For anybody who ran into problems with the health bar stretching when rotation is added, I was able to fix this by changing the rotation of the canvas rather than the health bar UI item itself. This is a simple fix: transform.rotation = camera.transform.rotation; becomes transform.parent.rotation = camera.transform.rotation; hope this helps some people out!
Getting an issue on the floating health bar script. On public void update health bar "must declare a body because it is not marked abstract, extern or partial" and on the line below at 5:04 slider, current and max value "does not exist in current context" anyone know where i went wrong 🙏🏾
First, reference the Sprite Renderer next to the variables with "public SpriteRenderer sprite" Then, use code to change the color when the health is under a certain amount. For example, if you wanted it to turn red when under 50 health, you could write "if(health < 50) { sprite.color = red; } Hope this helped! (Also I've never actually tried it, but if I had to guess, this is how you would do it.)
Also if for some reason you don't want to have a camera variable, Quaternion.identity also works fine though my project is 2D so I dont know if it works in 3D or not.
Hey that's a great tutorial, I will use it. A question : My enemies come from far away, how do I keep the health bar big enough to always see it ? Will it shrink as if with the distance ?
how do i make it fetch the cameras position on its own and not have to drag it in so when i make a enemy preset i dont have to drag it in to everyone i place down
i did it till the increase and decrease teh value, but when i play it, and add background sprite like Mountain or something, the hpbar was covered by the background sprite, how to fix it ? i already tried to put sprite renderer on the canvas but not work
This tutorial rotates the whole object to rotate the canvas alongside it. In 3D, your whole model will be facing the floor when rotated, instead of just the model. Doing slider.transform.rotation instead of transform.rotation is an easy fix
here is the code if anyone wants it remamber change the name the one you are using using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class FloatingHealthBar : MonoBehaviour { [SerializeField] private Slider slider; [SerializeField] private Camera camera; [SerializeField] private Transform target; [SerializeField] private Vector3 offset; public void UpdateHealthBar(float currentValue, float maxValue) { slider.value = currentValue / maxValue; } void Update() { transform.rotation = camera.transform.rotation; transform.position = target.position + offset; } }
For anybody who ran into problems with the health bar stretching when rotation is added, I was able to fix this by changing the rotation of the canvas rather than the health bar UI item itself. This is a simple fix:
transform.rotation = camera.transform.rotation;
becomes
transform.parent.rotation = camera.transform.rotation;
hope this helps some people out!
Thank you. Went looking for this comment when I ran into the issue myself. 👍
You are the man, thank you
You are a legend, I was tearing my hair out trying to fix this. Can't believe I fell into the 'rotating a scaled transform' trap AGAIN
I literally never thought of adding health bars directly to enemies, with its own canvas and everything 😅
Thanks for the tutorial ♡
It's been too long, bmo. We demand more videos!
That was short, informative , well explained….. I loved it
Hey so glad youre back.
Love your videos
welcome back, was just wondering where you dissapared :)
The King strikes again!
You are back!
Amazing tutorial. There are so many overcomplicated videos on RUclips. You did it simple and straight to the point. Thanks!
Clicked on this so fast 💨 Bmo is the tutorial rizzler
Nice, thank you for making this.
Very good tutorial. However, I can see the border of Canvas in game view. Not sure why. How to get rid of border of Canvas in game view?
This is so damn helpful!!!! Thank you, thank you, thank you!!!!!!
Great - very good teacher
a helpful and simple video, and exactly what i was looking for. thank you
Getting an issue on the floating health bar script. On public void update health bar "must declare a body because it is not marked abstract, extern or partial" and on the line below at 5:04 slider, current and max value "does not exist in current context" anyone know where i went wrong 🙏🏾
does it ever go to zero? looks like there is always a little bit color left
I'll keep that saved. Thanks!
Very helpful and simple and easy, thank you so much!
Appreciate it, now go make the best game of all time
I have the health bar working, but how do I make it so that the health bar stays at the top of my game scene and not move with the enemy character?
Works for me but leaves an annoying white square artifact i cant seem to remove
Wow! You're Back! Welcome I missed your coding videos!😢❤
First, reference the Sprite Renderer next to the variables with "public SpriteRenderer sprite" Then, use code to change the color when the health is under a certain amount. For example, if you wanted it to turn red when under 50 health, you could write "if(health < 50)
{
sprite.color = red;
}
Hope this helped! (Also I've never actually tried it, but if I had to guess, this is how you would do it.)
do you have tutorial for that shooting? it looks really good and the way it bounces :D
Why in the Canvas in the Event Camera you didn't assign the Main Camera ?
Also if for some reason you don't want to have a camera variable, Quaternion.identity also works fine though my project is 2D so I dont know if it works in 3D or not.
looking for you healthbar in children takes too long for the game, you could do it like your slider, drag and drop?
so what if there a multiple enemies? I use pooling for them do I hvae to pool the canvas separately?
when it got to the rotation part, when i locked the slider in place, it just started stretching, do you know a fix for this? loved the video!
Hey that's a great tutorial, I will use it. A question : My enemies come from far away, how do I keep the health bar big enough to always see it ? Will it shrink as if with the distance ?
My health bar starts at 0 and then when i shoot it, it goes to 10?
how do i make it fetch the cameras position on its own and not have to drag it in so when i make a enemy preset i dont have to drag it in to everyone i place down
One question, if I make too many monsters by prefab in one scene, does that mean it will create tons of canvas? Is that ok?
i did it till the increase and decrease teh value, but when i play it, and add background sprite like Mountain or something, the hpbar was covered by the background sprite, how to fix it ?
i already tried to put sprite renderer on the canvas but not work
Same problem, I have health bar on asteroid, but asteroid keeps blocking it
how to make it turn yellow and red at certain health?
Does anyone know why he uses [SerializeField] instead of the regular private access modifiers?
Shows up in unity inspector
This tutorial rotates the whole object to rotate the canvas alongside it. In 3D, your whole model will be facing the floor when rotated, instead of just the model. Doing slider.transform.rotation instead of transform.rotation is an easy fix
Hi great video loved it small suggestion link in the description or end of video related videos
great video thanks bud!!
We have to rotate the health bar cause you made the enemy rotate, so why rotating him ?
Nice video man :D
Thank you sir
very very helpfull thanks you.
Thank you
My game Helth bar app avalable
Thank you!!!
thanks
thanks a lot
Great tutorial!! subscribe.
ty ty
was hard asf ngl omg
did it tho💔
You made the Slider slider private, and the you instantiate from unity...
that's cheating.
here is the code if anyone wants it remamber change the name the
one you are using
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class FloatingHealthBar : MonoBehaviour
{
[SerializeField] private Slider slider;
[SerializeField] private Camera camera;
[SerializeField] private Transform target;
[SerializeField] private Vector3 offset;
public void UpdateHealthBar(float currentValue, float maxValue)
{
slider.value = currentValue / maxValue;
}
void Update()
{
transform.rotation = camera.transform.rotation;
transform.position = target.position + offset;
}
}