Unity Simple Character Controller Script not working as expected - c#

Im scratching my head over this one, really cant figure it out.
Im trying to implement the player movement from this example:
https://www.youtube.com/watch?v=LNidsMesxSE
Starts at minute 4:25 and ends at minute 5:20
This script tries translating all that to unity.So I started all the way over from scratch and just want to make a simple movement script.
You can plug this into any Unity version, throw the script onto and object with a CharacterController component, add a child object with a mesh that will tilt, the main object will rotate around its Y axis and move.
I do recommend using a simple T pose character or atleast a long capsule so you can better see what is happening than when you would be using a cube to test this.
The weird glitches im having is that the object randomly spasms out even though im always only adding extremely small rotations and movements every frame. And 95% of the time it doesnt happen, so I havent been able to pinpoint exactly what is causing this.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CharacterMove : MonoBehaviour
{
public float speed = 200f;
public float rotationSpeed = 180f;
public float tiltFactor = 8f;
public bool normalizeVelocity = false;
CharacterController cc;
Vector3 velocity;
Transform armatureBody;
void Start()
{
cc = GetComponent<CharacterController>();
armatureBody = transform.GetChild(0);
}
void Update()
{
velocity = new Vector3(Input.GetAxis("Horizontal"), 0,
Input.GetAxis("Vertical"));
}
void FixedUpdate()
{
if ((velocity != Vector3.zero))
{
var ccVelocity = cc.velocity; // CharacterController velocity. This might be the problem, but without it I cannot rotate the object towards the actual forward velocity.
Quaternion toRotation;
toRotation = Quaternion.LookRotation(ccVelocity, Vector3.up);
transform.rotation = Quaternion.RotateTowards(transform.rotation, toRotation, rotationSpeed * Time.deltaTime);
if (Input.GetKey(KeyCode.S)) print("new toRotation: " + toRotation);
armatureBody.localEulerAngles = new Vector3(velocity.z * tiltFactor, 0, -velocity.x * tiltFactor); // Tilt Body towards velocity This causes the weirdest and most consistest twitching bugs when the tilt is backwards so the object is moving backwards, maybe because im using LookRotation to look backwards?
}
velocity = Quaternion.Euler(0, transform.eulerAngles.y, 0) * velocity; // forward is always forward
cc.SimpleMove(velocity * Time.deltaTime * speed);
}
}
This script does 4 things,
get the velocity from player input.
rotate the main Object(this script) towards the velocity
add tilt towards the velocity, to the child armatureBody, this is a t Pose character in my case.
move the main Object this script is on.
Any help would be appreciated.
I tried removing the vector3 != Zero check, I tried normalizing the vectors, and I tried using a different Quaternion rotation method, but all with the same faulty results.

Check in Update() if Input.forward > threshold if so rotate to velocity. Dont rotate to velocity when only going sideways or backwards, so we can now strafe sideways and walk backwards when standing still or run and rotate to our velocity with the AD keys when running.
void Update()
{
velocity = new Vector3(Input.GetAxis("Horizontal"), 0,
Input.GetAxis("Vertical"));
if (velocity.z > 0.2f)
{
forwardVelocityThreshold = true;
}
else forwardVelocityThreshold = false;
}
Then in our FixedUpdate() we check for that bool and apply the rotateToVelocity if true.
Adjust the following if statement:
if (ccVelocity != Vector3.zero && forwardVelocityThreshold)
{
toRotation = Quaternion.LookRotation(ccVelocity, Vector3.up);
transform.rotation = Quaternion.RotateTowards(transform.rotation, toRotation, rotationSpeed * Time.fixedDeltaTime);
}
Now it works as intended, I also changed the deltaTime to FixedDeltaTime as suggested by Voidsay in the comments, although I have heard conflicting things about this. Some say FixedUpdate always uses fixedDeltaTime even if you are using deltaTime, other say no, always use fixedDeltaTime in FixedUpdate.

