " for buying this upgrade";
//this is the code that is freezing unity
while (BitcoinGlobal.BitcoinCount <= FANPRICE) {
FAN.interactable = false;
FANC.interactable = false;
}
}
}
}
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Why is Unity built in recorder not working?
Hi all,
Does anyone know anything about the Unity recorder? It seems to be completely broken. Please see how it records the game view. It is upside down, it looks like the masks are not working it is all messed up. I know it is in the preview but it should work with basic functions. I have tried different settings still with the same result? Any help would be appreciated it is such a cool feature to have it in the editor.
Thanks!
recorder view:
![alt text][1]
normal game view:
![alt text][2] [2]: /storage/temp/147025-normal-view.png
[1]: /storage/temp/147026-broken-recorder.png
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I would like to do Audio Streaming from a URL that contains an audio.
Since WWW is obsolete, and all the post I have searched were related to it, I'am not able to reproduce an audio from an URL. The error I get is:
"Error: Cannot create FMOD::Sound instance for clip "" (FMOD error: Unsupported file or audio format. ) UnityEngine.Networking.DownloadHandlerAudioClip:GetContent(UnityWebRequest) d__2:MoveNext() (at cs:26) UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)".
Could anyone help me please?
Thanks!!
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ImportFBX errors
I downloaded my Unity project folder from its git repo and it contains an asset pack bought from the Asset Store, but I cannot load any of the 3D models in that pack. The only thing that the error message tells me
"ImportFBX Errors:
Couldn't read file C:/Users/..."
What am I doing wrong? I'm a novice Unity user and I have no idea where to even start fixing these errors.
I'm running on Windows 10, Unity version 2018.4.9f1
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ICanvasRaycastFilter not implementing?
So i've started working on a project and all's been going well until, for whatever reason, the Standard Assets script "AlphaButtonClickMask" begins popping up an error. Which makes no sense whatsoever because it's been installed since the start of the project and i've done nothing to it at all.
The error is:
Assets\Imported\Standard Assets\Utility\AlphaButtonClickMask.cs(5,52): error CS0535: 'AlphaButtonClickMask' does not implement interface member 'ICanvasRaycastFilter.IsRaycastLocationValid(Vector2, Camera)'
I would really appreciate if someone could point me in the right direction.. thanks guys.
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standart assets doesnt work
standart assets doesnt work its have so many errors anyone can help me pls.
like this 11pcs
MouseLook.cs(3,27): error CS0234: The type or namespace name 'CrossPlatformInput' does not exist in the namespace 'UnityStandardAssets' (are you missing an assembly reference?
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play services resolver error after installing GoogleMobileAds plugin
Hi everyone.
I have imported googleMobileAds to my project, and the play services resolver show me an error.
**Note** I have no other google plugin in my project; I have installed only the GoogleMobileAds, and I am using GoogleMobileAds-V4.0.0 with Unity 2019.2.8f1.
One more thing: Exporting to android works perfectly.
Here is the error:
Gradle failed to fetch dependencies.
Failed to run 'D:\Prototypes\Rocket Sky!\Temp\PlayServicesResolverGradle\gradlew.bat --daemon -b "D:\Prototypes\Rocket Sky!\Temp\PlayServicesResolverGradle\PlayServicesResolver.scripts.download_artifacts.gradle" "-PANDROID_HOME=C:/Program Files/2019.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer\SDK" "-PTARGET_DIR=D:\Prototypes\Rocket Sky!\Assets\Plugins\Android" "-PMAVEN_REPOS=https://maven.google.com/" "-PPACKAGES_TO_COPY=com.google.android.gms:play-services-ads:18.2.0" "-PUSE_JETIFIER=0" "-PDATA_BINDING_VERSION=3.4.0"'
stdout:
stderr:
Exception in thread "main" java.lang.RuntimeException: Could not determine wrapper version.
at org.gradle.wrapper.GradleWrapperMain.wrapperVersion(GradleWrapperMain.java:111)
at org.gradle.wrapper.GradleWrapperMain.main(GradleWrapperMain.java:61)
Caused by: java.lang.RuntimeException: No build receipt resource found.
