For a 2D topdown Unity project, I'm trying to make it so when the player clicks, a bullet comes out. The shooting is working perfectly, just there is a countdown on the bullet, and when the bullet is shot the countdown is always pointing towards where the player was facing. I'd like to make it so even if the player is facing sideways or up or down, the countdown always remains upright and readable.
Use World Canvas and use transform.lookAt to face it to your camera.
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I'm new to unity here and I have a capsule for a player and a moving wall. When ever the player touches the wall, it can just go through and walk out the other side, and I kind of don't want that. The screenshot below demonstrates what I mean.
Player in moving wall
I tried to use rigid body and collisions to help give me a solution, but that didn't stop the problem. I'm now not really sure what the best thing is to do.
Rigidbody should be able to do the trick. You said that it did not work, so here are a few things you need to make sure you have done for the Rigidbody collisions to work properly:
Give the player a Rigidbody component
Give the player a collider (best use capsule collider)
Give the wall a collider (it looks like a box collider would work best)
When you move the player, move them with the function Rigidbody.MovePosition(newPos) or by setting the velocity with Rigidbody.velocity = new Vector3(newVelocity)
The "Is Kinematic" checkbox of the player's Rigidbody component is un-checked (set to false)
Please is it possible to make a Player with rigidbody or character controller run on wall just like The Flash. Please guide me on how to implement this.Here's a link of what I'm talking about. Thank you in advance.
Rotate the player to be vertical to the building, adjust the gravity parameter on your rigid body (make it lower so the added force won't be canceled by it) and just add the force (or set the velocity, whatever makes you happy)
I'm going to assume you already know how to move the player around on the ground. All you need to do is create some form of detection for when they want to begin running on the wall (maybe the player presses a button, or walks up to the wall), at which point you will want to do 2 things: rotate the player to have their feet on the wall, and change gravity to be pulling the player into the wall.
If we assume the player is facing the wall when they go up on it, you can just rotate 90 degrees backwards. Changing gravity should be easy too. Once the player is fully rotated, do something like this
Vector3 newGravityVector = tranform.down.normalized
Physics.gravity = transform.down.normalized * 9.8 //9.8 is the default gravitaty value, feel free to use a different multiplier if you wish.
(this script should be attached to your player)
I'm making a space game and I want the game to take place inside of a sphere or cube. I want the walls of the shape to render what's inside on the inside walls so it seems like endless space. Once the illusion of endless is in place I want to teleport the player if they touch the game space shape and teleport them seamlessly to the opposite side of the shape.
Edit: I just had an idea of how to teleport how I want. Maybe using ray casting to cast a ray behind the player and where ever that hits when they touch the edge of the shape to teleport to?
To answer question one I used a render texture. It's very close to the effect I want I just have to play with the perspective like they do with portals in portal 1 and 2.
To answer the my second question I went with raycasting. The player flys around in a sphere and casts a ray behind itself. Once the player hits the collision of the sphere they teleport to the point of the raycast. This works perfectly only for the fact when the player reverses on the sphere collider they escape the sphere flawlessly.
I am currently working on a 3D Unity game in which you control a block through a labyrinth made out of blocks and have to avoid spikes, moving enemys and other traps.
Here a picture how it looks at the moment ( you are the blue cube and have to avoid the moving pink ones ):
The problem now is, that when I move along a wall, the player gets stuck and stops moving until I move in the other direction again (every part of the wall is as big as the player because I am generating it from an image).
I already tried everything with Physics materials and friction but it does not get better :(.
The problem is that your BoxCollider of the player is probably getting stuck on the edges between two of the wall colliders. Consider "smoothing" the edges of the collider a bit so the player wont get stuck.
The default collision detection mode in Colliders is Descrete, it might jump through a small gap occasionally, you could set the players collider to CollisionDetectionMode.Continuous it will prevent the overshoot.
Try decreasing the Default Contact Offset in Edit/Project Settings/Physics
Changing it from 0.01 to 0.0001 worked for me
Source
So I'm making a 3D pool game. Basically I have a main camera that when you press a button it adds force to the cue ball based on the position of the camera, which works ok.
But whenever the cue ball hits the wall of the table, it just stops. I want it to smoothly bounce off the wall like a real pool cue ball would.
The cue ball is just a basic sphere Game Object. The walls are basic cubes with colliders.
I have tried Vector3.Reflect with no success. It seems to bounce back a tiny bit but then immediately stops.
Any help would be great!
You should create a PhysicMaterial with low or no friction (both dynamic and static), bounciness = 1 and Bounce Combine = Maximum and then apply that PhysicMaterial to the rigidbody of your sphere
You can do one thing.
Store the ball velocity when it collide with the wall, calculate the reflected direction through Vector3.Reflect and give the stored velocity to the ball in reflected direction.
Hope that this will help you...
Best,
Hardik.
To make bounce on wall we need to create physic material and after that we need to change the value of dynamic friction =0.3 and static friction =
0.3 and bounciness=0.8 and frictionCombine choose Average from dropdown and bouncecombine choose Average .
Hence the ball is start bouncing on the wall by using the upper property.