i am working on a Unity 2d game thats rounded about a player dodging random objects while flying...something like flappybird. the game work normal.
But the problem is when the player when touch the top screen edge and keep adding force the player get stuck a while on the edge. i think i need to disable adding force when the player touch the edge of the screen.
I hope u guys help me.
This the player code.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Jetpack: MonoBehaviour
{
public GameManager GameManager;
private Rigidbody2D rb;
private float jumpForce = 40f;
private bool engineIsOn;
[SerializeField] private GameObject fire;
void Start()
{
engineIsOn = false;
fire.SetActive(false);
rb = GetComponent<Rigidbody2D>();
}
// Update is called once per frame
void Update()
{
if (Input.GetKey(KeyCode.Space))
{
engineIsOn = true;
fire.SetActive(true);
}
else
{
engineIsOn = false;
fire.SetActive(false);
}
transform.position = new Vector3(Mathf.Clamp(transform.position.x, -4.5f, 4.5f),
Mathf.Clamp(transform.position.y, -4.5f, 4.5f), transform.position.z);
}
private void FixedUpdate()
{
switch (engineIsOn)
{
case true:
rb.AddForce(new Vector2(0f, jumpForce),ForceMode2D.Force);
break;
case false:
rb.AddForce(new Vector2(0f, 0f), ForceMode2D.Force);
break;
}
}
private void OnCollisionEnter2D(Collision2D collision)
{
GameManager.gameover();
}
}
Whenever dealing with Rigidbody then don't set any values via the Transform component!
This might break the physics.
And then basically you already said it: Don't add more upwards force if you are on the edges.
As a simple trick you could set the Y velocity to 0 when hitting the edges like
private void FixedUpdate()
{
// Very unusual to use a switch for a single bool
if (engineIsOn)
{
rb.AddForce(new Vector2(0f, jumpForce),ForceMode2D.Force);
}
// This does absolutely nothing
// Adding a force of 0,0 doesn't change the velocity at all ...
//else
//{
// rb.AddForce(new Vector2(0f, 0f), ForceMode2D.Force);
//}
// Check if currently hitting an edge
// and if so set the velocity on that axis to 0
// also clamp the position then
var velocity = rb.velocity;
var position = rb.position;
if(Mathf.Abs(rb.position.x) >= 4.5f)
{
velocity.x = 0;
position.x = Mathf.Clamp(position.x, -4.5f, 4.5f);
}
if(Mathf.Abs(rb.position.y) >= 4.5f)
{
velocity.y = 0;
position.y = Mathf.Clamp(position.y, -4.5f, 4.5f);
}
rb.velocity = velocity;
rb.position = position;
}
Related
I'm making a 2D game where the player moves left and right while dodging falling objects, I put triggers so it doesn't leave the screen but sometimes when it collides with these triggers it passes this collider. I sent an image of the colliders, the Player inspector and also a collider.
Here my Player code
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Ball : MonoBehaviour
{
public bool isRight;
public float speed;
public Transform pointR;
public Transform pointL;
Rigidbody2D rb;
private SpriteRenderer sprite;
private float maxSpeed;
[Header("PowerUps")]
public float force;
// Start is called before the first frame update
void Start()
{
rb = GetComponent<Rigidbody2D>();
sprite = GetComponent<SpriteRenderer>();
maxSpeed = 600f;
}
void Update()
{
if(Input.GetMouseButtonDown(0))
{
isRight = !isRight;
}
}
void FixedUpdate()
{
if(isRight)
{
rb.velocity = new Vector2(speed, 0);
rb.AddForce(rb.velocity,ForceMode2D.Force );
sprite.flipX = true;
if(rb.velocity.x >= maxSpeed)
{
rb.velocity = new Vector2(maxSpeed, 0);
}
}
else
{
rb.velocity = new Vector2(-speed, 0 );
rb.AddForce(rb.velocity, ForceMode2D.Force );
sprite.flipX = false;
}
}
void OnTriggerEnter2D(Collider2D collider)
{
if(collider.gameObject.tag =="ColliderL")
{
isRight = !isRight;
}
if(collider.gameObject.tag == "ColliderR")
{
isRight = !isRight;
}
// For PowerUps
if(collider.gameObject.tag == "SpeedUp")
{
StartCoroutine(Seconds());
}
}
IEnumerator Seconds()
{
rb.AddForce(rb.velocity * force);
yield return new WaitForSeconds(5f);
rb.AddForce(rb.velocity * -force);
}
}
I would ideally need to see your scene setup to further pinpoint your mistakes. But these are a few common mistakes that are made:
Tags are case-sensitive. Also, make sure to assign them.
