Errors and warnings
A card with a problem says so with the color of its frame and a message inside.
- Red frame (error): it can't be converted, and the trigger isn't applied until it is fixed
- Orange frame (warning): it converts, but may not do what you expect
The status at the top of the Inspector counts problems. Show them opens only the cards with problems and folds the others. On a folded card, hover the red or orange icon with a number in its header to read why. The state of every trigger in the scene is in the trigger list (the list button at the right of the header).
Common ones
| Message | Fix |
|---|---|
| No objects assigned; this action does nothing. | Drag an object into its target |
| Clicking needs a collider on this object. | Press Add a collider on the card |
| This event needs an area: a collider with Is Trigger on. | Press Add an area on the card |
| Pick a variable. | Pick a variable in the action; make one with + Variable first |
| Setting a synced variable from a broadcast event makes every player take ownership at once… | Set the card back to Only my screen in Advanced settings; the value reaches everyone anyway |
| Objects and players cannot be synced… | Sync a number that tells which one, and pick by it |
| A Custom event already uses this name. | Rename one of them |
| Pick one of this trigger's timers… | Name the timer event and pick that name |
| A '{' without '}'… | To write { as a character, double it |
| … can't be synced. Sync numbers, text, positions or colors instead. | Turn off syncing for that variable; sync a number or text variable for what everyone should share |
| … has no '…': pick another. | Pick again from the field's list; this shows when an SDK update renamed it |
| Pick the variable that receives '…'. | In Call Udon API, pick a variable of the right type in the (result) field |
| To change part of a …, make the target a variable. | Make a position or color variable and pick it as the target; the changed value goes into it |
| A trigger's Custom events take no values, so they can't receive this network event… | Put the values in synced variables, then send an event without values |
| Another variable is saved as '…': each would overwrite the other… | Change Save name under the variable to one no other variable uses |
| A saved variable is each player's own: it can't be synced or temporary. | Pick one of not synced, synced, temporary or saved |
| Pick the list of players. | With Who can use it set to a list, put a player list in List (New makes one) |
"Use Only my screen"
Every-frame events, timers, On Variable Changed and others already run on every player's screen. Sending them to everyone's screen repeats them once per player or floods the network. When warned, set the card back to Only my screen.