As you can see in this video, the object moves in any direction, but its model does not rotate in the direction of movement. How to fix it ??
Link to video
https://youtu.be/n4FDFDlsXK4
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MoveController : MonoBehaviour
{
private CharacterController controller = null;
private Animator animator = null;
private float speed = 5f;
void Start()
{
controller = gameObject.GetComponent<CharacterController>();
animator = gameObject.GetComponent<Animator>();
}
void Update()
{
float x = Input.GetAxis("Horizontal");
float z = Input.GetAxis("Vertical");
Vector3 move = (transform.right * x) + (transform.forward * z);
controller.Move(move * speed * Time.deltaTime);
var angle = Mathf.Atan2(move.z, move.x) * Mathf.Rad2Deg;
if (x != 0 || z != 0) animator.SetTrigger("run");
if (x == 0 && z == 0) animator.SetTrigger("idle");
}
}
Don't use transform.forward and transform.right to make your move vector, just make it in world space. Then, you can set transform.forward to the move direction.
Also, as derHugo mentioned below in a comment, you should
avoid using exact equality to compare floats. Instead use Mathf.Approximately or use your own threshold like below
avoid setting triggers every frame. instead you can use a flag to determine if you're already idle or already running, and only set the trigger if you're not already doing the thing.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MoveController : MonoBehaviour
{
private CharacterController controller = null;
private Animator animator = null;
private float speed = 5f;
bool isIdle;
void Start()
{
controller = gameObject.GetComponent<CharacterController>();
animator = gameObject.GetComponent<Animator>();
isIdle = true;
}
void Update()
{
float x = Input.GetAxis("Horizontal");
float z = Input.GetAxis("Vertical");
Vector3 move = new Vector3(x, 0f, z);
controller.Move(move * speed * Time.deltaTime);
var angle = Mathf.Atan2(move.z, move.x) * Mathf.Rad2Deg;
if (move.magnitude > idleThreshold)
{
transform.forward = move;
if (isIdle)
{
animator.SetTrigger("run");
isIdle = false;
}
}
else if (!isIdle)
{
animator.SetTrigger("idle");
isIdle = true;
}
}
}
Related
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class teleporttospawn : MonoBehaviour
{
public GameObject player; /// player
public Transform fps; /// also player
private void OnTriggerEnter(Collider other)
{
Debug.Log("teleport succes.");
fps.transform.position = new Vector3(-3.82f, 1.08f, -1.69f); // DONT WORK
player.transform.position = new Vector3(-3.82f, 1.08f, -1.69f); //DONT WORK
}
}
I have two players in the script above because I tried to move it in two ways but nothing worked
So I tried to set the object to vector3 and try to move the player to the object, so nothing comes out
I need teleport player when he triger the collider. Debug.Log work but transform.position dont work.
Its dosent work from this script -> fpscontroller
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class fpscontroller : MonoBehaviour
{
public float walkingSpeed = 7.5f;
public float runningSpeed = 11.5f;
public float jumpSpeed = 8.0f;
public float gravity = 20.0f;
public Camera playerCamera;
public float lookSpeed = 2.0f;
public float lookXLimit = 45.0f;
CharacterController characterController;
Vector3 moveDirection = Vector3.zero;
float rotationX = 0;
[HideInInspector]
public bool canMove = true;
public GameObject tp;
private void OnTriggerEnter(Collider collision)
{
if (collision.gameObject.CompareTag("tp"))
{
while(transform.position != tp.transform.position)
{
Debug.Log("teleport succes.");
gameObject.transform.position = tp.transform.position;
}
}
}
void Start()
{
transform.position = gameObject.transform.position;
characterController = GetComponent<CharacterController>();
// Lock cursor
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
void Update()
{
// We are grounded, so recalculate move direction based on axes
Vector3 forward = transform.TransformDirection(Vector3.forward);
Vector3 right = transform.TransformDirection(Vector3.right);
// Press Left Shift to run
bool isRunning = Input.GetKey(KeyCode.LeftShift);
float curSpeedX = canMove ? (isRunning ? runningSpeed : walkingSpeed) * Input.GetAxis("Vertical") : 0;
float curSpeedY = canMove ? (isRunning ? runningSpeed : walkingSpeed) * Input.GetAxis("Horizontal") : 0;
float movementDirectionY = moveDirection.y;
moveDirection = (forward * curSpeedX) + (right * curSpeedY);
if (Input.GetButton("Jump") && canMove && characterController.isGrounded)
{
moveDirection.y = jumpSpeed;
}
else
{
moveDirection.y = movementDirectionY;
}
// Apply gravity. Gravity is multiplied by deltaTime twice (once here, and once below
// when the moveDirection is multiplied by deltaTime). This is because gravity should be applied
// as an acceleration (ms^-2)
if (!characterController.isGrounded)
{
moveDirection.y -= gravity * Time.deltaTime;
}
// Move the controller
characterController.Move(moveDirection * Time.deltaTime);
// Player and Camera rotation
if (canMove)
{
rotationX += -Input.GetAxis("Mouse Y") * lookSpeed;
rotationX = Mathf.Clamp(rotationX, -lookXLimit, lookXLimit);
playerCamera.transform.localRotation = Quaternion.Euler(rotationX, 0, 0);
transform.rotation *= Quaternion.Euler(0, Input.GetAxis("Mouse X") * lookSpeed, 0);
}
}
}
I want to move an object from position A to position B on X axis endlessly. But it does move and comeback only once. How to make it continuosly? I've tried Vector3.Lerp or just creating new Vector3 but it only teleports.
