I'm following a tutorial on making a game but when I wrote what they wrote it wouldn't move.
The script is attached to sprite but when I hit W, A, S or D it doesn't move.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Movment : MonoBehaviour
{
// Start is called before the first frame update
public float speed = 5f;
void Start()
{
}
// Update is called once per frame
void Update()
{
float h = Input.GetAxis("Horizontal");
float v = Input.GetAxis("Vertical");
Vector2 pos = transform.position;
pos.x += h * speed * Time.deltaTime;
pos.y += v * speed * Time.deltaTime;
}
}
Since Vector2 is a value type (a struct), Vector2 pos = transform.position will make a copy of the transform position and the original position remains unaffected by any changes you make to pos. To update the position, use transform.position = pos once pos is set to the new position:
void Update()
{
float h = Input.GetAxis("Horizontal");
float v = Input.GetAxis("Vertical");
Vector2 pos = transform.position;
pos.x += h * speed * Time.deltaTime;
pos.y += v * speed * Time.deltaTime;
transform.position = pos;
}
See: What's the difference between struct and class in .NET?
Related
hello everyone i started to learn unity game engine and c# and i follow a video course step by step but when i press the play button its immediatly center the game object and when i try to move its moving but always returning to center(position 0,0,0)
public class PlayerMovment : MonoBehaviour
{
public float speed = 5f;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
float h = Input.GetAxis("Horizontal");
float v = Input.GetAxis("Vertical");
Vector2 pos = transform.position;
pos.x = h * speed * Time.deltaTime;
pos.y = v * speed * Time.deltaTime;
transform.position = pos;
}
}
You need to add your movement to the position, not overwriting it. Try this:
Vector2 pos = transform.position;
pos.x += h * speed * Time.deltaTime;
pos.y += v * speed * Time.deltaTime;
transform.position = pos;
I couldn't find any mistakes in this code. if there aren't any mistakes in the code, please let me know what's wrong.
```
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NewBehaviourScript : MonoBehaviour
{
public float speed = 5;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
float h = Input.GetAxis("Horizontal");
float v = Input.GetAxis("Vertical");
Vector2 pos = transform.position;
pos.x += h * Time.deltaTime;
pos.y += v * Time.deltaTime;
transform.position = pos;
}
} // class
```
Try putting Horizontal and Vertical values in a Vector2 Then do transform.Translate(Movement * speed * Time.deltaTime); Instead of adding the position. Also you forgot to multiply the position by the speed. The Update should look something like this.
float h = Input.GetAxis("Horizontal");
float v = Input.GetAxis("Vertical");
Vector2 Movement = Vector2.zero;
Movement.y = v;
Movement.x = h;
transform.Translate(Movement * speed * Time.deltaTime);
I think your issue is that you forgot to include the speed multiplier in your code, so the correct code should be this
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NewBehaviourScript : MonoBehaviour
{
public float speed = 5;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
float h = Input.GetAxis("Horizontal");
float v = Input.GetAxis("Vertical");
Vector2 pos = transform.position;
pos.x += h * speed * Time.deltaTime; //Multiply h by speed
pos.y += v * speed * Time.deltaTime; //Multiply v by speed
transform.position = pos;
}
} // class
I have this script below and I want my player to always move towards the rotation angle, which doesn't happen. It only changes direction when I click.
My purpose is for the player to move at all times and towards the rotation which should be controlled by mouse position/mouse x axis (kind of like auto-run, but always change rotation based on mouse, not just move right or left).
I've tried about 10 different methods, nothing worked so far...
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MovementController : MonoBehaviour
{
public float speed = 4;
public float rot = 0f;
public float rotSpeed = 80;
public float gravity = 8;
private Camera cam;
Vector3 moveDir = Vector3.zero;
CharacterController controller;
Animator anim;
// Start is called before the first frame update
void Start()
{
controller = GetComponent<CharacterController> ();
anim = GetComponent<Animator>();
}
// Update is called once per frame
void Update()
{
float horizontalSpeed = 8.0f;
//Get the mouse delta. This is not in the range -1...1
float h = horizontalSpeed * Input.GetAxis("Mouse X");
float z = horizontalSpeed * Input.GetAxis("Mouse Y");
transform.Rotate(0, h, 0);
//Move Input
if(controller.isGrounded){
if(Input.GetMouseButtonUp(1))
{
anim.SetInteger ("condition", 1);
moveDir = new Vector3 (0,0,1) * speed;
// moveDir *= speed;
moveDir = transform.TransformDirection(moveDir);
}
if(Input.GetMouseButtonDown(1))
{
anim.SetInteger("condition", 0);
moveDir = Vector3.zero;
}
}
moveDir.y -= gravity * Time.deltaTime;
controller.Move(moveDir * Time.deltaTime);
}
}
Transform.LookAt
Just get a cursor position and that's it
Vector3 direction = target.position - player.transform.position;
Quaternion finalPlayerRotation = Quaternion.LookRotation(direction);
player.transform.rotation = finalPlayerRotation;
This also works in some cases:
Vector3 direction = target.position - player.transform.position;
player.transform.right /*You may need to change the Right to upper, -upper, -Right depend on the player rotation and the target position*/ = direction;
I can make the camera move the way I want, but I need it to be confined to within the 3D hollow sphere that I created. Currently the player can fly the camera out of the game area.
