Visit each cube and determine if it has been clicked.Äebug.Log("Hit " + cubes. Position and rotate the camera to view all three cubes.Ĭ = new Vector3(3.0f, 1.5f, 3.0f) Ĭ = new Vector3(25.0f, -140.0f, 0.0f) Create three cubes and place them close to the world space center.įloat z = new float Ĭubes = GameObject.CreatePrimitive( PrimitiveType.Cube) Ĭubes.name = "Cube" + (i + 1).ToString() Ĭ(0.0f, f, 0.0f) Ĭ = new Vector3(p, 0.0f, z) Add this script to an empty GameObject. cube to be automatically selected in the hierarchy when Makes the viewer automatically answer the value of a debug setting, immediately on the chat channel number that the script can listen to. If a cube is clicked use Debug.Log to announce it. Get the value of a debug setting : getdebug Implemented in v1.16.Window - in this case, the cube you clicked on in the Scene. When you click on the message, Unity highlights the context object in the Hierarchy The example prints a log message to the Console. When you run this example, first click one of Incidentally, the LSL Scripting Library is really not the place for this sort of debugging/experimenting conversation. Example 2,Ä«elow, illustrates how this feature works. Object in a Scene so that you can identify which one produced the message. Use a context object when you have many instances of an Unity momentarily highlights that object in the Hierarchy window when you click the Script several linked prim sets to fly (loosely) as in a 'flock' around a pre-set course. ![]() xsdebug - a script tointercept messages inside and outside your bird // Version 2, 10-2-2011 by Ferd Frederix // Prints out the channel and the link number. If you pass a GameObject or Component as the optional context parameter, Free LSL Scripts All Scripts RSS Feed Subscribe. You can format messages with string concatenation: For example, you could print a message containing a GameObject.name and information about the objectâs current state. So, edit your question and let us try again.Use Debug.Log to print informational messages that help you debug your application. The item in question is a HUD I use with a Hud map, that use coordinates for (targeting) objects on land & water, by mouse tapping the Hud map via the SL-grid & viewer. ![]() Really, though, as Maddy says, we can't give you a good answer without knowing what you are talking about. Is there a way to correct a (script warning/error/debug) message or do I just contact the creator of the vehicle about updating the product. That has absolutely nothing to do with a script. Or, as another example, you might have a triangular icon floating around that is really telling you that some mesh object isn't rezzing properly. Open the Develop menu (CTRL + Alt + Q - you might need to do CTRL + Alt + D first) and look to see if any of the consoles have a check mark next to it. You might have one of your consoles open, for example. Only the scripter (or someone with mod perms) can remove it.Īnd then there are things that you might mistake for some sort of a script message or a flag. Every once in a while, one of them gets overlooked. Scripters typically put loads of those diagnostic messages into their work as they test it, and then remove them before they give the scripts away. If it's not a script error message but just some sort of progress message that is telling you what the script is doing, there's probably not much you can do about it. ![]() And hope that it doesn't just fail again. Then, if you have permission to modify the script or if the scripter has left you with any way to restart it, you can do as Maddy suggests to restart it. How do you know that's what it is? If a script is actually sending a script error message, it will usually show up in a separate window, and the script will stall dead.
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