Your collider on one of the object is not 2D; There is Collider, then there is Collider2D.
Your collider is not marked as trigger.
Though there are a few non-related problems with your setup:
rb.velocity.collider doesn't exist. You are looking for rb.velocity.
Ideally you want to set physics changes (velocity, in your case) to FixedUpdate() instead.
If you do want to get colliders from RigidBody, use GetAttachedColliders.
Assuming you are setting up a border which the player can never pass through, you should use a full collider instead of a trigger. This uses OnCollisionEnter2D.
new Vector2(speed, 0* Time.deltaTime);
0 * Time.deltaTime does nothing, since you are multiplying by 0.
What you are looking for is probably new Vector2(speed * Time.deltaTime, 0);. But you don't need to multiply the speed by deltaTime since you are not moving the ball manually via it's Transform.
rb.velocity = new Vector2(speed, 0); should be your result.
I have a physics enabled sphere in my scene and a character that i can move around using WASD. now what i want is that as soon as player hits the ball it should not be physics enabled anymore and move along with player as like the player is holding it in the hands.
What i have tried so far:
i was able to do it but not at all perfect how i want it to be. i tried OnCollisionEnter to detect the collision, i made the sphere a child of the player, i used isKinematic = true as soon as collision is detected and i used Vector3.MoveTowards for the object to follow the position as the player.
I have attached two reference videos below
Reference Clip(The style i am aiming for):https://www.youtube.com/watch?v=fi-GB0RwLr0
MyVersion(This is what i am able to do):https://www.youtube.com/watch?v=JtV11KHY4pU
overall, if you watch the clips you can see how my version is very rigid, stucky, buggy, not so light weight feeling at all. Cut me a slack as well if i did anything way wrong, i started unity like just in the previous month.
This is my Player script through which i am controlling it all
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class Player : MonoBehaviour
{
public float MoveSpeed;
[SerializeField]private Rigidbody playerRig;
[SerializeField] private Rigidbody ballRig;
[SerializeField] private GameObject Ball;
[SerializeField] private GameObject heldObj;
private bool isTouching = false;
private Vector3 offset = new Vector3(0, 1, 3);
private Vector3 force;
public float jump;
private bool isGrounded = true;
private void Start()
{
Ball = GameObject.FindGameObjectWithTag("Ball");
ballRig.GetComponent<Rigidbody>();
playerRig.GetComponent<Rigidbody>();
}
void Update()
{
float x = Input.GetAxis("Horizontal");
float z = Input.GetAxis("Vertical");
playerRig.velocity = new Vector3(x*MoveSpeed, playerRig.velocity.y,z*MoveSpeed);
Vector3 vel = playerRig.velocity;
vel.y = 0;
if (vel.x != 0 || vel.z != 0)
{
transform.forward = vel;
}
if(transform.position.y < -10)
{
GameOver();
}
ReleaseTheBall();
if (isTouching == true)
{
ballRig.transform.position = Vector3.MoveTowards(ballRig.transform.position, playerRig.transform.position, 5f);
}
}
void Jump()
{
force = new Vector3(0, jump, 0);
if (Input.GetKeyDown(KeyCode.Space) && isGrounded == true)
{
isGrounded = false;
playerRig.AddForce(force, ForceMode.Impulse);
}
}
private void OnCollisionEnter(Collision collision)
{
if(collision.gameObject.tag == "Ball" && heldObj == null)
{
ballRig.isKinematic = true;
// ballRig.constraints = RigidbodyConstraints.FreezeRotation;
ballRig.transform.parent = playerRig.transform;
isTouching = true;
Debug.Log(" BALL PICKED UP AND MOVING ");
heldObj = Ball;
}
