Overview
I'm making an endless runner game. In this game, I have 5 lines, I want to player smoothly switch lines something like this Ref Link
In my case, I have everything the same but instead of a car, I have a player with PlayerController attached to it.
I'm changing the player line on Button click and also on IPointerDownHandler & IPointerUpHandler
Code
Full Code
[SerializeField] private List<Vector3> lines; // 5 lines in my case. Vector3 (0,0,0) and so on ...
private int flag;
Vector3 currLine;
private void ChangeLines ()
{
// Getting Inputs
if (Input.GetKey(KeyCode.LeftArrow)) { flag = -1; }
else if (Input.GetKey(KeyCode.RightArrow)) { flag = 1; }
else flag = 0;
if (flag > 0) MoveRight ();
else if (flag < 0) MoveLeft ();
}
//I used two approaches to moving but both are not working as indented
// 1 _ using DoTween
// 2 _ using Vector3.Lerp ()
private void MoveRight ()
{
// some input delay for Ipointers
if (inputDelay > 0) return;
if (currLine == lines [lines.Count - 1]) return; // can't move right anymore
transform.DoRotate (new Vector3(0, 45, 0) , 0.2f); // rotate player toward target
transform.DoMoveX (currLine.X, 0.3f) // 0.3f is coming from inspector
.SetEase (Ease.Linear) // i almost tried all Ease
.OnComplete ( ()=> DoTween.DoRotate (new Vector3(0, 0, 0) , 0.2f));
// using Lerp
LookAt (new Vector3 (currLine.x,Y,Z));
transform.position = Vector3.Lerp(transform.position, new Vector3(currLine.x, ..,..), lineChangeCurve
.Evaluate(Time.deltaTime * lineChangeSpeed));
}
private void MoveLeft ()
{
// same code as MoveRight
}
Problem
The code I wrote is prettier much working. the player is changing lines and also rotating towards the line but I'm unable to figure out what should i need to do to make this effect look like a reference.
Can you tell me how can I achieve the same smoother effect as the reference for my player?
Here is the link that I made so far
3D Assets link
Player lines distance :
new Vector3 (-8, 0,0)
new Vector3 (-4, 0,0)
new Vector3 (0, 0,0)
new Vector3 (4, 0,0)
new Vector3 (8, 0,0)
Thanks in Advance
You seem to be mixing two different animation techniques.
You do
transform.DoMoveX (currLine.X, 0.3f)
.SetEase (Ease.Linear)
...
which starts a tween animation
and then you also do Evaluate on the lerp which seems to be a bit redundant.
Your issue with the Lerp and Evaluate is
a) that you pass in
Time.deltaTime * lineChangeSpeed
which basically means
lineChangeSpeed / frame rate (e.g. 60)
=> This is a way to small value and will most probably basically mean you don't move at all (depending on your used curve)
You want to call this every frame and pass in a value increasing from 0 to 1 here (e.g. in a Coroutine)
b) you call it only exactly once. This will not result in any movement at all .. or at least only in a single step in the first frame => which probably causes a little "hiccup"
=> get rid of the lerp line all together. At best it interferes with the tween animation and is probably the cause of it looking somewhat off
To the question about keeping the button pressed.
You have nothing to prevent this in
private void ChangeLines ()
{
// Getting Inputs
if (Input.GetKey(KeyCode.LeftArrow)) { flag = -1; }
else if (Input.GetKey(KeyCode.RightArrow)) { flag = 1; }
else flag = 0;
if (flag > 0) MoveRight ();
else if (flag < 0) MoveLeft ();
}
First of all the flag seems quite redundant. And then you would
Either change to GetKeyDown so only the first frame where the button goes down is handled
Or add a flag that ignores all input while an animation is already running
Or even both (depending on your desired UX)
So e.g.
