Help with Slender Pick Up Pages Script?

I have this script, and I’m trying to make a slender game, but when I go to pick up a page, nothing happens.
#pragma strict

var papers : int = 0;
var papersToWin : int = 8;
var distanceToPaper : float = 2.5;
//public var paperpickup : AudioClip;

function Start() 
{
    Screen.lockCursor = true;
}

function Update() 
{ 
    if ( Input.GetMouseButtonUp(0) )
    {
        var ray = Camera.main.ScreenPointToRay( Input.mousePosition );
        var hit : RaycastHit;
        if ( Physics.Raycast( ray, hit, distanceToPaper ) )
        {
            if ( hit.collider.gameObject.name == "Paper" )
            {
                papers += 1;
                //audio.PlayOneShot(paperpickup);
                Debug.Log( "A paper was picked up. Total papers = " + papers );
                Destroy( hit.collider.gameObject );
            }
        }
    }
}

function OnGUI()
{
    if ( papers < papersToWin )
    {
       GUI.Box( Rect( (Screen.width/2)-100, 10, 200, 35 ), "" + papers + " Papers" );
    }
    else
    {
       GUI.Box( Rect( (Screen.width/2)-100, 10, 200, 35 ), "All Papers Collected!" );
    }
}

Any help? I’m pretty new to scripting, so I don’t know what I did wrong. Also, all of my pages are named “Paper”

Slender Guide Version 2

While I have finished writing the code, I don’t have time to write a full guide explaining the steps taken and what I have coded in. I am changing the code in the below guide so people can still make their own rather than just using my package, and I really hope people write their own instead of just using my package.

Slender Guide Version 2 (I can only upload 5MB, so the project is very basic, but working!) : http://www.alucardj.net16.net/unityanswers/SlenderGuideV2-scene0.unitypackage

Fixed problems from Version 1 :

picking up papers in the editor - there were some issues with using LockCursor while running in the editor, hopefully these have been compensated for, recommend use the E key to pick up papers while running in the editor (but mouse still works).
some movement issues - I had no problem, but it was brought up so I have tweaked the movement script.

New features :

The more papers picked up, the Man follows closer.
Audio : when picking up paper, when the Man is first sighted, running and walking footsteps with adjustable audio gap between steps.
Custom mesh with fading alpha fullscreen static effect.

And don’t forget the awesome original flickering flashlight!

Here is the video link for the obstacle avoidance raycast : Obstacle Avoidance - Unity 3d on Vimeo

Comments and feedback are welcome, as long as you have something more to say than just it doesn’t work. The package proves it does. And please don’t ask new questions, post comments here. If this keeps going or more people have requests, I might have to start a Unity Forum page.

Enjoy =]


How to make a ‘Slender’ game by Jay Kay (alucardj)

1- Create the terrain, and add a first person controller

there are many tutorials on both these topics, here are some quick links :

video : CG Cookie | Learn Blender, Online Tutorials and Help - CG Cookie | Learn Blender, Online Tutorials and Feedback

written : http://wiki.unity3d.com/index.php?title=Terrain_tutorial

Some assets to help you out :

http://unity3d.com/support/resources/unity-extensions/terrain-toolkit

Also find some buildings (old shed, abandoned shack, etc) and anything you want to help the player use as ‘landmarks’ while searching around the terrain.

When you add a First Person Character Controller, Change the name of First Person Controller to Player.

2- Set the Ambience and Add a Flashlight

Here I am assuming you have created a terrain, added trees grass and buildings, and dropped in a first person character controller. Hopefully you have also pressed play and walked around the world you have created.

To give the scene a more ‘spooky’ feel, set the render settings.

In Unity, navigate to Edit > Render Settings

Enable (tick) the box that says Fog.

Click the Fog Colour box, set the ambient light to 29 on each of the RGB sliders. You can see the change in the scene, pick a colour that is dark but not pitch-black.

Click the Ambient Light Colour box, set the ambient light to 51 on each of the RGB sliders. You can see the change in the scene. Again, pick a colour that is dark but not pitch-black.

For a skybox I used the Moonshine skybox from the Standard Assets. (Assets > Import Package > Skyboxes). Drop Moonshine Skybox into Skybox Material (while in the Render Settings).