}
public void ReleaseTheBall()
{
if (Input.GetKeyDown(KeyCode.Space) && heldObj != null)
{
isTouching = false;
heldObj = null;
ballRig.transform.parent = null;
//ballRig.constraints = RigidbodyConstraints.None;
ballRig.isKinematic = false;
//Vector3 forceDirection = new Vector3(playerRig.transform.position.x, 0, playerRig.transform.position.z);
Vector3 rotationDirection = new Vector3(playerRig.transform.rotation.x, playerRig.transform.rotation.y, playerRig.transform.rotation.z);
ballRig.AddForce(new Vector3(transform.position.x,0,transform.position.z) * 5, ForceMode.Impulse);
ballRig.AddTorque(rotationDirection * 1);
Debug.Log("BALL RELEASED");
}
}
public void GameOver()
{
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
}
}
i know there could be some very inefficient lines of code here, feel free to call out those lines as well.
So, basically what i want is that i want my player to pick up the ball as soon as it hits it and the ball should move exactly like player as if he is holding the ball in his hands and when i hit the spacebar i want the ball to be released into the direction i am looking(this part is also very tricky for me), what i am trying to do is i want to do exactly like in the refrence clip. Thanks a lot in advance.
one more thing, when i stop pressing any key to move(WASD), my player transform keeps changing values up and down and it slightly starts moving. i mean when i dont press any key, it still kinda moves.
First of all, you have indeed quite a lot of lines that aren't useful in here and that could be optimized.
Anyway, I hope this will do what you want it to do:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
[RequireComponent(typeof(Rigidbody))]
public class Player : MonoBehaviour {
[Header("Movement Setup")]
[Tooltip("Translation speed in m/s")]
[SerializeField] float _TranslationSpeed;
[Tooltip("Rotation speed in °/s")]
[SerializeField] float _RotationSpeed;
[Tooltip("Interpolation speed [0;1]")]
[SerializeField] float _InterpolationSpeed;
[Tooltip("Strength for jumps")]
[SerializeField] float _JumpingStrength;
[Tooltip("Strength for shoots")]
[SerializeField] float _ShootingStrength;
[Header("Other Settings")]
[Tooltip("Where the helded item will be placed")]
[SerializeField] Transform _ContactPoint;
[Tooltip("Which layers should be considered as ground")]
[SerializeField] LayerMask _GroundLayer;
// The player's rigid body
Rigidbody _Rigidbody;
// Is the player on the ground
bool _IsGrounded;
// Rigidbody of what's the player is helding. Null if the player isn't holding anything
Rigidbody _HeldedItemRigidbody;
// Getter to _IsGrounded, return true if the player is grounded
public bool IsGrounded { get { return _IsGrounded; } }
private void Start() {
_Rigidbody = GetComponent<Rigidbody>(); // The player's rigidbody could be serialized
}
void FixedUpdate() {
float horizontalInput, verticalInput;
// Getting axis
horizontalInput = Input.GetAxis("Horizontal");
verticalInput = Input.GetAxis("Vertical");
// Moving toward the x
Vector3 moveVect = transform.forward * _TranslationSpeed * Time.fixedDeltaTime * verticalInput;
_Rigidbody.MovePosition(_Rigidbody.position + moveVect);
// Rotating the player based on the horizontal input
float rotAngle = horizontalInput * _RotationSpeed * Time.fixedDeltaTime;
Quaternion qRot = Quaternion.AngleAxis(rotAngle, transform.up);
Quaternion qRotUpRight = Quaternion.FromToRotation(transform.up, Vector3.up);
Quaternion qOrientationUpRightTarget = qRotUpRight * _Rigidbody.rotation;
Quaternion qNewUpRightOrientation = Quaternion.Slerp(_Rigidbody.rotation, qOrientationUpRightTarget, Time.fixedDeltaTime * _InterpolationSpeed); // We're using a slerp for a smooth movement