private bool alreadyAnimating;
private void ChangeLines ()
{
if(alreadyAnimating) return;
if (Input.GetKey(KeyCode.LeftArrow))
// Or as said maybe even better
if (Input.GetKeyDown(KeyCode.LeftArrow))
{
MoveLeft();
}
else if (Input.GetKey(KeyCode.RightArrow))
// same here
else if (Input.GetKeyDown(KeyCode.RightArrow))
{
MoveRight();
}
}
and then block and reset the flag when done with moving
alreadyAnimating = true;
transform.DoRotate (new Vector3(0, 45, 0) , 0.2f);
transform.DoMoveX (currLine.X, 0.3f)
.SetEase (Ease.Linear)
.OnComplete (()=>
{
DoTween.DoRotate (new Vector3(0, 0, 0) , 0.2f)
.OnComplete(() => { alreadyAnimating = false; })
});
I used Lerp() for these kind of conditions and it worked well all the time. As I saw your character correctly turns but it look like a snap turn. I couldn't spot an obvious error in your code. Play a little more with the rotation time and you will get your desired result. Sorry this must be a comment but dont have the reps.
The idea of the animation for switching lines is pretty simple. All you need is an animation of turning the main character to the side and back. Let's say the line change animation takes 1 second. Then you need that when moving to the left lane, the main character makes a turn to the left in 0.5 seconds and the next 0.5 seconds turns straight again. While the gameobject moves into the adjacent line, the main character will make a small smooth turn and the animation will look better. This is how it is done in the example you showed in the question. In your video, instead of this animation, the main character abruptly turns to a certain angle and returns to its original position abruptly back when it reaches the required line.
Related
I have a player on XY position. After player's swipe position must be increased or decreased on 1 for x-area. Tryed to do this by addForce and velocity, but these ways are increasing x-area pos to infinity.
So - How i can stop increasing after then position will be (1,0) after (0,0)? or mb anything else method can help me?
void FixedUpdate()
{
if (Input.touchCount > 0)
{
theTouch = Input.GetTouch(0);
if (theTouch.phase == TouchPhase.Began)
{
theTouchStartPos = theTouch.position;
}
if (theTouch.phase == TouchPhase.Ended)
{
theTouchEndPos = theTouch.position;
if (theTouchEndPos.x <= theTouchStartPos.x)
{
Debug.Log("swipe left");
Move(Vector2.left);
}
if (theTouchEndPos.x >= theTouchStartPos.x)
{
Debug.Log("swipe right");
Move(Vector2.right);
}
}
}
}
void Move(Vector2 direction)
{
//playerRb.velocity = new Vector2(direction.x, direction.y) * speed;
float step = speed * Time.deltaTime;
playerPos = Vector2.Lerp(playerPos, playerPos + direction, step);
}
Do not take single frame inputs such as TouchPhase.Began or GetKeyDown in FixedUpdate(). It may work on your machine but it will not register the input every time on a faster machine.
"FixedUpdate is often called more frequently than Update. It can be called multiple times per frame, if the frame rate is low and it may not be called between frames at all if the frame rate is high." - https://docs.unity3d.com/Manual/ExecutionOrder.html
What this means is that FixedUpdate is not guaranteed to run on the frame when you pressed down, so inputs that only last for one frame such as TouchPhase.Began or GetKeyDown may not register if the framerate is high enough.
It's surprising to me how noone else noticed this.
So it sounds like what you are trying to achieve is: Each swipe moves your player one "step" to left or right on the X-axis but smoothly.
In your current approach you call the Lerp only in one single frame when the touch ends so the object will barely move at all.
I would rather set the target x-axis position and let the playeroventowards that with the given speed in every physics update call.
