I'm working on a 2D game in Unity attempting to make my player jump. Despite watching tons of videos and adjusting the code many times, he simply won't jump when I press the space bar. After even checking the input manager in Unity, I'm sure it's a simple fix I'm missing somewhere but I don't see where it could be.
public class FoxyController : MonoBehaviour
{
Rigidbody2D rigidbody2d;
float horizontal;
float vertical;
public float jumpVelocity = 10f;
void Start()
{
rigidbody2d = GetComponent<Rigidbody2D>();
}
void Update()
{
horizontal = Input.GetAxis("Horizontal");
vertical = Input.GetAxis("Vertical");
if (Input.GetKey(KeyCode.Space))
{
Jump();
}
}
void FixedUpdate()
{
Vector2 position= rigidbody2d.position;
position.x = position.x + 4f * horizontal * Time.deltaTime;
position.y = position.y + 4f * vertical * Time.deltaTime;
rigidbody2d.MovePosition(position);
}
void Jump()
{
rigidbody2d.velocity = Vector2.up * jumpVelocity;
}
}
Use -> rb.AddForce(Vector2.up * jumpAmount, ForceMode2D.Impulse); where jumpAmount can be multiplayer, you can use 10f as jumpAmount value.
if (Input.GetKey(KeyCode.Space))
{
rb.AddForce(Vector2.up * jumpAmount, ForceMode2D.Impulse);
}
Add Above code in update method instead of jump() method.
Related
I am trying to detect collision with my CharacterController, which was working just fine except it was throwing errors every time the player collided with an object.
This is the error:
OnControllerColliderHit couldn't be called because the expected
parameter Collision doesn't match ControllerColliderHit.
But, when I added another if-statement, it doesn't work at all and throws the same error. (The if-statements do not trigger) The error is triggering inside of my movement script instead of my collision script at line 47. Here is the movement script:
private CharacterController controller;
private float gravity;
Vector3 physics;
public Transform groundloc;
bool isgrounded;
public float grounddistance = 0.4f;
public LayerMask groundmask;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
isgrounded = Physics.CheckSphere(groundloc.position, grounddistance, groundmask);
float axis = Input.GetAxis("Horizontal");
if (isgrounded && physics.y < 0)
{
physics.y = -2f;
}
gravity -= 9.81f * Time.deltaTime;
float zaxis = Input.GetAxis("Vertical");
Vector3 movement = transform.right * axis + transform.forward * zaxis;
controller = gameObject.GetComponent<CharacterController>();
if(Input.GetKeyDown(KeyCode.Space))
{
physics.y = Mathf.Sqrt(6.00f * -2f * gravity);
}
controller.Move(movement * 5f * Time.deltaTime);
if (Input.GetKey(KeyCode.LeftShift))
{
controller.Move(movement * 5.00005f * Time.deltaTime);
}
physics.y += gravity * Time.deltaTime;
controller.Move(physics * Time.deltaTime);
}
(Code truncated for readability)
OnControllerCollidrerHit() takes in the argument of type ControllerColliderHit and not of the type Collision.
void OnControllerColliderHit(ControllerColliderHit hit)
{
// do something
}
Refer to the docs: https://docs.unity3d.com/ScriptReference/MonoBehaviour.OnControllerColliderHit.html
I am making code for a first person physics-based character controller in Unity. The movement is mostly smooth, but when I go up a slope, instead of sliding back down, the character floats in the air slightly while slowly moving downward until it gets back to the ground. This behavior is very strange and unexpected, and I don't really know why this is happening.
The character is an empty object with a capsule and a sphere childed to it. The script is on the empty object, and the rigidbody is on the capsule which is a child to the empty.
Here is the script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviour
{
float mouseSensitivity;
private float cameraXRotation;
private float cameraYRotation;
private float movementX;
private float movementY;
private Transform playerHeadTransform;
private Transform playerBodyTransform;
private Rigidbody playerRigidBody;
private bool IsJumping;
// Start is called before the first frame update
void Start()
{
Cursor.lockState = CursorLockMode.Locked;
playerBodyTransform = transform.GetChild(0).gameObject.GetComponent<Transform>();
playerHeadTransform = transform.GetChild(0).transform.GetChild(0).gameObject.GetComponent<Transform>();
playerRigidBody = transform.GetChild(0).gameObject.GetComponent<Rigidbody>();
playerHeadTransform.transform.rotation = Quaternion.Euler(0f, 0f, 0f);
mouseSensitivity = 750;
IsJumping = false;
}
// Update is called once per frame
void Update()
{
#region CameraStuff
float cameraMouseX = Input.GetAxis("Mouse X") * mouseSensitivity * Time.deltaTime;
float cameraMouseY = Input.GetAxis("Mouse Y") * mouseSensitivity * Time.deltaTime;
cameraXRotation -= cameraMouseY;
cameraYRotation += cameraMouseX;
cameraXRotation = Mathf.Clamp(cameraXRotation, -90f, 60);
playerHeadTransform.localRotation = Quaternion.Euler(cameraXRotation, 0f, 0f);
playerBodyTransform.localRotation = Quaternion.Euler(0f, cameraYRotation, 0f);
#endregion
//Movement input variables
movementX = Input.GetAxis("Horizontal") * mouseSensitivity * Time.deltaTime;
movementY = Input.GetAxis("Vertical") * mouseSensitivity * Time.deltaTime;
}
void FixedUpdate()
{
playerRigidBody.velocity = playerBodyTransform.TransformDirection(movementX*2, 0, movementY*2);
}
}
Your player not falling down is most probably related to you setting
void FixedUpdate()
{
playerRigidBody.velocity = playerBodyTransform.TransformDirection(movementX*2, 0, movementY*2);
}
if there is gravity involved you rather want to make sure to not overwrite the Y axis and do e.g.