_Rigidbody.MoveRotation(qRot * qNewUpRightOrientation);
// This prevents the player from falling/keep moving if there is no input
if (_IsGrounded) _Rigidbody.velocity = Vector3.zero;
_Rigidbody.angularVelocity = Vector3.zero;
if (transform.position.y < -10) GameOver();
if (Input.GetKey(KeyCode.Mouse0) && _HeldedItemRigidbody != null) ShootTheBall();
if (!_IsGrounded) return; // What's below this won't be executed while jumping
if (Input.GetKey(KeyCode.Space)) Jump();
}
void Jump() {
_IsGrounded = false;
_Rigidbody.AddForce(_JumpingStrength * transform.up, ForceMode.Impulse);
}
private void OnCollisionEnter(Collision collision) {
// Checking if the player encountered a ground object
if ((_GroundLayer & (1 << collision.gameObject.layer)) > 0) _IsGrounded = true;
if (collision.gameObject.tag == "Ball") { // this can be improved as tags are error prone
// Setting the item position to contact point
collision.gameObject.transform.position = _ContactPoint.position;
// Getting the rigidbody
_HeldedItemRigidbody = collision.gameObject.GetComponent<Rigidbody>();
// Setting the parent
_HeldedItemRigidbody.transform.parent = transform;
// Setting the body to be kinematic
_HeldedItemRigidbody.isKinematic = true;
// Stopping any movement or rotation
_HeldedItemRigidbody.velocity = Vector3.zero;
_HeldedItemRigidbody.angularVelocity = Vector3.zero;
}
}
public void ShootTheBall() {
// Reverting what's done in OnCollisionEnter
_HeldedItemRigidbody.transform.parent = null;
_HeldedItemRigidbody.isKinematic = false;
// Adding force for the shoot
_HeldedItemRigidbody.AddForce(transform.forward * _ShootingStrength, ForceMode.Impulse);
// Resetting helding item to null
_HeldedItemRigidbody = null;
}
public void GameOver() {
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
}
}
You have to add a layer, and set the ground to this new layer.
Set up the variable as you like, don't hesitate to mess up with it a little bit to find what suits you (and don't forget to set up the player's mass (in rigidbody) as well!!)
Exemple of setup for the player script
Last things, you have to add an empty game object to your player which will be where the ball will be placed. I know it's a little bit dirty but place it a bit far from the player (more than the ball's radius) or it will bug. We could do something programatically to fix the ball at a spot and adapt this spot to the ball's radius.
This is an example of player
As you can see, I have the empty "player" gameobject which has the rigidbody, the collider and the player script.
The GFX item which is just the capsule.
If you don't know about this: the player game object is actually on the floor (at the player's feet) so it's better for movements. If you do this, don't forget to adjust the player's capsule collider to fit the GFX.
I also have the contact point.
Forget about the nose stuff, it's just a way to see where the player is facing when you just have a capsule.
If you have any question, feel free to ask.
Im throwing a bomb using physics made by code. For some reason it doesnt detect collision unless my physics stop applying force to the object. in order to bypass it I cancelled the applied force and applied gravity to it on collision enter and put the movement of the bomb to LateUpdate so it will trigger after the OnCollisionEnter but the bomb collides only most of the time with the floor (mesh collision, the floor made with ProBuilder) and not all of the time. the bomb collision detection is set to continuous
Will appreciate all the help, Thanks!