As SpicyCatGames pointed out correctly, you should always separate the handling of User Input (Update) from the physics (FixedUpdate).
private float targetX;
private void Awake ()
{
targetX = playerRb.position.x;
}
void FixedUpdate()
{
// Move the player towards the target position but only on X
// -> keep the Y velocity
var position = playerRb.position;
position.x = Mathf.MoveTowards(position.x, targetX, speed * Time.deltaTime);
playerRb.MovePosition(position);
}
private void Update ()
{
if (Input.touchCount > 0)
{
theTouch = Input.GetTouch(0);
if (theTouch.phase == TouchPhase.Began)
{
theTouchStartPos = theTouch.position;
}
else if (theTouch.phase == TouchPhase.Ended)
{
theTouchEndPos = theTouch.position;
if (theTouchEndPos.x < theTouchStartPos.x)
{
Debug.Log("swipe left");
Move(-1);
}
else if (theTouchEndPos.x > theTouchStartPos.x)
{
Debug.Log("swipe right");
Move(1);
}
}
}
}
void Move(float direction)
{
targetX += direction;
}
This seems to get discussed a lot.
FixedUpdate is for physics "calculations".
If you are animating something - that is to, say, you want to draw something each time the scene is drawn (perhaps changing the position) - you very much use Update, not FixedUpdate.
It's both pointless (and inaccurate) to change the position of on object on the FixedUpdate calls.
Say this represents time and the F are fixed update events and the D (draw) are update events
F F F F F F F F F F F F F F F F F
D D D D D D
You (of course, obviously) only need to set the position of the object when you are about to draw it.
And indeed, when you're about to draw it: you (obviously) want the position it should be in at that actual time.
(The script given here shows "F" and "D" running .. https://docs.unity3d.com/ScriptReference/MonoBehaviour.FixedUpdate.html )
As it explains in the documentation, FixedUpdate is for physics >>calculations<<. So, if you are extending the physics engine, simulating something, applying the precise rules of a bullet game, or whatever. (I've rarely had to use it.) Note that interestingly, if for some reason you were calculating a planet or something and doing that every FixedUpdate, you'd still have to actually set the position of the planet (or whatever it is) at the exact moment when you're about to draw it! (ie in Update.)
It's another good example of the famously touchy Unity doco. In dozens of places they show something being moved (ie, using Update, when the draw happens). On that FixedUpdate page it very confusingly just mentions physics "calculations" which is very vague. If they had added a couple more words ("for behind the scenes physics calculations where you are not actually getting the position to draw something that's about to be drawn") it would all be clearer!
I'm new to Unity and C# in general, so excuse my terminology(or lack thereof)...
I have succeeded -with the help of a friend, to credit where its due- in making a platform go up a certain amount after one frame of collision with the player! The only problem is that, now, I can't seem to get it moving down again... Said friend challenged me to make it go up, stay airborne for a certain amount of time, then go back down.
Here is a snippet of my working code that makes it go up.
bool HaveCollided = false; //Collision checker boolean
void Update()
{
Vector3 up = lifter * Time.deltaTime;
if (HaveCollided != true || transform.position.y >= 5)
{
return;
}
}
void OnCollisionEnter(Collision collision) //Makes HaveCollided true at collision event
{
if (collision.gameObject.GetComponent<Playertag>() != null) //don't use GetComponent in Update()
{
HaveCollided = true;
}
So if my logic is right, I'd need to nest another if statement inside the one where the condition is: HaveCollided != true || transform.position.y >= 5 which should be:
if (newTime == Time.deltaTime * CertainAmount && transform.position.y >= 1) //make platform go down until y position is equal to 1
{
//make platform go down
Debug.Log("reached");
transform.position = transform.position - up;
}
But it's not working. It doesn't even seem to reach the part that would make the platform descend. I literally do not know where to go from here...
