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C#

[SerializeField] not showing in Inspector for the Player and Bird game objects?

I just finished the point in the video when we've finished editing the scripts for PlayerMovement and BirdMovement and have switched back to Unity to apply the Footsteps child objects to the Player and Bird game objects, respectively. However, despite the fact that I have saved both scripts and they are identical (as far as I can tell) to what the instructor has in the video, the "Player Footsteps" and "Bird Footsteps" fields are not showing up under the Movement scripts in the Inspector window.

I'll post both codes as comments below.

My PlayerMovement script:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerMovement : MonoBehaviour {

    private Animator playerAnimator;
    private float moveHorizontal;
    private float moveVertical;
    private Vector3 movement;
    private float turningSpeed = 20f;
    private Rigidbody playerRigidbody;
    [SerializeField]
    private RandomSoundPlayer playerFootsteps;

    // Use this for initialization
    void Start () {

        // Gather components from the Player GameObject
        playerAnimator = GetComponent<Animator>();
        playerRigidbody = GetComponent<Rigidbody>();

    }

    // Update is called once per frame
    void Update () {

        // Gather input from the keyboard
        moveHorizontal = Input.GetAxisRaw("Horizontal");
        moveVertical = Input.GetAxisRaw("Vertical");

        movement = new Vector3(moveHorizontal, 0.0f, moveVertical);

    }

    void FixedUpdate () {

        // If the player's movement vector does not equal zero...
        if (movement != Vector3.zero) {

            // ...then create a target rotation based on the movement vector...
            Quaternion targetRotation = Quaternion.LookRotation(movement, Vector3.up);

            // ...and create another rotation that moves from the current rotation to the target rotation...
            Quaternion newRotation = Quaternion.Lerp(playerRigidbody.rotation, targetRotation, turningSpeed * Time.deltaTime);

            // ...and change the player's rotation to the new incremental rotation...
            playerRigidbody.MoveRotation(newRotation);

            // ...then play the jump animation...
            playerAnimator.SetFloat("Speed", 3f);

            // ...and play footstep sounds.
            playerFootsteps.enabled = true;

        } else {
            // Otherwise, don't play the jump animation.
            playerAnimator.SetFloat("Speed", 0f);

            // Don't play footstep sounds.
            playerFootsteps.enabled = false;
        }

    }

}

My BirdMovement script:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;

public class BirdMovement : MonoBehaviour {

    [SerializeField]
    private Transform target;
    private NavMeshAgent birdAgent;
    private Animator birdAnimator;
    [SerializeField]
    private RandomSoundPlayer birdFootsteps;

    // Use this for initialization
    void Start () {
        birdAgent = GetComponent<NavMeshAgent>();
        birdAnimator = GetComponent<Animator>();
    }

    // Update is called once per frame
    void Update () {
        // Set the bird's destination
        birdAgent.SetDestination(target.position);

        // Measure the magnitude of the NavMeshAgent's velocity
        float speed = birdAgent.velocity.magnitude;

        // Pass the velocity to the animator component
        birdAnimator.SetFloat("Speed", speed);

        if (speed > 0) {
            birdFootsteps.enabled = true;
        } else {
            birdFootsteps.enabled = false;
        }

    }
}
James Churchill
James Churchill
Treehouse Teacher

Iain,

Have you resolved this issue? If not, you might try posting this question in the Game Development topic (https://teamtreehouse.com/community/topic:game-development).

Thanks ~James