impossible to build vehicle based on raycasting with Unity

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Re: impossible to build vehicle based on raycasting with Uni

Postby blackbird_dream » Fri Feb 16, 2018 11:16 am

I don't understand the meaning of the instruction :
Code: Select all
if (m_world) {...
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Re: impossible to build vehicle based on raycasting with Uni

Postby Sweenie » Fri Feb 16, 2018 2:42 pm

Cant remember where that is used but what it does is verifying that variable m_world isn't null.
It's good practice to check for null values. Maybe not too important in c# since you usually just get an exception.
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Re: impossible to build vehicle based on raycasting with Uni

Postby blackbird_dream » Mon Feb 19, 2018 3:30 am

it's the script of the example.
In the scene One NewtonWorld already exists named 'World'
In the script another NewtonWorld variable is created (in the class RayCaster).
So 2 Newtonworlds are coexisting in the same scene ?
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Re: impossible to build vehicle based on raycasting with Uni

Postby Sweenie » Mon Feb 19, 2018 12:36 pm

Ah, now i remember. Im not creating two worlds. The raycaster script just wants a reference to a newton world which i expose as a reference variable in the script. The code you mentioned simply checks that the reference is set. The plugin is designed to handle multiple worlds so the raycast script must know what world to raycast against.
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Re: impossible to build vehicle based on raycasting with Uni

Postby blackbird_dream » Tue Feb 20, 2018 3:18 am

That's what I suspected indeed, but it's not clear in my mind the relation between the reference variable and the global variable, I mean how practically it works. I don't need to know to use it but I can't stop trying to understand.
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Re: impossible to build vehicle based on raycasting with Uni

Postby blackbird_dream » Thu Feb 22, 2018 9:06 am

ah ok
I understand the meaning of 'expose'. The pb in my case is I'm using properties exposed through the Editor . So I need to declare the NewtonWorld as a SerializedProperty in the editor script I suppose ?
How to implement the popup list to select the NewtonWorld in the EDI ?
I've had a look at NewtonBody.cs but there is no Editor script associated with it so I's just declared like in Raycaster.cs
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Re: impossible to build vehicle based on raycasting with Uni

Postby blackbird_dream » Thu Feb 22, 2018 10:00 am

oh yes I got it from Newtoncollider.cs
EditorGUILayout.PropertyField(m_monde, new GUIContent("NewtonWorld"));
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