Based on your comment I made a few revisions to make the platform movement a bit smoother. I also made it so the same function can be used for both the upward and downward motion.
using UnityEngine;
using System.Collections;
[SerializeField] private float timeToMovePlatform = 0.0f; // time it takes the platform to get from 1 point to another
[SerializeField] private float timeToRestAtPeak = 0.0f; // time that the platform rests at the top of its movement
[SerializeField] private float platformYOffset = 0.0f; // offset the platform moves from its origin point to float upward
private Coroutine movingPlatform = null; // determines if the platform is currently moving or not
private void OnCollisionEnter(Collision col)
{
// add a tag to your player object as checking a tag at runtime vs. a GetComponent is faster
if(col.gameObject.tag == "Player")
{
// only trigger when we are not currently moving
if(movingPlatform == null)
{
// start our coroutine so the platform can move
movingPlatform = StartCoroutine(MovePlatform(true));
}
}
}
/// <summary>
/// Moves this object up or down depending on the parameter passed in
/// </summary>
/// <param name="moveUpward">Determines if this object is currently moving upward or not</param>
private IEnumerator MovePlatform(bool moveUpward)
{
// store our start position
Vector3 startPos = transform.position;
// build our goal position based on which direction we are moving
Vector3 goalPos = new Vector3(startPos.x, startPos + (moveUpward ? platformYOffset : -platformYOffset), startPos.z);
// set our current time
float currentTime = 0.0f;
while(currentTime <= timeToMovePlatform)
{
// lerp the position over the current time compared to our total duration
transform.position = Vector3.Lerp(startPos, goalPos, currentTime / timeToMovePlatform);
// update our timer
currentTime += Time.deltaTime;
// need to yield out of our coroutine so it does not get stuck here
yield return null;
}
// just in case there are any floating point issues, set our position directly
transform.position = goalPosition;
// when we are moving upward, make sure to stop at the peak for the set duration
if(moveUpwards)
{
yield return WaitForSeconds(timeToRestAtPeak);
// once we are done waiting, we need to move back downward
StartCoroutine(MovePlatform(false));
}
else
{
// we finished moving downward, so set our coroutine reference to false
// so the player can set the platform to move again
movingPlatform = null;
}
}
Fair warning, I did not test this code it is more a direction I would take for your situation. Before doing anything, add a tag to your player. If you are unsure what tags are, check out the docs. Be sure to give the player the tag Player so that the code will work as expected.
You will notice the first three variables are Serialized but are private. By doing this, it allows for Unity to show them in the inspector but not allow other scripts to touch them.
To learn more about Coroutines, check out the docs and for Lerps, I enjoy this blog post. Let me know if this works for you and/or you have any questions.
Your best bet is to add colliders and use isTrigger. Seed a time and if it's not triggered within that time period raise an event.
I have this piece of code right here that should make the block object move between the startPos and endPos objects, but something is wrong about it and I don't know what.
void FixedUpdate()
{
if (block.transform.position == startPos.transform.position)
{
check = false;
}
if(block.transform.position == endPos.transform.position)
{
check = true;
}
if (check == false)
{
block.transform.position = Vector3.Lerp(block.transform.position, endPos.transform.position, .03f);
}
if (check == true)
{
block.transform.position = Vector3.Lerp(block.transform.position, startPos.transform.position, .03f);
}
}
At some point the block will reach endPos, and then on its way back to startPos it will stop, because the functions will be executed simultaneously. But how is this possible because my if's right there should not allow this to happen?
In general you should always be using
Update → called every frame
instead of
FixedUpdate → called in certain realtime intervals
except you are dealing with Physics somehow (which doesn't seem to be the case here). Also see the Update and FixedUpdate Tutorial
The issue with Vector3.Lerp is that it doesn't behave as you expect.
I guess you like that it starts fast and then becomes "smooth" ... but actually this might be your problem.
It never reaches the target position really. It just gets closer and closer and slower and slower ...
... until at some moment the == with a precision of 0.00001f eventually becomes true.
So it might seem that it stopped but actually it might still be moving just really really slow.
