Attempting to add a Dash movement option using Unity and C# - c#

I'm making a very simple platformer game, not to publish or anything like that but rather to experiment with Unity and C#, and I've been trying to make a dash mechanic. two ways that I tried to go about this were
Getting the players position and teleporting them in any one direction, depending on the direction of the dash, didn't work because I couldn't figure out how to find the player's position
Making the player move fast in any one direction, didn't work because of how the rest of the movement script works.
I would prefer to use the first option, does anyone know how to find the players location? I think I was able to find the transform position, but I didn't know how to use it since it was 3 values, x, y, and z, rather than one, and I didn't know how to only get 1. Thanks in advance!

Not a definitive answer, since this depends on the code you are using and i have not shown how to dash, there is a lot of camera code and i am not coding unity anymore, so guessing this out without tests seem wrong, i would recommend adding the code, but the first option is simple enough to an answer.
In the player script, use transform.position, this will not fail since all Unity GameObjects have a world position, and therefore a transform.
// not sure if i spelled correctly
public class Player: Monobehaviour {
/* ... */
void Dash () {
// transform.position is the current position as a 3D vector
var pos = transform.position;
// to access its x, y and z do this:
var x = pos.x;
var y = pos.y;
var z = pos.z;
}
}

Related

A-Star Unity 2D: How to find vector2 coordinates of AI's current waypoint?

[Using A-Star project] Hi. So the problem is in the title basically. I have a top-down game in which the enemy should face the direction they're going. I've tried:
To calculate Enemy's force of it's RigidBody in FixedUpdate
To calculate the vector from enemy to target.
In the first instance Enemy changes its animation states too quickly, every fixed frame there's a new force applied (especially annoying when the AI is close to target).
In the second Enemy always faces its target ignoring any obstacles. It's wallhacking, if you will.
To solve this bastard I decided to find AI's current waypoint and I do not know how to do that. I've found steeringTarget method in A-Star's documentation, but I couldn't figure out how to implement it.
I would REALLY appreciate any help. Thanks in advance!
(steeringTarget method)
https://arongranberg.com/astar/documentation/dev_4_1_0_9f8b6eb7/class_pathfinding_1_1_rich_a_i.php#a399e2bebfc8dfaf4fd291f051ca486e6
For questions related to A* Pathfinding Project it may be better to ask on the developer forum.
But here's my experience using it.
Usually you start with a seeker.
public Seeker seeker;
Since pathfinding calculations are asynchronous you must register for an event that tells us when the path is ready.
seeker.pathCallback += OnPathComplete;
Somewhere in your code you call to search for a path.
seeker.StartPath(start, end);
When the path is ready you will get a Path object. It contains all of the points and vectors.
List<GraphNode> path;
List<Vector3> vectorPath;
You can use the built-in PathInterpolator to smooth out the movement.
When you get the new path pass the vector path to the interpolator.
interpolator.SetPath(path.vectorPath);
On FixedUpdate you need to interpolate and apply the movement.
interpolator.MoveToCircleIntersection2D(transform.position, 0.1f, GraphTransform.identityTransform);
var moveDir = (interpolator.position - this.transform.position).normalized;
// Apply moveDir to Rigidbody, or whatever.
So thanks to the guy that tried to help, but that was not it. I solved my problem this way.
Vector2 direction = ((Vector2)path.vectorPath[currentWaypoint] - rb.position).normalized;
So this is the vector that's needed. From this game object to the end of the waypoint. Your code may vary.
Vector2 force = direction * speed * Time.deltaTime;
And this is the variable that is needed. So we set the animator with force.x and force.y and this should work.
I hope I made this at least somewhat clear. But if not - ask away.

Use MoveRotation to Look At Another Object Unity3d

Basically I am looking for a simple way for using the rigidbody/physics engine to have my ship look at another object (the enemy). I figured getting the direction between my transform and the enemy transform, converting that to a rotation, and then using the built in MoveRotation might work but it is causing this weird effect where it just kind of tilts the ship. I posted the bit of code as well as images of before and after the attempt to rotate the ship (The sphere is the enemy).
private void FixedUpdate()
{
//There is a user on the ship's control panel.
if (user != null)
{
var direction = (enemyOfFocus.transform.position - ship.transform.position);
var rotation = Quaternion.Euler(direction);
ship.GetComponent<Rigidbody>().MoveRotation(rotation);
}
}
Before.
After.
Well the Quaternion.Euler is a rotation about the given angles, for convenience provided as a Vector3.
Your direction is rather a vector pointing from ship towards enemyOfFocus and has a magnitude so the x, y, z values also depend on the distance between your objects. These are no Euler angles!
What you rather want is Quaternion.LookRotation (the example in the docs is basically exactly your use case ;) )
var direction = enemyOfFocus.transform.position - ship.transform.position;
var rotation = Quaternion.LookRotation(direction);
ship.GetComponent<Rigidbody>().MoveRotation(rotation);

Unity - how to use Vector2.Reflect()

I have looked everywhere including the Unity documentation but cannot seem to find any good examples of how to use Unity's Vector2.Reflect() function. I am trying to use this to control the direction of the ball (in a 2D Breakout game) when it hits a wall. It takes 2 arguments (inDirection, inNormal) but I cannot seem to figure out how to use this. Any help would be appreciated.
Vector2 Reflect(Vector2 inDirection, Vector2 inNormal):
inDirection: black arrow
inNormal: red arrow
return output: green arrow
The inDirection should be the velocity of your ball and the inNormal should be the unit vector that is perpendicular to your wall.
Try putting this in your ball object:
void OnCollisionEnter(Collision collision)
{
Vector2D inDirection = GetComponent<RigidBody2D>().velocity;
Vector2D inNormal = collision.contacts[0].normal;
Vector2D newVelocity = Vector2D.Reflect(inDirection, inNormal);
}
NOTE: I cannot currently test that code, so it may need tweaking in terms of the names of things.