`
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MovingTarget : MonoBehaviour
{
[SerializeField] private Vector3 firstPosition = new Vector3(-14f, 2.5f, 17f);
[SerializeField] private Vector3 secondPosition = new Vector3(14f, 2.5f, 17f);
public float speed = 10f;
void Start()
{
transform.position = firstPosition;
}
void Update()
{
transform.position = Vector3.MoveTowards(transform.position, secondPosition, Time.deltaTime * speed);
if(transform.position == secondPosition)
{
secondPosition = firstPosition;
}
}
}
`
As alternative you could also use Mathf.PingPong like e.g.
// By default afaik a full cycle takes 2 seconds so in order to normalize
// this to one second we will divide by this times 2 later
public float cycleDuration = 1;
private void Update ()
{
transform.position = Vector3.Lerp(firstPosition, secondPosition, Mathf.PingPong(Time.time / (cycleDuration * 2f), 1f));
}
In case your object is spawned later in the game you might want to rather always start at the first position and do
private float timer;
private void Update ()
{
transform.position = Vector3.Lerp(firstPosition, secondPosition, Mathf.PingPong(timer / (cycleDuration * 2f), 1f));
timer += Time.deltaTime;
}
I don't use Unity, but since nobody else answered....
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MovingTarget : MonoBehaviour
{
[SerializeField] private Vector3 firstPosition = new Vector3(-14f, 2.5f, 17f);
[SerializeField] private Vector3 secondPosition = new Vector3(14f, 2.5f, 17f);
private Vector3 target;
public float speed = 10f;
void Start()
{
transform.position = firstPosition;
target = secondPosition;
}
void Update()
{
transform.position = Vector3.MoveTowards(transform.position, target, Time.deltaTime * speed);
if (transform.position == firstPosition)
{
target = secondPosition;
}
else if (transform.position == secondPosition)
{
target = firstPosition;
}
}
}
Player movement is working (at least somewhat) now, however one issue remains, and that's the insane numbers the y velocity of the Rigidbody2D on the player. Since the isGrounded check I plan to add will use velocity for the sake of stability, this needs to be fixed.
It confuses me, considering the velocity is 0 normally, but whenever moving left or right it changes to said high numbers.
Movement code:
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
public class PlayerM : MonoBehaviour
{
private PControls control;
Rigidbody2D rb;
SpriteRenderer sp;
Transform tr;
public float speed = 0f;
public float speedC;
public float heightSpeed = 5f;
public float heightC;
public bool grounded;
void Start()
{
control = new PControls();
control.Enable();
rb = GetComponent<Rigidbody2D>();
sp = GetComponent<SpriteRenderer>();
tr = GetComponent<Transform>();
}
// Update is called once per frame
void FixedUpdate()
{
RaycastHit2D hit = Physics2D.Raycast(rb.position, -Vector2.up);
Color color = new Color(0, 0, 1.0f);
Debug.DrawRay(transform.position, Vector2.down);
speedC = rb.velocity.magnitude;
var pos = control.Movement.Move.ReadValue<float>();
float GetVerticalSpeed() => rb.velocity.y;
if(pos == -1)
{
sp.flipX = true;
}
else if(pos == 1)
{
sp.flipX = false;
}
if((pos == 0) && (speed > 0.1f))
{
speed -= 3f * Time.deltaTime;
}
else if(speed < 1.4f)
{
speed += Mathf.Abs(pos) * 8 * Time.deltaTime;
}
if(speedC < 7f)
{
rb.AddForce(new Vector3((pos * 5), 0f) * speed * Time.deltaTime, ForceMode2D.Impulse);
}
var jump = control.Movement.Jump.ReadValue<float>();
Debug.Log(GetVerticalSpeed());
Vector3 v = rb.velocity;
v.y = 10;
if(jump == 1)
{
rb.velocity = v;
}
}
}
Seems the main issue was fixed by converting the height velocity to an integer using System.Math.Round():
float vel = rb.velocity.y;
heightC = (int)System.Math.Round(vel);
Not sure it's the best solution, but it's something..