For the following two alternatives you have to decide a bit what you want to control:
Option: The speed
If you want to have a linear velocity for the object you should rather use
// adjust via the Inspector
[SerializeField] private float moveSpeedInUnityUnitPerSecond = 1f;
// you should use Update here in general
void Update()
{
if (block.transform.position == startPos.transform.position)
{
check = false;
}
// always use else in cases where only on condition can be
// true at the same time anyway
else if(block.transform.position == endPos.transform.position)
{
check = true;
}
block.transform.position = Vector3.MoveTowards(block.transform.position, check ? startPos.transform.position : endPos.transform.position, Time.deltaTime * moveSpeed);
}
Option: The duration
If you rather want a smooth movement but control the duration it takes to reach the target you should use a Lerp but with a factor depending on the time like
// adjust via the Inspector
[SerializeField] private float moveDurationInSeconds = 1f;
private float passedTime;
// you should use Update here in general
void Update()
{
// prevent overshooting
passedTime += Mathf.Min(moveDurationInSeconds - passedTime, Time.deltaTime);
if(passedTime >= moveDurationInSeconds)
{
check = !check;
passedTime = 0;
}
var lerpFactor = passedTime / moveDurationInSeconds;
// and now add ease-in and ease-out
var smoothedLerpFactor = Mathf.SmoothStep(0, 1, lerpFactor);
var fromPosition = check ? endPos.transform.position : startPos.transform.position;
var toPosition = check ? startPos.transform.position : endPos.transform.position;
block.transform.position = Vector3.Lerp(fromPosition, toPosition, smoothedLerpFactor);
}
For this you could also use a Coroutine which usually is a bit easier to interpret and maintain:
// adjust via the Inspector
[SerializeField] private float moveDurationInSeconds = 1f;
// yes you see correctly one can directly use the Start
// as a Coroutine
private IEnumerator Start()
{
var fromPosition = startPos.transform.position;
var toPosition = endPos.transform.position;
// looks strange but as long as you yield somewhere inside
// the loop it simply means repeat the sequence forever
// just like the Update method
while(true)
{
var passedTime = 0f;
while(passedTime < moveDurationInSeconds)
{
var lerpFactor = passedTime / moveDurationInSeconds;
// and now add ease-in and ease-out
var smoothedLerpFactor = Mathf.SmoothStep(0, 1, lerpFactor);
block.transform.position = Vector3.Lerp(fromPosition, toPosition, smoothedLerpFactor);
passedTime += Mathf.Min(moveDurationInSeconds - passedTime, Time.deltaTime);
// reads like: "pause" here, render this frame and continue
// from here in the next frame
yield return null;
}
// once reached flip the positions
var temp = fromPosition;
fromPosition = toPosition;
toPosition = temp;
}
}
in both cases you could still add more flexibility and instead of simply using the moveDurationInSeconds use
var fixedDuration = moveDurationInSeconds * Vector3.Distance(fromPosition, toPosition);
this way the movement takes shorter if the positions are closer together and longer if they are further apart. This comes pretty close to the Lerp you used before regarding to the smoothness of motion but you can control very good how long the movement will take.
The third argument of Vector3.Lerp is a percentage of the distance between the first two arguments. When you pass in 0.03f, you're getting 3% closer to your end position but never actually getting exactly there (You can prove this by logging the block's position and the target's position and you'll see they're never perfectly equal).
Instead of checking if your block's position with the == operator (which works to an accuracy of 0.00001f) to the target position, you could simply check if it's close enough with Vector3.Distance:
if(Vector3.Distance(block.transform.position, endPos.transform.position) < 0.1f) {
You can make your "close enough threshold" (0.1f in the example) a named variable for easy adjustment until it feels right.
For starters, Update() loops every frame. FixedUpdate() depends on the number of frames per second set in the time setting. So, put your code into Void Update() instead.
If you refer to Vector3.MoveTowards documentation, you may find a much better approach to your problem.
The script below should do the trick. The target variable should be set to the position of your end point. Speed is how fast your object should move.
Inside Update(), the step variable is used to determine how far the object should move based off its speed and the time elapsed since it last moved. Finally, the last line changes the position of the object and records the new position.
public Transform target;
public float speed;
void Update() {
float step = speed * Time.deltaTime;
transform.position = Vector3.MoveTowards(transform.position, target.position, step);
}
I am trying to get my 'player' to change directions with my below script
however, it is contently staying stuck in the first 2 if statements of my 'void Update()'
I am trying to use these two scripts (1. https://pastebin.com/AGLatvUD (I wrote this one) and 2. https://pastebin.com/2XA3w04w)
I am attempting to use CharacterController2D to move my player with specified points and actions
Don't know if this is the right place to ask but I figured I'd try!!
void Update() // not sure if should have more in 'FixedUpdate' or others (maybe?)
{
if (isRight && transform.position.x > currentPoint.position.x) // flipping the character -- I'm pretty sure I can use TestCharacterController2D to do this for me, this is comparing the player's 'transform'
{
moveSpeed = -0.25f; // tells controller to head in the left direction
isRight = false; // no longer facing right
}
if (!isRight && transform.position.x < currentPoint.position.x) // reverse of above
{
moveSpeed = -0.25f; // tells controller to head in the right direction
isRight = true; // no longer facing left
}
if (transform.position == currentPoint.position) // checks to see if player is at 'currentPoint'
{
pause = true; // starts the pause sequenece
if (pause) // when the movement is pause do the the following
{
animator.SetFloat("Speed", 0); // player stops moving -- works!
if (maxPause <= 100) // checks to see if still paused
{
Debug.Log(maxPause);
maxPause--; // reduce pause amount (working way out of loop)
if (maxPause < 0) // found 'maxPause' was going to far below zero
maxPause = 0;
}
if (maxPause == 0) // when 'maxPause' timer has finished
{
pointsSelection++; // move to netx point
maxPause = 100; // reset 'maxPause' timer
pause = false; // resume 'transform.position == currentPoint.position' process
}
}
if (pointsSelection == points.Length) // makes sure 'pointsSelection' doesn't go out of bounds
pointsSelection = 0; // start the player's movement process over again
}
else // not sure if requried
Debug.Log("removed pause = false");
any help would be appreciated!!!
Thank you very much!!
I am an amateur (obviously :))
littlejiver
There's nothing that sets the character's position exactly to currentPoint. There are a number of ways to solve this. One way is to check if the character is near the currentPoint instead of exactly on it.
if (Vector2.Distance(transform.position, currentPoint.position) < 0.1f) {
pause = true; // starts the pause sequenece
...
Im having a problem making a sprite Jump on my XNA Game for Windows Phone when I touch the screen.
I have the following code at the moment.
foreach (TouchLocation tl in touchCollection)
{
if ((tl.State == TouchLocationState.Pressed))
{
rectangleSprite.Y -= 55;
}
}
NOTE:
rectangleSprite = new Rectangle((int)newPosition.X, (int)newPosition.Y, textureSprite.Width, textureSprite.Height)
MY code makes the sprite move to the new position. That works as a jump, but I want it to be more gradually, so you can see it jumping.
To make your character jump better you have to add velocity to your code, and put your jump function in the update() method.
You need to add gravity.
In your update you can add something like this.
float i = 1; velocity.Y += 0.15f * i;
Reminder: ^this only works if you set your code so, that you character can't go below the surface it stands on.
Because it will make it go down every time the code calls the update() method.
Then if you want, make a boolean, to check if you player has jumped.
foreach (TouchLocation tl in touchCollection)
{
if ((tl.State == TouchLocationState.Pressed && hasJumped == false))
{
position.Y -=10f;
veloctity.Y -= 5f;
}
}
EDIT:
Do not forget to update the position of your character.
The position:
Vector2 position;
the update code:
position = position + velocity;
Some things u might want to read/watch:
Like scheien said:
http://www.xnadevelopment.com/tutorials/thewizardjumping/thewizardjumping.shtml
Little video that maybe helps with explaining.
http://www.youtube.com/watch?v=ZLxIShw-7ac
I'm also on this site to learn so any suggestions or edits are welcome!