var currentVelocity = playerRigidbody.velocity;
var newVelocity = playerBodyTransform.TransformDirection(movementX * 2, 0, movementY * 2);
// keep the velocity on Y but only if it is currently downwards
// so you can still move up on a slope but fall down with gravity
if(currentVelocity.y < 0) newVelocity.y = currentVelocity.y;
playerRigidBody.velocity = newVelocity;
I am trying to make a FPS game but when I press w for a bit and then release it slides a bit further than wanted. I am pretty new to Unity and think it has something to do with the updates.
Code:
public float moveSpeed = 5f;
public float jumpForce = 5f;
public CharacterController controller;
private Vector3 moveDirection;
public float gravityScale;
void Start()
{
controller = GetComponent<CharacterController>();
}
void Update()
{
float yStore = moveDirection.y;
moveDirection = (transform.forward * Input.GetAxis("Vertical")) + (transform.right * Input.GetAxis("Horizontal"));
moveDirection = moveDirection.normalized * moveSpeed;
moveDirection.y = yStore;
if (controller.isGrounded)
{
moveDirection.y = 0f;
if (Input.GetButtonDown("Jump"))
{
moveDirection.y = jumpForce;
}
}
moveDirection.y = moveDirection.y + (Physics.gravity.y * gravityScale);
controller.Move(moveDirection * Time.deltaTime);
}
add a physics material to your ground and set the dynamic friction to 1. Next, set the static friction from 0.5 to 1. And last but not least, set the bounciness to 0.
Play around with these values a bit until you find something that is satisfactory.
here is the link to the documentation:
https://docs.unity3d.com/Manual/class-PhysicMaterial.html
it basically explains what each property does.
whenever I turn my bike it feels like it's sliding. Here's the script
[SerializeField] float turn;
[SerializeField] float maxSpeed;
[SerializeField] GameObject bikeParts;
[SerializeField] float tilt = 20f;
Rigidbody rb;
float lastY;
void Start()
{
rb = GetComponent<Rigidbody>();
}
void Update()
{
float straightMov = Input.GetAxis("Vertical");
float horizontalMov = Input.GetAxis("Horizontal");
ControlStraightMov(straightMov);
ControlWeightTurning(horizontalMov);
lastY = transform.position.y;
}
private void ControlWeightTurning(float horizontalMov)
{
Vector3 bikePartsRot = bikeParts.transform.eulerAngles;
bikePartsRot.x = tilt * horizontalMov;
bikeParts.transform.eulerAngles = bikePartsRot;
transform.Rotate(0f, (turn * Time.deltaTime) * horizontalMov, 0f);
}
private void ControlStraightMov(float straightMov)
{
if (straightMov > 0)
{
rb.AddRelativeForce((accel * Time.deltaTime) * -straightMov, 0f, 0f);
}
else if (straightMov < 0)
{
rb.AddRelativeForce(((accel / 1.3f * Time.deltaTime) * -straightMov), 0f, 0f);
}
}
Whenever the bike picks up speed, it becomes very difficult to turn the bike because the force that was added keeps moving the bike in a different direction than the direction the bike's facing, how do I apply that force it was facing before on the direction it is facing now so that it doesn't feel like sliding?
I have tried fixing this problem but i just can't because i am pretty new to unity.
how do I apply that force it was facing before on the direction it is facing now
Not sure if this would feel right but you could probably do it like e.g.
private void Update ()
{
...
rb.velocity = transform.forward * rb.velocity.magnitude;
}
Which will keep the current speed and just redirect it into the new forward direction.
In general note: Whenever there is a Rigidbody involved you don't want to set any manipulation through the Transform component but only via the Rigidbody.
So you should not do
bikeParts.transform.eulerAngles = bikePartsRot;
transform.Rotate(0f, (turn * Time.deltaTime) * horizontalMov, 0f);
but both times rather calculate the target rotation and go through e.g. rb.MoveRotation in FixedUpdate.