I've tried parenting the camera to a spherical game object, but the camera still leaves the game area but the sphere stays inside.
This was my attempt at using the BoundingSphere method to keep the camera inside the sphere.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SphericalBoundary : MonoBehaviour
{
public Vector3 pos;
public float r;
void Start()
{
BoundingSphere();
}
private void FixedUpdate()
{
BoundingSphere();
}
public void BoundingSphere()
{
pos = new Vector3(0, 0, 0);
r = (100);
}
}
============================================================================
============================================================================
This is the script that makes the camera fly around. Works perfectly.
using UnityEngine;
using System.Collections;
public class CameraFlight : MonoBehaviour
{
/*
EXTENDED FLYCAM
Desi Quintans (CowfaceGames.com), 17 August 2012.
Based on FlyThrough.js by Slin (http://wiki.unity3d.com/index.php/FlyThrough), 17 May 2011.
LICENSE
Free as in speech, and free as in beer.
FEATURES
WASD/Arrows: Movement
Q: Climb
E: Drop
Shift: Move faster
Control: Move slower
End: Toggle cursor locking to screen (you can also press Ctrl+P to toggle play mode on and off).
*/
public float cameraSensitivity = 90;
public float climbSpeed = 4;
public float normalMoveSpeed = 10;
public float slowMoveFactor = 0.25f;
public float fastMoveFactor = 3;
private float rotationX = 0.0f;
private float rotationY = 0.0f;
void Start()
{
// Screen.lockCursor = true;
}
void Update()
{
rotationX += Input.GetAxis("Mouse X") * cameraSensitivity * Time.deltaTime;
rotationY += Input.GetAxis("Mouse Y") * cameraSensitivity * Time.deltaTime;
rotationY = Mathf.Clamp(rotationY, -90, 90);
transform.localRotation = Quaternion.AngleAxis(rotationX, Vector3.up);
transform.localRotation *= Quaternion.AngleAxis(rotationY, Vector3.left);
if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift))
{
transform.position += transform.forward * (normalMoveSpeed * fastMoveFactor) * Input.GetAxis("Vertical") * Time.deltaTime;
transform.position += transform.right * (normalMoveSpeed * fastMoveFactor) * Input.GetAxis("Horizontal") * Time.deltaTime;
}
else if (Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl))
{
transform.position += transform.forward * (normalMoveSpeed * slowMoveFactor) * Input.GetAxis("Vertical") * Time.deltaTime;
transform.position += transform.right * (normalMoveSpeed * slowMoveFactor) * Input.GetAxis("Horizontal") * Time.deltaTime;
}
else
{
transform.position += transform.forward * normalMoveSpeed * Input.GetAxis("Vertical") * Time.deltaTime;
transform.position += transform.right * normalMoveSpeed * Input.GetAxis("Horizontal") * Time.deltaTime;
}
if (Input.GetKey(KeyCode.Q)) { transform.position += transform.up * climbSpeed * Time.deltaTime; }
if (Input.GetKey(KeyCode.E)) { transform.position -= transform.up * climbSpeed * Time.deltaTime; }
//if (Input.GetKeyDown(KeyCode.End))
//{
// Screen.lockCursor = (Screen.lockCursor == false) ? true :][1]
false;
//}
}
}
No errors are showing up. During play the player can fly the camera out of the sphere but I want them confined to the sphere.