Now for the flashlight. Create a SpotLight, make it a child of the camera (so wherever the camera looks, the spotlight points). Set its Transform to X = 0; Y = 0.467; Z = 0; leave Rotations at 0, Scale at 1.

My settings for the spotlight are :

Range = 25; Spot Angle = 71.5870; Color I made very slightly yellow; Intensity = 1.85;

Now when you press play, you should be walking around your dark scene with a torchlight effect in front of where you look.

Advancing : I helped someone with a flickering flashlight, and have adapted that script to have the following behaviour. 1- light works for 1-2 minutes. 2- Light starts to flicker. 3- press F to reset light (light flashes twice as if being tapped/shaken) then light works again for another 1-2 minutes. I think it works well to add suspense (the flashlight suddenly flickers, and you have to reset it) . The link is : I want to turn my flashlight on and off, while still maintaining the flicker effects. - Questions & Answers - Unity Discussions

3- How to Pick Up Papers

This one gets asked alot, and the usual response is a trigger-collider setup. For this tutorial, I am going to use a raycast method.

First create some papers. This part is easy =] Create a cube, scale it to X = 0.6; Y = 0.9; Z = 0.01;

Name it Paper. Now Duplicate it 7 times, so you have 8 Paper cubes total.

There are some images that can be found on page 5 of this thread : http://forum.unity3d.com/threads/134862-Slender-Man-Design-Outline

Create a material for each Paper, then apply them to the cubes. You can place these where you want around the scene, just make sure they are set at a realistic height, and preferably so they can only seen from one side (nailed to a thick tree, on the side of a shed).

Now to make it so these papers can be collected.

Create a new script, call it CollectPapers. Attach it to the Player. Here is the code :

#pragma strict
@script RequireComponent( AudioSource )

var papers : int = 0;
var papersToWin : int = 8;
var distanceToPaper : float = 2.5;

public var paperPickup : AudioClip;

var theEnemy : EnemyScript;




function Start() 
{
	Screen.lockCursor = true;
	
	// find and store a reference to the enemy script (to reduce distance after each paper is collected)
	if ( theEnemy == null )
	{
		theEnemy = GameObject.Find( "Enemy" ).GetComponent( EnemyScript );
	}
}


function Update() 
{ 
    //if ( Input.GetMouseButtonUp(0) ) // use E in editor as LockCursor breaks with left mouseclick
    if ( Input.GetMouseButtonDown(0) || Input.GetKeyDown(KeyCode.E) ) 
    {
        //var ray = Camera.main.ScreenPointToRay( Input.mousePosition ); // always cast ray from center of screen
        var ray = Camera.main.ScreenPointToRay( Vector3( Screen.width * 0.5, Screen.height * 0.5, 0.0 ) );
        var hit : RaycastHit;
        if ( Physics.Raycast( ray, hit, distanceToPaper ) )
        {
            //if ( hit.collider.gameObject.tag == "Paper" )
            if ( hit.collider.gameObject.name == "Paper" )
            {
	            papers += 1;
	            //Debug.Log( "A paper was picked up. Total papers = " + papers );
	            
	            audio.PlayClipAtPoint( paperPickup, transform.position ); 
	            
	            Destroy( hit.collider.gameObject );
	            
	            // make enemy follow closer
	            theEnemy.ReduceDistance();
            }
        }
    }
}


function OnGUI()
{
    if ( papers < papersToWin )
    {
		GUI.Box( Rect( (Screen.width * 0.5) - 60, 10, 120, 25 ), "" + papers.ToString() + " Papers" );
    }
    else
    {
		GUI.Box( Rect( (Screen.width/2)-100, 10, 200, 35 ), "All Papers Collected!" );
		// Application.LoadLevel( "sceneWin" );
    }
}

NOTE : in the Start function, there is the line Screen.lockCursor = true; this is to hide the cursor and lock it to the center of the screen. This can have some silly effects when you run in the editor and then click the mouse, but in a build you notice it works as expected. (this script is adapted from my answer here : http://answers.unity3d.com/questions/239927/Collecting-Papers-and-Keeping-Track-of-how-many-collected--need-help.html)

So, when the left mouse button is released, a ray is cast for a certain distance. If the player is close enough to something named Paper, and the ray hits Paper, then the count is increased and the Paper is destroyed.