Related

Using MoveRotation in Unity 3D to turn player towards a certain angle

I've been told that Rigidbody.MoveRotation is the best way in Unity 3D to rotate the player between fixed positions while still detecting hits. However, while I can move smoothly from fixed position to position with:
if (Vector3.Distance(player.position, targetPos) > 0.0455f) //FIXES JITTER
{
var direction = targetPos - rb.transform.position;
rb.MovePosition(transform.position + direction.normalized * playerSpeed * Time.fixedDeltaTime);
}
I can't find out how to rotate smoothly between fixed positions. I can rotate to the angle I want instantly using Rigidbody.MoveRotation(Vector3 target);, but I can't seem to find a way to do the above as a rotation.
Note: Vector3.Distance is the only thing stopping jitter. Has anyone got any ideas?
First of all MoveRotation doesn't take a Vector3 but rather a Quaternion.
Then in general your jitter might come from overshooting - you might be moving further than the distance between your player and target actually is.
You can avoid that bit by using Vector3.MoveTowards which prevents any overshooting of the target position like e.g.
Rigidbody rb;
float playerSpeed;
Vector3 targetPos;
// in general ONLY g through the Rigidbody as soon as dealing wit Physics
// do NOT go through transform at all
var currentPosition = rb.position;
// This moves with linear speed towards the target WITHOUT overshooting
// Note: It is recommended to always use "Time.deltaTime". It is correct also during "FixedUpdate"
var newPosition = Vector3.MoveTowards(currentPosition, targetPos, playerSpeed * Time.deltaTime);
rb.MovePosition(newPosition);
// [optionally]
// Note: Vector3 == Vector3 uses approximation with a precision of 1e-5
if(rb.position == targetPos)
{
Debug.Log("Arrived at target!");
}
Then you can simply apply this same concept also to rotation by going through the equivalent Quaternion.RotateTowards basically just the same approach
Rigidbody rb;
float anglePerSecond;
Quaternion targetRotation;
var currentRotation = rb.rotation;
var newRotation = Quaternion.RotateTowards(currentRotation, targetRotation, anglePerSecond * Time.deltaTime);
rb.MoveRotation(newRotation);
// [optionally]
// tests whether dot product is close to 1
if(rb.rotation == targetRotation)
{
Debug.Log("Arrived at rotation!");
}
You can go one step further and use a tweeting library to tween between rotations.
DOTween
With that you can call it like this:
rigidbody.DoRotate(target, 1f) to rotate to target in 1 second.
Or even add callbacks.
rigidbody.DoRotate(target, 1f).OnComplete(//any method or lambda you want)
If at some point you want to cancel the tween yuou can save it on a variable and then call tween.Kill();
So, you want to animate the rotation value over time until it reaches a certain value.
Inside the Update method, you can use the Lerp method to keep rotating the object to a point, but you will never really reach this point if you use Lerp. It will keep rotating forever (always closer to the point).
You can use the following:
private bool rotating = true;
public void Update()
{
if (rotating)
{
Vector3 to = new Vector3(20, 20, 20);
if (Vector3.Distance(transform.eulerAngles, to) > 0.01f)
{
transform.eulerAngles = Vector3.Lerp(transform.rotation.eulerAngles, to, Time.deltaTime);
}
else
{
transform.eulerAngles = to;
rotating = false;
}
}
}
So, if the distance between the current object angle and the desired angle is greater than 0.01f, it jumps right to the desired position and stop executing the Lerp method.