Should I use Cinemachine for that or it's better to do it with a script from scratch ?
The script is attached to the Main Camera.
Now it's orbit only left right. I want it to orbit 360 degrees with clamp so it wont move down to the floor and to up back.
I should also the Y and not only the X but not sure how.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerFollow : MonoBehaviour {
public Transform PlayerTransform;
private Vector3 _cameraOffset;
[Range(0.01f, 1.0f)]
public float SmoothFactor = 0.5f;
public bool LookAtPlayer = false;
public bool RotateAroundPlayer = true;
public float RotationsSpeed = 5.0f;
// Use this for initialization
void Start () {
_cameraOffset = transform.position - PlayerTransform.position;
}
// LateUpdate is called after Update methods
void LateUpdate () {
if(RotateAroundPlayer)
{
Quaternion camTurnAngle =
Quaternion.AngleAxis(Input.GetAxis("Mouse X") * RotationsSpeed, Vector3.up);
_cameraOffset = camTurnAngle * _cameraOffset;
}
Vector3 newPos = PlayerTransform.position + _cameraOffset;
transform.position = Vector3.Slerp(transform.position, newPos, SmoothFactor);
if (LookAtPlayer || RotateAroundPlayer)
transform.LookAt(PlayerTransform);
}
}
I'm creating a 2D horizontal side-scroller and I have enemies being spawned whose rigidbody component is being used to give them a velocity like so:
using UnityEngine;
using System.Collections;
public class Mover : MonoBehaviour
{
public float speed;
public new Rigidbody2D rigidbody;
public bool random;
void Start()
{
if (random) {
rigidbody.velocity = Random.value * transform.right * speed;
}
else
{
rigidbody.velocity = transform.right * speed;
}
}
}
How can I have these enemies also move up and down constantly on the the Y-axis while they are moving with a velocity on the X-axis? Everything I have tried seems to interfere with the velocity of the objects. I am basically trying to create a simple behavioral pattern so as to make the targets harder for the player to aim at.
Any ideas?
This is just a starting point, but you would have to experiment with different ways to do it to get the behavior you want. Maybe you can try using rigidbody.AddForce too.
If you haven't already, I recommend watching the video tutorials for the 2D platformer.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(Rigidbody2D))]
public class Mover : MonoBehaviour {
public float speed, waveSpeed;
new Rigidbody2D rigidbody;
public bool random;
// Use this for initialization
void Start () {
rigidbody = GetComponent<Rigidbody2D>();
if (random) {
rigidbody.velocity = Random.value * transform.right * speed;
} else {
rigidbody.velocity = transform.right * speed;
}
}
float angle = 0;
// Use this for physics calculations
void FixedUpdate () {
var wave = Mathf.Sin(angle += waveSpeed); // goes from -1 to +1
var p = rigidbody.position;
p.y = wave; // or: yCenter + yHeight * wave
rigidbody.position = p;
}
}
I have found the solution by following the answer given under this link: https://gamedev.stackexchange.com/questions/96878/how-to-animate-objects-with-bobbing-up-and-down-motion-in-unity?newreg=ccb2eaf1b725413ca777a68348637990
Here is my updated code:
public class EnemyMover : MonoBehaviour {
public float speed;
public new Rigidbody2D rigidbody;
public bool random;
float originalY;
public float floatStrength = 1;
void Start()
{
this.originalY = this.transform.position.y;
if (random) {
rigidbody.velocity = Random.value * transform.right * speed;
}else
{
rigidbody.velocity = transform.right * speed;
}
}
void Update()
{
transform.position = new Vector3(transform.position.x,
originalY + ((float)System.Math.Sin(Time.time) * floatStrength),
transform.position.z);
}
}