At this stage you should be walking around your ‘spooky’ scene, collecting papers with the amount collected displayed at the top.

Advancing : I found this link for when the paper is found, first displaying the paper full-screen, then destroying the paper. I think that effect would be cool but havn’t looked into it yet. The link is : Trying to pick up and see paper - pop up GUI window to examine objects when clicked - Questions & Answers - Unity Discussions

4- How to Have an Enemy Follow the Player at a Distance

If you were observant, you would have noticed a model where you got the images for the papers! You can use this, but as the ‘man’ always looks at the player, a 2D image can be used. Search for an image you want to use (), then make a material for that image. (Slenderman In Nba - Topic - d2jsp, http://www.zerochan.net/1271218, etc)

Create a Cube, name it Enemy, scale it to X = 1; Y = 2; Z = 0.1;

Remove or replace the Box Collider with a Capsule Collider ( Component > Physics > Capsule Collider ). My settings for the Capsule Collider are Center = 0 for XYZ, Radius = 0.5, Height = 1, Direction = Y-Axis.

Now also attach a Rigidbody Component ( Component > Physics > Rigidbody ). My settings for the Rigidbody are Mass = 1; Use Gravity = true.

Now for the script, create and call it EnemyScript. I have seen many answers use the Render.isVisible method. For this I am using a Dot.Product method. First there is a check if in a Dot.Product greater than 0.8, then check if within the maximum viewable distance, then check if there is a direct line-of-sight to the player (i.e. not occluded/behind a tree or building). Here is the code :

#pragma strict
@script RequireComponent( AudioSource )

public var thePlayer : Transform;
private var theEnemy : Transform;

public var speed : float = 5.0;

var isOffScreen : boolean = false;
public var offscreenDotRange : float = 0.7;

var isVisible : boolean = false;
public var visibleDotRange : float = 0.8; // ** between 0.75 and 0.85 (originally 0.8172719) 

var isInRange : boolean = false;

public var followDistance : float = 24.0;
public var maxVisibleDistance : float = 25.0;

public var reduceDistAmt : float = 3.1;

private var sqrDist : float = 0.0;

public var health : float = 100.0;
public var damage : float = 20.0;

public var enemySightedSFX : AudioClip;

private var hasPlayedSeenSound : boolean = false;

private var colDist : float = 5.0; // raycast distance in front of enemy when checking for obstacles


function Start() 
{
	if ( thePlayer == null )
	{
		thePlayer = GameObject.Find( "Player" ).transform;
	}
	
	theEnemy = transform;
}

function Update() 
{
	// Movement : check if out-of-view, then move
	CheckIfOffScreen();
	
	// if is Off Screen, move
	if ( isOffScreen )
	{
		MoveEnemy();
		
		// restore health
		RestoreHealth();
	}
	else
	{
		// check if Player is seen
		CheckIfVisible();
		
		if ( isVisible )
		{
			// deduct health
			DeductHealth();
			
			// stop moving
			StopEnemy();
			
			// play sound only when the Man is first sighted
			if ( !hasPlayedSeenSound )
			{
				audio.PlayClipAtPoint( enemySightedSFX, thePlayer.position ); 
			}
			hasPlayedSeenSound = true; // sound has now played
		}
		else
		{
			// check max range
			CheckMaxVisibleRange();
			
			// if far away then move, else stop
			if ( !isInRange )
			{
				MoveEnemy();
			}
			else
			{
				StopEnemy();
			}
			
			// reset hasPlayedSeenSound for next time isVisible first occurs
			hasPlayedSeenSound = false;
		}
	}
	
}


function DeductHealth() 
{
	// deduct health
	health -= damage * Time.deltaTime;
	
	// check if no health left
	if ( health <= 0.0 )
	{
		health = 0.0;
		Debug.Log( "YOU ARE OUT OF HEALTH !" );
		
		// Restart game here!
		// Application.LoadLevel( "sceneLose" );
	}
}


function RestoreHealth() 
{
	// deduct health
	health += damage * Time.deltaTime;
	