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BombBehavior : MonoBehaviour
{
[SerializeField] float ExplosionForce = 300;
[SerializeField] float ExplosionRadius;
[SerializeField] float LaunchForceX;
[SerializeField] float LaunchForceY;
[SerializeField] float Delay;
float countdown;
Rigidbody rigidbodyy;
float gravity = 1;
Player player;
bool HasExploded = false;
// Start is called before the first frame update
void Start()
{
rigidbodyy = GetComponent<Rigidbody>();
player = Player.p;
GetLaunchForceX();
countdown = Delay;
}
private void GetLaunchForceX()
{
if (transform.position.x > player.transform.position.x)
{
LaunchForceX *= 1;
}
else if (transform.position.x < player.transform.position.x)
{
LaunchForceX *= -1;
}
}
private void LateUpdate()
{
ThrowBomb();
}
private void Update()
{
countdown -= Time.deltaTime;
if (countdown <= 0 && !HasExploded)
{
ExplodeNearEnemy();
}
}
private void ThrowBomb()
{
if (rigidbodyy.useGravity == false)
{
Vector3 ThrowDirection = new Vector3(LaunchForceX, LaunchForceY, 0);
LaunchForceY -= gravity;
ThrowDirection.y = LaunchForceY;
transform.Translate(ThrowDirection * Time.deltaTime);
}
}
private void ExplodeNearEnemy()
{
Collider[] colliders = Physics.OverlapSphere(transform.position, ExplosionRadius);
foreach (Collider collider in colliders)
{
if (collider.gameObject.CompareTag("Enemy"))
{
Rigidbody enemyRB = collider.GetComponent<Rigidbody>();
if (enemyRB != null)
{
enemyRB.useGravity = true;
enemyRB.AddExplosionForce(ExplosionForce, transform.position, ExplosionRadius);
Destroy(enemyRB.gameObject,1);
}
}
}
//Destroy(gameObject);
}
private void OnCollisionEnter(Collision collision)
{
LaunchForceY = 0;
LaunchForceX = 0;
gravity = 0;
rigidbodyy.useGravity = true;
}
}
I don't exactly understand the problem but it looks like you want to make a Bomb/Granate so why dont you just write a function and use AddForce()?
void Thow(Vector3 direction, float strength)
{
rigidbodyy.AddForce(direction * strength, ForceMode.Impulse);
}
something like this should help as you only need to get the throwing direction and apply a strength then Unity will handle the rest
Or maybe if your bomb doesn't collide with the ground give the ground a rigidbody and set kinematic to true
Use the MovePosition() to move a rigid body if you want colliders etc to work. Teleporting a rigid body by altering the transform directly messes up the physics.
I'm trying to write a script for my enemy movements. Here is my code:
public class EnemiesMovement : MonoBehaviour
{
private bool isFacingRight = false;
public float speed = 10f;
private float startPoint;
private float endPoint;
public float unitMovement = 2f;
private Rigidbody2D enemy;
private Animator anim;
bool moveRight;
// Start is called before the first frame update
void Start()
{
enemy = GetComponent<Rigidbody2D>();
anim = GetComponent<Animator>();
startPoint = enemy.position.x;
endPoint = startPoint + unitMovement;
}
// Update is called once per frame
void Update()
{
if (enemy.position.x >= endPoint)
moveRight = false;
if (enemy.position.x <= startPoint)
moveRight = true;
if (moveRight)
{
enemy.velocity = new Vector2(-transform.localScale.x, 0) * speed;
if (!isFacingRight)
Flip();
}
if (!moveRight)
{
enemy.velocity = new Vector2(transform.localScale.x, 0) * speed;
if (isFacingRight)
Flip();
}
}
void Flip()
{
isFacingRight = !isFacingRight;
Vector3 scale = transform.localScale;
scale.x *= -1;
transform.localScale = scale;
}
}
The movement of the enemy is right, but after the enemy flips its sprites, it doesn't change the direction of its movement. Basically, it continues to the right, even though its sprite has turned left. Can someone show me how I can fix this?
My enemy spite has a positive scale facing to the left.
Velocity is affected by the scale property.
So if you change the scale negative, everything on this GameObject flips, it's not necessary to change the velocity direction.
Are you getting bewildered? You can try another method to flip the sprite.
GetComponent<SpriteRenderer>().flipX = true;
This only flips the sprite renderer, other things are working as normal in its world space.
