i am attempting to spawn a grid over some tiles and have it weed out tiles that cant be walked on. but it just keeps saying You are trying to create a MonoBehaviour using the 'new' keyword. This is not allowed. MonoBehaviours can only be added using AddComponent(). im not sure how to fix this. ive tried a bunch of things but nothing seems to be working.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
public class GridLines : MonoBehaviour
{
Node[,] grid;
[SerializeField] int width = 25;
[SerializeField] int length = 25;
[SerializeField] float cellSize = 1f;
[SerializeField] LayerMask obstacleLayer;
private void Start()
{
GenerateGrid();
}
private void GenerateGrid()
{
grid = new Node[length, width];
CheckPassableTerrain();
}
private void CheckPassableTerrain()
{
for (int y =0; y < width; y++)
{
for (int x = 0; x < length; x++)
{
Vector3 worldPosition = GetWorldPosition(x,y);
bool passable = Physics.CheckBox(worldPosition, Vector3.one /2 * cellSize, Quaternion.identity, obstacleLayer);
grid[x,y] = new Node();
grid[x,y].passable = passable;
}
}
}
private void OnDrawGizmos()
{
if (grid == null)
{
return;
}
for (int y = 0; y < width; y++)
{
for (int x = 0; x < length; x++)
{
Vector3 pos = GetWorldPosition(x, y);
Gizmos.color = grid[x,y].passable ? Color.white : Color.red;
Gizmos.DrawCube(pos, Vector3.one);
}
}
}
private Vector3 GetWorldPosition(int x, int y)
{
return new Vector3(transform.position.x + (x * cellSize), 0f, transform.position.z + (y * cellSize));
}
}
ive tried adding it as a game object and component as well as what unity suggests i add. but ether i messed up along the way or something cause i couldnt get it to work.
This is because Monobehavior
s cannot exist without their respective GameObject
, as they are GameObject
components.
From the docs:
To make your GridLines
work, just drag it to the GameObject
of interest in the editor, or with code:
public class OtherComponent : MonoBehaviour
{
void Start()
{
gameObject.AddComponent<GridLines>();
}
}