• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by MCC0220 · Dec 10, 2016 at 03:43 AM · textcanvas

How to fix my GUI Text?

Ok so when I was trying to make my game, I had two texts. One text starts immediately after you play the game and one activates when you collider with a box that has the mesh renderer deactivated and the box collider with is trigger activated. The first text works perfectly fine. The second text is almost the same as the first. First Text Script:

 var QuestUpdate : GameObject;
 var PlayerText : GameObject;
 var TextDisplay : GameObject;
 
 function Start() {
     transform.position = Vector3(0, -1000, 0);
     TextDisplay.SetActive (true);
     PlayerText.GetComponent.<Text>().text = "Where am I?";
     yield WaitForSeconds (3);
     PlayerText.GetComponent.<Text>().text = "Let's follow the path over there and see where it takes us.";
     yield WaitForSeconds (2);
     PlayerText.GetComponent.<Text>().text = "";
     TextDisplay.SetActive (false);
     this.gameObject.SetActive (false);
     QuestUpdate.GetComponent.<Text>().text = "Active Quest: Follow The Path";
 }

Second:

 var QuestUpdate : GameObject;
 var PlayerText : GameObject;
 var TextDisplay : GameObject;
 
 function OnTriggerEnter (col : Collider) {
     transform.position = Vector3(0, -1000, 0);
     TextDisplay.SetActive (true);
     PlayerText.GetComponent.<Text>().text = "Look's like there's a village over there.";
     yield WaitForSeconds (3); 
     PlayerText.GetComponent.<Text>().text = "Let's go there and see what we can find.";
     yield WaitForSeconds (2);
     PlayerText.GetComponent.<Text>().text = "";
     TextDisplay.SetActive (false);
     this.gameObject.SetActive (false);
     QuestStatus.GetComponent.<Text>().text = "Active Quest: Reach The Village";
 }

As you can see the second script is almost completely the same as the first. Both scripts also use the same MessageBox and the same TextDisplay so the second text SHOULD work just like the first but it doesn't. What it instead does is it places the text for the second in the middle of the screen instead of the TextDisplay. Please help me because I honestly am stumped at why this is happening.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

84 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Best optimization for multiple UI Canvas from prefabs 0 Answers

How to keep text sharp with a scaled UI ? 0 Answers

Script attached on prefab; cannot attach "text" component 1 Answer

How can I display text from a webrequest? 2 Answers

UI Mask for List VS Canvas for Text 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges