Grappling hook joint won't hook onto a game object Unity - c#

I've started trying to code a grappling hook in unity but my distance joint won't hook onto the gameobject but rather blank space. I want to make it so that my distance joint will hook onto the gameobject instead of blank space. I feel that maybe there is a problem with the joint vectors but I don't know.
Here's my code:
public class Grapplescript : MonoBehaviour
{
public LineRenderer line;
DistanceJoint2D joint;
Vector3 targetPos;
RaycastHit2D hit;
public float distance = 10f;
public LayerMask mask;
public float step = 0.02f;
// Use this for initialization
void Start()
{
joint = GetComponent<DistanceJoint2D>();
joint.enabled = false;
line.enabled = false;
}
// Update is called once per frame
void Update()
{
if (joint.distance > .5f)
joint.distance -= step;
else
{
line.enabled = false;
joint.enabled = false;
}
if (Input.GetKeyDown(KeyCode.Mouse1))
{
targetPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
targetPos.z = 0;
hit = Physics2D.Raycast(transform.position, targetPos - transform.position, distance, mask);
if (hit.collider != null && hit.collider.gameObject.GetComponent<Rigidbody2D>() != null)
{
joint.enabled = true;
// Debug.Log (hit.point - new Vector2(hit.collider.transform.position.x,hit.collider.transform.position.y);
Vector2 connectPoint = hit.point - new Vector2(hit.collider.transform.position.x, hit.collider.transform.position.y);
connectPoint.x = connectPoint.x / hit.collider.transform.localScale.x;
connectPoint.y = connectPoint.y / hit.collider.transform.localScale.y;
Debug.Log(connectPoint);
joint.connectedAnchor = connectPoint;
joint.connectedBody = hit.collider.gameObject.GetComponent<Rigidbody2D>();
// joint.connectedAnchor = hit.point - new Vector2(hit.collider.transform.position.x,hit.collider.transform.position.y);
joint.distance = Vector2.Distance(transform.position, hit.point);
line.enabled = true;
line.SetPosition(0, transform.position);
line.SetPosition(1, hit.point);
//reference to another code
line.GetComponent<roperatio>().grabPos = hit.point;
}
}
//line.SetPosition(1, joint.connectedBody.transform.TransformPoint(joint.connectedAnchor));
if (Input.GetKey(KeyCode.Mouse1))
{
line.SetPosition(0, transform.position);
}
if (Input.GetKeyUp(KeyCode.Mouse1))
{
joint.enabled = false;
line.enabled = false;
}
}
}

Related

How can i make object to rotate smooth towards a target with raycast?

I have object that move around in fixed radius around another object with random height.
In this script i want the transform(turret) to rotate facing the target(target is the object that move with the random height) and that the laser that shoot will hit all the time the moving around target.
In the original i used the mouse to rotate the transform to be facing objects but now i want that the transform will rotate automatic to the moving target with the laser.
I added this part to the script and the laser start when running the game but the transform is not rotating facing the target. and i still can rotate the transform with the mouse and in this case i don't want the mouse to rotate the transform but that the transform will be rotating automatic.
if (startLaser)
{
Destroy(Instance);
Instance = Instantiate(Prefabs[Prefab], FirePoint.transform.position, FirePoint.transform.rotation);
Instance.transform.parent = transform;
LaserScript = Instance.GetComponent<Hovl_Laser>();
LaserScript2 = Instance.GetComponent<Hovl_Laser2>();
startLaser = false;
}
if (Cam != null)
{
RaycastHit hit;
RayMouse = Cam.ScreenPointToRay(target.position);
if(Physics.Raycast(RayMouse.origin, RayMouse.direction, out hit, MaxLength))
{
RotateToMouseDirection(gameObject, hit.point);
}
else
{
var pos = RayMouse.GetPoint(MaxLength);
RotateToMouseDirection(gameObject, pos);
}
}
but it's not working the transform is not rotating automatic and the mouse still controlling the rotating.
This is the full script :
using System.Collections;
using System.Collections.Generic;
using System.Runtime.Serialization.Formatters;
using System;
using UnityEngine;
public class Hovl_DemoLasers : MonoBehaviour
{
public Transform target;
public GameObject FirePoint;
public Camera Cam;
public float MaxLength;
public GameObject[] Prefabs;
private Ray RayMouse;
private Vector3 direction;
private Quaternion rotation;
[Header("GUI")]
private float windowDpi;
private int Prefab;
private GameObject Instance;
private Hovl_Laser LaserScript;
private Hovl_Laser2 LaserScript2;
private bool rotateMouse = true;
private bool startLaser = true;
//Double-click protection
private float buttonSaver = 0f;
void Start ()
{
if (Screen.dpi < 1) windowDpi = 1;
if (Screen.dpi < 200) windowDpi = 1;
else windowDpi = Screen.dpi / 200f;
Counter(0);
}
void Update()
{
//Enable lazer
if (Input.GetMouseButtonDown(0))
{
Destroy(Instance);
Instance = Instantiate(Prefabs[Prefab], FirePoint.transform.position, FirePoint.transform.rotation);
Instance.transform.parent = transform;
LaserScript = Instance.GetComponent<Hovl_Laser>();
LaserScript2 = Instance.GetComponent<Hovl_Laser2>();
rotateMouse = true;
}
if (Input.GetMouseButtonDown(1))
{
rotateMouse = false;
}
//To change lazers
if ((Input.GetKey(KeyCode.A) || Input.GetAxis("Horizontal") < 0) && buttonSaver >= 0.4f)// left button
{
buttonSaver = 0f;
Counter(-1);
}
if ((Input.GetKey(KeyCode.D) || Input.GetAxis("Horizontal") > 0) && buttonSaver >= 0.4f)// right button
{
buttonSaver = 0f;
Counter(+1);
}
buttonSaver += Time.deltaTime;
if (startLaser)
{
Destroy(Instance);
Instance = Instantiate(Prefabs[Prefab], FirePoint.transform.position, FirePoint.transform.rotation);
Instance.transform.parent = transform;
LaserScript = Instance.GetComponent<Hovl_Laser>();
LaserScript2 = Instance.GetComponent<Hovl_Laser2>();
startLaser = false;
}
if (Cam != null)
{
RaycastHit hit;
RayMouse = Cam.ScreenPointToRay(target.position);
if(Physics.Raycast(RayMouse.origin, RayMouse.direction, out hit, MaxLength))
{
RotateToMouseDirection(gameObject, hit.point);
}
else
{
var pos = RayMouse.GetPoint(MaxLength);
RotateToMouseDirection(gameObject, pos);
}
}
//Current fire point
if (Cam != null && rotateMouse)
{
RaycastHit hit;
var mousePos = Input.mousePosition;
RayMouse = Cam.ScreenPointToRay(mousePos);
if (Physics.Raycast(RayMouse.origin, RayMouse.direction, out hit, MaxLength))
{
RotateToMouseDirection(gameObject, hit.point);
}
else
{
var pos = RayMouse.GetPoint(MaxLength);
RotateToMouseDirection(gameObject, pos);
}
}
else
{
Debug.Log("No camera");
}
}
//GUI Text
void OnGUI()
{
GUI.Label(new Rect(10 * windowDpi, 5 * windowDpi, 400 * windowDpi, 20 * windowDpi), "Use the keyboard buttons A/<- and D/-> to change lazers!");
GUI.Label(new Rect(10 * windowDpi, 20 * windowDpi, 400 * windowDpi, 20 * windowDpi), "Use left mouse button for shooting!");
}
//To change prefabs (count - prefab number)
void Counter(int count)
{
Prefab += count;
if (Prefab > Prefabs.Length - 1)
{
Prefab = 0;
}
else if (Prefab < 0)
{
Prefab = Prefabs.Length - 1;
}
}
//To rotate fire point
void RotateToMouseDirection (GameObject obj, Vector3 destination)
{
direction = destination - obj.transform.position;
rotation = Quaternion.LookRotation(direction);
obj.transform.localRotation = Quaternion.Lerp(obj.transform.rotation, rotation, 1);
}
}
This is working fine : I'm not sure if i need to use the out hit variable in the Automatic aiming part ? do i need to use the hit variable and if so how ?
// Automatic aiming part
if (Cam != null)
{
RaycastHit hit;
if (Physics.Raycast(transform.position, transform.TransformDirection(Vector3.forward), out hit, MaxLength))
{
RotateToMouseDirection(gameObject, target.position);
}
}
Anyway it's not working as i wanted.
using System.Collections;
using System.Collections.Generic;
using System.Runtime.Serialization.Formatters;
using System;
using UnityEngine;
public class Hovl_DemoLasers : MonoBehaviour
{
public Transform target;
public GameObject FirePoint;
public Camera Cam;
public float MaxLength;
public GameObject[] Prefabs;
private Ray RayMouse;
private Ray AutomaticRay;
private Vector3 direction;
private Quaternion rotation;
[Header("GUI")]
private float windowDpi;
private int Prefab;
private GameObject Instance;
private Hovl_Laser LaserScript;
private Hovl_Laser2 LaserScript2;
private bool rotateMouse = true;
private bool startLaser = true;
//Double-click protection
private float buttonSaver = 0f;
void Start ()
{
//LaserEndPoint = new Vector3(0, 0, 0);
if (Screen.dpi < 1) windowDpi = 1;
if (Screen.dpi < 200) windowDpi = 1;
else windowDpi = Screen.dpi / 200f;
Counter(0);
}
void Update()
{
//Enable lazer
if (Input.GetMouseButtonDown(0))
{
Destroy(Instance);
Instance = Instantiate(Prefabs[Prefab], FirePoint.transform.position, FirePoint.transform.rotation);
Instance.transform.parent = transform;
LaserScript = Instance.GetComponent<Hovl_Laser>();
LaserScript2 = Instance.GetComponent<Hovl_Laser2>();
rotateMouse = true;
}
if (Input.GetMouseButtonDown(1))
{
rotateMouse = false;
}
//Disable lazer prefab
if (Input.GetMouseButtonUp(0))
{
/*if (LaserScript) LaserScript.DisablePrepare();
if (LaserScript2) LaserScript2.DisablePrepare();
Destroy(Instance,1);*/
}
//To change lazers
if ((Input.GetKey(KeyCode.A) || Input.GetAxis("Horizontal") < 0) && buttonSaver >= 0.4f)// left button
{
buttonSaver = 0f;
Counter(-1);
}
if ((Input.GetKey(KeyCode.D) || Input.GetAxis("Horizontal") > 0) && buttonSaver >= 0.4f)// right button
{
buttonSaver = 0f;
Counter(+1);
}
buttonSaver += Time.deltaTime;
if (startLaser)
{
rotateMouse = false;
Destroy(Instance);
Instance = Instantiate(Prefabs[Prefab], FirePoint.transform.position, FirePoint.transform.rotation);
Instance.transform.parent = transform;
LaserScript = Instance.GetComponent<Hovl_Laser>();
LaserScript2 = Instance.GetComponent<Hovl_Laser2>();
startLaser = false;
}
// Automatic aiming part
if (Cam != null)
{
RaycastHit hit;
if (Physics.Raycast(transform.position, transform.TransformDirection(Vector3.forward), out hit, MaxLength))
{
RotateToMouseDirection(gameObject, target.position);
}
}
//Current fire point
if (Cam != null && rotateMouse)
{
RaycastHit hit; //DELATE THIS IF YOU WANT TO USE LASERS IN 2D
var mousePos = Input.mousePosition;
RayMouse = Cam.ScreenPointToRay(mousePos);
//ADD THIS IF YOU WANT TO USE LASERS IN 2D: RaycastHit2D hit = Physics2D.Raycast(RayMouse.origin, RayMouse.direction, MaxLength);
if (Physics.Raycast(RayMouse.origin, RayMouse.direction, out hit, MaxLength)) //CHANGE THIS IF YOU WANT TO USE LASERRS IN 2D: if (hit.collider != null)
{
RotateToMouseDirection(gameObject, hit.point);
}
else
{
var pos = RayMouse.GetPoint(MaxLength);
RotateToMouseDirection(gameObject, pos);
}
}
else
{
Debug.Log("No camera");
}
}
//GUI Text
void OnGUI()
{
GUI.Label(new Rect(10 * windowDpi, 5 * windowDpi, 400 * windowDpi, 20 * windowDpi), "Use the keyboard buttons A/<- and D/-> to change lazers!");
GUI.Label(new Rect(10 * windowDpi, 20 * windowDpi, 400 * windowDpi, 20 * windowDpi), "Use left mouse button for shooting!");
}
//To change prefabs (count - prefab number)
void Counter(int count)
{
Prefab += count;
if (Prefab > Prefabs.Length - 1)
{
Prefab = 0;
}
else if (Prefab < 0)
{
Prefab = Prefabs.Length - 1;
}
}
//To rotate fire point
void RotateToMouseDirection (GameObject obj, Vector3 destination)
{
direction = destination - obj.transform.position;
rotation = Quaternion.LookRotation(direction);
obj.transform.localRotation = Quaternion.Lerp(obj.transform.rotation, rotation, 1);
}
}

Unity Prefab won't instantiate into the game scene

Having a bit of trouble with unity. I have had two different builds for firing and movement systems, now I am porting them together although I encounter some issues when I do this. The 'bullet' prefab in the assets folder is asked to be spawned into the game scene but never is. But what is more intriguing is the other functions of the 'bullet' and script take place, so it is only the prefab not showing in the scene.
THe following is the code from the script which instaniates the prefab:
public bool isFiring; // Boolean to check if the player is firing
public bool isReloading = false; // Boolean to check if the player is reloading
public BulletController bullet; // Reference another script
public float bulletSpeed; // bullet speed - changed in bullet controller
public float timeBetweenShots; // time between shots can be fired
private float shotCounter; // Tempoary time holder - ensures no bullet spam
public Transform firePoint; // The fire point in the game attached to the gun
public static int ammoRemaining = 3; // Ammo left for the player to fire
public static int maxAmmo = 3;
public Text ammoText;
public Rigidbody cannonballInstance;
public BulletController projectile;
[Range(10f, 80f)]
public float angle = 45f;
// Use this for initialization
void Awake () {
isReloading = false;
timeBetweenShots = 0.3f;
ammoRemaining = maxAmmo;
}
// Update is called once per frame
void Update () {
if (ammoRemaining == 0 && isReloading == false)
{
StartCoroutine(Reload());
}
else if (isFiring == true && isReloading == false)
{
shotCounter -= Time.deltaTime;
if(shotCounter <= 0 && ammoRemaining > 0 && isReloading == false)
{
shotCounter = timeBetweenShots;
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hitInfo;
if (Physics.Raycast(ray, out hitInfo))
{
FireCannonAtPoint(hitInfo.point);
}
ammoRemaining -= 1;
ammoText.text = "Ammo:" + ammoRemaining;
}
}
else if (Input.GetKey(KeyCode.R))
{
StartCoroutine(Reload());
}
else
{
shotCounter = 0;
}
}
private void FireCannonAtPoint(Vector3 point)
{
Vector3 randomAccuracy;
randomAccuracy = new Vector3(Random.Range(-2.0f, 2f), 0, Random.Range(-2f, 2f));
var velocity = BallisticVelocity(point + randomAccuracy, angle);
Debug.Log("Firing at " + (point + randomAccuracy) + " velocity " + velocity);
Rigidbody rg = Instantiate(cannonballInstance, transform.position, transform.rotation);
Debug.Log("Firing at" + transform.position);
Debug.Log(rg.transform);
BulletController newProjectile = rg.GetComponent<BulletController>();
newProjectile.speed = velocity;
Debug.Log(newProjectile.speed);
// cannonballInstance.transform.position = transform.position ;
// cannonballInstance.velocity = velocity;
}
private Vector3 BallisticVelocity(Vector3 destination, float angle)
{
Vector3 direction = destination - transform.position; // get Target Direction
float height = direction.y; // get height difference
direction.y = 0; // retain only the horizontal difference
float distance = direction.magnitude; // get horizontal direction
float AngleRadians = angle * Mathf.Deg2Rad; // Convert angle to radians
direction.y = distance * Mathf.Tan(AngleRadians); // set direction to the elevation angle.
distance += height / Mathf.Tan(AngleRadians); // Correction for small height differences
// Calculate the velocity magnitude
float velocity = Mathf.Sqrt(distance * Physics.gravity.magnitude / Mathf.Sin(2 * AngleRadians));
Debug.Log(velocity);
return velocity * direction.normalized; // Return a normalized vector.
}
public IEnumerator Reload()
{
isReloading = true;
ammoText.text = "REL...";
yield return new WaitForSeconds(2);
ammoRemaining = maxAmmo;
isReloading = false;
ammoText.text = "Ammo:" + ammoRemaining;
}
}
Everything is the same in the two seperate version but it just the spawning in of the prefab which doesn't work.
Any ideas/suggestions are much appreciated.
From your code:
public Rigidbody cannonballInstance;
[...]
Rigidbody rg = Instantiate(cannonballInstance, transform.position, transform.rotation);
You are Instantiating a Rigidbody where I think you expect to instantiate a GameObject
try with:
Rigidbody rg = Instantiate(cannonballInstance.gameObject, transform.position, transform.rotation).GetComponent<Rigidbody>();

Unity, First time using a script in c# it's working fine then after few times getting null exception why?

I have a ThirdPersonController in the Hierarchy.
Then i'm adding to it a Nav Mesh Agent.
The dragging to it the scrip in c#.
Then in the Inspector i'm adding in the script part the agent.
Then baking.
And it was working more or less with some stuttering but was working.
The character ThirdPersonController walked automatic to specific point in this case to a cylinder i have on my Terrain.
I can't figure out why first time/s it's working fine but then now i have this error.
This is the script i'm using for the automatic walk:
using System.Collections;
using UnityStandardAssets.Characters.ThirdPerson;
public class BasicAi : MonoBehaviour {
public NavMeshAgent agent;
public ThirdPersonCharacter character;
public enum State {
PATROL,
CHASE
}
public State state;
private bool alive;
// Variables for patrolling
public GameObject[] waypoints;
private int waypointInd = 0;
public float patrolSpeed = 0.5f;
// Variable for chasing
public float chaseSpeed = 1f;
public GameObject target;
// Use this for initialization
void Start () {
agent = GetComponent<NavMeshAgent> ();
character = GetComponent<ThirdPersonCharacter>();
agent.updatePosition = true;
agent.updateRotation = false;
state = BasicAi.State.PATROL;
alive = true;
StartCoroutine ("FSM");
}
IEnumerator FSM()
{
while (alive)
{
switch (state)
{
case State.PATROL:
Patrol ();
break;
case State.CHASE:
Chase ();
break;
}
yield return null;
}
}
void Patrol()
{
agent.speed = patrolSpeed;
if (Vector3.Distance (this.transform.position, waypoints [waypointInd].transform.position) >= 2) {
agent.SetDestination (waypoints [waypointInd].transform.position);
character.Move (agent.desiredVelocity, false, false);
} else if (Vector3.Distance (this.transform.position, waypoints [waypointInd].transform.position) <= 2) {
waypointInd += 1;
if (waypointInd > waypoints.Length) {
waypointInd = 0;
}
}
else
{
character.Move (Vector3.zero, false, false);
}
}
void Chase()
{
agent.speed = chaseSpeed;
agent.SetDestination (target.transform.position);
character.Move (agent.desiredVelocity, false, false);
}
void OnTriggerEnter(Collider coll)
{
if (coll.tag == "Player")
{
state = BasicAi.State.CHASE;
target = coll.gameObject;
}
}
// Update is called once per frame
void Update () {
}
And the exception error message is:
NullReferenceException: Object reference not set to an instance of an object
UnityStandardAssets.Characters.ThirdPerson.ThirdPersonCharacter.CheckGroundStatus () (at Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/ThirdPersonCharacter.cs:215)
UnityStandardAssets.Characters.ThirdPerson.ThirdPersonCharacter.Move (Vector3 move, Boolean crouch, Boolean jump) (at Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/ThirdPersonCharacter.cs:54)
BasicAi.Patrol () (at Assets/My Scripts/BasicAi.cs:72)
BasicAi+<FSM>c__Iterator0.MoveNext () (at Assets/My Scripts/BasicAi.cs:55)
UnityEngine.MonoBehaviour:StartCoroutine(String)
BasicAi:Start() (at Assets/My Scripts/BasicAi.cs:43)
When i click on the error message in the Console window it's going to the ThirdPersonCharacter script. The script is from in Unity.
The error is on the line:
m_Animator.applyRootMotion = true;
And this is the ThirdPersonCharacter script where the error is:
using UnityEngine;
namespace UnityStandardAssets.Characters.ThirdPerson
{
[RequireComponent(typeof(Rigidbody))]
[RequireComponent(typeof(CapsuleCollider))]
[RequireComponent(typeof(Animator))]
public class ThirdPersonCharacter : MonoBehaviour
{
[SerializeField] float m_MovingTurnSpeed = 360;
[SerializeField] float m_StationaryTurnSpeed = 180;
[SerializeField] float m_JumpPower = 12f;
[Range(1f, 4f)][SerializeField] float m_GravityMultiplier = 2f;
[SerializeField] float m_RunCycleLegOffset = 0.2f; //specific to the character in sample assets, will need to be modified to work with others
[SerializeField] float m_MoveSpeedMultiplier = 1f;
[SerializeField] float m_AnimSpeedMultiplier = 1f;
[SerializeField] float m_GroundCheckDistance = 0.1f;
Rigidbody m_Rigidbody;
Animator m_Animator;
bool m_IsGrounded;
float m_OrigGroundCheckDistance;
const float k_Half = 0.5f;
float m_TurnAmount;
float m_ForwardAmount;
Vector3 m_GroundNormal;
float m_CapsuleHeight;
Vector3 m_CapsuleCenter;
CapsuleCollider m_Capsule;
bool m_Crouching;
void Start()
{
m_Animator = GetComponent<Animator>();
m_Rigidbody = GetComponent<Rigidbody>();
m_Capsule = GetComponent<CapsuleCollider>();
m_CapsuleHeight = m_Capsule.height;
m_CapsuleCenter = m_Capsule.center;
m_Rigidbody.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY | RigidbodyConstraints.FreezeRotationZ;
m_OrigGroundCheckDistance = m_GroundCheckDistance;
}
public void Move(Vector3 move, bool crouch, bool jump)
{
// convert the world relative moveInput vector into a local-relative
// turn amount and forward amount required to head in the desired
// direction.
if (move.magnitude > 1f) move.Normalize();
move = transform.InverseTransformDirection(move);
CheckGroundStatus();
move = Vector3.ProjectOnPlane(move, m_GroundNormal);
m_TurnAmount = Mathf.Atan2(move.x, move.z);
m_ForwardAmount = move.z;
ApplyExtraTurnRotation();
// control and velocity handling is different when grounded and airborne:
if (m_IsGrounded)
{
HandleGroundedMovement(crouch, jump);
}
else
{
HandleAirborneMovement();
}
ScaleCapsuleForCrouching(crouch);
PreventStandingInLowHeadroom();
// send input and other state parameters to the animator
UpdateAnimator(move);
}
void ScaleCapsuleForCrouching(bool crouch)
{
if (m_IsGrounded && crouch)
{
if (m_Crouching) return;
m_Capsule.height = m_Capsule.height / 2f;
m_Capsule.center = m_Capsule.center / 2f;
m_Crouching = true;
}
else
{
Ray crouchRay = new Ray(m_Rigidbody.position + Vector3.up * m_Capsule.radius * k_Half, Vector3.up);
float crouchRayLength = m_CapsuleHeight - m_Capsule.radius * k_Half;
if (Physics.SphereCast(crouchRay, m_Capsule.radius * k_Half, crouchRayLength, Physics.AllLayers, QueryTriggerInteraction.Ignore))
{
m_Crouching = true;
return;
}
m_Capsule.height = m_CapsuleHeight;
m_Capsule.center = m_CapsuleCenter;
m_Crouching = false;
}
}
void PreventStandingInLowHeadroom()
{
// prevent standing up in crouch-only zones
if (!m_Crouching)
{
Ray crouchRay = new Ray(m_Rigidbody.position + Vector3.up * m_Capsule.radius * k_Half, Vector3.up);
float crouchRayLength = m_CapsuleHeight - m_Capsule.radius * k_Half;
if (Physics.SphereCast(crouchRay, m_Capsule.radius * k_Half, crouchRayLength, Physics.AllLayers, QueryTriggerInteraction.Ignore))
{
m_Crouching = true;
}
}
}
void UpdateAnimator(Vector3 move)
{
// update the animator parameters
m_Animator.SetFloat("Forward", m_ForwardAmount, 0.1f, Time.deltaTime);
m_Animator.SetFloat("Turn", m_TurnAmount, 0.1f, Time.deltaTime);
m_Animator.SetBool("Crouch", m_Crouching);
m_Animator.SetBool("OnGround", m_IsGrounded);
if (!m_IsGrounded)
{
m_Animator.SetFloat("Jump", m_Rigidbody.velocity.y);
}
// calculate which leg is behind, so as to leave that leg trailing in the jump animation
// (This code is reliant on the specific run cycle offset in our animations,
// and assumes one leg passes the other at the normalized clip times of 0.0 and 0.5)
float runCycle =
Mathf.Repeat(
m_Animator.GetCurrentAnimatorStateInfo(0).normalizedTime + m_RunCycleLegOffset, 1);
float jumpLeg = (runCycle < k_Half ? 1 : -1) * m_ForwardAmount;
if (m_IsGrounded)
{
m_Animator.SetFloat("JumpLeg", jumpLeg);
}
// the anim speed multiplier allows the overall speed of walking/running to be tweaked in the inspector,
// which affects the movement speed because of the root motion.
if (m_IsGrounded && move.magnitude > 0)
{
m_Animator.speed = m_AnimSpeedMultiplier;
}
else
{
// don't use that while airborne
m_Animator.speed = 1;
}
}
void HandleAirborneMovement()
{
// apply extra gravity from multiplier:
Vector3 extraGravityForce = (Physics.gravity * m_GravityMultiplier) - Physics.gravity;
m_Rigidbody.AddForce(extraGravityForce);
m_GroundCheckDistance = m_Rigidbody.velocity.y < 0 ? m_OrigGroundCheckDistance : 0.01f;
}
void HandleGroundedMovement(bool crouch, bool jump)
{
// check whether conditions are right to allow a jump:
if (jump && !crouch && m_Animator.GetCurrentAnimatorStateInfo(0).IsName("Grounded"))
{
// jump!
m_Rigidbody.velocity = new Vector3(m_Rigidbody.velocity.x, m_JumpPower, m_Rigidbody.velocity.z);
m_IsGrounded = false;
m_Animator.applyRootMotion = false;
m_GroundCheckDistance = 0.1f;
}
}
void ApplyExtraTurnRotation()
{
// help the character turn faster (this is in addition to root rotation in the animation)
float turnSpeed = Mathf.Lerp(m_StationaryTurnSpeed, m_MovingTurnSpeed, m_ForwardAmount);
transform.Rotate(0, m_TurnAmount * turnSpeed * Time.deltaTime, 0);
}
public void OnAnimatorMove()
{
// we implement this function to override the default root motion.