Unity3D Player walking through and on the Stone

Hello guys my Player is walking on the Stone and through the Stone. The Player called Champ has a Box Collider and the Stone has a Mesh Collider. Also the Player has Rigidbody. I tried everthing i found but nothing helped me with my problem.
MovePlayer.cs Script
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MovePlayer : MonoBehaviour
{
Rigidbody rb;
public float speed = 10f;
private Vector3 moveDirection;
public float rotationSpeed = 0.05f;
void Start()
{
rb = GetComponent<Rigidbody>();
}
void Update()
{
moveDirection = new Vector3(Input.GetAxisRaw("Horizontal"), 0f, Input.GetAxisRaw("Vertical")).normalized;
}
void FixedUpdate()
{
rb.MovePosition(rb.position + transform.TransformDirection(moveDirection * speed * Time.deltaTime));
RotatePlayer();
}
void RotatePlayer()
{
if (moveDirection != Vector3.zero)
{
transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(moveDirection.normalized), rotationSpeed);
}
transform.Translate(moveDirection * speed * Time.deltaTime, Space.World);
}
}
Player Settings in Inspector
Stone Settings in Inspector
Scene Preview
Thank you for help guys! :)
So guys i found out the Solution with the help of the guys posted above.
The problem was that my player speed was too high in the Code the speed was on float 10, but i changed the velocity in the Unity Inspector of Player to float 50.
So my first step to solve the problem was to set the speed down to float 10, but i still wanted to move with a speed of 50f...
The Solution for this problem was that in Unity 2020.3.24f1 and higher (probably lower) you can go to Edit>Project Settings>Physics and set the "Default Max Depenetration Velocity" to the speed you want the objects stopping and not going through. In my case i wanted to move with speed = 50f so i needed to change Default Max Depenetration Velocity to 50.
I hope i can help someone with this Answer in future!
Best Wishes
Max G.
Tested your code and collisions seem to be working fine on my end.
Tested it by adding the script to a GameObject with box collider and creating a small level using cubes. Also made a wall that I modified to use mesh-collider instead of box collider. Player collided normally with objects in the scene.
You should double check your Layer collision matrix from Project Settings > Physics whether you've set layers player and wall to collide.
You could also try adding new cube to the scene and setting its layer to wall to see if player collides with it. If it does then the there might be issues with the mesh of the stone.
If not then I would disable animator and Gravity Body components from the player to make sure they're not interfering with the collisions
Rigidbody.MovePosition basically makes the player teleport which can cause unexpected behaviors. It's generally recommended to use Rigidbody.AddForce instead. For precise movement ForceMode.VeloictyChange can be used.
public float maxVelocityChange = 5.0f;
void moveUsingForces(){
Vector3 targetVelocity = moveDirection;
// Doesn't work with the given RotatePlayer implementation.
// targetVelocity = transform.TransformDirection(targetVelocity);
targetVelocity *= speed;
// Apply a force that attempts to reach our target velocity
Vector3 velocity = rb.velocity;
Vector3 velocityChange = (targetVelocity - velocity);
velocityChange.x = Mathf.Clamp(velocityChange.x, -maxVelocityChange, maxVelocityChange);
velocityChange.z = Mathf.Clamp(velocityChange.z, -maxVelocityChange, maxVelocityChange);
velocityChange.y = 0;
rb.AddForce(velocityChange, ForceMode.VelocityChange);
}
In this code you have applied motion twice and the problem is that transform.Translate is used. Remember that Rigidbody class methods are sensitive to colliders and recognize them, but transform is not the same and only applies a point-to-point shift. To solve the problem, I think you will not need a duplicate motion code with translate in the rotate section.
void RotatePlayer()
{
if (moveDirection != Vector3.zero)
{
transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(moveDirection.normalized), rotationSpeed);
}
// removed translate
}

When my player touches another object, it gets a wierd constant pushback motion

I have a weird problem and cant seem to fix it. I was creating my first game in Unity and I was testing around a bit after creating a movement system and whenever I touch another object (it doesn't matter if it has a rigid body or not), my player suddenly starts moving on its own. I have a video showing what exactly happens: https://youtu.be/WGrJ0KNYSr4
I have tried a few different things already and I determined that it has to do something with the physics engine because it only happens when the player isn't kinematic. So, I tried to increase the solver iterations for physics in the project settings, but the bug was still happening. I looked for answers on the internet, yet the only thing I found was to remove Time.deltaTime, though it still doesn't work. I have found that it seems to happen less though when the player is moving fast.
I would really appreciate if somebody could help me with this. This is my first real game and I'm creating it for the Seajam that's happening on itch.io.
Here is the code for my playercontroller script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviour
{
public float playerSpeed = 3f;
private Rigidbody playerRb;
public GameObject cameraRotation;
// Start is called before the first frame update
void Start()
{
playerRb = GetComponent<Rigidbody>();
}
float verticalSpeed;
float horizontalSpeed;
bool isOnGround = true;
// Update is called once per frame
void Update()
{
//get controlled forward and backward motion
verticalSpeed = Input.GetAxis("Vertical");
transform.Translate(Vector3.forward * playerSpeed * verticalSpeed * Time.deltaTime);
//get controlled sidewards motion
horizontalSpeed = Input.GetAxis("Horizontal");
transform.Translate(Vector3.right * playerSpeed * horizontalSpeed * Time.deltaTime);
//lock the rotation of the player on the z and x axis
transform.eulerAngles = new Vector3(0, cameraRotation.transform.eulerAngles.y, 0);
//when pressing space jump and prevent air jump
if (Input.GetKeyDown(KeyCode.Space) && isOnGround)
{
playerRb.AddForce(Vector3.up * 10, ForceMode.Impulse);
isOnGround = false;
}
}
//check if the player is on the ground
private void OnCollisionEnter(Collision collision)
{
isOnGround = true;
}
}
Try not locking the player's rotation by script, maybe it is causing the problem due to gimbal lock. Instead go to your player's RigidBody->Constraints and then lock it.
You can read more about it here https://fr.wikipedia.org/wiki/Blocage_de_cardan