Another suggests as Unity documented it's better to change Rigidbody's property in the FixedUpdate.
I was actually able to do this with an enemy but for some reason I can't get it to work if it's the player.
See, the player is in a default, idle animation. When I press the arrow key from the opposite direction its facing at (default is the right when game starts -->), I want it to play a turning animation before the sprite flips over its x scale.
However what it's doing right now when I press the arrow key to turn him, is that firstly, it quickly flips the sprite over, then performs the animation as if it hadn't been flipped yet, then flips over to the other direction again.
In my animator, the idle has no exit time to the flip node and the flip node does have an exit time back to idle, just in case you would inquire. I've tried invoking a timer here and there as well but so far no luck. Can anyone help please?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class tulMoveMount : MonoBehaviour {
private Animator anim;
private Rigidbody2D rb;
public Image manaBar;
public LayerMask whatIsGround;
private bool grounded = false;
public Transform groundCheck;
public float groundCheckRadius;
private bool goRight = true;
private bool jump;
private bool turn = false;
private bool idle = true;
private bool mountOff;
private bool turnComplete = false;
public float runSpeed;
public float walkSpeed;
private float move;
public float turnDelay = 2.25f;
public float timer3 = 2.26f;
void Start ()
{
anim = GetComponent<Animator>();
rb = GetComponent<Rigidbody2D>();
}
void Update ()
{
grounded = Physics2D.OverlapCircle (groundCheck.position, groundCheckRadius, whatIsGround);
timer -= Time.deltaTime;
turnDelay -= Time.deltaTime;
HandleMovement ();
}
void HandleMovement()
{
float move = Input.GetAxis ("Horizontal");
float moveV = Input.GetAxis ("Vertical");
{
rb.velocity = new Vector2 (move * walkSpeed, rb.velocity.y);
anim.SetFloat ("walkSpeed", Mathf.Abs (move));
}
if (!goRight && move > 0) {
FlipConditions ();
Invoke ("ResetValues",timer3 );
Flip ();
turnComplete = false;
}
if (goRight && move < 0) {
FlipConditions ();
Invoke ("ResetValues",timer3 );
Flip ();
}
}
void FlipConditions()//
{
idle = false;
turn = true;
anim.SetTrigger ("turn");
idle = true;
anim.SetTrigger ("idle");
}
void Flip()
{
goRight = !goRight;
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
turnComplete = false;
}
void ResetValues()
{
idle = true;
anim.SetTrigger ("idle");
}
}
You can try to flip the sprite in LateUpdate() after you perform perform any animation in Update(). Try something like that, placing the animation in Update:
// store references to components on the gameObject
Transform _transform;
Rigidbody2D _rigidbody;
// hold player motion in this timestep
float vx;
float vy;
float MoveSpeed;
void Awake () {
// get a reference to the components we are going to be changing and store a reference for efficiency purposes
transform = GetComponent<Transform> ();
rigidbody = GetComponent<Rigidbody2D> ();
}
// this is where most of the player controller magic happens each game event loop
void Update()
{
// determine horizontal velocity change based on the horizontal input
vx = Input.GetAxisRaw ("Horizontal");
// get the current vertical velocity from the rigidbody component
vy = rigidbody.velocity.y;
// Change the actual velocity on the rigidbody
rigidbody.velocity = new Vector2(vx * MoveSpeed, vy);
}
// Checking to see if the sprite should be flipped
// this is done in LateUpdate since the Animator may override the localScale
// this code will flip the player even if the animator is controlling scale
void LateUpdate()
{
// get the current scale
Vector3 localScale = transform.localScale;
if (vx > 0) // moving right so face right
{
facingRight = true;
} else if (vx < 0) { // moving left so face left
facingRight = false;
}
// check to see if scale x is right for the player
// if not, multiple by -1 which is an easy way to flip a sprite
if (((facingRight) && (localScale.x<0)) || ((!facingRight) && (localScale.x>0))) {
localScale.x *= -1;
}
// update the scale
transform.localScale = localScale;
}