Unity3D Player walking through and on the Stone - c#

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
}

Related

Unity Simple Character Controller Script not working as expected

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.

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

Prevent object from passing through collider

I am building a 3D maze that is moved by the player. I'm taking a "labyrinth" approach and having a small ball be maneuvered through the maze when the player moves the maze. The problem occurs when the player moves a wall that the ball is currently resting on in the direction of the ball. The ball passes through the wall and stops on the next available wall.
The maze uses a mesh collider and rigidbody and the ball is a sphere collider.
I have drastically increased the physics frame rate to no avail. Considering the complexity of the maze and the potentially large number of maze combinations I really don't want to attach simple colliders to every wall. Any tips, tricks, suggestions, comments, etc. would be appreciated.
Ball Script for continious rotation:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ballGravity : MonoBehaviour {
public Rigidbody m_Rigidbody;
public Vector3 m_EulerAngleVelocity;
// Use this for initialization
void Start () {
m_EulerAngleVelocity = new Vector3 (0, 100, 0);
m_Rigidbody = GetComponent<Rigidbody>();
}
// Update is called once per frame
void FixedUpdate () {
Quaternion deltaRotation = Quaternion.Euler (m_EulerAngleVelocity * Time.deltaTime);
m_Rigidbody.MoveRotation (m_Rigidbody.rotation * deltaRotation);
}
}
Maze Rotation Script:
using UnityEngine;
using System.Collections;
public class rotObj : MonoBehaviour
{
private float baseAngle = 0.0f;
float rotSpeed = 10;
void OnMouseDown(){
Vector3 pos = Camera.main.WorldToScreenPoint(transform.position);
pos = Input.mousePosition - pos;
baseAngle = Mathf.Atan2(pos.y, pos.x) * Mathf.Rad2Deg;
baseAngle -= Mathf.Atan2(transform.right.y, transform.right.x) *Mathf.Rad2Deg;
}
void OnMouseDrag(){
//float rotY = Input.GetAxis("Vertical")*rotSpeed*Mathf.Deg2Rad;
//gm.transform.Rotate(Vector3.right, rotY);
Vector3 pos = Camera.main.WorldToScreenPoint(transform.position);
pos = Input.mousePosition - pos;
float ang = Mathf.Atan2(pos.y, pos.x) *Mathf.Rad2Deg - baseAngle;
transform.rotation = Quaternion.AngleAxis(ang, Vector3.forward);
}
}
To get consistent physics state its best to move colliders within FixedUpdate - if you move colliders in a OnMouseXX stage of the pipeline (Consider consulting https://docs.unity3d.com/Manual/ExecutionOrder.html), you risk that the change might be missed next time FixedUpdate is called. I.e. your ball moves through the state of your scene based on how it was before you rotated the maze, and with some unfortunate timings its possible that collisions get missed.
If you already tried with a tighter timestep, consider queueuing the OnMouseDrag change, like store the resulting rotation in a variable, and apply it in FixedUpdate, so it is applied just in case for next physics computation.
you may also consider moving your ball at the same time as you rotate your maze, quickly moving a mesh collider against a much smaller rigidbody is a sure source of trouble. Can you move a camera instead ?

How do I make my player with a Rigidbody move with isKinematic checked?