Relative input but global movement in Unity

I'm working on a spaceflight game in unity and stumbled across this simple logical error. I want to be able to add relative movement to my spaceship, but also for it to keep the momentum in that direction when you turn. I've sot a separate script for looking around and movement. Here is my movement source code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
public CharacterController ship;
public float speed = 0.001f;
float momentum = 0f;
Vector3 velocity;
void Start()
{
Cursor.lockState = CursorLockMode.Locked;
}
void Update()
{
momentum = momentum + Input.GetAxis("Vertical");
Vector3 move = transform.forward * momentum * 0.001f;
ship.Move(move);
}
}
I know this is a simple question, my brain is just kind of stuck right now. Thanks! ~OwenPT
Do I understand correctly that you want the spaceship fly forward and when it turns right or left it must continue flying forward?
Your spaceship must have component rigidbody (I think it does) and you get mode him using function GetComponent().AddForce. There you can choose the ForceMode. There are 4 kinds of force_mode:
Force - Add a continuous force to the rigidbody, using its mass.
Acceleration - Add a continuous acceleration to the rigidbody, ignoring its mass.
Impulse - Add an instant force impulse to the rigidbody, using its mass.
VelocityChange - Add an instant velocity change to the rigidbody, ignoring its mass.
So, choose the one you need and the spaceship must continue flying forward after turning
You've neglected your velocity variable. You're applying a scalar speed (momentum) in the direction of facing (transform.forward).
If you want to have a feel of momentum, you need to deal with Acceleration:
public CharacterController Ship;
public float AccelerationFactor = 1.0f;
public float BrakingFactor = 0.1f;
public float MaxSpeed = 20.0f;
private Vector3 Velocity;
void Update()
{
var totalBraking = Velocity.normalized * BrakingFactor;
var totalAcceleration = transform.forward * AccelerationFactor * Input.GetAxis("Vertical");
Velocity = Velocity + (totalAcceleration + totalBraking) * Time.deltaTime;
Velocity = Vector3.ClampMagnitude(Velocity, MaxSpeed);
Ship.Move(Velocity * Time.deltaTime);
}

Unity3D C#. Using the transform.RotateAround() function while keep the distance between two objects constant

I am trying to practice making third person controllers in Unity 3D. I am a beginner, and I am completely baffled on how to make my controller functional. I have been doing hours of research, but no thread I can find seem to answer my question. I have two scripts, a CameraController, and a CharacterController. My code is below.
CameraController:
using UnityEngine;
using System.Collections;
public class CameraController : MonoBehaviour {
public GameObject target;
public float rotationSpeed;
Vector3 offset;
Vector3 CameraDestination;
// Use this for initialization
void Start () {
offset = transform.position - target.transform.position;
CameraDestination = offset + transform.position;
rotationSpeed = 50f;
transform.position = CameraDestination;
}
// Update is called once per frame
void Update () {
transform.LookAt (target.transform.position);
float h = Input.GetAxisRaw ("Horizontal");
transform.RotateAround (target.transform.position, Vector3.up, Time.deltaTime * h * rotationSpeed);
target.transform.Rotate (0f, Time.deltaTime * h * rotationSpeed, 0f);
}
}
CharacterController:
using UnityEngine;
using System.Collections;
public class CharController : MonoBehaviour {
public float playerSpeed = 10f;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
float Vertical = Input.GetAxis("Vertical");
transform.position += transform.forward * Time.deltaTime * playerSpeed * Vertical;
}
}
When either the left or right arrow key is pressed, both the player and the camera rotates. If I try to attach the camera to the player as a children, the camera's rotation becomes messed up, but if I do not attach the camera to the player, the camera stops following the player. If I try to set the camera to a specific position relative to the player, it stops revolving around the player like it is intended to do. I simply can not come up with a method that works.Thank you for answering my question in advance!
When I go about this, I like to have an empty gameObject which has 2 children, the camera and then the mesh of the character.
> CharacterController
> Camera
> CharacterRig
When you want to rotate the character, rotate the CharacterController, then when you want to rotate the Camera around the character, change your code to:
transform.RotateAround (CharacterRig.transform.position, Vector3.up, Time.deltaTime * h * rotationSpeed);
This will allow your camera to rotate irrespective of any character animation and should solve your issue. This is very important if you want to implement animations later, as you don't want to parent the camera to the thing that is being animated because it will move with the animation.
P.s. Your code appears fine. Certain that it is purely the way you have set up the game objects.

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