Which might look somewhat like
float horizontalMove;
void Update()
{
var straightMove = Input.GetAxis("Vertical");
// Get and store the input in Update
horizontalMove = Input.GetAxis("Horizontal");
ControlStraightMov(straightMove);
lastY = transform.position.y;
}
private void FixedUpdate ()
{
// Handle it in FixedUpdate
ControlWeightTurning(horizontalMove);
}
private void ControlWeightTurning(float horizontalMove)
{
var bikePartsRot = bikeParts.transform.eulerAngles;
bikePartsRot.x = tilt * horizontalMove;
// Calculate the new final rotation
var newRotation = Quaternion.Euler(bikePartsRot) * Quaternion.Euler(Vector3.up * (turn * Time.deltaTime) * horizontalMove));
// Apply it only via the Rigidbody
rb.MoveRotation(newRotation);
}
I have began developing an fps script and followed a tutorial to help with the script. Everything works great now but the only issue is any objects in the view seem to stutter whenever the player is moving and rotating at the same time.
The script for the player's movement and camera rotation is below.
Can anybody point me in the right direction?
Thank you.
{
public Transform cam;
public Rigidbody rb;
public float camRotationSpeed = 5f;
public float camMinimumY = -60f;
public float camMaximumY = 75f;
public float rotationSmoothSpeed = 10f;
public float walkSpeed = 9f;
public float runSpeed = 14f;
public float maxSpeed = 20f;
public float jumpPower = 30f;
public float extraGravity = 45;
float bodyRotationX;
float camRotationY;
Vector3 directionIntentX;
Vector3 directionIntentY;
float speed;
public bool grounded;
void Update()
{
LookRotation();
Movement();
ExtraGravity();
GroundCheck();
if(grounded && Input.GetButtonDown("Jump"))
{
Jump();
}
}
void LookRotation()
{
Cursor.visible = false;
Cursor.lockState = CursorLockMode.Locked;
bodyRotationX += Input.GetAxis("Mouse X") * camRotationSpeed;
camRotationY += Input.GetAxis("Mouse Y") * camRotationSpeed;
camRotationY = Mathf.Clamp(camRotationY, camMinimumY, camMaximumY);
Quaternion camTargetRotation = Quaternion.Euler(-camRotationY, 0, 0);
Quaternion bodyTargetRotation = Quaternion.Euler(0, bodyRotationX, 0);
transform.rotation = Quaternion.Lerp(transform.rotation, bodyTargetRotation, Time.deltaTime * rotationSmoothSpeed);
cam.localRotation = Quaternion.Lerp(cam.localRotation, camTargetRotation, Time.deltaTime * rotationSmoothSpeed);
}
void Movement()
{
directionIntentX = cam.right;
directionIntentX.y = 0;
directionIntentX.Normalize();
directionIntentY = cam.forward;
directionIntentY.y = 0;
directionIntentY.Normalize();
rb.velocity = directionIntentY * Input.GetAxis("Vertical") * speed + directionIntentX * Input.GetAxis("Horizontal") * speed + Vector3.up * rb.velocity.y;
rb.velocity = Vector3.ClampMagnitude(rb.velocity, maxSpeed);
if (Input.GetKey(KeyCode.LeftShift))
{
speed = runSpeed;
}
if (!Input.GetKey(KeyCode.LeftShift))
{
speed = walkSpeed;
}
}
void ExtraGravity()
{
rb.AddForce(Vector3.down * extraGravity);
}
void GroundCheck()
{
RaycastHit groundHit;
grounded = Physics.Raycast(transform.position, -transform.up, out groundHit, 1.25f);
}
void Jump()
{
rb.AddForce(Vector3.up * jumpPower, ForceMode.Impulse);
}
}
This probably happens because the frame needs to update the camera rotation and the player position at the same time. i would suggest doing the rotation of the camera in fixed update. because this will run at the end of each frame.
like this:
void FixedUpdate()
{
LookRotation();
}
another thing i would suggest is to move the player while the groundcheck is being ran, because if you do it seperately i can see a bug coming up when the player moves faster then the code can run or something. so a tip would be or to run it inside the movement method, or call the method while you are calling the movement method.
this:
void Movement()
{
directionIntentX = cam.right;
directionIntentX.y = 0;
directionIntentX.Normalize();
directionIntentY = cam.forward;
directionIntentY.y = 0;
directionIntentY.Normalize();
rb.velocity = directionIntentY * Input.GetAxis("Vertical") * speed + directionIntentX * Input.GetAxis("Horizontal") * speed + Vector3.up * rb.velocity.y;
rb.velocity = Vector3.ClampMagnitude(rb.velocity, maxSpeed);
if (Input.GetKey(KeyCode.LeftShift))
{
speed = runSpeed;
}
if (!Input.GetKey(KeyCode.LeftShift))
{
speed = walkSpeed;
}
GroundCheck();
}
or litteraly copy and paste the code within your movement method.