at org.gradle.wrapper.GradleWrapperMain.wrapperVersion(GradleWrapperMain.java:97)
... 1 more
exit code: 1
UnityEngine.Debug:LogError(Object)
Google.Logger:Log(String, LogLevel) (at /Users/smiles/dev/src/unity-jar-resolver/source/VersionHandlerImpl/src/Logger.cs:103)
GooglePlayServices.PlayServicesResolver:Log(String, LogLevel) (at /Users/smiles/dev/src/unity-jar-resolver/source/PlayServicesResolver/src/PlayServicesResolver.cs:957)
GooglePlayServices.c__AnonStoreyF:<>m__18(Result) (at /Users/smiles/dev/src/unity-jar-resolver/source/PlayServicesResolver/src/GradleResolver.cs:369)
GooglePlayServices.c__AnonStorey10:<>m__28() (at /Users/smiles/dev/src/unity-jar-resolver/source/PlayServicesResolver/src/GradleResolver.cs:468)
Google.RunOnMainThread:ExecuteNext() (at /Users/smiles/dev/src/unity-jar-resolver/source/VersionHandlerImpl/src/RunOnMainThread.cs:377)
Google.RunOnMainThread:m__18() (at /Users/smiles/dev/src/unity-jar-resolver/source/VersionHandlerImpl/src/RunOnMainThread.cs:408)
Google.RunOnMainThread:RunAction(Action) (at /Users/smiles/dev/src/unity-jar-resolver/source/VersionHandlerImpl/src/RunOnMainThread.cs:234)
Google.RunOnMainThread:ExecuteAll() (at /Users/smiles/dev/src/unity-jar-resolver/source/VersionHandlerImpl/src/RunOnMainThread.cs:406)
Google.RunOnMainThread:Run(Action, Boolean) (at /Users/smiles/dev/src/unity-jar-resolver/source/VersionHandlerImpl/src/RunOnMainThread.cs:363)
GooglePlayServices.c__AnonStoreyF:<>m__27(Result) (at /Users/smiles/dev/src/unity-jar-resolver/source/PlayServicesResolver/src/GradleResolver.cs:468)
GooglePlayServices.ProgressReporter:SignalComplete() (at /Users/smiles/dev/src/unity-jar-resolver/source/PlayServicesResolver/src/CommandLineDialog.cs:116)
GooglePlayServices.ProgressReporter:CommandLineToolCompletion(Result) (at /Users/smiles/dev/src/unity-jar-resolver/source/PlayServicesResolver/src/CommandLineDialog.cs:107)
GooglePlayServices.c__AnonStorey1:<>m__4() (at /Users/smiles/dev/src/unity-jar-resolver/source/PlayServicesResolver/src/CommandLine.cs:137)
Google.RunOnMainThread:ExecuteNext() (at /Users/smiles/dev/src/unity-jar-resolver/source/VersionHandlerImpl/src/RunOnMainThread.cs:377)
Google.RunOnMainThread:m__18() (at /Users/smiles/dev/src/unity-jar-resolver/source/VersionHandlerImpl/src/RunOnMainThread.cs:408)
Google.RunOnMainThread:RunAction(Action) (at /Users/smiles/dev/src/unity-jar-resolver/source/VersionHandlerImpl/src/RunOnMainThread.cs:234)
Google.RunOnMainThread:ExecuteAll() (at /Users/smiles/dev/src/unity-jar-resolver/source/VersionHandlerImpl/src/RunOnMainThread.cs:406)
UnityEditor.EditorApplication:Internal_CallUpdateFunctions() (at C:/buildslave/unity/build/Editor/Mono/EditorApplication.cs:303)
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I'm getting the following error when I try to open any projects "Could not establish a connection with the Unity Package Manager local server process"
![alt text][1]
I have been using Unity for a while and just today I've been receiving this Package Manager Error. I hadn't used Unity for the previous week prior. I'm using Unity version 2019.2.7f.2. Any help from anyone would be greatly appreciated.
@AdmiralEpic13 @mofakiii
[1]: /storage/temp/147368-unity-error.png
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**Blue Screen** When baking Lightning
Every time I bake lightning, Blue screen. WHEA_UNCORRECTABLE_ERROR shows up.
any ideas of how I can resolve this? I have a NVIDIA GTX 980 with latest driver.
This only happens if i build lights in progressive mode, with Enlighten does not happen.
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Not getting where error comes from which line when debugging on Android
----------
I'm trying to debug errors on Android however, I can't get where the error stems from which line.
----------
This is what I want to see. at the end of each log, I can see where the line is.
----------
UnityEngine.Debug:Log(Object)
Google.Logger:Log(String, LogLevel) (at /Users/smiles/dev/src/unity-jar-resolver/source/VersionHandlerImpl/src/Logger.cs:95)
----------
The following is an example of what I see in the Android Studio LogCat.
----------
2019-10-13 17:10:07.555 701-759/? E/Unity: NullReferenceException: Object reference not set to an instance of an object.
at MainMenuScript.ShowSaves (System.Boolean showSaveFiles) [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.EventSystems.StandaloneInputModule.ProcessTouchPress (UnityEngine.EventSystems.PointerEventData pointerEvent, System.Boolean pressed, System.Boolean released) [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.EventSystems.StandaloneInputModule.ProcessTouchEvents () [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.EventSystems.StandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0
UnityEngine.EventSystems.StandaloneInputModule:ProcessTouchPress(PointerEventData, Boolean, Boolean)
UnityEngine.EventSystems.StandaloneInputModule:ProcessTouchEvents()
UnityEngine.EventSystems.StandaloneInputModule:Process()
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How do i fix this error
I just started coding and would like to know why I got this error code. The code is CS1061: Type `UnityEngine.Collider2D' does not contain a definition for `GetComponet' and no extension method `
here are some images to help
![Here is the error ][1]
![this is the code ][2]
[1]: /storage/temp/147403-screenshot-13.png
[2]: /storage/temp/147404-screenshot-11.png
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