// this allows us to modify the positional speed before it's applied.
if (m_IsGrounded && Time.deltaTime > 0)
{
Vector3 v = (m_Animator.deltaPosition * m_MoveSpeedMultiplier) / Time.deltaTime;
// we preserve the existing y part of the current velocity.
v.y = m_Rigidbody.velocity.y;
m_Rigidbody.velocity = v;
}
}
void CheckGroundStatus()
{
RaycastHit hitInfo;
#if UNITY_EDITOR
// helper to visualise the ground check ray in the scene view
Debug.DrawLine(transform.position + (Vector3.up * 0.1f), transform.position + (Vector3.up * 0.1f) + (Vector3.down * m_GroundCheckDistance));
#endif
// 0.1f is a small offset to start the ray from inside the character
// it is also good to note that the transform position in the sample assets is at the base of the character
if (Physics.Raycast(transform.position + (Vector3.up * 0.1f), Vector3.down, out hitInfo, m_GroundCheckDistance))
{
m_GroundNormal = hitInfo.normal;
m_IsGrounded = true;
m_Animator.applyRootMotion = true;
}
else
{
m_IsGrounded = false;
m_GroundNormal = Vector3.up;
m_Animator.applyRootMotion = false;
}
}
}
}

Movement Bug stopping movement

Here is a video of the problem:
https://pbs.twimg.com/tweet_video/CPmbdpMWIAAUesX.mp4
The issue is whenever the ship flies in the direction of its shield, it seems to stop at regular intervals.
Here's the code for the ship and the shield:
public class MoveOnAxis : MonoBehaviour {
public float speed = 1.0f;
public float defaultDrag = 0.0f;
public float maxDrag = 3.0f;
public float maxAngularDrag = 3.0f;
public float maxTumble = 720;
public Transform shield;
private float distance;
private float hAxis;
private float deadzone = 0.15f;
private float aVel;
private Rigidbody2D rb;
// Use this for initialization
void Start ()
{
rb = GetComponent<Rigidbody2D>();
}
// Update is called once per frame
void Update ()
{
hAxis = Input.GetAxis("Horizontal");
aVel = rb.angularVelocity;
if(Mathf.Abs(hAxis) > 0.15f) //Controlls ship rotation
{
if(aVel > 10.0f) //if spinning out after a crash clockwise
{
if(aVel <= maxTumble && hAxis > deadzone)
{
rb.angularVelocity -= hAxis*speed*2;
}
else if(aVel < maxTumble && hAxis < -deadzone)
{
rb.angularVelocity -= hAxis*speed*2;
}
else if(aVel > maxTumble && hAxis < -deadzone)
{
rb.angularVelocity = maxTumble;
}
}
else if (aVel < -10.0f) //if spinning out of a crash anti-clockwise
{
if(aVel >= -maxTumble && hAxis < -deadzone)
{
rb.angularVelocity -= hAxis*speed*2;
}
else if(aVel > -maxTumble && hAxis > deadzone)
{
rb.angularVelocity -= hAxis*speed*2;
}
else if(aVel < -maxTumble && hAxis > deadzone)
{
rb.angularVelocity = -maxTumble;
}
}
else //if no physics angular momentum go back to using transform for rotation
{
rb.angularVelocity = 0;
transform.Rotate(0.0f, 0.0f, hAxis*-speed);
}
}
if(Input.GetAxis("triggerAxis") > 0.1f) //Controlls ship accelleration and decelleration
{
//distance = Mathf.Abs((transform.position - shield.position).magnitude);
//if (distance <= 1.0f && distance >= 0.6f)
//{
rb.AddForce(transform.up * speed * Input.GetAxis("triggerAxis"));
//}
//else if (distance < 0.6f || distance > 1.0f)
//{
// rb.velocity = new Vector2(0f,0f);
//}
}
if(Input.GetAxis("triggerAxis") < -0.1f)
{
rb.drag = maxDrag*-Input.GetAxis("triggerAxis");
rb.angularDrag = maxAngularDrag*-Input.GetAxis("triggerAxis");
}
else
{
rb.drag = defaultDrag;
rb.angularDrag = defaultDrag;
}
}
}
and
public class ShieldMovement : MonoBehaviour {
public Transform target; //player shield is attaced to
public float circSpeed = 0.1f; // Speed Shield moves around ship
private Vector3 direction = Vector3.up;
private float distance = 0.8f; // distance from player so it doesn't clip
private float deadzone = 0.15f;
private float separation;
private bool canMove = true;
private Rigidbody2D tRB;
private Rigidbody2D rb;
// Use this for initialization
void Start ()
{
tRB = target.GetComponent<Rigidbody2D>();
rb = GetComponent<Rigidbody2D>();
}
void OnCollisionEnter2D (Collision2D other)
{
canMove = false;
}
void OnCollisionStay2d(Collision2D other)
{
canMove = false;
}
void OnCollisionExit2D (Collision2D other)
{
canMove = true;
}
// Update is called once per frame
void Update () {
float rh = Input.GetAxisRaw("rightH");
float rv = Input.GetAxisRaw("rightV");
separation = Mathf.Abs((transform.position - target.position).magnitude);
if(Mathf.Abs(rh) > deadzone || Mathf.Abs(rv) > deadzone)
{
Vector3 targetDir = new Vector3(rh, rv, 0.0f);