In unity how can i make my ThirdPersonController character to move from point to point automatic ?

I'm looking for c# script.
And once i'm creating the new automatic walking script i need to drag it to the ThirdPersonController ?
Like patrloing. I give two values of two points and the character will go between the two points automatic and if there is an object in the path it will climbe over it or if it's mor logic will stop the patrol or go aorund it.
But at first i'm not sure how just to make it move automatic between two points.
Today i'm using in my ThirdPersonController in Inspector in the Animator part: ThirdPersonAnimatorController
And in the Third Person User Control (Script) i'm using the: ThirdPersonUserControl
The script is from the unity.
Example:
public GameObject thirdPerson; // you third person GameObject
public int oldPosition = 5; // start (old) point
public int newPosition = 10; // new point
void Update()
{
if (oldPosition <= newPosition)
{
oldPosition += Time.deltaTime;
}
thirdPerson.transform.position = new Vector3(oldPosition, 0, 0);
}
You need to create a Navmesh agent Create Navmesh Agent. This will allow a character to automatically walk around objects, and jump over obstacles.
Do a little bit of research before starting, and write down what you need your character to do first. Your scene can be updated with a new navmesh, as you bake which objects are walkable, must be avoided, and which can be jumped over.
If this seems like too big of a task, there are simple AI scripts available from the unity asset store for free that will do what you want.
Once you have your working navmesh here is a link to moving it between patrol points. Navmesh Agent Patrol.

Unity3D: How to determine the corners of a gameobject in order to position other gameobjects according to it?

My question is about if there is a way to know the coordinates of the corners of a gameobject. What I have is three Vuforia AR targets and a gameobject, a cube in this case.
What I need to achieve, is so that when I move the targets around, the corners of the cube would follow the targets, eg. the cube would be as wide as the space between the targets.
Right now how it does it, is that it checks the distance between the targets and sets the scale of the cube according to it. This results in the cube being expanded always from its set position, which makes the positioning of the targets awkward in real life.
Here's a couple of pictures showing what it does now, taken during execution:
Here is the code attached to the cube-object:
using UnityEngine;
using System.Collections;
public class show : MonoBehaviour {
float distancex;
float distancez;
// Use this for initialization
void Start () {
renderer.enabled = false;
}
// Update is called once per frame
void Update () {
if (GameObject.Find ("target1").renderer.enabled && GameObject.Find ("target2").renderer.enabled &&
GameObject.Find ("target3").renderer.enabled && GameObject.Find ("target4").renderer.enabled)
{
renderer.enabled = true;
}
distancex = Vector3.Distance ((GameObject.Find ("target1").transform.position), (GameObject.Find ("target2").transform.position));
distancez = Vector3.Distance ((GameObject.Find ("target2").transform.position), (GameObject.Find ("target3").transform.position));
Debug.Log (distancex);
Debug.Log (distancez);
transform.localScale = new Vector3((distancex), transform.localScale.y, transform.localScale.z);
transform.localScale = new Vector3(transform.localScale.x, transform.localScale.y, (distancez));
Debug.Log (transform.localScale);
}
}
How do I make the corners of the object follow the targets? I need the width of the side to be the width of the distance between the targets, is there any way to achieve this without using the scale?
I know this is quite some time after you asked the question, but I came across this as I was looking to sort something similar out myself.
What I found I needed (and others may be helped) is to use Renderer.bounds
What it looks like in practice for me:
void Update () {
rend = currentGameObject.GetComponent<Renderer>();
Debug.Log(rend.bounds.max);
Debug.Log(rend.bounds.min);
}
My object in this case was a quad at position 0,0,200 and a scale of 200,200,1. The output of rend.bounds.max is (100.0,100.0,200.0) the min was (-100.0,-100.0,200.0). This gives you the corner position for each corner (granted my example was in 2D space, but this should work for 3d as well).
To get it a little more specific for your example if you wanted the top right corner, you could get the XY of renderer.bounds.max, for the top left you would get the renderer.bounds.max.y and the renderer.bounds.min.x. Hope that helps!
Cheers!
Create 8 empty game objects.
Make them children of the "cube" object to be tracked.
Move them in Editor to be at the 8 corners of your tracked game object. Since they are children of the tracked object, their positions will be {+/- 0.5, +/- 0.5, +/- 0.5}.
Name them memorably (i.e., "top-left-back corner").
These 8 objects will move and scale with the tracked object, staying at its corners. Any time you want to know where a corner is, simply reference one or more of the 8 game objects by name and get the Vector3 for each of their transform.position.
Note: If you're doing step 5 repeatedly, you may want to avoid potentially costly GameObject.Find() calls (or similar) each time. Do them once and save the 8 game objects in a variable.
I worked my way around the problem by determining the position between the targets and counting their mean.
This is not flawless, however, since it is difficult to determine the scale factor with which the models would accurately follow the targets' corners, when bringing external models to use with the system.

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