My game is a topdown zombie shooter and whenever the zombies get to the player they bunch up underneath them, to the point where the player can just walk over the zombies. I noticed that when I check isKinematic on the Rigidbody the zombies cant push the player up to go underneath him, so they just run into him(which is what I want). Despite this I am then unable to move. How can i fix this?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMoving1 : MonoBehaviour {
public float moveSpeed;
private Rigidbody myRigidbody;
private Vector3 moveInput;
private Vector3 moveVelocity;
private Camera mainCamera;
public GunController theGun;
void Start () {
myRigidbody = GetComponent <Rigidbody>();
mainCamera = FindObjectOfType<Camera>();
}
// Update is called once per frame
void Update () {
moveInput = new Vector3(Input.GetAxisRaw("Horizontal"), 0f, Input.GetAxisRaw("Vertical"));
moveVelocity = moveInput * moveSpeed;
Ray cameraRay = mainCamera.ScreenPointToRay(Input.mousePosition);
Plane groundPlane = new Plane(Vector3.up, Vector3.zero);
float rayLength;
if(groundPlane.Raycast(cameraRay,out rayLength))
{
Vector3 pointToLook = cameraRay.GetPoint(rayLength);
transform.LookAt(new Vector3(pointToLook.x,transform.position.y,pointToLook.z));
}
if (Input.GetMouseButtonDown(0))
theGun.isFiring = true;
if (Input.GetMouseButtonUp(0))
theGun.isFiring = false;
}
void FixedUpdate(){
myRigidbody.velocity = moveVelocity;
}
}
With isKinematic == true You can't change object position through rigidbody, You can only change transform.position.
I think it could be better, if You set isKinematic to false and add stopping distance to enemies, so they can't get too close to player.
Being that your player can no longer be effected by the physics engine, you'd have to manipulate the object's transform manually. Your script isn't ideally setup for it currently, but if I was to hack it into it and try to make it work it would look something like this:
(you can change it from fixedUpdate to update if you're no longer utilizing the physics engine)
void update(){
float x = Input.GetAxisRaw("Horizontal")* Time.Deltatime;
float z = Input.GetAxisRaw("Vertical") * Time.Deltatime;
transform.position = new Vector3(transform.position.x+x,0,transform.position.z+z);
Another way of doing this is to lock the position of Y for the player (assuming Y is the positive "up" direction). isKinimatic is best when you want to move the player or objects around yourself.
I would say upping the mass is better in this case, and you can keep isKinematic unchecked in this case then too. Also apply the lock for Y movement (again if it is the "up" direction from the plane)
Let me know what your solution is regardless, I've had some issues in the past as well with these types of events happening

Make a camera follow the player as the player turns around rotate

I already can make the player rotate around y- axis by the input of the axis that has been defined on the unity editor. But I want camera also rotating while the player rotates. I already made like below, but the camera not rotating, just the player. Anyone could help me?
using UnityEngine;
using System.Collections;
[RequireComponent(typeof(CharacterController))] // This script requires CharacterController attached to the game object where this script attached into
public class CheckPlayer : MonoBehaviour
{
private Vector3 moveDirection = Vector3.zero; // Define and set for the movement of the player is not moving by default
private float gravity = 20.0f, speed = 5.0f; // Define and set for the gravity, speed of the player
private void Update()
{
// Rotate the Player
transform.Rotate(0, Input.GetAxis("Rotate") * 60.0f * Time.deltaTime, 0);
Camera.main.transform.eulerAngles = new Vector3(0, Input.GetAxis("Rotate") * 60.0f * Time.deltaTime, 0);
// Get the CharacterController component
CharacterController controller = GetComponent<CharacterController>();
// If the character is on the ground
if (controller.isGrounded)
{
// Get the axis direction for the movement of the character from the Input in the editor
moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
// Player movement depends on the move direction
moveDirection = transform.TransformDirection(moveDirection);
// The player movement is depends on the player speed
moveDirection *= speed;
}
// How much for the time for player takes to hit the ground because of gravity
moveDirection.y -= gravity * Time.deltaTime;
// Move the character each second while pressing the key input defined in the editor
controller.Move(moveDirection * Time.deltaTime);
}
private void OnTriggerEnter(Collider col)
{
// If the game object colided with the certain tag
if (col.gameObject.tag == "Inn's Door")
{
// Load another level
GameManager.LoadLevel("Third Loading Scene");
}
// If the game object colided with the certain tag
else if (col.gameObject.tag == "Field's Door")
{
// Load another level
GameManager.LoadLevel("Fourth Loading Scene");
}
}
}
The code above I attached to the player and just refer the camera.
Thank you before
I think you're making this too complicated.
To simply have a camera follow an object while looking at that object, make the camera a child of the object. So the player would have a camera as a child object. The camera would be set up behind him, pointing at him.
This should give you the functionality you want but it doesn't look very good.
My suggestion is to look for the new sample assets (free to all unity3d users and created BY unity technologies) on the asset store. Inside they have a camera prefab which works rather well.
Good luck, I hope that helps.

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