I think you must look your camera position on every frame and also check if it's going out of bound of the sphere here is some code which might help you(it is not tested)
public class TestScriptForStackOverflow : MonoBehaviour {
public Transform CameraTrans, SphereTrans;
private float _sphereRadius;
void Start() {
//if we are talking about sphere its localscale.x,y,z values are always equal
_sphereRadius = SphereTrans.localScale.x / 2;
}
void Update() {
if (IsOutsideTheSphere(_sphereRadius, CameraTrans.position, SphereTrans.position)) {
//lets find direction of camera from sphere center
Vector3 direction = (CameraTrans.position - SphereTrans.position).normalized;
//this is bound point for specific direction which is point is on the end of the radius
Vector3 boundPos = SphereTrans.position + direction * _sphereRadius;
//finally assign bound position to camera to stop it to pierce the sphere bounds
CameraTrans.position = boundPos;
}
}
private bool IsOutsideTheSphere(float sphereRadius, Vector3 cameraPosition, Vector3 sphereCenterPosition) {
//distance betweeen cameraPosition and sphereCenterPosition
float distanceBetween = (cameraPosition - sphereCenterPosition).magnitude;
//returns true if distance between sphere center and camera position is longer then sphere radius
return distanceBetween > sphereRadius;
}
If there is something you don't understand ask me in comments
My code below only works for horizontal movement. Shouldn't the vertical movement be working too? I'm just starting out with basic 2D Unity programming:
public class Player : MonoBehaviour {
//These fields will be exposed to Unity so the dev can set the parameters there
[SerializeField] private float speed = 1f;
[SerializeField] private float upY;
[SerializeField] private float downY;
[SerializeField] private float leftX;
[SerializeField] private float rightX;
private Transform _transformY;
private Transform _transformX;
private Vector2 _currentPosY;
private Vector2 _currentPosX;
// Use this for initialization
void Start () {
_transformY = gameObject.GetComponent<Transform> ();
_currentPosY = _transformY.position;
_transformX = gameObject.GetComponent<Transform> ();
_currentPosX = _transformX.position;
}
// Update is called once per frame
void Update () {
_currentPosY = _transformY.position;
_currentPosX = _transformX.position;
float userInputV = Input.GetAxis ("Vertical");
float userInputH = Input.GetAxis ("Horizontal");
if (userInputV < 0)
_currentPosY -= new Vector2 (0, speed);
if (userInputV > 0)
_currentPosY += new Vector2 (0, speed);
if (userInputH < 0)
_currentPosX -= new Vector2 (speed, 0);
if (userInputH > 0)
_currentPosX += new Vector2 (speed, 0);
CheckBoundary ();
_transformY.position = _currentPosY;
_transformX.position = _currentPosX;
}
private void CheckBoundary(){
if (_currentPosY.y < upY)
_currentPosY.y = upY;
if (_currentPosY.y > downY)
_currentPosY.y = downY;
if (_currentPosX.x < leftX)
_currentPosX.x = leftX;
if (_currentPosX.x > rightX)
_currentPosX.x = rightX;
}
}
If I remove/comment out the _currentPosX and it's related codes then my Vertical movement works. But if I remove/comment out the _currentPosY and it's related codes then my Horizontal movement works.
But how come I'm having trouble getting them to work at the same time? I think I'm just missing something but I can't figure it out since I'm just a beginner at this.
Thanks to whoever can give advise.
EDIT: for further clarification...
I'm coding a simple 2d game that will have the player move in 4-directions using the WASD keys.
W = move up
A = move left
S = move down
D = move right
My main problem is that I can get two of the keys working only in one axis: either A and D is working for Horizontal while W and S are not working at all for Vertical movement or vice-versa.
You don't need those if statements. Just use += to append the input to the current transform position.
Move without Rigidbody:
public float speed = 100;
public Transform obj;
public void Update()
{
float h = Input.GetAxis("Horizontal");
float v = Input.GetAxis("Vertical");
Vector3 tempVect = new Vector3(h, v, 0);
tempVect = tempVect.normalized * speed * Time.deltaTime;
obj.transform.position += tempVect;
}
Move Object with Rigidbody2D:
public float speed = 100;
public Rigidbody2D rb;
public void Update()
{
float h = Input.GetAxis("Horizontal");
float v = Input.GetAxis("Vertical");
Vector3 tempVect = new Vector3(h, v, 0);
tempVect = tempVect.normalized * speed * Time.deltaTime;
rb.MovePosition(rb.transform.position + tempVect);
}
I suggest using the second code and moving the Rigidbody if you want to be able to detect collison later on.
Note:
You must assign the object to move to the obj slot in the Editor. If using the second code, assign the object with the Rigidbody2D to the rb slot in the Editor.
THIS CODE WORK 100% (you must try it.)
public float moveSpeed = 5;
void Start()
{
}
void Update()
{
if (Input.GetKey(KeyCode.D))
{
transform.position += Vector3.right * moveSpeed * Time.deltaTime;
}
else if (Input.GetKey(KeyCode.A))
{
transform.position += Vector3.right * -moveSpeed * Time.deltaTime;
}
else if (Input.GetKey(KeyCode.W))
{
transform.position += Vector3.up * moveSpeed * Time.deltaTime;
}
else if (Input.GetKey(KeyCode.S))
{
transform.position += Vector3.up * -moveSpeed * Time.deltaTime;
}
}
Try changing the value 0 in the Vector2 functions to current x/ y position...I ran into a similar problem with my project
if (userInputV < 0)
_currentPosY -= new Vector2 (/*current position*/, speed);