	// check if no health left
	if ( health >= 100.0 )
	{
		health = 100.0;
		//Debug.Log( "HEALTH is FULL" );
	}
}


function CheckIfOffScreen() 
{
	var fwd : Vector3 = thePlayer.forward.normalized;
	var other : Vector3 = (theEnemy.position - thePlayer.position).normalized;
	
	var theProduct : float = Vector3.Dot( fwd, other );
	
	if ( theProduct < offscreenDotRange )
	{
		isOffScreen = true;
	}
	else
	{
		isOffScreen = false;
	}
}


function MoveEnemy() 
{
	// Check the Follow Distance
	CheckDistance();
	
	// if not too close, move
	if ( !isInRange )
	{
		rigidbody.velocity = Vector3( 0, rigidbody.velocity.y, 0 ); // maintain gravity
		
		// --
		// Old Movement
		//transform.LookAt( thePlayer );		
		//transform.position += transform.forward * speed * Time.deltaTime;
		// --
		
		// New Movement - with obstacle avoidance
		var dir : Vector3 = ( thePlayer.position - theEnemy.position ).normalized;
		var hit : RaycastHit;
		
		if ( Physics.Raycast( theEnemy.position, theEnemy.forward, hit, colDist ) )
		{
			//Debug.Log( " obstacle ray hit " + hit.collider.gameObject.name );
			if ( hit.collider.gameObject.name != "Player" && hit.collider.gameObject.name != "Terrain" )
			{			
				dir += hit.normal * 20;
			}
		}
	
		var rot : Quaternion = Quaternion.LookRotation( dir );
	
		theEnemy.rotation = Quaternion.Slerp( theEnemy.rotation, rot, Time.deltaTime );
		theEnemy.position += theEnemy.forward * speed * Time.deltaTime;
		
		// --
	}
	else
	{
		StopEnemy();
	}
}


function StopEnemy() 
{
	transform.LookAt( thePlayer );
	
	rigidbody.velocity = Vector3.zero;
}


function CheckIfVisible() 
{
	var fwd : Vector3 = thePlayer.forward.normalized;
	var other : Vector3 = ( theEnemy.position - thePlayer.position ).normalized;
	
	var theProduct : float = Vector3.Dot( fwd, other );
	
	if ( theProduct > visibleDotRange )
	{
		// Check the Max Distance
		CheckMaxVisibleRange();
		
		if ( isInRange )
		{
			// Linecast to check for occlusion
			var hit : RaycastHit;
			
			if ( Physics.Linecast( theEnemy.position + (Vector3.up * 1.75) + theEnemy.forward, thePlayer.position, hit ) )
			{
				Debug.Log( "Enemy sees " + hit.collider.gameObject.name );
				
				if ( hit.collider.gameObject.name == "Player" )
				{
					isVisible = true;
				}
			}
		}
		else
		{
			isVisible = false;
		}
	}
	else
	{
		isVisible = false;
	}
}


function CheckDistance() 
{
	var sqrDist : float = (theEnemy.position - thePlayer.position).sqrMagnitude;
	var sqrFollowDist : float = followDistance * followDistance;
	
	if ( sqrDist < sqrFollowDist )
	{
		isInRange = true;
	}
	else
	{
		isInRange = false;
	}	
}


function ReduceDistance() 
{
	followDistance -= reduceDistAmt;
}


function CheckMaxVisibleRange() 
{
	var sqrDist : float = (theEnemy.position - thePlayer.position).sqrMagnitude;
	var sqrMaxDist : float = maxVisibleDistance * maxVisibleDistance;
	
	if ( sqrDist < sqrMaxDist )
	{
		isInRange = true;
	}
	else
	{
		isInRange = false;
	}	
}


function OnGUI()
{
    GUI.Box( Rect( (Screen.width * 0.5) - 60, Screen.height - 35, 120, 25 ), "Health : " + parseInt( health ).ToString() );
}

5- Play and Test your Game =]

If all has gone well, you now have your very own Slender game !

This is just the start, try adding many more things :

Add Sounds !! Batteries to pick up for the Flashlight when it runs out of charge. Full screen display of the page when collected. A Game Over screen and a way to restart the game.

Hope you have found this useful and helpful =]

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