direction = Vector3.Slerp(transform.position-target.position, targetDir, circSpeed);
}
Ray ray = new Ray(target.position, direction); // cast ray in direction of point on circle shield is to go
if(canMove)
{
transform.position = ray.GetPoint(distance); //move shield to the ray as far as the distance
}
else if(!canMove)
{
tRB.velocity = new Vector2(0.0f, 0.0f);
//rb.velocity = new Vector2(0.0f, 0.0f);
transform.position = transform.position;
}
if(separation != distance) //If the shield get torn away from the ship
{
transform.position = ray.GetPoint(distance); //move shield to the ray as far as the distance
}
float angleY = transform.position.y - target.position.y;
float angleX = -(transform.position.x - target.position.x);
float angle = Mathf.Atan2 (angleY, angleX) * Mathf.Rad2Deg-90; //Get angle
if(Mathf.Abs(rh) > deadzone || Mathf.Abs(rv) > deadzone)
{
transform.rotation = Quaternion.AngleAxis(angle,Vector3.forward*-1); // keep shield facing outwards in respect to player
}
}
}
I've tried taking out the stuff that stops moving the ship like tRB.velocity = new Vector2(0.0f, 0.0f); but it didn't make any difference at all. Any ideas on what I need to do here?
Edit
Removing the collider from the shield fixes the problem so it seems like somehow the shield is colliding with the ship even though it doesn't look like it and the raycast should keep it far enough away from the ship. Not sure where to go from here.
For physics system updates, it's best practice to put them in FixedUpdate() instead of Update(). The former can be used to change the velocity or add forces, and the latter can be used for getting the input from the user.
To prevent the ship and shield from colliding, use a different tag on each one, then compare the other.collider.tag to ignore those collisions.
// e.g. in ShieldMovement
void OnCollisionEnter2D (Collision2D other)
{
if (other.collider.tag != "Ship") {
canMove = false;
}
}
It seems the shield was colliding with the ship somehow, once I put them on separate non interacting layers the problem went away :D

Jumping at an angle with Unity and C#

I'm working on a project where I'm trying to make my character move by jumping at an angle. Right now during the frame updates, the character will pivot back and forth and when the right key is pressed, they will jump. This code causes them to jump at an angle, but they always return to their original position.
Additionally, I have two characters who start on opposite sides of the stage, but when I start the game they teleport to the same position. I've spent a lot of time reviewing my code but I can't seem to get this to work. Any help you can provide?
using UnityEngine;
using System.Collections;
public class Freg : MonoBehaviour {
public GameObject Tounge;
public float gravity;
public float tempScale = 1;
public float MaxJump = 8f;
public float MinJump = 0.1f;
static float yVector = 0;
static float xVector = 0;
static bool grounded = true;
bool isleft = false;
Vector3 farthestleft;
Vector3 farthestright;
// Use this for initialization
void Start () {
farthestleft = new Vector3 (-33.7f, 50.2f, 24.8f);
farthestright = new Vector3 (22.56f, 54.83f, -15.12f);
}
void OnTriggerEnter (Collider other) {
if (other.GetComponent<Collider> ().tag == "Ground") {
grounded = true;
yVector = 0;
//xVector = 0;
Vector3 onGround = new Vector3 (transform.position.x, -4.86f, transform.position.z);
transform.position = onGround;
} else
grounded = false;
}
// Update is called once per frame
void Update () {
/*if (Input.GetKey (KeyCode.UpArrow) == true) {
Tounge.transform.localScale.Set (1, 0.5f, 1);
} else {
Tounge.transform.localScale.Set (1, 1, 1);
}*/
if (grounded == false) {
yVector -= gravity;
}
if (Input.GetKeyDown (KeyCode.UpArrow) == true && grounded == true) {
MinJump += 0.5f;
} else if (MinJump > 0.1f){
yVector += MinJump;
xVector += MinJump;
MinJump = 0.1f;
grounded = false;
}
Vector3 stuff = new Vector3 (transform.localPosition.y + xVector, transform.position.y + yVector, transform.position.z);
transform.position = stuff;
float t = Mathf.PingPong (Time.time * 0.5f * 2.0f, 1.0f);
transform.eulerAngles = Vector3.Lerp (farthestright, farthestleft, t);
}
}
it looks like you should update the current position during the if statements, rather than after that way on each update, the actual position is moving based on the decision rather than just the end of the loop.

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